[Data]
life = 1000
power = 10000
attack = 105
defence = 150
fall.defence_up = 50
liedown.time = 15
airjuggle = 999
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 100
IntPersistIndex = 0
FloatPersistIndex = 0

[Size]
xscale = 0.325           ;Horizontal scaling factor.
yscale = 0.325           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 16    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 60          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = 2, -97  ;Approximate position of head
mid.pos = 0, -73    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = -3,2    ;Player drawing offset in pixels (x, y). Recommended 0,0

[Velocity]
walk.fwd  = 2.1      ;Walk forward
walk.back = -1.9     ;Walk backward
run.fwd  = 8.4, 0    ;Run forward (x, y)
run.back = -5.5,-3.5 ;Hop backward (x, y)
jump.neu = 0,-8.4    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.
air.gethit.groundrecover = -.15,-3.5  ;Velocity for ground recovery state (x, y) **MUGEN 1.0**
air.gethit.airrecover.mul = .5,.2     ;Multiplier for air recovery velocity (x, y) **MUGEN 1.0**
air.gethit.airrecover.add = 0,-5.5    ;Velocity offset for air recovery (x, y) **MUGEN 1.0**
air.gethit.airrecover.back = -3       ;Extra x-velocity for holding back during air recovery **MUGEN 1.0**
air.gethit.airrecover.fwd = 3         ;Extra x-velocity for holding forward during air recovery **MUGEN 1.0**
air.gethit.airrecover.up = -3         ;Extra y-velocity for holding up during air recovery **MUGEN 1.0**
air.gethit.airrecover.down = 6      ;Extra y-velocity for holding down during air recovery **MUGEN 1.0**

[Movement]
airjump.num = 0       ;Number of air jumps allowed (opt)
airjump.height = 35   ;Minimum distance from ground before you can air jump (opt)
yaccel = .44          ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching
stand.friction.threshold = 2          ;If player's speed drops below this threshold while standing, stop his movement **MUGEN 1.0**
crouch.friction.threshold = .05       ;If player's speed drops below this threshold while crouching, stop his movement **MUGEN 1.0**
air.gethit.groundlevel = 25           ;Y-position at which a falling player is considered to hit the ground **MUGEN 1.0**
air.gethit.groundrecover.ground.threshold = -20 ;Y-position below which falling player can use the recovery command **MUGEN 1.0**
air.gethit.groundrecover.groundlevel = 10   ;Y-position at which player in the ground recovery state touches the ground **MUGEN 1.0**
air.gethit.airrecover.threshold = -1  ;Y-velocity above which player may use the air recovery command **MUGEN 1.0**
air.gethit.airrecover.yaccel = .35    ;Vertical acceleration for player in the air recovery state **MUGEN 1.0**
air.gethit.trip.groundlevel = 15      ;Y-position at which player in the tripped state touches the ground **MUGEN 1.0**
down.bounce.offset = 0, 20            ;Offset for player bouncing off the ground (x, y) **MUGEN 1.0**
down.bounce.yaccel = .4               ;Vertical acceleration for player bouncing off the ground **MUGEN 1.0**
down.bounce.groundlevel = 12          ;Y-position at which player bouncing off the ground touches the ground again **MUGEN 1.0**
down.friction.threshold = .05         ;If the player's speed drops below this threshold while lying down, stop his movement **MUGEN 1.0**

[Quotes]
; Up to 100 victory quotes can be specified per language (victory0 - victory99)
victory1 = "You'd better quit now. Or do you want another bullet shower? Now...outta my sight."
victory2 = "Predicting the path of the bullet and then dodging it isn't all that hard."
victory3 = "Oh, man! The six-yen-a-bag sale on bean sprouts is about over!"
victory4 = "I desire power! The power to protect what I hold dear!"
victory5 = "It's sukiyaki for dinner tonight!"
victory6 = "People with obvious weapons like swords and spears may stand out. But I prefer a gun...with some very special bullets."

;---------------------------------------------------------------------------
; Variable usage:
; This is a record of the variables that KFM uses. Keeping a record of your
; variable usage helps you avoid careless mistakes later.
; var(1)  - Used in kfm.cmd for combo condition (updated every tick)
; var(2)  - Used in Kung Fu Throw (state 800) to remember if fwd was being
;           held (remembered from state 800 through state 810).


;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 195, 1]
type = playsnd
trigger1 = animelem = 1
value = 170,0+random%2
channel = 0

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

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = !matchover
triggerall = var(20) != 1
value = 181

[State 180, 1]
type = ChangeState
trigger1 = matchover
triggerall = var(20) != 1
value = 182

[State 180, 1]
type = ChangeState
trigger1 = var(20) = 1
value = 183

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

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

[State 195, 1]
type = playsnd
trigger1 = !time
value = 181,0+random%3
channel = 0

[State 181, 1]
type = assertspecial
trigger1 = time <= 300
flag = roundnotover

;Win By Perfect
[State -2, Explod];p1 Side
type = Explod
triggerall = teamside = 1
trigger1 = winperfect
trigger1 = !time
anim = 9889
pos = 5,75
postype = left
removetime = -2
supermove = 1
scale = 0.25,0.25
sprpriority = 0
id = 13000
bindtime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1

[State -2, Explod];p2 Side
type = Explod
triggerall = teamside = 2
trigger1 = winperfect
trigger1 = !time
anim = 9889
pos = -65,75
postype = right
removetime = -2
supermove = 1
scale = 0.25,0.25
sprpriority = 0
id = 13000
bindtime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1

[State 195, 1]
type = playsnd
trigger1 = winperfect
trigger1 = !time
value = 8999,0

;---------------------------------------------------------------------------
; Match Win
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 182, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 195, 1]
type = playsnd
trigger1 = !time
value = 182,0+random%3
channel = 0

[State 182, 1]
type = assertspecial
trigger1 = time <= 300
flag = roundnotover

;Win By Perfect
[State -2, Explod];p1 Side
type = Explod
triggerall = teamside = 1
trigger1 = winperfect
trigger1 = !time
anim = 9889
pos = 5,75
postype = left
removetime = -2
supermove = 1
scale = 0.25,0.25
sprpriority = 0
id = 13000
bindtime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1

[State -2, Explod];p2 Side
type = Explod
triggerall = teamside = 2
trigger1 = winperfect
trigger1 = !time
anim = 9889
pos = -65,75
postype = right
removetime = -2
supermove = 1
scale = 0.25,0.25
sprpriority = 0
id = 13000
bindtime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1

[State 195, 1]
type = playsnd
trigger1 = winperfect
trigger1 = !time
value = 8999,0

;---------------------------------------------------------------------------
; Astral Heat Win
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 1200, 6]
type = explod
trigger1 = animelemtime(2) = 6
anim = 185
id = 185
pos = -3,-101
facing = 1
sprpriority = 3
bindtime = 4
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 183, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3000,]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State 195, 1]
type = playsnd
trigger1 = !time
value = 183,0
channel = 0

[State 182, 1]
type = assertspecial
trigger1 = time <= 400
flag = roundnotover

;Win By Perfect
[State -2, Explod];p1 Side
type = Explod
triggerall = teamside = 1
trigger1 = winperfect
trigger1 = !time
anim = 9889
pos = 5,75
postype = left
removetime = -2
supermove = 1
scale = 0.25,0.25
sprpriority = 0
id = 13000
bindtime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1

[State -2, Explod];p2 Side
type = Explod
triggerall = teamside = 2
trigger1 = winperfect
trigger1 = !time
anim = 9889
pos = -65,75
postype = right
removetime = -2
supermove = 1
scale = 0.25,0.25
sprpriority = 0
id = 13000
bindtime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1

[State 195, 1]
type = playsnd
trigger1 = winperfect
trigger1 = !time
value = 8999,0


;---------------------------------------------------------------------------
;Intro
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 195, 1]
type = playsnd
trigger1 = time = 1
value = 191,0+random%3
channel = 0

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;Vs. Intro 1
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 3000,]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State 195, 1]
type = changeanim
triggerall = p2name = "Asuna"
trigger1 = anim = 192
trigger1 = time >= 300
value = 196

[State 195, 1]
type = playsnd
triggerall = p2name = "Asuna"
trigger1 = time = 0
value = 193,0
channel = 0
persistent = 0

[State 195, 1]
type = changeanim
triggerall = p2name = "Hyde Kido"
trigger1 = anim = 192
trigger1 = time >= 300
value = 196

[State 195, 1]
type = playsnd
triggerall = p2name = "Hyde Kido"
trigger1 = time = 0
value = 193,0
channel = 0
persistent = 0

[State 195, 1]
type = changeanim
triggerall = p2name = "Kirino"
trigger1 = anim = 192
trigger1 = time >= 200
value = 196

[State 195, 1]
type = playsnd
triggerall = p2name = "Kirino"
trigger1 = time = 150
value = 192,2
channel = 0
persistent = 0

[State 195, 1]
type = changeanim
triggerall = p2name = "Seth"
trigger1 = anim = 192
trigger1 = time >= 500
value = 196

[State 195, 1]
type = playsnd
triggerall = p2name = "Seth"
trigger1 = time = 0
value = 194,0
channel = 0
persistent = 0

[State 195, 1]
type = changeanim
triggerall = p2name = "Tomoka Minato"
trigger1 = anim = 192
trigger1 = time >= 430
value = 196

[State 195, 1]
type = playsnd
triggerall = p2name = "Tomoka Minato"
trigger1 = time = 0
value = 193,1
channel = 0
persistent = 0

[State 195, 1]
type = changeanim
triggerall = p2name = "Linne"
trigger1 = anim = 192
trigger1 = time >= 500
value = 196

[State 195, 1]
type = playsnd
triggerall = p2name = "Linne"
trigger1 = time = 0
value = 193,1
channel = 0
persistent = 0

[State 195, 1]
type = changeanim
triggerall = p2name = "Miyako"
trigger1 = anim = 192
trigger1 = time >= 500
value = 196

[State 195, 1]
type = playsnd
triggerall = p2name = "Miyako"
trigger1 = time = 0
value = 193,1
channel = 0
persistent = 0

[State 195, 1]
type = changeanim
triggerall = p2name = "Dead Apostle Noel"
trigger1 = anim = 192
trigger1 = time >= 500
value = 196

[State 195, 1]
type = playsnd
triggerall = p2name = "Dead Apostle Noel"
trigger1 = time = 0
value = 193,1
channel = 0
persistent = 0

[State 195, 1]
type = changeanim
triggerall = p2name = "Mika"
trigger1 = anim = 192
trigger1 = time >= 500
value = 196

[State 195, 1]
type = playsnd
triggerall = p2name = "Mika"
trigger1 = time = 0
value = 193,1
channel = 0
persistent = 0

[State 195, 1]
type = changeanim
triggerall = p2name = "Len"
trigger1 = anim = 192
trigger1 = time >= 500
value = 196

[State 195, 1]
type = playsnd
triggerall = p2name = "Len"
trigger1 = time = 0
value = 193,1
channel = 0
persistent = 0

[State 195, 1]
type = changeanim
triggerall = p2name = "White Len"
trigger1 = anim = 192
trigger1 = time >= 500
value = 196

[State 195, 1]
type = playsnd
triggerall = p2name = "White Len"
trigger1 = time = 0
value = 193,1
channel = 0
persistent = 0

[State 195, 1]
type = changeanim
triggerall = p2name = "Neco-Arc"
trigger1 = anim = 192
trigger1 = time >= 500
value = 196

[State 195, 1]
type = playsnd
triggerall = p2name = "Neco-Arc"
trigger1 = time = 0
value = 193,1
channel = 0
persistent = 0

[State 195, 1]
type = playsnd
trigger1 = anim = 194
trigger1 = animelem = 2
value = 400,5

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3]
type = ChangeState
trigger1 = anim = 196
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;Vs. Tomoka Intro
;[Statedef 193]
;type = S
;ctrl = 0
;anim = 192
;velset = 0,0

;[State 3000,]
;type = screenbound
;trigger1 = 1
;value = 0
;movecamera = 0,0

;[State 191, 2]
;type = AssertSpecial
;trigger1 = 1
;flag = Intro

;[State 191, 3]
;type = ChangeState
;trigger1 = anim = 196
;trigger1 = AnimTime = 0
;value = 0

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

[State 195, 1]
type = playsnd
trigger1 = animelem = 1
value = 195,0+random%2
channel = 0

[State 195, 2]
type = poweradd
trigger1 = AnimTime = 0
value = 200

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

;---------------------------------------------------------------------------
[Statedef 160];Dodge
type    = S
movetype= I
physics = N
ctrl = 0
anim = 160
sprpriority = -1

[State 160, ]
type = PlaySnd
trigger1 = Time = 0
value = 160, 0

[State 160, ]
type = PlaySnd
trigger1 = random <= 499
trigger1 = time = 0
value = 161, 0+random%3
channel = 0

[State 160, 1];
type = VelSet
trigger1 = 1
x = 0

[State 160, ]
type = afterimage
trigger1 = Time = 0
time = 20
framegap = 5
length = 15
PalBright   =  5, 5, 5
PalContrast =  150, 150, 150
PalAdd      = -1,-1,-1
trans = add

[State 161, ]
type = NotHitBy
trigger1 = time <= 20
value = ,AP

[State 160, ]
type = HitBy
trigger1 = time <= 17
value = SCA,AT

[State 215, Effect]
type = PalFX
trigger1 = time <= 17
time = 1
add = 64-time*3,64-time*3,64-time*3

[State 160,]
type = PlayerPush
trigger1 = 1
value = 0

[State 160, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 161]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 161
sprpriority = -1

[State 161, ]
type = PlaySnd
trigger1 = Time = 0
value = 160, 0

[State 160, ]
type = PlaySnd
trigger1 = random <= 499
trigger1 = time = 0
value = 162, 0
channel = 0

[State 161, ]
type = afterimage
trigger1 = Time = 0
trigger1 = var(13) = 0
time = 23
framegap = 5
length = 15
PalBright   =  5, 5, 5
PalContrast =  150, 150, 150
PalAdd      = -1,-1,-1
trans = add

[State 6061, Effect]
type = Explod
trigger1 = time = 0
anim = 6007
scale = .25,.25
postype = p1
facing = 1
pos = -15,-2
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

[State 161, 1]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 5

[State 161, 1]
type = VelSet
trigger1 = AnimElemTime(3) >= 0
x = Vel X * 0.95

[State 161, ]
type = NotHitBy
triggerall = prevstateno != 5120
trigger1 = time <= 20
value = ,AP

[State 161, ]
type = NotHitBy
triggerall = prevstateno = 5120
trigger1 = time
value = SCA

[State 160, ]
type = HitBy
triggerall = prevstateno != 5120
trigger1 = time <= 16
value = SCA,AT

[State 215, Effect]
type = PalFX
triggerall = prevstateno != 5120
trigger1 = time <= 16
time = 1
add = 64-time*3,64-time*3,64-time*3

[State 215, Effect]
type = PalFX
triggerall = prevstateno = 5120
trigger1 = time <= 20
time = 1
add = 64-time*2,64-time*2,64-time*2

[State 161,]
type = PlayerPush
trigger1 = 1
value = 0

[State 161, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 162]
type    = A
movetype= I
physics = A
ctrl = 0
anim = 162
sprpriority = -1

[State 162, ]
type = PlaySnd
trigger1 = Time = 0
value = 160, 0

[State 160, ]
type = PlaySnd
trigger1 = random <= 499
trigger1 = time = 0
value = 161, 0+random%3
channel = 0

[State 162, ]
type = afterimage
trigger1 = Time = 0
trigger1 = var(13) = 0
time = 22
framegap = 5
length = 15
PalBright   =  5, 5, 5
PalContrast =  150, 150, 150
PalAdd      = -1,-1,-1
trans = add

[State 161, ]
type = NotHitBy
triggerall = prevstateno != [5200,5210]
trigger1 = time <= 22
value = ,AP

[State 161, ]
type = NotHitBy
triggerall = prevstateno = [5200,5210]
trigger1 = time
value = SCA

[State 160, ]
type = HitBy
triggerall = prevstateno != [5200,5210]
trigger1 = time <= 17
value = SCA,AT

[State 215, Effect]
type = PalFX
triggerall = prevstateno != [5200,5210]
trigger1 = time <= 17
time = 1
add = 64-time*3,64-time*3,64-time*3

[State 215, Effect]
type = PalFX
triggerall = prevstateno = [5200,5210]
trigger1 = time <= 25
time = 1
add = 64-time*2,64-time*2,64-time*2

[State 162,]
type = PlayerPush
trigger1 = 1
value = 0

[State 162, 5]
type = changestate
trigger1 = Animtime = 0
value = 51

;---------------------------------------------------------------------------
[Statedef 200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                       ;Change animation (Def: no change)
poweradd = 19                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1, ]
type = PlaySnd
trigger1 = time = 0
value = 200, 0+random%4
channel = 0

[State 200, 1]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype != A
attr = S, NA
damage = ceil(14), 0             ;Damage that move inflicts, guard damage
animtype = Light
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, -54               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 1                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 20              ;Time opponent is in hit state
ground.velocity = -2             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.2,-1.5           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.fall = 1      
air.hittime = 15                 ;Time before opponent regains control in air
fall.recovertime = 25
guard.ctrltime = 20
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
nochainID = 8000

[State 200, 1]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype = A
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = ceil(20), 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, -54               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 1                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 20              ;Time opponent is in hit state
ground.velocity = -2             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.2,-1.5           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.fall = 1
air.hittime = 15                 ;Time before opponent regains control in air
fall.recovertime = 25
guard.ctrltime = 20
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
nochainID = 8000

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.96
ignorehitpause = 1
persistent = 0

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

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 201]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 201                       ;Change animation (Def: no change)
poweradd = 18                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1200, 6]
type = explod
trigger1 = AnimElem = 3
anim = 6200
id = 6200
pos = 30,-65
facing = 1
sprpriority = 1
bindtime = -1
ownpal = 1
ignorehitpause = 1
scale = 0.215,0.315

[State 201, 1]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype != A
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = ceil(21), 0                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = M                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 2                      ;Spark anim no (Def: set above)
sparkxy = -10, -82             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 5                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 25             ;Time opponent is in hit state
ground.velocity = -2             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.2,-1.5           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 15                 ;Time before opponent regains control in air
air.fall = 1
fall.recovertime = 31
guard.ctrltime = 14
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
nochainID = 8000

[State 201, 1]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype = A
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = ceil(27), 0                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = M                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 2                      ;Spark anim no (Def: set above)
sparkxy = -10, -82             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 5                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 25             ;Time opponent is in hit state
ground.velocity = -2             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.2,-1.5           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 15                 ;Time before opponent regains control in air
air.fall = 1
fall.recovertime = 31
guard.ctrltime = 22
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
nochainID = 8000

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.93
ignorehitpause = 1
persistent = 0

[State 200, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 3

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 202]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 202                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 202, Helper]
type = Helper
trigger1 = time = 12
helpertype = normal
stateno = 205
ID = 205
name = "Gunfire"
postype = p1
;pos = 30,-50
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.350
size.yscale = 0.325
ownpal = 1

[State 200, 2]
type = PlaySnd
trigger1 = animelem = 5
value = 500,0+random%2 

[State 201, 1]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype != A
attr = S, NP                     ;Attribute: Standing, Normal Attack
damage = ceil(27), 0                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = LA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -10, -45             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 7                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-5
air.velocity = -1,-5
down.velocity = -1,0
fall = 1
air.fall = 1
fall.recover = 1
yaccel = IfElse(P2StateType = A,0.55,0.45)
fall.recovertime = 30
guard.ctrltime = 15
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
nochainID = 8000


[State 201, 1]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype = A
attr = S, NP                     ;Attribute: Standing, Normal Attack
damage = ceil(34), 0                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = LA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -10, -45             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 7                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-5
air.velocity = -1,-5
down.velocity = -1,0
fall = 1
air.fall = 1
fall.recover = 1
yaccel = IfElse(P2StateType = A,0.55,0.45)
fall.recovertime = 30
guard.ctrltime = 22
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
nochainID = 8000

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.93
ignorehitpause = 1
persistent = 0

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

[State 1, ]
type = PlaySnd
trigger1 = time = 0
value = 1000,0+random%2 
channel = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 203]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;velset = 7,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 203                       ;Change animation (Def: no change)
poweradd = 21                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 203, 1]
type = velset
trigger1 = animelem = 3
x = 20.0 

[State 203, 1]
type = velmul
trigger1 = animelemtime(5) >= 0
x = 1.0

[State 1, ]
type = PlaySnd
trigger1 = time = 0
value = 205,0+random%3 
channel = 0

[State 1, ]
type = PlaySnd
trigger1 = time = 0
value = 102, 0

[State 1, Effect]
type = Explod
trigger1 = animelem = 3
anim = 6150
scale = 0.4,0.4
postype = p1
facing = 1
pos = -24,20
ownpal = 1
sprpriority = 5
bindtime = 1
ignorehitpause = 1

[State 6061, Effect]
type = Explod
trigger1 = animelem = 3
anim = 6005
scale = .5,.5
postype = p1
facing = 1
pos = -44,0
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

[State 6061, Effect]
type = Explod
trigger1 = animelem = 5
anim = 6005
scale = .3,.3
postype = p1
facing = -1
pos = 50,0
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

[State 201, 1]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype != A
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = ceil(38), 0                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 14, 14                 ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -10, -60             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 4                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 25             ;Time opponent is in hit state
ground.velocity = -2.5,-6.5             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -2.5,-6           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 25                 ;Time before opponent regains control in air
fall = 1
fall.recover = 0
fall.recovertime = 45
guard.ctrltime = 16
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
nochainID = 8000

[State 201, 1]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype = A
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = ceil(48), 0                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 14, 14                 ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -10, -60             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 4                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 25             ;Time opponent is in hit state
ground.velocity = -2.5,-6.5            ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -2.5,-6          ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 25                 ;Time before opponent regains control in air
fall = 1
fall.recover = 0
fall.recovertime = 50
guard.ctrltime = 22
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
nochainID = 8000

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.90
ignorehitpause = 1
persistent = 0

[State 200, 2]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 2

[State 200, 2]
type = PlaySnd
trigger1 = animelem = 5
value = 101, 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 204]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = N                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 201                       ;Change animation (Def: no change)
poweradd = 0                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1200, 6]
type = explod
trigger1 = AnimElem = 3
anim = 6200
id = 6200
pos = 30,-65
facing = 1
sprpriority = 1
bindtime = -1
ownpal = 1
ignorehitpause = 1
scale = 0.215,0.315

[State 1, ]
type = PlaySnd
trigger1 = time = 1
value = 204, 0+random%2
channel = 0

[State 1, ]
type = poweradd
trigger1 = !time
value = -1000

[State 1, ]
type = PlaySnd
trigger1 = !time
value = 150, 0

[State 215, Effect]
type = PalFX
trigger1 = !time
time = 12
add = 64,64,64

[State 215,]
type = nothitby
trigger1 = 1
value = SCA

[State 1, ]
type = PlaySnd
trigger1 = time = 0
value = 204, 0+random%2
channel = 0

[State 410, 2]
type = HitDef
trigger1 = !movecontact && !movereversed
attr = C, NA
damage    = ceil(32)
animtype  = Hard
hitflag = MAFD
guardflag = MA
pausetime = 11,11
sparkno = 3
sparkxy = -10,-65
hitsound   = S5,5
guardsound = S6,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = -7,-3.5
air.velocity = -7,-3.5
fall = 1
fall.recovertime = 45
kill = 0
nochainID = 8000

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.8
ignorehitpause = 1
persistent = 0

[State 200, 2]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 2

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 5812]
type    = A
movetype = H
physics = N

[State 812,1]
type = Velset
trigger1 = time < 30
x = 0
y = 0

[State 812,]
type = PlayerPush
trigger1 = 1
value = 1

[State 812, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 812, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 5813

[Statedef 5813]
type    = A
movetype = H
physics = N

[State 813,1]
type = Velset
trigger1 = time = 1 
x = 0
y = 15

[State 813,2]
type = VelAdd
trigger1 = time > 1
y = 0.3

[State 813,]
type = PlayerPush
trigger1 = 1
value = 1

[State 813, 2]
type = ChangeState
triggerall = time > 1
trigger1 = Pos Y >= 0
value = 5814

[Statedef 5814]
type    = A
movetype = H
physics = N
sprpriority = 0

[State 1200, 6]
type = explod
trigger1 = time = 0
anim = F62
id = 1
pos = -5,0
facing = 1
sprpriority = 4
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 814, 4]
type = PlaySnd
trigger1 = time = 1
value = F7, 2

[State 814,1]
type = posset
trigger1 = time = 0
y = 0

[State 814,1]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 814,1]
type = Velset
trigger1 = time = 1
x = 0
y = -9

[State 814,2]
type = VelAdd
trigger1 = time >= 0
y = 0.3

[State 814,]
type = PlayerPush
trigger1 = 1
value = 1

[State 814, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5160

[State 814, 3]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 = SelfAnimExist(5035)
value = 5035

[State 814, 4]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5035
trigger1 = SelfAnimExist(5035)
value = 5050

[State 814, ChangeState]
type = selfstate
trigger1 = time > 10
trigger1 = Pos Y >= 0
value = 5110
;---------------------------------------------------------------------------
[Statedef 5832]
type    = A
movetype = H
physics = N

[State 812,1]
type = Velset
trigger1 = time < 30
x = 0
y = 0

[State 812,]
type = PlayerPush
trigger1 = 1
value = 1

[State 812, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 812, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 5833

[Statedef 5833]
type    = A
movetype = H
physics = N

[State 813,1]
type = posset
trigger1 = !time
y = 3

[State 813,1]
type = Velset
trigger1 = time = 1 
x = 0
y = 15

[State 813,2]
type = VelAdd
trigger1 = time > 1
y = 0.3

[State 813,]
type = PlayerPush
trigger1 = 1
value = 1

[State 1200, 6]
type = explod
trigger1 = !time
anim = F62
id = 1
pos = 0,0
facing = 1
sprpriority = 3
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 999
supermovetime = 999

[State 813, 2]
type = ChangeState
triggerall = time > 1
trigger1 = Pos Y >= 0
value = 5834

[Statedef 5834]
type    = A
movetype = H
physics = N
sprpriority = 0

[State 814, 4]
type = PlaySnd
trigger1 = anim != 5110
trigger1 = time = 1
value = F7, 2

[State 814,1]
type = Velset
triggerall = anim != 5110
trigger1 = time = 0
x = 0
y = -4

[State 814,1]
type = Velset
trigger1 = anim = 5110
x = 0
y = 0

[State 814,2]
type = VelAdd
triggerall = anim != 5110
trigger1 = time >= 0
y = 0.3

[State 814,]
type = PlayerPush
trigger1 = 1
value = 1

[State 814, 2] 
type = ChangeAnim
triggerall = anim != 5110
trigger1 = Time = 0
value = 5160

[State 814, 3]
type = ChangeAnim
triggerall = anim != 5110
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 = SelfAnimExist(5035)
value = 5035

[State 814, 4]
type = ChangeAnim
triggerall = anim != 5110
trigger1 = animtime = 0
trigger1 = anim = 5035
trigger1 = SelfAnimExist(5035)
value = 5050

[State 814,]
type = changeanim
trigger1 = anim != 5110
trigger1 = time > 10
trigger1 = Pos Y >= 0
value = 5110
persistent = 0

[State 814,]
type = statetypeset
trigger1 = anim = 5110
statetype = L
physics = N

[State 814, 4]
type = PlaySnd
trigger1 = anim = 5110
value = F7, 1
persistent = 0

[State 1200, 6]
type = explod
trigger1 = anim = 5110
anim = F61
id = 1
pos = 0,0
facing = 1
sprpriority = -1
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 999
supermovetime = 999

[State 814,]
type = posset
trigger1 = anim = 5110
y = 0

[State 814,]
type = selfstate
triggerall = alive
trigger1 = anim = 5110
trigger1 = time >= 50
value = 5120

[State 814,]
type = selfstate
triggerall = !alive
trigger1 = anim = 5110
trigger1 = time >= 50
value = 5150

;---------------------------------------------------------------------------
[Statedef 5836]
type    = A
movetype = H
physics = N

[State 812,1]
type = Velset
trigger1 = time < 30
x = 0
y = 0

[State 812,]
type = PlayerPush
trigger1 = 1
value = 1

[State 831, 1]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 812, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 812, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 5837

[Statedef 5837]
type    = A
movetype = H
physics = N

[State 831, 1]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 813,1]
type = Velset
trigger1 = time = 1 
x = -5
y = 12

[State 813,2]
type = VelAdd
trigger1 = time > 1
y = 0.3

[State 813,]
type = PlayerPush
trigger1 = 1
value = 1

[State 813, 2]
type = ChangeState
triggerall = time > 1
trigger1 = Pos Y >= 0
value = 5838

[Statedef 5838]
type    = A
movetype = H
physics = N
sprpriority = 0

[State 814,]
type = changeanim
trigger1 = !time
value = 5160

[State 814,1]
type = posset
trigger1 = !time
y = 0

[State 1200, 6]
type = explod
trigger1 = !time
anim = F62
id = 1
pos = -17,0
facing = 1
sprpriority = 3
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 814, 4]
type = PlaySnd
trigger1 = !time
value = F7, 2

[State 814,1]
type = Velset
trigger1 = !time
x = -3
y = -5

[State 814,]
type = PlayerPush
trigger1 = 1
value = 1

[State 814,]
type = selfstate
trigger1 = !time
value = 5035

;---------------------------------------------------------------------------
[Statedef 5840]
type    = A
movetype = H
physics = N

[State 812,1]
type = Velset
trigger1 = time < 30
x = 0
y = 0

[State 812,]
type = PlayerPush
trigger1 = 1
value = 1

[State 831, 1]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 812, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 812, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 5841

[Statedef 5841]
type    = A
movetype = H
physics = N

[State 831, 1]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 813,1]
type = Velset
trigger1 = time = 1 
x = -5
y = 12

[State 813,2]
type = VelAdd
trigger1 = time > 1
y = 0.3

[State 813,]
type = PlayerPush
trigger1 = 1
value = 1

[State 813, 2]
type = ChangeState
triggerall = time > 1
trigger1 = Pos Y >= 0
value = 5842

[Statedef 5842]
type    = A
movetype = H
physics = N
sprpriority = 0

[State 814,]
type = changeanim
trigger1 = !time
value = 5160

[State 814,1]
type = posset
trigger1 = !time
y = 0

[State 1200, 6]
type = explod
trigger1 = !time
anim = F62
id = 1
pos = -17,0
facing = 1
sprpriority = 3
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 814, 4]
type = PlaySnd
trigger1 = !time
value = F7, 2

[State 814,1]
type = Velset
trigger1 = !time
x = -0
y = -7

[State 814,]
type = PlayerPush
trigger1 = 1
value = 1

[State 814,]
type = selfstate
trigger1 = !time
value = 5035

;---------------------------------------------------------------------------
[Statedef 5843]
type    = A
movetype = H
physics = N

[State 812,1]
type = Velset
trigger1 = time < 30
x = 0
y = 0

[State 812,]
type = PlayerPush
trigger1 = 1
value = 1

[State 831, 1]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 812, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 812, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 5844

[Statedef 5844]
type    = A
movetype = H
physics = N

[State 831, 1]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 813,1]
type = Velset
trigger1 = time = 1 
x = -5
y = 12

[State 813,2]
type = VelAdd
trigger1 = time > 1
y = 0.3

[State 813,]
type = PlayerPush
trigger1 = 1
value = 1

[State 813, 2]
type = ChangeState
triggerall = time > 1
trigger1 = Pos Y >= 0
value = 5845

[Statedef 5845]
type    = A
movetype = H
physics = N
sprpriority = 0

[State 814,]
type = changeanim
trigger1 = !time
value = 5160

[State 814,1]
type = posset
trigger1 = !time
y = 0

[State 1200, 6]
type = explod
trigger1 = !time
anim = F62
id = 1
pos = -17,0
facing = 1
sprpriority = 3
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 814, 4]
type = PlaySnd
trigger1 = !time
value = F7, 2

[State 814,1]
type = Velset
trigger1 = !time
x = -0
y = -9.50

[State 814,]
type = PlayerPush
trigger1 = 1
value = 1

[State 814,]
type = selfstate
trigger1 = !time
value = 5035

;---------------------------------------------------------------------------
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2

[State 203, 1]
type = velset
trigger1 = animelem = 3
x = 5.0 

[State 203, 1]
type = velmul
trigger1 = animelemtime(5) >= 0
x = 1.0

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 1, ]
type = PlaySnd
trigger1 = time = 0
value = 203, 0+random%3
channel = 0

[State 210, 2]
type = HitDef
trigger1 = enemynear,movetype != A
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = ceil(30)
hitflag = MAFD
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -10,-73
hitsound   = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -4.5
air.velocity = -2.5,-4
air.fall = 1
fall.recovertime = 45
guard.ctrltime = 20
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
nochainID = 8000

[State 210, 2]
type = HitDef
trigger1 = enemynear,movetype = A
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = ceil(40)
hitflag = MAFD
guardflag = MA
pausetime = 8,9
sparkno = 2
sparkxy = -10,-73
hitsound   = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 27
ground.velocity = -4.5
air.velocity = -2.5,-4
air.fall = 1
fall.recovertime = 45
guard.ctrltime = 20
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
nochainID = 8000

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.95
ignorehitpause = 1
persistent = 0

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 211]
type    = A
movetype= A
physics = S
juggle  = 4
poweradd= 28
ctrl = 0
velset = 0,0
anim = 211
sprpriority = 2

[State 1200, 6]
type = explod
trigger1 = time = 14
anim = 6201
id = 6201
pos = 5,-73
facing = 1
sprpriority = 3
bindtime = -1
ownpal = 1
ignorehitpause = 1
scale = 0.315,0.315

;[State 6201, Helper]
;type = Helper
;trigger1 = time = 14
;helpertype = normal
;stateno = 6201
;ID = 6201
;name = "5BB Effect"
;postype = p1
;pos = 0,-75
;pausemovetime = 9999
;supermovetime = 9999
;size.xscale = 0.215
;size.yscale = 0.325
;ownpal = 1

[State 6061, Effect]
type = Explod
trigger1 = time = 0
anim = 6005
scale = .5,.5
postype = p1
facing = 1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

[State 220]
type = PlaySnd
trigger1 = Time = 2
value = 50, 0

[State 220]
type = statetypeset
trigger1 = !time
statetype = A
physics = N

[State 220]
type = Velset
trigger1 = !time
x = P2Dist X/20
y = -3

[State 220]
type = Veladd
trigger1 = anim = 211
trigger1 = Time > 2
y = 0.3

[State 610, 3]
type = HitDef
trigger1 = enemynear,movetype != A
trigger1 = !movecontact && !movereversed
attr = A, NA
damage = ceil(32)
hitflag = MAFD
guardflag = MA
priority = 4
pausetime = 6,6
sparkno = 2
sparkxy = -10,-55
hitsound   = S5,6
guardsound = S6,0
animtype = Hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 25
guard.ctrltime = 25
ground.velocity = -2
air.velocity = -1,-2
air.hittime  = 27
fall.recovertime = 40
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
nochainID = 8000

[State 610, 3]
type = HitDef
trigger1 = enemynear,movetype = A
trigger1 = !movecontact && !movereversed
attr = A, NA
damage = ceil(46)
hitflag = MAFD
guardflag = MA
priority = 4
pausetime = 6,8
sparkno = 2
sparkxy = -10,-55
hitsound   = S5,6
guardsound = S6,0
animtype = Hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 25
guard.ctrltime = 25
ground.velocity = -2
air.velocity = -1,-2
air.hittime  = 27
fall.recovertime = 40
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
nochainID = 8000

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.94
ignorehitpause = 1
persistent = 0

[State 220]
type = Changeanim
trigger1 = Time > 10
trigger1 = pos Y >= 0
value = 212
persistent = 0

[State 220]
type = posset
trigger1 = anim = 212
y = 0

[State 220]
type = velset
trigger1 = anim = 212
y = 0
x = 0

[State 6061, Effect]
type = Explod
trigger1 = command = "b"
trigger1 = animelemtime(1) >= 6
anim = 9999
ID = 6969
scale = .5,.5
postype = p1
facing = 1
pos = 0,0
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

[State 220]
type = statetypeset
trigger1 = anim = 212
statetype = S
physics = S

[State 220]
type = playsnd
trigger1 = anim = 211
trigger1 = animelemtime(2) = 0
value = 0,3

[State 220]
type = playsnd
trigger1 = anim = 212
trigger1 = animelemtime(1) = 0
value = 40,0

[State 220]
type = ChangeState
trigger1 = anim = 212
trigger1 = numexplod(6969)
trigger1 = movecontact
value = 212

[State 220]
type = ChangeState
trigger1 = anim = 212
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 212]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 35
ctrl = 0
velset = 0,0
anim = 213
sprpriority = 2

[State 1200, 6]
type = explod
trigger1 = AnimElem = 3
anim = 6200
id = 6200
pos = 30,-65
facing = 1
sprpriority = 1
bindtime = -1
ownpal = 1
ignorehitpause = 1
scale = 0.215,0.315

[State 212, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 5

[State 1, ]
type = PlaySnd
trigger1 = !time
value = 210, 0+random%3
channel = 0

[State 212, 2]
type = HitDef
trigger1 = enemynear,movetype != A
trigger1 = !movecontact && !movereversed
attr = S, NA
animtype  = Hard
damage    = ceil(30)
hitflag = MAFD
guardflag = M
pausetime = 12,12
sparkno = 3
sparkxy = -10, -82
hitsound   = S5,7
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -0.7,-7.5
air.velocity = -0.7,-6.8
fall = 1
Fall.recovertime = 45
guard.ctrltime = 16
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
nochainID = 8000

[State 212, 2]
type = HitDef
trigger1 = enemynear,movetype = A
trigger1 = !movecontact && !movereversed
attr = S, NA
animtype  = Hard
damage    = ceil(47)
hitflag = MAFD
guardflag = M
pausetime = 12,16
sparkno = 3
sparkxy = -10, -82
hitsound   = S5,7
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -0.7,-7.5
air.velocity = -0.7,-6.8
fall = 1
Fall.recover = 0
guard.ctrltime = 16
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
nochainID = 8000

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.93
ignorehitpause = 1
persistent = 0

[State 212, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 220]
type    = S
movetype= I
physics = S
juggle  = 4
poweradd= 20
ctrl = 0
velset = 0,0
anim = 102
sprpriority = 2

[State 220]
type = PlaySnd
trigger1 = Time = 0
value = 50, 0

[State 220]
type = statetypeset
trigger1 = 1
statetype = A

[State 220]
type = Velset
trigger1 = 1
x = P2Dist X/43
y = -3

[State 220]
type = ChangeState
trigger1 = Time = 12
value = 221
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 221]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 25
ctrl = 0
anim = 1230
sprpriority = 2

[State 1200, 6]
type = explod
trigger1 = animelem = 4
anim = 1251
id = 1251
pos = -20,-10
facing = 1
sprpriority = 3
bindtime = -1
removeongethit = 1
ownpal = 1
ignorehitpause = 1
scale = 0.215,0.215

[State 1, ]
type = PlaySnd
trigger1 = time = 0
value = 200, 0+random%3
channel = 0

[State 600, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 5

[State 600, 2]
type = HitDef
trigger1 = enemynear,statetype != A || enemynear,statetype != L
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype != A
attr = A, NA
damage  = ceil(50),2
hitflag = MAF
guardflag = HA
priority = 3
pausetime = 9,9
sparkno = 3
sparkxy = -20,-45
hitsound   = S5,4
guardsound = S6,0
animtype = Med
ground.type = High
ground.slidetime = 5
ground.hittime  = ceil(30*(fvar(11)))
ground.velocity = -2
air.velocity = -1,-2.6
ground.hittime  = 30
fall.recovertime = 0
air.fall = 1
nochainID = 8000
guard.kill = 0

[State 600, 2]
type = HitDef
trigger1 = enemynear,statetype = A || enemynear,statetype = L
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype != A
attr = A, NA
damage    = ceil(50),2
hitflag = MAF
guardflag = HA
priority = 3
pausetime = 9,9
sparkno = 3
sparkxy = -20,-45
hitsound   = S5,4
guardsound = S6,0
animtype = Med
ground.type = High
ground.slidetime = 5
ground.hittime  = ceil(30*(fvar(11)))
guard.ctrltime = 13
ground.velocity = -2
air.velocity = -1,-2.6
air.fall = 1
fall.recovertime = 0
nochainID = 8000
guard.kill = 0

[State 600, 2]
type = HitDef
trigger1 = enemynear,statetype != A || enemynear,statetype != L
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype = A
attr = A, NA
damage    = ceil(62),2
hitflag = MAF
guardflag = HA
priority = 3
pausetime = 9,9
sparkno = 3
sparkxy = -20,-45
hitsound   = S5,3
guardsound = S6,0
animtype = Med
ground.type = High
ground.slidetime = 5
ground.hittime  = ceil(30*(fvar(11)))
ground.velocity = -2
air.velocity = -1,-2.6
ground.hittime  = 30
fall.recovertime = 35
air.fall = 1
p2stateno = 8999
nochainID = 8000
guard.kill = 0

[State 600, 2]
type = HitDef
trigger1 = enemynear,statetype = A || enemynear,statetype = L
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype = A
attr = A, NA
damage    = ceil(62),2
hitflag = MAF
guardflag = HA
priority = 3
pausetime = 9,9
sparkno = 3
sparkxy = -20,-45
hitsound   = S5,3
guardsound = S6,0
animtype = Med
ground.type = High
ground.slidetime = 5
ground.hittime  = ceil(30*(fvar(11)))
ground.velocity = -2
air.velocity = -1,-2.6
air.fall = 1
fall.recovertime = 50
nochainID = 8000 
guard.kill = 0

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.90
ignorehitpause = 1
persistent = 0

[State 600, 3]
type = changestate
trigger1 = AnimTime = 0
value = 51

;---------------------------------------------------------------------------
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 35
ctrl = 0
anim = 230
sprpriority = 1

[State 200, ]
type = Helper
trigger1 = animelem = 3
helpertype = normal
stateno = 231
ID = 231
name = "66A Slash"
postype = p1
;pos = 3,-77
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.215
size.yscale = 0.315
ownpal = 1

[State 1, ]
type = PlaySnd
trigger1 = animelem = 3
value = 200, 0+random%4
channel = 0

[State 230, 1]
type = statetypeset
trigger1 = animelem = 3
physics = S

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

[State 230, 2]
type = HitDef
trigger1 = p2movetype != H
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype != A
attr = S, NA
animtype  = Hard
damage    = ceil(35),0
hitflag = MAFD
guardflag = MA
pausetime = 5,5
sparkno = 2
sparkxy = -10,-50
hitsound   = S5,6
guardsound = S6,0
ground.type = Low
ground.slidetime = 3
ground.hittime  = 32
ground.velocity = -2
air.velocity = -2,-4
air.fall = 1
fall.recovertime = 35
guard.ctrltime = 20
nochainID = 8000

[State 230, 2]
type = HitDef
trigger1 = p2movetype != H
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype = A
attr = S, NA
animtype  = Hard
damage    = ceil(46),0
hitflag = MAFD
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -10,-50
hitsound   = S5,6
guardsound = S6,0
ground.type = Low
ground.slidetime = 3
ground.hittime  = 45
ground.velocity = -2
air.velocity = -2,-4
air.fall = 1
fall.recover = 0
guard.ctrltime = 20
nochainID = 8000

[State 200, Damage Scaling]
type = targetstate
trigger1 = movehit
trigger1 = enemynear,statetype != A
trigger1 = enemynear,statetype != L
value = 8999
ignorehitpause = 0
persistent = 0

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.93
ignorehitpause = 1
persistent = 0

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

;---------------------------------------------------------------------------
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2

[State 203, 1]
type = velset
trigger1 = animelem = 3
x = 8.0 

[State 203, 1]
type = velmul
trigger1 = animelemtime(5) >= 0
x = 1.0

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

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

[State 210, 2]
type = HitDef
trigger1 = enemynear,movetype != A
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = ceil(50)
hitflag = MAFD
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -10,-73
hitsound   = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 38
ground.hittime  = 30
ground.velocity = -4.5
air.velocity = -2.5,-4
air.fall = 1
fall.recovertime = 45
guard.ctrltime = 20
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
nochainID = 8000

[State 210, 2]
type = HitDef
trigger1 = enemynear,movetype = A
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = ceil(60)
hitflag = MAFD
guardflag = MA
pausetime = 8,9
sparkno = 2
sparkxy = -10,-73
hitsound   = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 38
ground.hittime  = 30
ground.velocity = -4.5
air.velocity = -2.5,-4
air.fall = 1
fall.recovertime = 45
guard.ctrltime = 20
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
nochainID = 8000

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.88
ignorehitpause = 1
persistent = 0

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 241]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 34
ctrl = 0
velset = 0,0
anim = 241
sprpriority = 2

[State 6061, Effect]
type = Explod
trigger1 = time = 0
anim = 6005
scale = .5,.5
postype = p1
facing = 1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

[State 220]
type = PlaySnd
trigger1 = Time = 2
value = 50, 0

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

[State 225]
type = Velset
trigger1 = AnimElem = 5
X = 14
Y = -4

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 5

[State 225, ]
type = StateTypeSet
trigger1 = AnimElem = 5
StateType = A
Movetype = A
Physics = N

[State 225, ]
type = Velmul
trigger1 = time >= 19
X = 0.9

[State 225, ]
type = VelAdd
trigger1 = time >= 19
Y = 1.1

[State 610, 3]
type = HitDef
trigger1 = enemynear,movetype != A
trigger1 = !movecontact && !movereversed
attr = A, NA
damage = ceil(32)
hitflag = MAFD
guardflag = MA
priority = 4
pausetime = 6,6
sparkno = 2
sparkxy = -10,-75
hitsound   = S5,4
guardsound = S6,0
animtype = Hard
ground.type = Low
ground.slideTime = 12
ground.hitTime  = 12
ground.velocity = -3.3,-7.4
air.velocity = -3.3,-7.4
yaccel = .65
fall = 1
air.fall = 1
fall.recover = 0
nochainID = 8000

[State 610, 3]
type = HitDef
trigger1 = enemynear,movetype = A
trigger1 = !movecontact && !movereversed
attr = A, NA
damage = ceil(46)
hitflag = MAFD
guardflag = MA
priority = 4
pausetime = 6,8
sparkno = 2
sparkxy = -10,-75
hitsound   = S5,4
guardsound = S6,0
animtype = Hard
ground.type = Low
ground.slideTime = 12
ground.hitTime  = 12
ground.velocity = -3.3,-7.4
air.velocity = -3.3,-7.4
yaccel = .65
fall = 1
air.fall = 1
fall.recover = 0
nochainID = 8000

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.94
ignorehitpause = 1
persistent = 0

[State 225, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 621

;---------------------------------------------------------------------------
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 14
ctrl = 0
anim = 400
sprpriority = 2

[State 300, Var]
type = varadd
trigger1 = !time
var(30) = -1

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

[State 1, ]
type = PlaySnd
trigger1 = time = 0
trigger1 = random <= 499
value = 200, 0+random%3
channel = 0

[State 400, 2]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype != A
attr = C, NA
damage    = ceil(10),0
priority  = 3
animtype  = medium
hitflag = MAFD
guardflag = LA
pausetime = 10,12
sparkno = 0
sparkxy = -10,-35
hitsound   = S5,1
guardsound = S6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 14
ground.velocity = -4
air.velocity = -1.5,-1
down.velocity = -1.5,-3.5
air.fall = 1
fall.recovertime = 20
guard.ctrltime = 14
ground.cornerpush.veloff = -.5
air.cornerpush.veloff = -.5
nochainID = 8000

[State 400, 2]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype = A
attr = C, NA
damage    = ceil(15),0
priority  = 3
animtype  = medium
hitflag = MAFD
guardflag = LA
pausetime = 10,13
sparkno = 0
sparkxy = -10,-35
hitsound   = S5,1
guardsound = S6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 20
ground.velocity = -4
air.velocity = -1.5,-3
down.velocity = -1.5,-3.5
air.fall = 1
fall.recover = 0
guard.ctrltime = 14
ground.cornerpush.veloff = -.5
air.cornerpush.veloff = -.5
nochainID = 8000

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.96
ignorehitpause = 1
persistent = 0

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 32
ctrl = 0
anim = 410
sprpriority = 2

[State 1200, 6]
type = explod
trigger1 = AnimElem = 4
anim = 6202
id = 6202
pos = 35,-35
facing = 1
sprpriority = 3
bindtime = -1
ownpal = 1
ignorehitpause = 1
scale = 0.315,0.315

[State 410, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 5

[State 1, ]
type = PlaySnd
trigger1 = time = 0
value = 203, 0+random%4
channel = 0

[State 410, 2]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype != A
attr = C, NA
damage    = ceil(30),0
animtype  = Hard
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = 3
sparkxy = -10,-75
hitsound   = S5,6
guardsound = S6,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 17
guard.ctrltime = 12
ground.velocity = -3.2,0
air.velocity = -1.2,-7
air.fall = 1
fall.recovertime = 45
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
nochainID = 8000

[State 410, 2]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype = A
attr = C, NA
damage    = ceil(42),0
animtype  = Hard
hitflag = MAFD
guardflag = L
pausetime = 12,14
sparkno = 3
sparkxy = -10,-75
hitsound   = S5,6
guardsound = S6,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 23
guard.ctrltime = 12
ground.velocity = -3.2,0
air.velocity = -1.2,-7
air.fall = 1
fall.recovertime = 45
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
nochainID = 8000

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.94
ignorehitpause = 1
persistent = 0

[State 410]
type = varset
trigger1 = movehit
var(40) = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 44
ctrl = 0
anim = 420
sprpriority = 2

[State 420, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 1, ]
type = PlaySnd
trigger1 = animelem = 3
value = 210, 0+random%3
channel = 0

[State 420, 3]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype != A
attr = C, NA
damage    = ceil(40),0
hitflag = MAFD
guardflag = L
pausetime = 8,8
sparkno = 3
sparkxy = -5,-10
hitsound   = S5,4
guardsound = S6,0
ground.type = Trip
air.type = high
ground.slidetime = 10
ground.hittime  = 17
ground.velocity = -2,-4.5
air.velocity = -1.2,-4.5
guard.velocity = -5
down.velocity = -1.1,-4.7
fall = 1
fall.recover = 0
guard.ctrltime = 20
nochainID = 8000

[State 420, 3]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype = A
attr = C, NA
damage    = ceil(46),0
hitflag = MAFD
guardflag = L
pausetime = 8,8
sparkno = 3
sparkxy = -5,-10
hitsound   = S5,4
guardsound = S6,0
ground.type = Trip
air.type = high
ground.slidetime = 10
ground.hittime  = 17
ground.velocity = -2,-4.5
air.velocity = -1.2,-4.5
guard.velocity = -5
down.velocity = -1.1,-4.7
fall = 1
fall.recover = 0
guard.ctrltime = 20
nochainID = 8000

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.97
ignorehitpause = 1
persistent = 0

[State 420, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 25
ctrl = 0
anim = 600
sprpriority = 2

[State 1, ]
type = PlaySnd
trigger1 = time = 0
value = 200, 0+random%4
channel = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 4

[State 1200, 6]
type = explod
trigger1 = animelem = 3
anim = 6201
id = 601
pos = 3,-77
facing = 1
sprpriority = 3
bindtime = -1
ownpal = 1
ignorehitpause = 1
scale = 0.315,0.315

[State 601, Helper]
type = null;Helper
trigger1 = animelem = 3
helpertype = normal
stateno = 601
ID = 601
name = "jA Slash"
postype = p1
;pos = 3,-77
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.315
size.yscale = 0.315
ownpal = 1

[State 600, 2]
type = HitDef
trigger1 = enemynear,movetype != A
trigger1 = !movecontact && !movereversed
attr = A, NA
damage    = ceil(32)
hitflag = MAF
guardflag = HA
priority = 3
pausetime = 10,11
sparkno = 2
sparkxy = -10,-58
hitsound   = S5,5
guardsound = S6,0
animtype = Med
ground.type = High
ground.slidetime = 5
ground.hittime  = ceil(15*(fvar(11)))
ground.velocity = -2
air.velocity = -.3,-3
air.hittime = 16
air.fall = 1
fall.recovertime = 35
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
nochainID = 8000

[State 600, 2]
type = HitDef
trigger1 = enemynear,movetype = A
trigger1 = !movecontact && !movereversed
attr = A, NA
damage    = ceil(41)
hitflag = MAF
guardflag = HA
priority = 3
pausetime = 10,12
sparkno = 2
sparkxy = -10,-58
hitsound   = S5,5
guardsound = S6,0
animtype = Med
ground.type = High
ground.slidetime = 5
ground.hittime  = ceil(15*(fvar(11)))
ground.velocity = -2
air.velocity = -.3,-3
air.hittime = 16
air.fall = 1
fall.recovertime = 60
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
nochainID = 8000

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.96
ignorehitpause = 1
persistent = 0

[State 600, 3]
type = changestate
trigger1 = AnimTime = 0
value = 51

;---------------------------------------------------------------------------
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 33
ctrl = 0
anim = 610
sprpriority = 2

[State 1, ]
type = PlaySnd
trigger1 = time = 0
value = 210, 0+random%3
channel = 0

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 5

[State 610, 3]
type = HitDef
trigger1 = enemynear,movetype != A
trigger1 = Time = 0
attr = A, NA
damage = ceil(34)
hitflag = MAF
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 2
sparkxy = -10,-45
hitsound   = S5,4
guardsound = S6,0
animtype = Hard
ground.type = High
ground.slidetime = 12
ground.hittime  = ceil(26*(fvar(11)))
ground.velocity = -6
air.velocity = -2.5,-4
air.hittime  = 27
air.fall = 1
fall.recovertime = 42
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
nochainID = 8000

[State 610, 3]
type = HitDef
trigger1 = enemynear,movetype = A
trigger1 = Time = 0
attr = A, NA
damage = ceil(46)
hitflag = MAF
guardflag = HA
priority = 4
pausetime = 12,13
sparkno = 2
sparkxy = -10,-45
hitsound   = S5,4
guardsound = S6,0
animtype = Hard
ground.type = High
ground.slidetime = 12
ground.hittime  = ceil(26*(fvar(11)))
ground.velocity = -6
air.velocity = -2.5,-4
air.hittime  = 27
air.fall = 1
fall.recovertime = 60
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
nochainID = 8000

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.97
ignorehitpause = 1
persistent = 0

[State 600, 3]
type = changestate
trigger1 = AnimTime = 0
value = 51

;---------------------------------------------------------------------------
[Statedef 620]
type    = A                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = N                      ;Physics: S-stand, C-crouch, A-air
juggle  = 4                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 620                       ;Change animation (Def: no change)
poweradd = 44                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 622, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal
stateno = 622
ID = 622
name = "Gunfire"
postype = p1
pos = 35,-75
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.350
size.yscale = 0.325
ownpal = 1

[State 200, 2]
type = PlaySnd
trigger1 = animelem = 5
value = 500,0+random%2 

[State 1, ]
type = PlaySnd
trigger1 = !time
value = 1000, 0+random%2
channel = 0

[State 620, VelSet]
Type = VelSet
trigger1 = AnimElem = 5
X = -3
Y = -3

[State 620, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(6) > 0
Y = 0.5

[State 200, 2]
type = PlaySnd
trigger1 = animelemtime(2) = 6
value = 0, 1

[State 200, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 621

;---------------------------------------------------------------------------
[StateDef 621]
type = S
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 621
sprpriority = 2

[State 621, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 621, 3]
type = MakeDust
trigger1 = Time = 0
pos = 0, 0
spacing = 1

;[State 621, Explod]
;type = Explod
;trigger1 = Time = 0
;anim = 8020
;sprpriority = -3
;postype = p1
;scale= 0.5,0.5
;pausemovetime = -1
;supermovetime = -1
;ownpal = 1

[State 621, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 40,0

[State 621, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 1, ]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = 801, 1
channel = 0

[State 800, 1]
type = HitDef
triggerall = enemynear,movetype != A
Triggerall = !Movecontact && !movereversed
triggerall = var(59) = 0
trigger1 = command != "holdback"
trigger2 = Ailevel && numenemy
attr = S, NT          
hitflag = M-          
priority = 1, Miss    
sparkno = -1          
p1sprpriority = 1     
p1facing = 1
p2facing = 1          
p1stateno = 801       
p2stateno = 805       
guard.dist = 0        
fall = 1          
fall.recover = 0 
nochainID = 8000   

[State 800, 1]
type = HitDef
triggerall = enemynear,movetype = A
Triggerall = !Movecontact && !movereversed
triggerall = var(59) = 0
trigger1 = command != "holdback"
trigger2 = Ailevel && numenemy
attr = S, NT          
hitflag = M-          
priority = 1, Miss    
sparkno = -1          
p1sprpriority = 1     
p1facing = 1
p2facing = 1          
p1stateno = 810      
p2stateno = 811       
guard.dist = 0        
fall = 1           
fall.recover = 0 
nochainID = 8000

[State 800, 1]
type = HitDef
triggerall = enemynear,movetype != A
triggerall = !ailevel
trigger1 = !movecontact && !movereversed
trigger1 = command = "holdback"
trigger1 = var(59) = 0
attr = S, NT         
hitflag = M-          
priority = 1, Miss    
sparkno = -1          
p1sprpriority = 1     
p1facing = 1
p2facing = 1          
p1stateno = 802       
p2stateno = 805       
guard.dist = 0        
fall = 1       
fall.recover = 0 
nochainID = 8000  

[State 800, 1]
type = HitDef
triggerall = enemynear,movetype = A
triggerall = !ailevel
trigger1 = !movecontact && !movereversed
trigger1 = command = "holdback"
trigger1 = var(59) = 0
attr = S, NT         
hitflag = M-          
priority = 1, Miss    
sparkno = -1          
p1sprpriority = 1     
p1facing = 1
p2facing = 1          
p1stateno = 819       
p2stateno = 811       
guard.dist = 0        
fall = 1       
fall.recover = 0 
nochainID = 8000     

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

;---------------------------------------------------------------------------
[Statedef 801]
type    = S
movetype= I
physics = N
velset = 0,0
sprpriority = -1
anim = 801

[State -2, Explod]
type = Explod
trigger1 = !time
anim = 9887
pos = -27,enemynear,const(size.head.pos.y)
postype = p2
removetime = -2
supermove = 1
facing = 1
scale = 0.25,0.25
sprpriority = 0
id = 9887
bindtime = 1
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1

[State 810,]
type = width
trigger1 = 1
edge = 50,0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = time = 0
value = 1, 1

[State 810, Bind 1]
type = TargetBind
trigger1 = !time
pos = 45, 0

[State 811, 1]
type = Changestate
trigger1 = time >= 1
trigger1 = ((enemy,command="z")||(enemy,command="a"&&enemy,command="b")||(enemy,command="b"&&enemy,command="c")||(enemy,command="x"&&enemy,command="y"))
value = 806

[State 811, 1]
type = Changestate
trigger1 = time >= 14
value = 810
;---------------------------------------------------------------------------
[Statedef 802]
type    = S
movetype= I
physics = N
velset = 0,0
sprpriority = -1
anim = 801

[State -2, Explod]
type = Explod
trigger1 = !time
anim = 9887
pos = -27,enemynear,const(size.head.pos.y)
postype = p2
removetime = -2
supermove = 1
facing = 1
scale = 0.25,0.25
sprpriority = 0
id = 9887
bindtime = 1
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1

[State 810,]
type = width
trigger1 = 1
edge = 50,0

[State 810, Bind 1]
type = TargetBind
trigger1 = !time
pos = 45, 0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = time = 0
value = 1, 1

[State 811, 1]
type = Changestate
trigger1 = time >= 1
trigger1 = ((enemy,command="z")||(enemy,command="a"&&enemy,command="b")||(enemy,command="b"&&enemy,command="c")||(enemy,command="x"&&enemy,command="y"))
value = 806

[State 811, 1]
type = Changestate
trigger1 = time >= 14
value = 819

;---------------------------------------------------------------------------
[Statedef 805]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 811, 1]
type = playerpush
Trigger1 = 1
value = 0

[State 811, 1]
type = nothitby
Trigger1 = 1
value = SCA

[State 811, 1]
type = ChangeAnim
Trigger1 = !time
value = 150

;---------------------------------------------------------------------------
[Statedef 806]
type    = S
movetype= H
physics = N
velset = -7,0
sprpriority = 2

[State 1200, 6]
type = explod
trigger1 = !time
anim = F71
id = 1
pos = 30,-60
facing = -1
sprpriority = -4
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1, ]
type = PlaySnd
trigger1 = !time
value = 801, 0
channel = 0

[State 811, 1]
type = playsnd
Trigger1 = !time
value = 150, 0

[State 811, 1]
type = targetstate
Trigger1 = !time
value = 807

[State 811, 1]
type = playerpush
Trigger1 = 1
value = 0

[State 811, 1]
type = velmul
Trigger1 = time
x = 0.9

[State 811, 1]
type = nothitby
Trigger1 = 1
value = SCA

[State 811, 1]
type = ChangeAnim
Trigger1 = !time
value = 5000

[State 811, 1]
type = ChangeAnim
Trigger1 = anim = 5000
trigger1 = animtime = 0
value = 5005

[State 811, 1]
type = Changestate
Trigger1 = time >= 40
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 807]
type    = S
movetype= H
physics = N
velset = -7,0
sprpriority = 2

[State 1200, 6]
type = explod
trigger1 = !time
anim = F71
id = 1
pos = 30,-60
facing = -1
sprpriority = -4
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 811, 1]
type = playerpush
Trigger1 = 1
value = 0

[State 811, 1]
type = velmul
Trigger1 = time
x = 0.9

[State 811, 1]
type = nothitby
Trigger1 = 1
value = SCA

[State 811, 1]
type = ChangeAnim
Trigger1 = !time
value = 5000

[State 811, 1]
type = ChangeAnim
Trigger1 = anim = 5000
trigger1 = animtime = 0
value = 5005

[State 811, 1]
type = selfstate
Trigger1 = time >= 40
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 35
sprpriority = 1
velset = 0,0

[State 810, Bind 1]
type = Targetstate
trigger1 = !time
value = 811

[State 810,]
type = targetbind
trigger1 = !time
pos = 43,0

[State 810,]
type = width
trigger1 = !time
edge = 45,11

;[State 810,]
;type = targetbind
;trigger1 = animelem = 3
;pos = 18,0

[State 230, 1]
type = PlaySnd
trigger1 = animelemtime(3) = 2
value = 0, 2

[State 810, Grab Sound]
type = PlaySnd
triggerall = prevstateno != [801,805]
trigger1 = time = 0
value = 1, 1

[State 810]
type = PlaySnd
trigger1 = animelem = 3
value = 800, 0
channel = 0

[State 620, 3]
type = HitDef
trigger1 = !movecontact && !movereversed
attr = A, NT
damage = ceil(60)
hitflag = MAFD
guardflag = 
priority = 4
pausetime = 0,0
sparkno = 3
sparkxy = -5,-75
hitsound   = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 3
ground.hittime  = 30
ground.velocity = -0.5,-6.8
air.velocity = -0.5,-6.8
forcenofall = 1
fall = 1
fall.recover = 0
y.accel = .8

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.9
ignorehitpause = 1
persistent = 0

[State 810, State End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 819]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 35
sprpriority = 1
velset = 0,0

[State 810, Bind 1]
type = turn
trigger1 = !time

[State 810, Bind 1]
type = Targetstate
trigger1 = !time
value = 811

[State 810,]
type = targetbind
trigger1 = !time
pos = 43,0

[State 810,]
type = width
trigger1 = !time
edge = 45,11

;[State 810,]
;type = targetbind
;trigger1 = animelem = 3
;pos = 18,0

[State 230, 1]
type = PlaySnd
trigger1 = animelemtime(3) = 2
value = 0, 2

[State 810, Grab Sound]
type = PlaySnd
triggerall = prevstateno != [801,805]
trigger1 = time = 0
value = 1, 1

[State 810]
type = PlaySnd
trigger1 = animelem = 3
value = 800, 0
channel = 0

[State 620, 3]
type = HitDef
trigger1 = !movecontact && !movereversed
attr = A, NT
damage = ceil(60)
hitflag = MAFD
guardflag = 
priority = 4
pausetime = 0,0
sparkno = 3
sparkxy = -5,-75
hitsound   = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 3
ground.hittime  = 30
ground.velocity = -0.5,-6.8
air.velocity = -0.5,-6.8
forcenofall = 1
fall = 1
fall.recover = 0
y.accel = .8

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.9
ignorehitpause = 1
persistent = 0

[State 810, State End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 811]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 3000,]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[state 810]
type = turn
trigger1 = enemynear,stateno = 819
trigger1 = !time

[State 811, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5005

;---------------------------------------------------------------------------
[Statedef 812]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 3000,]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State 3000,]
type = sprpriority
trigger1 = time >= 50
value = -1

[State 811, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5005

;---------------------------------------------------------------------------
[Statedef 820]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 820
sprpriority = 2

[State 1, ]
type = PlaySnd
trigger1 = animelem= 3
value = 801, 1
channel = 0

[State 800, 2]
type = velset
Trigger1 = Time < 16
x = 2

[State 800, 2]
type = velset
Trigger1 = Time >= 16
Trigger1 = Time < 33
x = 1

[State 800, 2]
type = velset
Trigger1 = Time = 33
x = 0

[State 6061, Effect]
type = Explod
trigger1 = !time
anim = 6005
scale = .5,.5
postype = p1
facing = 1
pos = -45,0
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

[State 800, 1]
type = HitDef
nochainID = 8000
trigger1 = !movecontact && !movereversed
trigger1 = p2stateno != [150,151]
attr = S, NT        
hitflag = HAFD        
priority = 7, Miss    
sparkno = -1          
p1sprpriority = 1     
p1facing = 1
p2facing = 1          
p1stateno = 830       
p2stateno = 831       
guard.dist = 0        
fall = 1        
fall.recover = 0      

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

;---------------------------------------------------------------------------
[Statedef 830]
type    = S
movetype= A
physics = N
anim = 830
velset = 0,0
poweradd = 20
sprpriority = -1

[State 810, Bind 1]
type = TargetBind
trigger1 = !time
pos = 38, 0

[State 830, Grab Sound]
type = PlaySnd
trigger1 = time = 0
value = 1, 1

[State 810]
type = PlaySnd
trigger1 = animelemtime(3) = 12
value = 0, 2

[State 810]
type = PlaySnd
trigger1 = !time
value = 800, 1
channel = 0

[State 810, 3]
type = HitDef
nochainID = 8000
trigger1 = !movecontact && !movereversed
attr = A, NT
damage = ceil(50)
hitflag = MAFD
guardflag = 
priority = 4
pausetime = 3,3
sparkno = 3
sparkxy = -5,-50
hitsound   = S5,3
guardsound = S6,0
ground.type = high
ground.slidetime = 6
ground.hittime  = 50
ground.velocity = -5,-1
air.velocity = -5,-1
fall = 1
fall.recover = 0
p2stateno = 8999

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.92
ignorehitpause = 1
persistent = 0

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 831]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 831, 1]
type = screenbound
Trigger1 = 1
movecamera = 1,0

[State 831, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 831

;---------------------------------------------------------------------------
[Statedef 832]
type    = L
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 831, 1]
type = posset
Trigger1 = Time = 0
 y = 0

[State 831, 1]
type = screenbound
Trigger1 = 1
movecamera = 1,0

[State 831, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5080

[State 831, 1]
type = selfstate
Trigger1 = Time = 35
trigger1 = alive
value = 5120

[State 831, 1]
type = selfstate
Trigger1 = Time = 35
trigger1 = !alive
value = 5150

;---------------------------------------------------------------------------
[Statedef 840]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 840
sprpriority = 2

[State 800, 1]
type = HitDef
trigger1 = !movecontact && !movereversed
attr = S, NT        
hitflag = AF        
priority = 7, Miss    
sparkno = -1          
p1sprpriority = 1     
p1facing = 1
p2facing = 1          
p1stateno = 850       
p2stateno = 851       
guard.dist = 0        
fall = 1              

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 51

;---------------------------------------------------------------------------
[Statedef 850]
type    = A
movetype= A
physics = A
velset = 0,0
anim = 850
poweradd = 35
sprpriority = -1 

[State 1, ]
type = PlaySnd
trigger1 = animelem = 2
value = 800, 2
channel = 0

[State 800, 2]
type = velset
Trigger1 = Animelemtime(6) < 0
x = 0
y = 0

[State 800, 2]
type = veladd
Trigger1 = animelemtime(6) >= 0
y = .4

[State 830, Grab Sound]
type = PlaySnd
trigger1 = time = 0
value = 1, 1

[State 830, Grab Sound]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 5

[State 830, Bind 1]
type = TargetBind
trigger1 = animelem = 1
pos = 20, -3

[State 810, 3]
type = HitDef
trigger1 = !movecontact && !movereversed
attr = A, NT
damage = ceil(66)
hitflag = MAFD
guardflag = 
priority = 4
pausetime = 3,3
sparkno = 3
sparkxy = -9,-60
hitsound   = S5,4
guardsound = S6,0
ground.type = high
ground.slidetime = 6
ground.hittime  = 30
ground.velocity = -6,3
air.velocity = -6,3
fall = 1
fall.recover = 0
ground.cornerpush.veloff = -45
air.cornerpush.veloff = -45
nochainID = 8000

[State 200, Damage Scaling]
type = varset
triggerall = animelemtime(8) > 0
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.94
ignorehitpause = 1
persistent = 0

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
;---------------------------------------------------------------------------
[Statedef 851]
type    = S
movetype= H
physics = N
velset = 0,0

[State 831, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 851

;---------------------------------------------------------------------------
[Statedef 852]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0

[State -1]
Type = ChangeAnim
Trigger1 = time = 0
Value = 5035

[State -1] 
Type = HitFallSet
Trigger1 = 1
Value = 0

[State 0, VelSet]
type = turn
trigger1 = !time
trigger1 = p2dist x < 0

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = -5
y = 15

[State 814, 4]
type = PlaySnd
trigger1 = anim = 5110
value = F7, 2
persistent = 0

[State 1200, 6]
type = explod
trigger1 = anim = 5110
anim = F62
id = 1
pos = -8,0
facing = 1
sprpriority = 3
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 999
supermovetime = 999

[State -1]
Type = ChangeAnim
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value = 5110

[State 0, PosSet]
type = PosSet
trigger1 = anim = 5110
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = anim = 5110
y = 0
x = 0

[State 814,]
type = selfstate
triggerall = alive
triggerall = enemynear,stateno != 850
trigger1 = anim = 5110
trigger1 = time >= 32
value = 5120

[State 814,]
type = selfstate
triggerall = !alive
trigger1 = anim = 5110
trigger1 = time >= 32
value = 5150

;---------------------------------------------------------------------------
[Statedef 853]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0

[State -1]
Type = ChangeAnim
Trigger1 = time = 0
Value = 5035

[State -1] 
Type = HitFallSet
Trigger1 = 1
Value = 0

[State 0, VelSet]
type = turn
trigger1 = !time
trigger1 = p2dist x < 0

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = -5
y = 15

[State 814, 4]
type = PlaySnd
trigger1 = anim = 5110
value = F7, 2
persistent = 0

[State 1200, 6]
type = explod
trigger1 = anim = 5110
anim = F62
id = 1
pos = -8,0
facing = 1
sprpriority = 3
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 999
supermovetime = 999

[State -1]
Type = ChangeAnim
Trigger1 = (Vel Y >= 0) && (Pos Y >= -2)
Value = 5110

[State 0, PosSet]
type = PosSet
trigger1 = anim = 5110
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = anim = 5110
y = 0
x = 0

[State 814,]
type = selfstate
triggerall = alive
triggerall = enemynear,stateno != 850
trigger1 = anim = 5110
trigger1 = time >= 40
value = 5120

[State 814,]
type = selfstate
triggerall = !alive
trigger1 = anim = 5110
trigger1 = time >= 40
value = 5150

;---------------------------------------------------------------------------
[Statedef 860]
type    = A
movetype = H
physics = N

[State 812,1]
type = Velset
trigger1 = time < 30
x = 0
y = 0

[State 812,]
type = PlayerPush
trigger1 = 1
value = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5030

[State 812, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 861

[Statedef 861]
type    = A
movetype = H
physics = N

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(selfanimexist(5051),5051,5030)
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 5030
trigger1 = animtime = 0
value = ifelse(selfanimexist(5035),5035,5050)
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 5035
trigger1 = animtime = 0
value = 5050
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = vel y >= -2
trigger1 = anim = 5051
trigger1 = selfanimexist(5061)
trigger1 = animtime = 0
value = 5061

[State 813,1]
type = Velset
trigger1 = time = 1 
x = -1.2
y = -2.8

[State 813,2]
type = VelAdd
trigger1 = time > 1
y = 0.4

[State 813,]
type = PlayerPush
trigger1 = 1
value = 0

[State 1200, 6]
type = explod
trigger1 = Pos Y >= 0
anim = F60
id = 1
pos = -17,0
facing = 1
sprpriority = -1
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 813, 2]
type = ChangeState
triggerall = time > 1
trigger1 = Pos Y >= 0
value = 862

[Statedef 862]
type    = A
movetype = H
physics = N
sprpriority = 0

[State 814, 4]
type = PlaySnd
trigger1 = time = 1
value = F7, 0

[State 814,1]
type = Velset
trigger1 = time = 0
y = -1.5

[State 814,2]
type = VelAdd
trigger1 = time >= 0
y = 0.3

[State 814,]
type = PlayerPush
trigger1 = 1
value = 0

[State 814, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 814, 3]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 = SelfAnimExist(5035)
value = 5035

[State 814, 4]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5035
trigger1 = SelfAnimExist(5035)
value = 5050

[State 814, ChangeState]
type = selfstate
trigger1 = time > 10
trigger1 = Pos Y >= 0
value = 5100


;---------------------------------------------------------------------------
[Statedef 5800]
type    = A
movetype = H
physics = N

[State 1403,1]
type = Velset
trigger1 = time < 30
x = 0
y = 0

[State 1403,]
type = PlayerPush
trigger1 = 1
value = 0

[State 1403, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 1403, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 5801

[Statedef 5801]
type    = A
movetype = H
physics = N

[State 1404,1]
type = Velset
trigger1 = time = 1 
x = -5.15
y = -3.5

[State 1404,2]
type = VelAdd
trigger1 = time > 1
y = 0.4

[State 1404,]
type = PlayerPush
trigger1 = 1
value = 0

[State 1404, ChangeState]
type = selfstate
trigger1 = time >= 23
trigger1 = Pos Y >= 0
value = 5100

[State 1200, 6]
type = null;explod
triggerall = pos Y <= -10
trigger1 = BackEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist <= 5
anim = F70
id = 1
pos = 0,-50
facing = 1
sprpriority = -1
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1404, 2]
type = null;ChangeState
triggerall = time > 1
triggerall = pos Y <= -10
trigger1 = BackEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist <= 5
value = 5802

[Statedef 5802]
type    = A
movetype = H
physics = N
sprpriority = 0

[State 1405, 4]
type = PlaySnd
trigger1 = time = 0
value = F7, 0

[State 1405,1]
type = Velset
trigger1 = time = 0
x = 0.3
y = -6.6

[State 1405,2]
type = VelAdd
trigger1 = time >= 0
y = 0.3

[State 1405,]
type = PlayerPush
trigger1 = 1
value = 0

[State 1405, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 1405, 3]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 = SelfAnimExist(5035)
value = 5035

[State 1405, 4]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5035
trigger1 = SelfAnimExist(5035)
value = 5050

[State 1405, ChangeState]
type = selfstate
trigger1 = time = 1
value = 5050

[State 1405, ChangeState]
type = selfstate
trigger1 = time > 10
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
[Statedef 5803]
type    = A
movetype = H
physics = N

[State 1403,1]
type = Velset
trigger1 = time < 30
x = 0
y = 0

[State 1403,]
type = PlayerPush
trigger1 = 1
value = 0

[State 1403, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 1403, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 5804

[Statedef 5804]
type    = A
movetype = H
physics = N

[State 1404,1]
type = Velset
trigger1 = time = 1 
x = -20
y = -3.5

[State 1404,2]
type = VelAdd
trigger1 = time > 1
y = 0.4

[State 1403, 3]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[State 1404,]
type = PlayerPush
trigger1 = 1
value = 0

[State 1404, ChangeState]
type = selfstate
trigger1 = time >= 23
trigger1 = Pos Y >= 0
value = 5100

[State 1200, 6]
type = explod
triggerall = pos Y <= -10
trigger1 = BackEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist <= 5
anim = F70
id = 1
pos = 0,-50
facing = 1
sprpriority = -1
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1404, 2]
type = ChangeState
triggerall = time > 1
triggerall = pos Y <= -10
trigger1 = BackEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist <= 5
value = 5805

[Statedef 5805]
type    = A
movetype = H
physics = N
sprpriority = 0

[State 1405, 3]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[State 1405, 4]
type = PlaySnd
trigger1 = time = 0
value = F7, 0

[State 1405,1]
type = Velset
trigger1 = time = 0
x = 1.0
y = -7.8

[State 1405,2]
type = VelAdd
trigger1 = time >= 0
y = 0.3

[State 1405,]
type = PlayerPush
trigger1 = 1
value = 0

[State 1405, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 1405, 3]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 = SelfAnimExist(5035)
value = 5035

[State 1405, 4]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5035
trigger1 = SelfAnimExist(5035)
value = 5050

[State 1405, ChangeState]
type = selfstate
trigger1 = time = 1
value = 5050

[State 1405, ChangeState]
type = selfstate
trigger1 = time > 10
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
[Statedef 5806]
type    = A
movetype = H
physics = N

;[State 0, NotHitBy]
;type = NotHitBy
;trigger1 = 1
;value = SCA
;time = 1
;ignorehitpause = 1
;persistent = 1

[State 5806,1]
type = Velset
trigger1 = time < 30
x = 0
y = 0

[State 5806,]
type = PlayerPush
trigger1 = 1
value = 0

[State 5806, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 5806, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 5807

[Statedef 5807]
type    = A
movetype = H
physics = N

[State 1403, 3]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

;[State 0, NotHitBy]
;type = NotHitBy
;trigger1 = 1
;value = SCA
;time = 1
;ignorehitpause = 1
;persistent = 1

[State 5807,1]
type = Velset
trigger1 = time = 1 
x = -30
y = 0

[State 5807,]
type = PlayerPush
trigger1 = 1
value = 0

[State 5807, ChangeState]
type = selfstate
trigger1 = time >= 23
trigger1 = Pos Y >= 0
value = 5100

[State 1200, 6]
type = explod
trigger1 = BackEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist <= 5
anim = F70
id = 1
pos = 0,-50
facing = 1
sprpriority = -1
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 5807, 2]
type = ChangeState
triggerall = time > 1
trigger1 = BackEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist <= 5
value = 5808

[Statedef 5808]
type    = A
movetype = H
physics = N
sprpriority = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = !time 
time = 30
freq = 60
ampl = -4
phase = 90

;[State 0, NotHitBy]
;type = NotHitBy
;trigger1 = 1
;value = SCA
;time = 999
;ignorehitpause = 1
;persistent = 1

[State 5808, 3]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[State 5808, 4]
type = PlaySnd
trigger1 = time = 1
value = F7, 0

[State 5808,1]
type = Velset
trigger1 = time = 0
x = .3
y = -9.75

[State 5808,2]
type = VelAdd
trigger1 = time >= 0
y = 0.3

[State 5808,]
type = PlayerPush
trigger1 = 1
value = 0

[State 5808, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 5808, 3]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 = SelfAnimExist(5035)
value = 5035

[State 5808, 4]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5035
trigger1 = SelfAnimExist(5035)
value = 5050

[State 5808, ChangeState]
type = selfstate
trigger1 = time > 1
value = 5050

[State 5808, ChangeState]
type = selfstate
trigger1 = time > 10
trigger1 = Pos Y >= 0
value = 5100

;[State 0, NotHitBy]
;type = NotHitBy
;trigger1 = 1
;value = SCA
;time = 1
;ignorehitpause = 
;persistent = 

;---------------------------------------------------------------------------
[Statedef 5820]
type    = A
movetype = H
physics = N

[State 1403,1]
type = Velset
trigger1 = time < 30
x = 0
y = 0

[State 1403,]
type = PlayerPush
trigger1 = 1
value = 0

[State 1403, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 1403, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 5821

[Statedef 5821]
type    = A
movetype = H
physics = N

[State 1404,1]
type = Velset
trigger1 = time = 1 
x = -25
y = -3.5

[State 1404,2]
type = VelAdd
trigger1 = time > 1
y = 0.3

[State 1404,]
type = PlayerPush
trigger1 = 1
value = 0

[State 1404, ChangeState]
type = selfstate
trigger1 = time >= 23
trigger1 = Pos Y >= 0
value = 5100

[State 1200, 6]
type = explod
trigger1 = BackEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist <= 5
anim = F70
id = 1
pos = 0,-50
facing = 1
sprpriority = -1
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1404, 2]
type = ChangeState
triggerall = time > 1
trigger1 = BackEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist <= 5
value = 5822

[Statedef 5822]
type    = A
movetype = H
physics = N
sprpriority = 0

[State 1405, 4]
type = PlaySnd
trigger1 = time = 1
value = F7, 0

[State 1405,1]
type = Velset
trigger1 = time = 0
x = 1
y = -5

[State 1405,2]
type = VelAdd
trigger1 = time >= 0
y = 0.3

[State 1405,]
type = PlayerPush
trigger1 = 1
value = 0

[State 1405, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 1405, 3]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 = SelfAnimExist(5035)
value = 5035

[State 1405, 4]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5035
trigger1 = SelfAnimExist(5035)
value = 5050

[State 1405, ChangeState]
type = selfstate
trigger1 = time > 30
value = 5050

[State 1405, ChangeState]
type = selfstate
trigger1 = time > 10
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
[Statedef 5832]
type    = A
movetype = H
physics = N

[State 812,1]
type = Velset
trigger1 = time < 30
x = 0
y = 0

[State 812,]
type = PlayerPush
trigger1 = 1
value = 1

[State 812, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 812, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 5833

[Statedef 5833]
type    = A
movetype = H
physics = N

[State 813,1]
type = Velset
trigger1 = time = 1 
x = 0
y = 15

[State 813,2]
type = VelAdd
trigger1 = time > 1
y = 0.3

[State 813,]
type = PlayerPush
trigger1 = 1
value = 1

[State 1200, 6]
type = explod
triggerall = time > 1
trigger1 = Pos Y >= 0
anim = F60
id = 1
pos = -17,0
facing = 1
sprpriority = -1
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 999
supermovetime = 999

[State 813, 2]
type = ChangeState
triggerall = time > 1
trigger1 = Pos Y >= 0
value = 5834

[Statedef 5834]
type    = A
movetype = H
physics = N
sprpriority = 0

[State 814, 4]
type = PlaySnd
trigger1 = anim != 5110
trigger1 = time = 1
value = F7, 2

[State 814,1]
type = Velset
triggerall = anim != 5110
trigger1 = time = 0
x = 0
y = -4

[State 814,1]
type = Velset
trigger1 = anim = 5110
x = 0
y = 0

[State 814,2]
type = VelAdd
triggerall = anim != 5110
trigger1 = time >= 0
y = 0.3

[State 814,]
type = PlayerPush
trigger1 = 1
value = 1

[State 814, 2] 
type = ChangeAnim
triggerall = anim != 5110
trigger1 = Time = 0
value = 5160

[State 814, 3]
type = ChangeAnim
triggerall = anim != 5110
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 = SelfAnimExist(5035)
value = 5035

[State 814, 4]
type = ChangeAnim
triggerall = anim != 5110
trigger1 = animtime = 0
trigger1 = anim = 5035
trigger1 = SelfAnimExist(5035)
value = 5050

[State 814,]
type = changeanim
trigger1 = anim != 5110
trigger1 = time > 10
trigger1 = Pos Y >= 0
value = 5110
persistent = 0

[State 814,]
type = statetypeset
trigger1 = anim = 5110
statetype = L
physics = N

[State 814, 4]
type = PlaySnd
trigger1 = anim = 5110
value = F7, 1
persistent = 0

[State 1200, 6]
type = explod
trigger1 = anim = 5110
anim = F61
id = 1
pos = -3,0
facing = 1
sprpriority = -1
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 999
supermovetime = 999

[State 814,]
type = posset
trigger1 = anim = 5110
y = 0

[State 814,]
type = selfstate
triggerall = alive
trigger1 = anim = 5110
trigger1 = time >= 50
value = 5120

[State 814,]
type = selfstate
triggerall = !alive
trigger1 = anim = 5110
trigger1 = time >= 50
value = 5150

;---------------------------------------------------------------------------
[Statedef 1000]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1000                       ;Change animation (Def: no change)
poweradd = 44                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1050, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal
stateno = 1050
ID = 1050
name = "Gunfire"
postype = p1
pos = 53,-93
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.350
size.yscale = 0.325
ownpal = 1

[State 1000, 2]
type = PlaySnd
trigger1 = animelem = 5
value = 500,0+random%2 

[State 1, ]
type = PlaySnd
trigger1 = !time
value = 1000, 0+random%2
channel = 0

[State 201, 1]
type = HitDef
trigger1 = var(12) = 0
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype != A
attr = S, SP                     ;Attribute: Standing, Normal Attack
damage = ceil(60), 8                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 7                 ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -10, -95             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 7                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6,-3
air.velocity = -6,-3
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 35
p2facing = 1
nochainID = 8000

[State 201, 1]
type = HitDef
trigger1 = var(12) != 0
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype != A
attr = S, SP                     ;Attribute: Standing, Normal Attack
damage = ceil(30), 8                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 7                 ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -10, -95             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 7                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6,-3
air.velocity = -6,-3
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 35
p2facing = 1
nochainID = 8000

[State 201, 1]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype = A
attr = S, SP                     ;Attribute: Standing, Normal Attack
damage = ceil(85), 9                  ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 7                ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -10, -95             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 7                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6,-3
air.velocity = -6,-3
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 35
p2facing = 1
nochainID = 8000

[State 8000, ]
type = targetstate
trigger1 = movehit
value = 5800
ignorehitpause = 1
persistent = 0

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.85
ignorehitpause = 1
persistent = 0

[State 200, 2]
type = PlaySnd
trigger1 = animelemtime(2) = 6
value = 0, 1

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1001]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1001                       ;Change animation (Def: no change)
poweradd = 44                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1051, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal
stateno = 1051
ID = 1051
name = "Gunfire"
postype = p1
pos = 53,-113
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.350
size.yscale = 0.325
ownpal = 1

[State 200, 2]
type = PlaySnd
trigger1 = animelem = 5
value = 500,0+random%2 

[State 1, ]
type = PlaySnd
trigger1 = !time
value = 1000, 0+random%2
channel = 0

[State 201, 1]
type = HitDef
trigger1 = var(12) = 0
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype != A
attr = S, SP                     ;Attribute: Standing, Normal Attack
damage = ceil(60), 8                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 7                 ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -10, -140             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 7                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6,-3
air.velocity = -6,-3
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 35
p2facing = 1
nochainID = 8000

[State 201, 1]
type = HitDef
trigger1 = var(12) != 0
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype != A
attr = S, SP                     ;Attribute: Standing, Normal Attack
damage = ceil(30), 8                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 7                 ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -10, -140             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 7                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6,-3
air.velocity = -6,-3
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 35
p2facing = 1
nochainID = 8000

[State 201, 1]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype = A
attr = S, SP                     ;Attribute: Standing, Normal Attack
damage = ceil(85), 9                  ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 7                ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -10, -140             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 7                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6,-3
air.velocity = -6,-3
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 35
p2facing = 1
nochainID = 8000

[State 8000, ]
type = targetstate
trigger1 = movehit
value = 5800
ignorehitpause = 1
persistent = 0

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.85
ignorehitpause = 1
persistent = 0

[State 200, 2]
type = PlaySnd
trigger1 = animelemtime(2) = 6
value = 0, 1

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1005]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1005                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1200, 6]
type = explod
trigger1 = !time
anim = 6114
id = 6114
pos = 0,-75
facing = 1
sprpriority = 3
bindtime = 4
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 1300, Blink]
type = PalFX
trigger1 = Time = 0
time = 20
add = 0,0,52
sinadd = 64,32,5,3

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

[State 1300, 1]
type = poweradd
trigger1 = Time = 0
value = -500

[State 1, ]
type = PlaySnd
trigger1 = !time
value = 1000, 2
channel = 0

[State 1050, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal
stateno = 1050
ID = 1050
name = "Gunfire"
postype = p1
pos = 53,-93
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.460
size.yscale = 0.435
ownpal = 1

[State 200, 2]
type = PlaySnd
trigger1 = animelem = 5
value = 500,0+random%2 

[State 201, 1]
type = HitDef
trigger1 = var(12) = 0
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype != A
attr = S, SP                     ;Attribute: Standing, Normal Attack
damage = ceil(79), 12                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -10, -95             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 7                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 25
ground.hittime = 18
ground.velocity = -9,-3
air.velocity = -9,-3
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
p2facing = 1
getpower = 0
nochainID = 8000

[State 201, 1]
type = HitDef
trigger1 = var(12) != 0
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype != A
attr = S, SP                     ;Attribute: Standing, Normal Attack
damage = ceil(59), 12                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -10, -95             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 7                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 25
ground.hittime = 18
ground.velocity = -9,-3
air.velocity = -9,-3
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
p2facing = 1
getpower = 0
nochainID = 8000

[State 201, 1]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype = A
attr = S, SP                     ;Attribute: Standing, Normal Attack
damage = ceil(100), 12                  ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 8                ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -10, -95             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 7                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -9,-3
air.velocity = -9,-3
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
p2facing = 1
getpower = 0
nochainID = 8000

[State 8000, ]
type = targetstate
trigger1 = movehit
value = 5800
ignorehitpause = 1
persistent = 0

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.85
ignorehitpause = 1
persistent = 0

[State 200, 2]
type = PlaySnd
trigger1 = animelemtime(2) = 6
value = 0, 1

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1006]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1006                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1200, 6]
type = explod
trigger1 = !time
anim = 6114
id = 6114
pos = 0,-75
facing = 1
sprpriority = 3
bindtime = 4
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 1300, Blink]
type = PalFX
trigger1 = Time = 0
time = 20
add = 0,0,52
sinadd = 64,32,5,3

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

[State 1300, 1]
type = poweradd
trigger1 = Time = 0
value = -500

[State 1, ]
type = PlaySnd
trigger1 = !time
value = 1000, 3
channel = 0

[State 1050, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal
stateno = 205
ID = 205
name = "Gunfire"
postype = p1
;pos = 53,-93
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.460
size.yscale = 0.435
ownpal = 1

[State 200, 2]
type = PlaySnd
trigger1 = animelem = 5
value = 500,0+random%2 

[State 1, Var]
type = varadd
trigger1 = !time
var(54) = 1

[State 201, 1]
type = HitDef
trigger1 = var(12) = 0
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype != A
attr = S, SP                     ;Attribute: Standing, Normal Attack
damage = ceil(79), 12                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = LA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -10, -25             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 7                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 25
ground.hittime = 18
ground.velocity = -9,-3
air.velocity = -9,-3
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = 57
p2facing = 1
getpower = 0
nochainID = 8000

[State 201, 1]
type = HitDef
trigger1 = var(12) != 0
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype = A
attr = S, SP                     ;Attribute: Standing, Normal Attack
damage = ceil(59), 12                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -10, -25             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 7                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 25
ground.hittime = 18
ground.velocity = -9,-3
air.velocity = -9,-3
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = 57
p2facing = 1
getpower = 0
nochainID = 8000

[State 201, 1]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype = A
attr = S, SP                     ;Attribute: Standing, Normal Attack
damage = ceil(100), 12                  ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 8                ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -10, -25             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 7                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -9,-3
air.velocity = -9,-3
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = 57
p2facing = 1
getpower = 0
nochainID = 8000

[State 8000, ]
type = targetstate
trigger1 = var(54) < 2
trigger1 = movehit
trigger1 = !moveguarded
value = 5843
ignorehitpause = 1
persistent = 0

[State 200,]
type = targetstate
trigger1 = var(54) >= 2
trigger1 = movehit
trigger1 = !moveguarded
value = 852
ignorehitpause = 1
persistent = 0

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.85
ignorehitpause = 1
persistent = 0

[State 200, 2]
type = PlaySnd
trigger1 = animelemtime(2) = 6
value = 0, 1

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[StateDef 1100]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 65
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

[State 1150, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
stateno = 1150
ID = 1150
name = "Unebiko Ryuu"
postype = p1
;pos = -30,-10
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.850
size.yscale = 0.850
ownpal = 1

[State 1,]
type = nothitby
triggerall = anim = 1100
trigger1 = 1
value = SCA

[State 1001,]
type = playsnd
triggerall = anim = 1100
trigger1 = animelem = 3
value = 400,4

[State 1, ]
type = PlaySnd
triggerall = anim = 1100
trigger1 = animelem = 1
value = 1100, 0+random%3
channel = 0

[State 1300, 1]
type = PlaySnd
triggerall = anim = 1100
trigger1 = animelem = 2
value = 0, 5

[State 210, 2]
type = HitDef
trigger1 = enemynear,movetype != A
triggerall = enemynear,stateno != [5200,5210]
triggerall = anim = 1100
trigger1 = animelem = 3
attr = S, SA
animtype  = Hard
damage    = ceil(40), 3
hitflag = MAFD
guardflag = M
pausetime = 12,14
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 0,-4
air.velocity = 0,-4
fall = 1
fall.recover = 0
guard.ctrltime = 20 
nochainID = 8000

[State 210, 2]
type = HitDef
trigger1 = enemynear,movetype = A
triggerall = enemynear,stateno != [5200,5210]
triggerall = anim = 1100
trigger1 = animelem = 3
attr = S, SA
animtype  = Hard
damage    = ceil(45), 3
hitflag = MAFD
guardflag = M
pausetime = 12,14
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 0,-4
air.velocity = 0,-4
fall = 1
fall.recover = 0
guard.ctrltime = 20 
nochainID = 8000

[State 200, Damage Scaling]
type = varset
triggerall = anim = 1100
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.88
ignorehitpause = 1
persistent = 0

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101

;---------------------------------------------------------------------------
[StateDef 1101]
type    = A
movetype= A
physics = N
juggle  = 4
anim    = 1101
velset  = 0,0
ctrl    = 0
sprpriority = 2

[State 1150, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal
stateno = 1151
ID = 1151
name = "Unebiko Ryuu"
postype = p1
;pos = -30,-10
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.875
size.yscale = 0.850
ownpal = 1

[State 1,]
type = nothitby
triggerall = anim = 1101
trigger1 = animelemtime(3) < 0
value = SCA

[State 1,]
type = StateTypeSet
triggerall = anim = 1101
trigger1 = animelem = 1
statetype = A

[State 1, ]
type = PlaySnd
triggerall = anim = 1101
trigger1 = animelem = 1
value = 50, 0

[State 1,]
type = VelSet
triggerall = anim = 1101
trigger1 = animelem = 1
x = 2.50
y = -15.15

[State 1,]
type = VelSet
triggerall = anim = 1101
trigger1 = animelem = 2
y = -5.10

[State 1,]
type = VelAdd
triggerall = anim = 1101
trigger1 = animelemtime(3) >= 0
y = 0.475

[State 210, 2]
type = HitDef
triggerall = enemynear,movetype != A
triggerall = enemynear,stateno != [5200,5210]
triggerall = anim = 1101
triggerall = !MoveContact && !MoveReversed || movecontact = 4  || movereversed = 2
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
attr = S, SA
animtype  = Hard
damage    = ceil(55), 8
hitflag = MAFD
guardflag = M
pausetime = 2,3
sparkno = 3
sparkxy = -5,-100
hitsound   = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -1,-7
air.velocity = -1,-7
fall = 1
fall.recover = 0
guard.ctrltime = 20 
ground.cornerpush.veloff = -60
air.cornerpush.veloff = -60
nochainID = 8000

[State 210, 2]
type = HitDef
triggerall = enemynear,movetype = A
triggerall = enemynear,stateno != [5200,5210]
triggerall = anim = 1101
triggerall = !MoveContact && !MoveReversed || movecontact = 4  || movereversed = 2
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
attr = S, SA
animtype  = Hard
damage    = ceil(60), 8
hitflag = MAFD
guardflag = M
pausetime = 2,3
sparkno = 3
sparkxy = -5,-100
hitsound   = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -1,-7
air.velocity = -1,-7
fall = 1
fall.recover = 0
guard.ctrltime = 20 
ground.cornerpush.veloff = -60
air.cornerpush.veloff = -60
nochainID = 8000

[State 200, Damage Scaling]
type = varset
triggerall = anim = 1101
triggerall = animelemtime(3) >= 0
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.88
ignorehitpause = 1
persistent = 0

[State 1, ]
type = changeanim
trigger1 = time > 30
trigger1 = pos y >= 0
value = 621
persistent = 0

[State 1, ]
type = statetypeset
trigger1 = anim = 621
statetype = S

[State 1, ]
type = posset
trigger1 = anim = 621
y = 0

[State 1, ]
type = velset
trigger1 = anim = 621
y = 0
x = 0

[State 610, 2]
type = PlaySnd
trigger1 = anim = 621
trigger1 = animelem = 1
value = 40, 0

[State 600, 3]
type = changestate
trigger1 = anim = 621
trigger1 = AnimTime = 0
value = 0 
ctrl = 1

;---------------------------------------------------------------------------
[StateDef 1102]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 65
velset = 0,0
anim = 1102
ctrl = 0
sprpriority = 2

[State 1150, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
stateno = 1150
ID = 1150
name = "Unebiko Ryuu"
postype = p1
;pos = -30,-10
pausemovetime = 9999
supermovetime = 9999
size.xscale = 1.0
size.yscale = 1.0
ownpal = 1

[State 1,]
type = nothitby
triggerall = anim = 1102
trigger1 = 1
value = SCA

[State 1001,]
type = playsnd
triggerall = anim = 1102
trigger1 = animelem = 3
value = 400,4

[State 1, ]
type = PlaySnd
triggerall = anim = 1102
trigger1 = animelem = 1
value = 1100, 0+random%3
channel = 0

[State 1300, 1]
type = PlaySnd
triggerall = anim = 1102
trigger1 = animelem = 2
value = 0, 5

[State 210, 2]
type = HitDef
trigger1 = enemynear,movetype != A
triggerall = enemynear,stateno != [5200,5210]
triggerall = enemynear,prevstateno != [5200,5210]
triggerall = anim = 1102
trigger1 = animelem = 3
attr = S, SA
animtype  = Hard
damage    = ceil(25), 3
hitflag = MAFD
guardflag = M
pausetime = 12,14
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 0,-4
air.velocity = 0,-4
fall = 1
fall.recover = 0
guard.ctrltime = 20 
nochainID = 8000

[State 210, 2]
type = HitDef
trigger1 = enemynear,movetype = A
triggerall = enemynear,stateno != [5200,5210]
triggerall = enemynear,prevstateno != [5200,5210]
triggerall = anim = 1102
trigger1 = animelem = 3
numhits = 1
attr = S, SA
animtype  = Hard
damage    = ceil(35), 3
hitflag = MAFD
guardflag = M
pausetime = 12,14
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 0,-4
air.velocity = 0,-4
fall = 1
fall.recover = 0
guard.ctrltime = 20 
nochainID = 8000

[State 200, Damage Scaling]
type = varset
triggerall = anim = 1102
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.88
ignorehitpause = 1
persistent = 0

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1103

;---------------------------------------------------------------------------
[StateDef 1103]
type    = A
movetype= A
physics = N
juggle  = 4
anim    = 1103
velset  = 0,0
ctrl    = 0
sprpriority = 2

[State 1150, Helper]
type = Helper
trigger1 = anim = 1103
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(3) < 0
helpertype = normal
stateno = 1151
ID = 1151
name = "Unebiko Ryuu"
postype = p1
;pos = -30,-10
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.675
size.yscale = 0.650
ownpal = 1

[State 1,]
type = nothitby
triggerall = anim = 1103
trigger1 = animelemtime(5) < 0
value = SCA

[State 1,]
type = StateTypeSet
triggerall = anim = 1103
trigger1 = animelem = 1
statetype = A

[State 1, ]
type = PlaySnd
triggerall = anim = 1103
trigger1 = animelem = 1
value = 50, 0

[State 1,]
type = VelSet
triggerall = anim = 1103
trigger1 = animelem = 1
x = 2.50
y = -14.15

[State 1,]
type = VelSet
triggerall = anim = 1103
trigger1 = animelem = 3
y = -4.10

[State 1,]
type = VelAdd
triggerall = anim = 1103
trigger1 = animelemtime(5) >= 0
x = 0
y = 0.475

[State 210, 2]
type = HitDef
triggerall = enemynear,movetype != A
triggerall = enemynear,stateno != [5200,5210]
triggerall = enemynear,prevstateno != [5200,5210]
triggerall = anim = 1103
trigger1 = !movecontact && !movereversed || movecontact = 4  || movereversed = 4 
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(3) < 0
attr = S, SA
animtype  = Hard
damage    = ceil(26), 5
hitflag = MAFD
guardflag = M
pausetime = 2,3
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -1,-7
air.velocity = -1,-7
fall = 1
fall.recover = 0
guard.ctrltime = 20
nochainID = 8000
chainID = 8000

[State 210, 2]
type = HitDef
triggerall = enemynear,movetype != A
triggerall = enemynear,stateno != [5200,5210]
triggerall = enemynear,prevstateno != [5200,5210]
triggerall = anim = 1103
trigger1 = !movecontact && !movereversed || movecontact = 5  || movereversed = 4 
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(4) < 0
attr = S, SA
animtype  = Hard
damage    = ceil(31), 5
hitflag = MAFD
guardflag = M
pausetime = 2,3
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -1,-7
air.velocity = -1,-7
fall = 1
fall.recover = 0
guard.ctrltime = 20 
ground.cornerpush.veloff = -65
air.cornerpush.veloff = -65
nochainID = 8000

[State 210, 2]
type = HitDef
triggerall = enemynear,movetype = A
triggerall = enemynear,stateno != [5200,5210]
triggerall = enemynear,prevstateno != [5200,5210]
triggerall = anim = 1103
trigger1 = !movecontact && !movereversed || movecontact = 4  || movereversed = 4 
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(3) < 0
attr = S, SA
animtype  = Hard
damage    = ceil(26), 5
hitflag = MAFD
guardflag = M
pausetime = 2,3
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -1,-7
air.velocity = -1,-7
fall = 1
fall.recover = 0
guard.ctrltime = 20
nochainID = 8000
chainID = 8000

[State 210, 2]
type = HitDef
triggerall = enemynear,movetype = A
triggerall = enemynear,stateno != [5200,5210]
triggerall = enemynear,prevstateno != [5200,5210]
triggerall = anim = 1103
trigger1 = !movecontact && !movereversed || movecontact = 5  || movereversed = 4 
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(4) < 0
attr = S, SA
animtype  = Hard
damage    = ceil(31), 5
hitflag = MAFD
guardflag = M
pausetime = 2,3
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -1,-7
air.velocity = -1,-7
fall = 1
fall.recover = 0
guard.ctrltime = 20 
ground.cornerpush.veloff = -65
air.cornerpush.veloff = -65
nochainID = 8000

[State 200, Damage Scaling]
type = varset
triggerall = anim = 1103
triggerall = animelemtime(5) >= 0
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.88
ignorehitpause = 1
persistent = 0

[State 1, ]
type = changeanim
trigger1 = time > 30
trigger1 = pos y >= 0
value = 621
persistent = 0

[State 1, ]
type = statetypeset
trigger1 = anim = 621
statetype = S

[State 1, ]
type = posset
trigger1 = anim = 621
y = 0

[State 1, ]
type = velset
trigger1 = anim = 621
y = 0
x = 0

[State 610, 2]
type = PlaySnd
trigger1 = anim = 621
trigger1 = animelem = 1
value = 40, 0

[State 600, 3]
type = changestate
trigger1 = anim = 621
trigger1 = AnimTime = 0
value = 0 
ctrl = 1

;---------------------------------------------------------------------------
[StateDef 1104]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 65
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

[State 1150, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
stateno = 1150
ID = 1150
name = "Unebiko Ryuu"
postype = p1
;pos = -30,-10
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.850
size.yscale = 0.850
ownpal = 1

[State 1,]
type = nothitby
triggerall = anim = 1100
trigger1 = 1
value = SCA

[State 1001,]
type = playsnd
triggerall = anim = 1100
trigger1 = animelem = 3
value = 400,4

[State 1, ]
type = PlaySnd
triggerall = anim = 1100
trigger1 = animelem = 1
value = 1100, 0+random%3
channel = 0

[State 1300, 1]
type = PlaySnd
triggerall = anim = 1100
trigger1 = animelem = 2
value = 0, 5

[State 210, 2]
type = HitDef
trigger1 = enemynear,movetype != A
triggerall = enemynear,stateno != [5200,5210]
triggerall = anim = 1100
trigger1 = animelem = 3
attr = S, SA
animtype  = Hard
damage    = ceil(40), 3
hitflag = MAFD
guardflag = M
pausetime = 12,14
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 0,-4
air.velocity = 0,-4
fall = 1
fall.recover = 0
guard.ctrltime = 20 
nochainID = 8000

[State 210, 2]
type = HitDef
trigger1 = enemynear,movetype = A
triggerall = enemynear,stateno != [5200,5210]
triggerall = anim = 1100
trigger1 = animelem = 3
attr = S, SA
animtype  = Hard
damage    = ceil(45), 3
hitflag = MAFD
guardflag = M
pausetime = 12,14
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 0,-4
air.velocity = 0,-4
fall = 1
fall.recover = 0
guard.ctrltime = 20 
nochainID = 8000

[State 200, Damage Scaling]
type = varset
triggerall = anim = 1100
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.88
ignorehitpause = 1
persistent = 0

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1105

;---------------------------------------------------------------------------
[StateDef 1105]
type    = A
movetype= A
physics = N
juggle  = 4
anim    = 1101
velset  = 0,0
ctrl    = 0
sprpriority = 2

[State 1150, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal
stateno = 1151
ID = 1151
name = "Unebiko Ryuu"
postype = p1
;pos = -30,-10
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.875
size.yscale = 0.850
ownpal = 1

[State 1,]
type = nothitby
triggerall = anim = 1101
trigger1 = animelemtime(3) < 0
value = SCA

[State 1,]
type = StateTypeSet
triggerall = anim = 1101
trigger1 = animelem = 1
statetype = A

[State 1, ]
type = PlaySnd
triggerall = anim = 1101
trigger1 = animelem = 1
value = 50, 0

[State 1,]
type = VelSet
triggerall = anim = 1101
trigger1 = animelem = 1
x = 2.50
y = -15.15

[State 1,]
type = VelSet
triggerall = anim = 1101
trigger1 = animelem = 2
y = -5.10

[State 1,]
type = VelAdd
triggerall = anim = 1101
trigger1 = animelemtime(3) >= 0
y = 0.475

[State 210, 2]
type = HitDef
triggerall = enemynear,movetype != A
triggerall = enemynear,stateno != [5200,5210]
triggerall = anim = 1101
triggerall = !MoveContact && !MoveReversed || movecontact = 4  || movereversed = 2
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
attr = S, SA
animtype  = Hard
damage    = ceil(55), 8
hitflag = MAFD
guardflag = M
pausetime = 2,3
sparkno = 3
sparkxy = -5,-100
hitsound   = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -1,-7
air.velocity = -1,-7
fall = 1
fall.recover = 0
guard.ctrltime = 20
ground.cornerpush.veloff = -60
air.cornerpush.veloff = -60
nochainID = 8000

[State 210, 2]
type = HitDef
triggerall = enemynear,movetype = A
triggerall = enemynear,stateno != [5200,5210]
triggerall = anim = 1101
triggerall = !MoveContact && !MoveReversed || movecontact = 4  || movereversed = 2
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
attr = S, SA
animtype  = Hard
damage    = ceil(60), 8
hitflag = MAFD
guardflag = M
pausetime = 2,3
sparkno = 3
sparkxy = -5,-100
hitsound   = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -1,-7
air.velocity = -1,-7
fall = 1
fall.recover = 0
guard.ctrltime = 20 
ground.cornerpush.veloff = -60
air.cornerpush.veloff = -60
nochainID = 8000

[State 200, Damage Scaling]
type = varset
triggerall = anim = 1101
triggerall = animelemtime(3) >= 0
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.88
ignorehitpause = 1
persistent = 0

[State 1, ]
type = changeanim
trigger1 = time > 30
trigger1 = pos y >= 0
value = 621
persistent = 0

[State 1, ]
type = statetypeset
trigger1 = anim = 621
statetype = S

[State 1, ]
type = posset
trigger1 = anim = 621
y = 0

[State 1, ]
type = velset
trigger1 = anim = 621
y = 0
x = 0

[State 610, 2]
type = PlaySnd
trigger1 = anim = 621
trigger1 = animelem = 1
value = 40, 0

[State 600, 3]
type = changestate
trigger1 = anim = 621
trigger1 = AnimTime = 0
value = 0 
ctrl = 1

;---------------------------------------------------------------------------
[StateDef 1106]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 65
velset = 0,0
anim = 1102
ctrl = 0
sprpriority = 2

[State 1150, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
stateno = 1150
ID = 1150
name = "Unebiko Ryuu"
postype = p1
;pos = -30,-10
pausemovetime = 9999
supermovetime = 9999
size.xscale = 1.0
size.yscale = 1.0
ownpal = 1

[State 1,]
type = nothitby
triggerall = anim = 1102
trigger1 = 1
value = SCA

[State 1001,]
type = playsnd
triggerall = anim = 1102
trigger1 = animelem = 3
value = 400,4

[State 1, ]
type = PlaySnd
triggerall = anim = 1102
trigger1 = animelem = 1
value = 1100, 0+random%3
channel = 0

[State 1300, 1]
type = PlaySnd
triggerall = anim = 1102
trigger1 = animelem = 2
value = 0, 5

[State 210, 2]
type = HitDef
trigger1 = enemynear,movetype != A
triggerall = enemynear,stateno != [5200,5210]
triggerall = enemynear,prevstateno != [5200,5210]
triggerall = anim = 1102
trigger1 = animelem = 3
attr = S, SA
animtype  = Hard
damage    = ceil(25), 3
hitflag = MAFD
guardflag = M
pausetime = 12,14
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 0,-4
air.velocity = 0,-4
fall = 1
fall.recover = 0
guard.ctrltime = 20 
nochainID = 8000

[State 210, 2]
type = HitDef
trigger1 = enemynear,movetype = A
triggerall = enemynear,stateno != [5200,5210]
triggerall = enemynear,prevstateno != [5200,5210]
triggerall = anim = 1102
trigger1 = animelem = 3
numhits = 1
attr = S, SA
animtype  = Hard
damage    = ceil(35), 3
hitflag = MAFD
guardflag = M
pausetime = 12,14
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = 0,-4
air.velocity = 0,-4
fall = 1
fall.recover = 0
guard.ctrltime = 20 
nochainID = 8000

[State 200, Damage Scaling]
type = varset
triggerall = anim = 1102
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.88
ignorehitpause = 1
persistent = 0

[State 1106, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1107

;---------------------------------------------------------------------------
[StateDef 1107]
type    = A
movetype= A
physics = N
juggle  = 4
anim    = 1103
velset  = 0,0
ctrl    = 0
sprpriority = 2

[State 1150, Helper]
type = Helper
trigger1 = anim = 1103
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(3) < 0
helpertype = normal
stateno = 1151
ID = 1151
name = "Unebiko Ryuu"
postype = p1
;pos = -30,-10
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.675
size.yscale = 0.650
ownpal = 1

[State 1,]
type = nothitby
triggerall = anim = 1103
trigger1 = animelemtime(5) < 0
value = SCA

[State 1,]
type = StateTypeSet
triggerall = anim = 1103
trigger1 = animelem = 1
statetype = A

[State 1, ]
type = PlaySnd
triggerall = anim = 1103
trigger1 = animelem = 1
value = 50, 0

[State 1,]
type = VelSet
triggerall = anim = 1103
trigger1 = animelem = 1
x = 2.50
y = -14.15

[State 1,]
type = VelSet
triggerall = anim = 1103
trigger1 = animelem = 3
y = -4.10

[State 1,]
type = VelAdd
triggerall = anim = 1103
trigger1 = animelemtime(5) >= 0
x = 0
y = 0.475

[State 210, 2]
type = HitDef
triggerall = enemynear,movetype != A
triggerall = enemynear,stateno != [5200,5210]
triggerall = enemynear,prevstateno != [5200,5210]
triggerall = anim = 1103
trigger1 = !movecontact && !movereversed || movecontact = 4  || movereversed = 4 
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(3) < 0
attr = S, SA
animtype  = Hard
damage    = ceil(26), 5
hitflag = MAFD
guardflag = M
pausetime = 2,3
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -1,-7
air.velocity = -1,-7
fall = 1
fall.recover = 0
guard.ctrltime = 20
nochainID = 8000
chainID = 8000

[State 210, 2]
type = HitDef
triggerall = enemynear,movetype != A
triggerall = enemynear,stateno != [5200,5210]
triggerall = enemynear,prevstateno != [5200,5210]
triggerall = anim = 1103
trigger1 = !movecontact && !movereversed || movecontact = 5  || movereversed = 4 
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(4) < 0
attr = S, SA
animtype  = Hard
damage    = ceil(31), 5
hitflag = MAFD
guardflag = M
pausetime = 2,3
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -1,-7
air.velocity = -1,-7
fall = 1
fall.recover = 0
guard.ctrltime = 20 
ground.cornerpush.veloff = -65
air.cornerpush.veloff = -65
nochainID = 8000

[State 210, 2]
type = HitDef
triggerall = enemynear,movetype = A
triggerall = enemynear,stateno != [5200,5210]
triggerall = enemynear,prevstateno != [5200,5210]
triggerall = anim = 1103
trigger1 = !movecontact && !movereversed || movecontact = 4  || movereversed = 4 
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(3) < 0
attr = S, SA
animtype  = Hard
damage    = ceil(26), 5
hitflag = MAFD
guardflag = M
pausetime = 2,3
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -1,-7
air.velocity = -1,-7
fall = 1
fall.recover = 0
guard.ctrltime = 20
nochainID = 8000
chainID = 8000

[State 210, 2]
type = HitDef
triggerall = enemynear,movetype = A
triggerall = enemynear,stateno != [5200,5210]
triggerall = enemynear,prevstateno != [5200,5210]
triggerall = anim = 1103
trigger1 = !movecontact && !movereversed || movecontact = 5  || movereversed = 4 
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(4) < 0
attr = S, SA
animtype  = Hard
damage    = ceil(31), 5
hitflag = MAFD
guardflag = M
pausetime = 2,3
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -1,-7
air.velocity = -1,-7
fall = 1
fall.recover = 0
guard.ctrltime = 20 
ground.cornerpush.veloff = -65
air.cornerpush.veloff = -65
nochainID = 8000

[State 200, Damage Scaling]
type = varset
triggerall = anim = 1103
triggerall = animelemtime(5) >= 0
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.88
ignorehitpause = 1
persistent = 0

[State 1, ]
type = changeanim
trigger1 = time > 30
trigger1 = pos y >= 0
value = 621
persistent = 0

[State 1, ]
type = statetypeset
trigger1 = anim = 621
statetype = S

[State 1, ]
type = posset
trigger1 = anim = 621
y = 0

[State 1, ]
type = velset
trigger1 = anim = 621
y = 0
x = 0

[State 610, 2]
type = PlaySnd
trigger1 = anim = 621
trigger1 = animelem = 1
value = 40, 0

[State 600, 3]
type = changestate
trigger1 = anim = 621
trigger1 = AnimTime = 0
value = 0 
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1200                       ;Change animation (Def: no change)
poweradd = 44                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1200, 6]
type = explod
trigger1 = time = 14
anim = 6850
id = 6850
pos = 0,-65
facing = 1
sprpriority = 3
bindtime = -1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 1200, Width]
type = Width
trigger1 = 1
Player = 30,0

;[State 200, 2]
;type = PlaySnd
;trigger1 = animelem = 5
;value = 500,0+random%2 

;[State 1,]
;type = width
;trigger1 = time = 0
;edge = 44,11
;player = 11,11
;value = 11,11
 
;[State 1,]
;type = width
;trigger1 = time = BackEdgeBodyDist < 60
;value = 77,11

[State 0, ChangeState]
type = ChangeState
triggerall = time > 10
trigger1 = !ailevel
trigger1 = command != "holda"
value = 1201

[State 215, Effect]
type = PalFX
trigger1 = time > 11
trigger1 = time%4 = 0
time = 2
add = 64,64,64

[State 200, 3]
type = playsnd
trigger1 = time = 11
value = 900,0

[State 200, 3]
type = playsnd
trigger1 = time = 14
value = 500,4

[State 220]
type = ChangeState
trigger1 = time = 36
value = 1202

;---------------------------------------------------------------------------
[Statedef 1201]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1201                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1201, Width]
type = Width
trigger1 = Time = [0,5]
Player = 30,0

[State 1201, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 30

[State 1201, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 1.50

;[State 1,]
;type = width
;trigger1 = 1
;value = 22,11

;[State 1201, 1]
;type = velset
;trigger1 = time = 0
;x = 27.0 

;[State 1,]
;type = VelSet
;trigger1 = animelem = 3
;x = 0

;[State 1201, 1]
; = velmul
;trigger1 = animelemtime(3) >= 0
;x = 0.4

;[State 813,]
;type = PlayerPush
;trigger1 = 1
;value = 1

[State 1, ]
type = PlaySnd
trigger1 = time = 0
value = 102, 0

[State 100, 1]
type = playsnd
trigger1 = animelem = 4
value = 101,0

[State 6061, Effect]
type = Explod
trigger1 = animelem = 4
anim = 6005
scale = .3,.3
postype = p1
facing = -1
pos = 37,0
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

[State 1, Effect]
type = Explod
trigger1 = time = 0
anim = 6150
scale = 0.4,0.4
postype = p1
facing = 1
pos = -24,20
ownpal = 1
sprpriority = 5
bindtime = 1
ignorehitpause = 1

[State 1200, 6]
type = explod
trigger1 = time = 0
anim = 1250
id = 1250
pos = 53,-63
facing = 1
sprpriority = 3
bindtime = -1
ownpal = 1
ignorehitpause = 1
scale = 0.350,0.325

[State 1050, Helper]
type = null;Helper
trigger1 = time = 0
helpertype = normal
stateno = 1250
ID = 1250
name = "Homura Kasen"
postype = p1
pos = 53,-93
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.350
size.yscale = 0.325
ownpal = 1
facing = 1
ownpal = 1
ignorehitpause = 1

[State 1201, 3]
type = playsnd
trigger1 = !time
value = 1200,0+random%2
channel = 0

[State 1201, 1]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype != A
attr = S, SA                     ;Attribute: Standing, Normal Attack
damage = ceil(70), 10                   ;Damage that move inflicts, guard damage
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -15, -60               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 3                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 16             ;Time that the opponent slides back
ground.hittime  = 18             ;Time opponent is in hit state
ground.velocity = -3           ;Velocity at which opponent is pushed
airguard.velocity = -2,-.7     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.2,-4          ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 24                 ;Time before opponent regains control in air
air.fall = 1
fall.recovertime = 24
guard.ctrltime = 14
nochainID = 8000

[State 1201, 1]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype = A
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = ceil(90), 10                   ;Damage that move inflicts, guard damage
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -15, -60               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 3                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 16             ;Time that the opponent slides back
ground.hittime  = 18             ;Time opponent is in hit state
ground.velocity = -5           ;Velocity at which opponent is pushed
airguard.velocity = -2,-.7     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.2,-4          ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 26                 ;Time before opponent regains control in air
air.fall = 1
fall.recovertime = 26
guard.ctrltime = 14
nochainID = 8000

[State -2, Var]
type = varset
trigger1 = movehit
var(22) = 1

[State 1201, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.85
ignorehitpause = 1
persistent = 0

[State 1201, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 4

[State 1201, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1202]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1202                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1202, Width]
type = Width
trigger1 = Time = [0,5]
Player = 30,0

[State 1202, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 40

[State 1202, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 1.50

;[State 1202, 1]
;type = velset
;trigger1 = time = 0
;x = 34.0 

;[State 1,]
;type = VelSet
;trigger1 = animelem = 3
;x = 0

;[State 1202, 1]
;type = velmul
;trigger1 = animelemtime(3) >= 0
;x = 0.4

[State 100, 1]
type = playsnd
trigger1 = animelem = 4
value = 101,0

[State 6061, Effect]
type = Explod
trigger1 = animelem = 4
anim = 6005
scale = .3,.3
postype = p1
facing = -1
pos = 37,0
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

[State 1, Effect]
type = Explod
trigger1 = time = 0
anim = 6150
scale = 0.4,0.4
postype = p1
facing = 1
pos = -24,20
ownpal = 1
sprpriority = 5
bindtime = 1
ignorehitpause = 1

[state 19001 BF]
type = explod
trigger1 = movehit
anim = 6980
pos = 0,0
bindtime = -1
postype = back
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
scale = .85,.85
ontop = 1
ignorehitpause = 1
persistent = 0
sprpriority = 999999

[State 1200, 6]
type = explod
trigger1 = time = 0
anim = 1250
id = 1250
pos = 53,-63
facing = 1
sprpriority = 3
bindtime = -1
ownpal = 1
ignorehitpause = 1
scale = 0.350,0.325

[State 1050, Helper]
type = null;Helper
trigger1 = time = 0
helpertype = normal
stateno = 1250
ID = 1250
name = "Homura Kasen"
postype = p1
pos = 53,-93
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.450
size.yscale = 0.425
ownpal = 1

[State 1202, 3]
type = playsnd
trigger1 = !time
value = 1200,2+random%2
channel = 0

[State 1202, 3]
type = PlaySnd
trigger1 = movehit
value = 500, 3
ignorehitpause = 1
persistent = 0

[State 1202, 3]
type = PlaySnd
trigger1 = time = 0
value = 102, 0

[State 1202, 1]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype != A
attr = S, SA                     ;Attribute: Standing, Normal Attack
damage = ceil(94), 14                   ;Damage that move inflicts, guard damage
animtype = Hard                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 25, 25                 ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -15, -60               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 4                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 16             ;Time that the opponent slides back
ground.hittime  = 18             ;Time opponent is in hit state
ground.velocity = -3           ;Velocity at which opponent is pushed
airguard.velocity = -2,-.7     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,-4          ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 24                 ;Time before opponent regains control in air
air.fall = 1
fall.recover = 0
fall.recovertime = 24
guard.ctrltime = 14
envshake.time = 20
envshake.ampl = 7
nochainID = 8000

[State 1202, 1]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype = A
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = ceil(114), 14                   ;Damage that move inflicts, guard damage
animtype = Hard                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 25, 25                 ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -15, -60               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 4                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 25            ;Time that the opponent slides back
ground.hittime  = 18             ;Time opponent is in hit state
ground.velocity = -9,-3           ;Velocity at which opponent is pushed
airguard.velocity = -2,-.7     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -8,-3         ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
fall = 1
air.hittime = 26                 ;Time before opponent regains control in air
air.fall = 1
fall.recover = 0
fall.recovertime = 26
guard.ctrltime = 14
envshake.time = 25
envshake.freq = 120
envshake.time = 20
envshake.ampl = 7
nochainID = 8000

[State -2, Var]
type = varset
trigger1 = movehit
var(22) = 1

[State 8000, ]
type = targetstate
trigger1 = movehit
value = 5803
ignorehitpause = 1
persistent = 0

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.88
ignorehitpause = 1
persistent = 0

[State 200, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 5

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1210]
type    = S                     
movetype= I                      
physics = S                                      
velset = 0,0                     
ctrl = 0                       
anim = 1200                       
poweradd = 44 
facep2 = 1                   
sprpriority = 2                  

[State 1210]
type = ChangeState
trigger1 = time = 9
value = 1211

;---------------------------------------------------------------------------
[Statedef 1211]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 100                       ;Change animation (Def: no change)                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1200, 6]
type = explod
trigger1 = time = 14
anim = 6850
id = 6850
pos = 0,-65
facing = 1
sprpriority = 3
bindtime = -1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 1211, VelSet]
type = VelSet
trigger1 = time > 0
x = const(velocity.run.fwd.x)

[State 1211, Width]
type = Width
trigger1 = 1
Player = 30,0

[State 1211, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
value = S100,0

[State 0, ChangeState]
type = ChangeState
triggerall = time > 8
trigger1 = !ailevel
trigger1 = command != "holdb"
value = 1212

[State 215, Effect]
type = PalFX
trigger1 = time > 9
trigger1 = time%4 = 0
time = 2
add = 64,64,64

[State 1211, 3]
type = playsnd
trigger1 = time = 9
value = 900,0

[State 1211, 3]
type = playsnd
trigger1 = time = 14
value = 500,4

[State 1211]
type = ChangeState
trigger1 = time = 25
value = 1213

;---------------------------------------------------------------------------
[Statedef 1212]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1210                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1212, Helper]
type = null;Helper
trigger1 = animelem = 2
helpertype = normal
stateno = 1251
ID = 1251
name = "Uki Rouchou"
postype = p1
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.6
size.yscale = 0.7
ownpal = 1

[State 1212, 2]
type = null;explod
trigger1 = animelem = 4
anim = 6119
id = 6119
pos = 50, -79
vel = 0,0
facing = 1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause = 1
scale = 0.215,0.215

[State 6061, Effect]
type = Explod
trigger1 = animelem = 2
anim = 6116
scale = .180,.180
postype = p1
facing = 1
pos = 50,0
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

[State 6061, Effect]
type = Explod
trigger1 = animelem = 4
anim = 6005
scale = .3,.3
postype = p1
facing = -1
pos = 50,2
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

[State 1212, 2]
type = explod
trigger1 = animelem = 2
anim = 1260
id = 1260
pos = 40,-5
vel = 0,0
facing = 1
sprpriority = 3
bindtime = 1
ownpal = 1
ignorehitpause = 1
scale = 0.3,0.3

[State 1212, 2]
type = explod
trigger1 = animelem = 4
anim = 1261
id = 1261
pos = 50,-74
vel = 0,0
facing = 1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause = 1
scale = 0.215,0.215

;[State 1200, 6]
;type = explod
;trigger1 = AnimElem = 2
;anim = 6116
;id = 6116
;pos = 45, 0
;facing = 1
;sprpriority = -1
;bindtime = -1
;ownpal = 1
;ignorehitpause = 1
;scale = 0.1,0.1

;[State 1212, 6]
;type = explod
;trigger1 = AnimElem = 2
;anim = 1252
;id = 1252
;pos = 40,-5
;facing = 1
;sprpriority = 4
;bindtime = -1
;ownpal = 1
;ignorehitpause = 1
;scale = 0.215,0.250

[State 1212, Width]
type = Width
trigger1 = Time = [0,5]
Player = 30,0

[State 1212, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 12

[State 1212, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 100, 1]
type = playsnd
trigger1 = animelem = 2
value = 500,5

[State 100, 1]
type = playsnd
trigger1 = animelem = 4
value = 101,0

[State 1212, 3]
type = playsnd
trigger1 = !time
value = 1210,0+random%2
channel = 0

[State 1212, 3]
type = playsnd
trigger1 = animelem = 4
value = 500,6

[State 1212, 3]
type = HitDef
triggerall = enemynear,movetype != A
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(3) < 0
trigger1 = !movecontact && !movereversed
attr = S, SA
damage = ceil(16),3
hitflag = MAFD
guardflag = LA
animtype = Medium
priority = 3, Hit
pausetime = 4,7
sparkno = 2
sparkxy = -5,-10
hitsound   = S5,3
guardsound = S6,0
ground.type = Low        
ground.slidetime = 16        
ground.hittime  = 18          
ground.velocity = 5       
airguard.velocity = -2,-.7         
air.velocity = -1.2,-4         
air.hittime = 26             
air.fall = 1
fall.recovertime = 26
guard.ctrltime = 14
nochainID = 8000

[State 1212, 3]
type = HitDef
triggerall = enemynear,movetype != A
trigger1 = animelem = 4
attr = S, SA
damage = ceil(60),3
hitflag = MAFD
guardflag = LA
animtype = Hard
priority = 3, Hit
pausetime = 9,9
sparkno = 3
sparkxy = 5,-60
hitsound   = S5,4
guardsound = S6,0
ground.type = High        
ground.slidetime = 16        
ground.hittime  = 18          
ground.velocity = -5       
airguard.velocity = -2,-.7          
air.velocity = -1.2,-4         
air.hittime = 26             
air.fall = 1
fall.recovertime = 26
guard.ctrltime = 14
nochainID = 8000

[State 1212, 3]
type = HitDef
triggerall = enemynear,movetype = A
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(3) < 0
trigger1 = !movecontact && !movereversed
attr = S, SA
damage = ceil(26),3
hitflag = MAFD
guardflag = LA
animtype = Medium
priority = 3, Hit
pausetime = 4,7
sparkno = 2
sparkxy = -5,-10
hitsound   = S5,4
guardsound = S6,0
ground.type = Low        
ground.slidetime = 16        
ground.hittime  = 18          
ground.velocity = 5       
airguard.velocity = -2,-.7            
air.velocity = -1.2,-4         
air.hittime = 26             
air.fall = 1
fall.recovertime = 26
guard.ctrltime = 14
nochainID = 8000

[State 1212, 3]
type = HitDef
triggerall = enemynear,movetype = A
trigger1 = animelem = 4
attr = S, SA
damage = ceil(70),3
hitflag = MAFD
guardflag = LA
animtype = Hard
priority = 3, Hit
pausetime = 9,9
sparkno = 3
sparkxy = 5,-60
hitsound   = S5,4
guardsound = S6,0
ground.type = High        
ground.slidetime = 16        
ground.hittime  = 18          
ground.velocity = -5       
airguard.velocity = -2,-.7             
air.velocity = -1.2,-4         
air.hittime = 26             
air.fall = 1
fall.recovertime = 26
guard.ctrltime = 14
nochainID = 8000

[State -2, Var]
type = varset
trigger1 = movehit
var(22) = 1

[State 1212, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.85
ignorehitpause = 1
persistent = 0

[State 1212, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 4

[State 1212, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1213]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1211                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1212, Helper]
type = null;Helper
trigger1 = animelem = 2
helpertype = normal
stateno = 1251
ID = 1251
name = "Uki Rouchou"
postype = p1
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.6
size.yscale = 0.7
ownpal = 1

[State 1212, 2]
type = null;explod
trigger1 = animelem = 4
anim = 6119
id = 6119
pos = 50, -79
vel = 0,0
facing = 1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause = 1
scale = 0.215,0.215

[State 6061, Effect]
type = Explod
trigger1 = animelem = 2
anim = 6116
scale = .180,.180
postype = p1
facing = 1
pos = 43,0
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

[State 6061, Effect]
type = Explod
trigger1 = animelem = 4
anim = 6005
scale = .3,.3
postype = p1
facing = -1
pos = 47,2
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

[State 1212, 2]
type = explod
trigger1 = animelem = 2
anim = 1260
id = 1260
pos = 40,-5
vel = 0,0
facing = 1
sprpriority = 3
bindtime = 1
ownpal = 1
ignorehitpause = 1
scale = 0.315,0.315

[State 1212, 2]
type = explod
trigger1 = animelem = 4
anim = 1261
id = 1261
pos = 50,-74
vel = 0,0
facing = 1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause = 1
scale = 0.25,0.25

[state 19001 BF]
type = explod
trigger1 = animelem = 4 && movehit
anim = 6980
pos = 0,0
bindtime = -1
postype = back
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
scale = .85,.85
ontop = 1
ignorehitpause = 1
sprpriority = 999999

[State 3906,]
type = EnvShake
trigger1 = animelem = 4 && movehit
time = 20
ampl = 5
freq = 50
persistent = 0

[State 1213, Width]
type = Width
trigger1 = Time = [0,5]
Player = 30,0

[State 1212, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 18

[State 1212, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 100, 1]
type = playsnd
trigger1 = animelem = 4
value = 101,0

[State 100, 1]
type = playsnd
trigger1 = animelem = 2
value = 500,5

[State 1213, 3]
type = playsnd
trigger1 = !time
value = 1210,2+random%2
channel = 0

[State 1213, 3]
type = playsnd
trigger1 = animelem = 4
value = 500,6

[State 1, ]
type = PlaySnd
trigger1 = animelem = 4 && movehit
value = 500, 3
ignorehitpause = 1
persistent = 0

[State 1213, 3]
type = HitDef
triggerall = enemynear,movetype != A
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(3) < 0
trigger1 = !movecontact && !movereversed
attr = S, SA
damage = ceil(25),3
hitflag = MAFD
guardflag = LA
animtype = Medium
priority = 3, Hit
pausetime = 4,7
sparkno = 2
sparkxy = -5,-10
hitsound   = S5,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 30
guard.ctrltime  = 30
ground.velocity = 5,0
guard.velocity = -3
air.velocity = -5,-0.1
air.fall = 1
fall.recover = 0
nochainID = 8000

[State 1213, 3]
type = HitDef
triggerall = enemynear,movetype != A
trigger1 = animelem = 4
attr = S, SA
damage = ceil(60),3
hitflag = MAFD
guardflag = LA
animtype = Hard
priority = 3, Hit
pausetime = 9,9
sparkno = 3
sparkxy = 5,-60
hitsound   = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 30
guard.ctrltime  = 10
ground.velocity = -2,-7
guard.velocity = -3
air.velocity = -2,-7
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
fall = 1
fall.recover = 0
nochainID = 8000

[State 1213, 3]
type = HitDef
triggerall = enemynear,movetype = A
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(3) < 0
trigger1 = !movecontact && !movereversed
attr = S, SA
damage = ceil(35),3
hitflag = MAFD
guardflag = LA
animtype = Medium
priority = 3, Hit
pausetime = 4,7
sparkno = 2
sparkxy = -5,-10
hitsound   = S5,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 30
guard.ctrltime  = 30
ground.velocity = 5,0
guard.velocity = -3
air.velocity = -5,-0.1
air.fall = 1
fall.recover = 0
nochainID = 8000

[State 1213, 3]
type = HitDef
triggerall = enemynear,movetype = A
trigger1 = animelem = 4
attr = S, SA
damage = ceil(80),3
hitflag = MAFD
guardflag = LA
animtype = Hard
priority = 3, Hit
pausetime = 9,9
sparkno = 3
sparkxy = -5,-60
hitsound   = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 30
guard.ctrltime  = 10
ground.velocity = -2,-7
guard.velocity = -3
air.velocity = -2,-7
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
fall = 1
fall.recover = 0
nochainID = 8000

[State -2, Var]
type = varset
trigger1 = movehit
var(22) = 1

[State 1213, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.85
ignorehitpause = 1
persistent = 0

[State 1213, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 4

[State 1213, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1220]
type    = S                     
movetype= I                      
physics = S                                      
velset = 0,0                     
ctrl = 0                       
anim = 1200                       
poweradd = 44 
facep2 = 1                   
sprpriority = 2                  

[State 1220]
type = ChangeState
trigger1 = time = 9
value = 1221

;---------------------------------------------------------------------------
[Statedef 1221]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 100                       ;Change animation (Def: no change)                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1200, 6]
type = explod
trigger1 = time = 14
anim = 6850
id = 6850
pos = 0,-65
facing = 1
sprpriority = 3
bindtime = -1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 1220, VelSet]
type = VelSet
trigger1 = time > 0
x = const(velocity.run.fwd.x)

[State 1220, Width]
type = Width
trigger1 = 1
Player = 30,0

[State 1220, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
value = S100,0

[State 0, ChangeState]
type = ChangeState
triggerall = time > 8
trigger1 = !ailevel
trigger1 = command != "holdc"
value = 1222

[State 215, Effect]
type = PalFX
trigger1 = time > 9
trigger1 = time%4 = 0
time = 2
add = 64,64,64

[State 1220, 3]
type = playsnd
trigger1 = time = 9
value = 900,0

[State 1220, 3]
type = playsnd
trigger1 = time = 14
value = 500,4

[State 1220]
type = ChangeState
trigger1 = time = 25
value = 1223

;---------------------------------------------------------------------------
[Statedef 1222]
type    = A                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = N                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1220                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1200, 6]
type = explod
trigger1 = animelem = 4
anim = 1265
id = 1265
pos = 40,-20
facing = 1
sprpriority = 3
bindtime = -1
ownpal = 1
ignorehitpause = 1
scale = 0.350,0.350

[State 1222, Helper]
type = null;Helper
trigger1 = animelem = 4
helpertype = normal
stateno = 1253
ID = 1253
name = "Rokuro Kabuto"
postype = p1
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.350
size.yscale = 0.325
ownpal = 1

[State 1222, Width]
type = Width
trigger1 = Time = [0,5]
Player = 30,0

[State 1222, VelSet]
type = Velset
trigger1 = time > 0
trigger1 = time < 9
x = 5
y = -4

[State 1222, VelAdd]
type = VelAdd
trigger1 = time > 9
x = 1.5
y = 2.0

[State 1222, 3]
type = playsnd
trigger1 = !time
value = 1220,0+random%2
channel = 0

[State 1222, 3]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype != A
attr = A, SA
damage = ceil(77),10
animtype = Hard                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 4, 7                 ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -15, -10               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 3                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3
airguard.velocity = -2,-.5
air.type = High
air.velocity = -1.2,10
air.hittime = 24                
air.fall = 1
fall.recovertime = 24
guard.ctrltime = 14
nochainID = 8000

[State 1222, 3]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype = A
attr = A, SA
damage = ceil(97),10
animtype = Hard                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 4, 7                 ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -15, -10               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 3                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3
airguard.velocity = -2,-.5
air.type = High
air.velocity = -1.2,10
air.hittime = 24                
air.fall = 1
fall.recovertime = 24
guard.ctrltime = 14
nochainID = 8000

[State -2, Var]
type = varset
trigger1 = movehit
var(22) = 1

[State 1222, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.90
ignorehitpause = 1
persistent = 0

[State 1222, 2]
type = PlaySnd
trigger1 = time = 0
value = 50, 0

[State 1222, 2]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 4

[State 1222, 3]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1224
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1223]
type    = A                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = N                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1220                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1200, 6]
type = explod
trigger1 = animelem = 4
anim = 1265
id = 1266
pos = 40,-20
facing = 1
sprpriority = 3
bindtime = -1
ownpal = 1
ignorehitpause = 1
scale = 0.4,0.4

[State 1223, Helper]
type = null;Helper
trigger1 = animelem = 4
helpertype = normal
stateno = 1253
ID = 1253
name = "Rokuro Kabuto"
postype = p1
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.350
size.yscale = 0.325
ignorehitpause = 0
ownpal = 1
facing = 1
ownpal = 1
ignorehitpause = 1

[state 19001 BF]
type = explod
trigger1 = movehit
anim = 6980
pos = 0,0
bindtime = -1
postype = back
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
scale = .85,.85
ontop = 1
ignorehitpause = 1
persistent = 0
sprpriority = 999999

[State 1222, ]
type = Width
trigger1 = Time = [0,5]
Player = 30,0

[State 1223,]
type = Velset
trigger1 = time > 0
trigger1 = time < 9
x = 5
y = -4

[State 1223, ]
type = VelAdd
trigger1 = time > 9
x = 1.7
y = 2.0

[State 1223, 3]
type = playsnd
trigger1 = !time
value = 1220,2+random%2
channel = 0

[State 1202, 3]
type = PlaySnd
trigger1 = movehit
value = 500, 3
ignorehitpause = 1
persistent = 0

[State 1223, 3]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype != A
attr = A, SA
damage = ceil(87),10
animtype = Hard                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA                   ;Flags on how move is to be guarded against
hitflag = MAFD                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 25, 25                 ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -15, -10               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 3                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-7
air.velocity = -1,7
down.velocity = -1,0
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
yaccel = IfElse(P2StateType = A,0.45,0.30)
fall.recovertime = 30
guard.ctrltime = 15
envshake.time = 20
envshake.ampl = 7

[State 1223, 3]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype = A
attr = A, SA
damage = ceil(107),10
animtype = Hard                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA                   ;Flags on how move is to be guarded against
hitflag = MAFD                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 25, 25                 ;Time attacker pauses, time opponent shakes
sparkno = 3                      ;Spark anim no (Def: set above)
sparkxy = -15, -10               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 3                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-7
air.velocity = -1,7
down.velocity = -1,0
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
yaccel = IfElse(P2StateType = A,0.45,0.30)
fall.recovertime = 30
guard.ctrltime = 15
envshake.time = 20
envshake.ampl = 7

[State -2, Var]
type = varset
trigger1 = movehit
var(22) = 1

[State 8000, ]
type = targetstate
trigger1 = movehit
value = 5840
ignorehitpause = 1
persistent = 0

[State 1223, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.90
ignorehitpause = 1
persistent = 0

[State 1223, 4]
type = PlaySnd
trigger1 = time = 0
value = 50, 0

[State 1223, 4]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 4

[State 1223, 5]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1225
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1224]
type    = S                     
movetype= I                      
physics = N  
ctrl = 0                                                           
velset = 0,0                     
anim = 1221                       
poweradd = 0                  
sprpriority = 2

[State 6061, Effect]
type = Explod
trigger1 = time = 0
anim = f61
scale = 2.0,2.0
postype = p1
facing = -1
pos = 20,0
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

[State 6061, Effect]
type = null;Explod
trigger1 = time = 0
anim = 6116
scale = .3,.3
postype = p1
facing = 1
pos = 20,0
sprpriority = 1
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1
                  
[State 6061, Effect]
type = Explod
trigger1 = time = 0
anim = 6117
id = 6117
scale = 0.4,0.3
postype = p1
facing = 1
pos = 14,7
sprpriority = 4
ownpal = 1
bindtime = 1
ignorehitpause = 0
persistent = 0

[State 3906,]
type = EnvShake
trigger1 = time = 0
time = 5
ampl = 5
freq = 10
persistent = 0

[State 1224, 2]
type = MakeDust
trigger1 = Time = 0
pos = 0, 0
spacing = 1

[State 1224, 2]
type = PosSet
trigger1 = time = 0
y = 0

[State 1224, Width]
type = Width
trigger1 = !time
Player = 30,0

[State 1224, 2]
type = playsnd
trigger1 = !time
value = 500,5

[State 1224, 2]
type = playsnd
trigger1 = !time
value = 40,0

[State 1224, 2]
type = playsnd
trigger1 = !time
value = 500,7

[State 1224]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1                       

;---------------------------------------------------------------------------
[Statedef 1225]
type    = S                     
movetype= I                      
physics = N
ctrl = 0                                                             
velset = 0,0                     
anim = 1221                       
poweradd = 0                  
sprpriority = 2  
                
[State 6061, Effect]
type = Explod
trigger1 = time = 0
anim = f61
scale = 2.0,2.0
postype = p1
facing = -1
pos = 20,0
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

[State 6061, Effect]
type = null;Explod
trigger1 = time = 0
anim = 6116
scale = .3,.3
postype = p1
facing = 1
pos = 20,0
sprpriority = 1
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

[State 6061, Effect]
type = Explod
trigger1 = time = 0
anim = 6117
id = 6117
scale = 0.4,0.3
postype = p1
facing = 1
pos = 14,7
sprpriority = 4
ownpal = 1
bindtime = 1
ignorehitpause = 0
persistent = 0

[State 3906,]
type = EnvShake
trigger1 = time = 0
time = 5
ampl = 5
freq = 10
persistent = 0

[State 1225, 2]
type = MakeDust
trigger1 = Time = 0
pos = 0, 0
spacing = 1

[State 1225, 2]
type = PosSet
trigger1 = time = 0
y = 0

[State 1222, Width]
type = Width
trigger1 = !time
Player = 30,0

[State 1225, 2]
type = playsnd
trigger1 = !time
value = 500,5

[State 1225, 2]
type = playsnd
trigger1 = !time
value = 40,0

[State 1224, 2]
type = playsnd
trigger1 = !time
value = 500,7

[State 1225]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1                       

;---------------------------------------------------------------------------
[StateDef 1230]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1230
poweradd = 44
sprpriority = 2
velset = 0,0

[State 1, Effect]
type = Explod
trigger1 = time = 0
anim = 6150
scale = 0.25,0.25
postype = p1
facing = 1
pos = -6,20
ownpal = 1
sprpriority = 5
bindtime = 1
ignorehitpause = 1

[State 1200, 6]
type = explod
trigger1 = animelem = 4
anim = 1251
id = 1251
pos = -20,-10
facing = 1
sprpriority = 3
bindtime = -1
removeongethit = 1
ownpal = 1
ignorehitpause = 1
scale = 0.215,0.215

[State 1, ]
type = PlaySnd
trigger1 = time = 0
value = 102, 0

[State 610, 3]
type = HitDef
trigger1 = enemynear,movetype != A
trigger1 = Time = 0
attr = A, SA
damage = ceil(60), 8
hitflag = MAF
guardflag = HA
priority = 4
pausetime = 5,7
sparkno = 3
sparkxy = -10,-55
hitsound   = S5,4
guardsound = S6,0
animtype = Hard
ground.type = High
ground.slidetime = 12
ground.hittime  = ceil(26*(fvar(11)))
ground.velocity = -6
air.velocity = -3,5
air.hittime  = 27
fall = 1
fall.recovertime = ceil((-pos y)*.01)+35
nochainID = 8000
p2facing = 1

[State 610, 3]
type = HitDef
trigger1 = enemynear,movetype = A
trigger1 = Time = 0
attr = A, SA
damage = ceil(80), 8 
hitflag = MAF
guardflag = HA
priority = 4
pausetime = 5,7
sparkno = 3
sparkxy = -10,-55
hitsound   = S5,4
guardsound = S6,0
animtype = Hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 27
ground.velocity = -6
air.velocity = -3,5
air.hittime  = 30
fall = 1
fall.recover = 0
nochainID = 8000
p2facing = 1

[State -2, Var]
type = varset
trigger1 = movehit
var(22) = 1

[State 8000, ]
type = targetstate
trigger1 = movehit
value = 5836
ignorehitpause = 1
persistent = 0

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.89
ignorehitpause = 1
persistent = 0

[State 1212, ]
type = playsnd
trigger1 = !time
value = 1230,0+random%3
channel = 0

[State 1212, ]
type = playsnd
trigger1 = animelem = 3
value = 0,5

[State 1230, VelSet]
Type = VelSet
trigger1 = time = 1
x = 4
y = -5

[State 1230, VelAdd]
type = VelAdd
trigger1 = animelemtime(1) > 0
y = 0.5

[State 1230, Changestate]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 621

;---------------------------------------------------------------------------
[StateDef 1231]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1231
poweradd = 44
sprpriority = 2
velset = 0,0

[State 1, Effect]
type = Explod
trigger1 = time = 0
anim = 6150
scale = 0.25,0.25
postype = p1
facing = 1
pos = -6,20
ownpal = 1
sprpriority = 5
bindtime = 1
ignorehitpause = 1

[State 1200, 6]
type = explod
trigger1 = animelem = 4
anim = 1251
id = 1252
pos = -20,-10
facing = 1
sprpriority = 3
bindtime = -1
removeongethit = 1
ownpal = 1
ignorehitpause = 1
scale = 0.215,0.215

[State 1, ]
type = PlaySnd
trigger1 = time = 0
value = 102, 0

[State 610, 3]
type = HitDef
trigger1 = enemynear,movetype != A
trigger1 = Time = 0
attr = A, SA
damage = ceil(60), 8
hitflag = MAF
guardflag = HA
priority = 4
pausetime = 5,7
sparkno = 3
sparkxy = -10,-55
hitsound   = S5,4
guardsound = S6,0
animtype = Hard
ground.type = High
ground.slidetime = 12
ground.hittime  = ceil(26*(fvar(11)))
ground.velocity = -6
air.velocity = -3,5
air.hittime  = 27
fall = 1
fall.recovertime = ceil((-pos y)*.01)+35
nochainID = 8000
p2facing = 1

[State 610, 3]
type = HitDef
trigger1 = enemynear,movetype = A
trigger1 = Time = 0
attr = A, SA
damage = ceil(80), 8 
hitflag = MAF
guardflag = HA
priority = 4
pausetime = 5,7
sparkno = 3
sparkxy = -10,-55
hitsound   = S5,4
guardsound = S6,0
animtype = Hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 27
ground.velocity = -6
air.velocity = -3,5
air.hittime  = 45
fall = 1
fall.recover = 0
nochainID = 8000
p2facing = 1

[State -2, Var]
type = varset
trigger1 = movehit
var(22) = 1

[State 8000, ]
type = targetstate
trigger1 = movehit
value = 5836
ignorehitpause = 1
persistent = 0

[State 8000, ]
type = targetstate
trigger1 = movehit
value = 5836
ignorehitpause = 1
persistent = 0

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.89
ignorehitpause = 1
persistent = 0

[State 1212, ]
type = playsnd
trigger1 = !time
value = 1230,0+random%3
channel = 0

[State 1212, ]
type = playsnd
trigger1 = animelem = 3
value = 0,5

[State 1231, VelSet]
Type = VelSet
trigger1 = time = 1
x = 8
y = -5

[State 1231, VelAdd]
type = VelAdd
trigger1 = animelemtime(1) > 0
y = 0.5

[State 1231, Changestate]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 621

;---------------------------------------------------------------------------
[StateDef 1235]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1235
poweradd = 0
sprpriority = 2
velset = 0,0

[State 1, Effect]
type = Explod
trigger1 = time = 0
anim = 6150
scale = 0.25,0.25
postype = p1
facing = 1
pos = -6,20
ownpal = 1
sprpriority = 5
bindtime = 1
ignorehitpause = 1

[State 1200, 6]
type = explod
trigger1 = animelem = 4
anim = 1251
id = 1253
pos = -20,-10
facing = 1
sprpriority = 3
bindtime = -1
removeongethit = 1
ownpal = 1
ignorehitpause = 1
scale = 0.215,0.215

[State 1200, 6]
type = explod
trigger1 = !time
anim = 6114
id = 6114
pos = 0,-75
facing = 1
sprpriority = 3
bindtime = 4
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 1300, Blink]
type = PalFX
trigger1 = Time = 0
time = 20
add = 0,0,52
sinadd = 64,32,5,3

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

[State 1300, 1]
type = poweradd
trigger1 = Time = 0
value = -500

[State 1, Var]
type = varadd
trigger1 = !time
var(53) = 1

[State 1, ]
type = PlaySnd
trigger1 = time = 0
value = 102, 0

[State 610, 3]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype != A
attr = A, SA
damage = ceil(80), 10
hitflag = MAF
guardflag = HA
priority = 4
pausetime = 5,7
sparkno = 3
sparkxy = -10,-55
hitsound   = S5,4
guardsound = S6,0
animtype = Hard
ground.type = High
ground.slidetime = 12
ground.hittime  = ceil(26*(fvar(11)))
ground.velocity = -6
air.velocity = -3,5
air.hittime  = 27
fall = 1
fall.recover = 0
;fall.recovertime = ceil((-pos y)*.01)+45
nochainID = 8000
getpower = 0
p2facing = 1

[State 610, 3]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype = A
attr = A, SA
damage = ceil(100), 10 
hitflag = MAF
guardflag = HA
priority = 4
pausetime = 5,7
sparkno = 3
sparkxy = -10,-55
hitsound   = S5,4
guardsound = S6,0
animtype = Hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 27
ground.velocity = -6
air.velocity = -3,5
air.hittime  = 30
fall = 1
fall.recover = 0
nochainID = 8000
getpower = 0
p2facing = 1

[State -2, Var]
type = varset
trigger1 = movehit
var(22) = 1

[State 8000, ]
type = targetstate
trigger1 = var(53) < 2
trigger1 = movehit
trigger1 = !moveguarded
value = 5840
ignorehitpause = 1
persistent = 0

[State 200,]
type = targetstate
trigger1 = var(53) >= 2
trigger1 = movehit
trigger1 = !moveguarded
value = 1236
ignorehitpause = 1
persistent = 0

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.93
ignorehitpause = 1
persistent = 0

[State 1212, ]
type = playsnd
trigger1 = animelem = 3
value = 0,5

[State 1, ]
type = PlaySnd
trigger1 = !time
value = 1230, 3
channel = 0

[State 1231, VelSet]
Type = VelSet
trigger1 = time = 1
x = 6
y = -5

[State 1231, VelAdd]
type = VelAdd
trigger1 = animelemtime(1) > 0
y = 0.5

[State 1231, Changestate]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 621

;---------------------------------------------------------------------------
[Statedef 1236]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0

[State -1]
Type = ChangeAnim
Trigger1 = time = 0
Value = 5035

[State -1] 
Type = HitFallSet
Trigger1 = 1
Value = 0

[State 0, VelSet]
type = turn
trigger1 = !time
trigger1 = p2dist x < 0

[State 813,1]
type = Velset
trigger1 = time = 1 
x = -12
y = 12

[State 813,2]
type = VelAdd
trigger1 = time > 1
y = 0.3

[State 813,]
type = PlayerPush
trigger1 = 1
value = 1

[State 814, 4]
type = PlaySnd
trigger1 = anim = 5110
value = F7, 2
persistent = 0

[State 1200, 6]
type = explod
trigger1 = anim = 5110
anim = F62
id = 1
pos = -8,0
facing = 1
sprpriority = 3
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 999
supermovetime = 999

[State -1]
Type = ChangeAnim
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value = 5110

[State 0, PosSet]
type = PosSet
trigger1 = anim = 5110
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = anim = 5110
y = 0
x = 0

[State 814,]
type = selfstate
triggerall = alive
triggerall = enemynear,stateno != 850
trigger1 = anim = 5110
trigger1 = time >= 32
value = 5120

[State 814,]
type = selfstate
triggerall = !alive
trigger1 = anim = 5110
trigger1 = time >= 32
value = 5150

;---------------------------------------------------------------------------
[Statedef 3000]
type    = S
movetype= I
physics = S
juggle  = 4
poweradd= 0
anim = 3000
ctrl = 0
sprpriority = 2
velset = 0,0

[State 6061, Effect]
type = Explod
trigger1 = animelemtime(19) >= 1
anim = 6005
scale = .3,.3
postype = p1
facing = -1
pos = 40,0
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

[State 1, Effect]
type = Explod
trigger1 = animelem = 16
anim = 6150
scale = 0.4,0.4
postype = p1
facing = 1
pos = -24,20
ownpal = 1
sprpriority = 5
bindtime = 1
ignorehitpause = 1

[state 19001 BF]
type = explod
trigger1 = movehit
anim = 6980
pos = 0,0
bindtime = -1
postype = back
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
scale = .85,.85
ontop = 1
ignorehitpause = 1
persistent = 0
sprpriority = 999999

[State 1050, Helper]
type = Helper
trigger1 = animelem = 16
helpertype = normal
stateno = 1250
ID = 1250
name = "Homura Kasen"
postype = p1
pos = 53,-93
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.550
size.yscale = 0.525
ownpal = 1

[State 1,]
type = StateTypeSet
trigger1 = AnimElem = 16
StateType = S
Movetype = A
Physics = S

[State 3000,]
type = Width
trigger1 = 1
Player = 50,0

[State 3000,]
type = Width
trigger1 = animelem = 16
trigger1 = Time = [0,5]
Player = 50,0

;[State 3000, 2]
;type = Width
;trigger1 = Time = [16,0]
;Player = 70,0

;[State 1300,]
;type = VelSet
;trigger1 = AnimElem = 16
;x = 50

[State 1,]
type = VelSet
trigger1 = animelemtime(16) >= 0
trigger1 = animelemtime(19) < 0
x = 25
y = 0

[State 1300,]
type = VelSet
trigger1 = animelemtime(19) >= 1
x = 1

[State 1300, 1]
type = null;nothitby
trigger1 = 1
value = SCA

[State 1, ]
type = PlaySnd
trigger1 = movehit
value = 500, 3
ignorehitpause = 1
persistent = 0

[State 1, ]
type = PlaySnd
trigger1 = !time
value = 3001,0+random%2
channel = 0

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

[State 200, 2]
type = PlaySnd
trigger1 = animelem = 17
value = 0, 5

[State 100, 1]
type = playsnd
trigger1 = animelem = 19
value = 101,0

[State 1, ]
type = PlaySnd
trigger1 = animelem = 16
value = 102, 0

[State 1, ]
type = PlaySnd
trigger1 = animelem = 16
value = 1200,4
channel = 0

[State 3000, Super A]
type = SuperPause
trigger1 = time = 0
pos = 0, -75
anim = -1;100
time = 75
movetime = 75
darken = 0
poweradd = -1000
p2defmul = 1

[State 3007,]
type = Helper
trigger1 = !numhelper(8985)
helpertype = Normal
name = "Distortion"
stateno = 8985
ID = 7001
pos = 0, -75
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3007,]
type = Helper
trigger1 = winko
trigger1 = !numhelper(8992)
helpertype = Normal
name = "Finish"
stateno = 8992
ID = 8992
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0

[State 1350, Hit]
type = hitdef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype != A
priority = 4, Hit
attr = S,HP
damage = ceil(275),10
animtype = Hard
hitflag = MAFD
guardflag = MA
pausetime = 25, 25
sparkno = 3
sparkxy = -15, -70  
hitsound = S5,3
guardsound = S6, 0
ground.type = High
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -19, -5
ground.cornerpush.veloff = 0
air.velocity = -19, -5
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 60
getpower = 0, 0
yaccel = 0.3
airguard.ctrltime = 16
airguard.velocity = -4, -1.5
envshake.time = 20
envshake.freq = 130
envshake.ampl = -5
p2facing = 1
nochainID = 8000

[State 1350, Hit]
type = hitdef
trigger1 = !movecontact && !movereversed
trigger1 = enemynear,movetype = A
priority = 4, Hit
attr = S, HP
damage = ceil(330),10
animtype = Hard
hitflag = MAFD
guardflag = MA
pausetime = 25, 25
sparkno = 3
sparkxy = -15, -70  
hitsound = S5,3
guardsound = S6, 0
ground.type = High
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -19, -5
ground.cornerpush.veloff = 0
air.velocity = -19, -5
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 60
getpower = 0, 0
yaccel = 0.3
airguard.ctrltime = 16
airguard.velocity = -4, -1.5
envshake.time = 20
envshake.freq = 130
envshake.ampl = -5
p2facing = 1
nochainID = 8000

[State 201, 1]
type = null;targetstate
trigger1 = animelemtime(17) >= 0
trigger1 = animelemtime(20) < 0
trigger1 = movehit = 1
trigger1 = enemynear,statetype != S
value = 8998
persistent = 1

[State -2, Var]
type = varset
trigger1 = movehit
var(22) = 1

[State 0,]
type = targetstate
trigger1 = movehit
value = 5806
persistent = 0
ignorehitpause = 1

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.88
ignorehitpause = 1
persistent = 0

[State 1200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 3050]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 0,0
anim = 3050
ctrl = 0
sprpriority = 2

[State 3007,]
type = Helper
trigger1 = !numhelper(8985)
helpertype = Normal
name = "Distortion"
stateno = 8985
ID = 7001
pos = 3,-75
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0

[State 1, Effect]
type = Explod
trigger1 = animelem = 16
anim = 6150
scale = 0.4,0.4
postype = p1
facing = 1
pos = -24,20
ownpal = 1
sprpriority = 5
bindtime = 1
ignorehitpause = 1

[State 1, ]
type = PlaySnd
trigger1 = animelem = 16
value = 102, 0

;[State 0, Turn]
;type = Turn
;triggerall = prevstateno = 1208 && p2bodydist x <= 0
;trigger1 = time = 0

[State 1, ]
type = playsnd
triggerall = anim = 3050
trigger1 = animelem = 19
trigger2 = animelem = 22
value = 100,0

[State 1, ]
type = PlaySnd
trigger1 = !time
value = 3050,0
channel = 0

[State 201, 1]
type = HitDef
trigger1 = enemynear,movetype != A
trigger1 = !movecontact
attr = S, HA                     ;Attribute: Standing, Normal Attack
damage = ceil(0), 0                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 0                 ;Time attacker pauses, time opponent shakes
sparkno = -1                     ;Spark anim no (Def: set above)           ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = -1
hitsound = -1                 ;Sound to play on hit
guardsound = -1              ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 25             ;Time opponent is in hit state
ground.velocity = -7,-5              ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -7,-5            ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 15                 ;Time before opponent regains control in air
fall = 1
fall.recovertime = 45
guard.ctrltime = 18
p2stateno = 3100
nochainID = 8000
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
kill = 0
getpower = 0,0

[State 201, 1]
type = HitDef
trigger1 = enemynear,movetype = A
trigger1 = !movecontact
attr = S, HA                     ;Attribute: Standing, Normal Attack
damage = ceil(50+(10*numhelper(9884))), 0                  ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 0                 ;Time attacker pauses, time opponent shakes
sparkno = -1                     ;Spark anim no (Def: set above)           ;X-offset for the "hit spark" rel. to p2,
guard.sparkno = -1
p2stateno = 3100
hitsound = -1                 ;Sound to play on hit
guardsound = -1                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 25             ;Time opponent is in hit state
ground.velocity = -7,-5             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -7,-5            ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 15                 ;Time before opponent regains control in air
fall = 1
fall.recovertime = 60
guard.ctrltime = 22
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
nochainID = 8000
kill = 0
getpower = 0,0

[State -2, Var]
type = varset
trigger1 = movehit
var(22) = 1

[State 1, ]
type = targetstate
trigger1 = movehit
value = 3100
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = movehit
time = 1
pos = 20,0
ignorehitpause = 1
persistent = 1

[State 1300, 1]
type = width
trigger1 = time = 0
value = 25,15

[State 1, ]
type = Changestate
trigger1 = movehit
trigger1 = enemynear,stateno = 3100
value = 3051
ignorehitpause = 1

[State 3000, Super A]
type = SuperPause
trigger1 = time = 0
pos = 0, -75
anim = -1
time = 77
darken = 0
movetime = 77
sound = S3000, 1
poweradd = -1000
p2defmul = 1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 16
x = 15

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7000
ID =7000
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = 1,1
sprpriority = -4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

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

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*8
ignorehitpause = 1
persistent = 0

[State 7005, ]
type = bgpalfx
trigger1 = winko
time = 25
color = 256
add = 256,256,256
mul = 256,256,256
sinadd = -256,-256,-256,100
ignorehitpause = 1
persistent = 0

[State 7005, ]
type = pause
trigger1 = winko
time = 10
ignorehitpause = 1
persistent = 0

[State 7005]
type = playsnd
trigger1 = winko
value = 7005, 0
ignorehitpause = 1
persistent = 0

[State 1300, 6]
type = ChangeState
trigger1 = moveguarded
value = 3059

[State 1300, 6]
type = ChangeState
trigger1 = animtime = 0
value = 101

;---------------------------------------------------------------------------
[Statedef 3051]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 5,0
anim = 3051
ctrl = 0
sprpriority = 2

[State 1212, Helper]
type = null;Helper
trigger1 = animelem = 2
helpertype = normal
stateno = 1251
ID = 1251
name = "Uki Rouchou"
postype = p1
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.6
size.yscale = 0.7
ownpal = 1

[State 1212, 2]
type = null;explod
trigger1 = animelem = 4
anim = 6119
id = 6119
pos = 50, -79
vel = 0,0
facing = 1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause = 1
scale = 0.215,0.215

[State 6061, Effect]
type = Explod
trigger1 = animelem = 2
anim = 6116
scale = .180,.180
postype = p1
facing = 1
pos = 40,0
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

[State 6061, Effect]
type = Explod
trigger1 = animelem = 4
anim = 6005
scale = .3,.3
postype = p1
facing = -1
pos = 47,2
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

[State 1212, 2]
type = explod
trigger1 = animelem = 2
anim = 1260
id = 1260
pos = 40,-5
vel = 0,0
facing = 1
sprpriority = 3
bindtime = 1
ownpal = 1
ignorehitpause = 1
scale = 0.315,0.315

[State 1212, 2]
type = explod
trigger1 = animelem = 4
anim = 1261
id = 1261
pos = 50,-74
vel = 0,0
facing = 1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause = 1
scale = 0.25,0.25

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

[State 0, TargetFacing]
type = TargetFacing
trigger1 = 1
value = -1

[State 0, PosSet]
type = Posadd
trigger1 = !time 
x = p2dist x - 40

[State 0, Posadd]
type = Posadd
trigger1 = time = 0
y = 0

;[State 0, VelSet]
;type = VelSet
;trigger1 = vel x > 0
;x = 0

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 4

[State 0, TargetBind]
type = TargetBind
trigger1 = movehit
time = 1
pos = 40,0
ignorehitpause = 1
persistent = 1

[State 100, 1]
type = playsnd
trigger1 = animelem = 4
value = 101,0

[State 100, 1]
type = playsnd
trigger1 = animelem = 2
value = 500,5

[State 1213, 3]
type = playsnd
trigger1 = animelem = 4
value = 500,6

[State 201, 1]
type = HitDef
trigger1 = enemynear,movetype != A
trigger1 = animelem = 2
attr = S, HA                     ;Attribute: Standing, Normal Attack
damage = ceil(5), 0                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 4, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5,10                ;Time attacker pauses, time opponent shakes
sparkno = 3                     ;Spark anim no (Def: set above)
sparkxy = -5,-10             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5,3                 ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 25             ;Time opponent is in hit state
ground.velocity = 7,-5              ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0
air.velocity = 0,0
getpower = 0
kill = 0
p2stateno = 3100
nochainID = 8000
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 0,0
envshake.time = 5
envshake.ampl = 5

[State 201, 1]
type = HitDef
trigger1 = enemynear,movetype != A
trigger1 = animelem = 4
attr = S, HA                     ;Attribute: Standing, Normal Attack
damage = ceil(5), 0                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 4, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5,10                ;Time attacker pauses, time opponent shakes
sparkno = 3                     ;Spark anim no (Def: set above)
sparkxy = 5,-70             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5,3                 ;Sound to play on hit
guardsound = S6, 0                   ;Sound to play on guard 
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2,-5
air.type = High
air.velocity = -2,-5
fall.recover = 0
fall = 1
nochainID = 8000
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
kill = 0
getpower = 0,0
envshake.time = 5
envshake.ampl = 6

[State 201, 1]
type = HitDef
trigger1 = enemynear,movetype = A
trigger1 = animelem = 2
attr = S, HA                     ;Attribute: Standing, Normal Attack
damage = ceil(7), 0                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 4, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5,10                ;Time attacker pauses, time opponent shakes
sparkno = 3                     ;Spark anim no (Def: set above)
sparkxy = -5,-10             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5,3                 ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 25             ;Time opponent is in hit state
ground.velocity = 7,-5              ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0
air.velocity = 0,0
getpower = 0
kill = 0
p2stateno = 3100
nochainID = 8000
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 0,0
envshake.time = 5
envshake.ampl = 5

[State 201, 1]
type = HitDef
trigger1 = enemynear,movetype = A
trigger1 = animelem = 4
attr = S, HA                     ;Attribute: Standing, Normal Attack
damage = ceil(7), 0                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 4, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5,10                ;Time attacker pauses, time opponent shakes
sparkno = 3                     ;Spark anim no (Def: set above)
sparkxy = 5,-70             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5,3                 ;Sound to play on hit
guardsound = S6, 0                   ;Sound to play on guard 
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2,-5
air.type = High
air.velocity = -2,-5
fall.recover = 0
fall = 1
nochainID = 8000
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
kill = 0
getpower = 0,0
envshake.time = 5
envshake.ampl = 6

[State -2, Var]
type = varset
trigger1 = movehit
var(22) = 1

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.96
ignorehitpause = 1
persistent = 0

[State 1300, 6]
type = ChangeState
trigger1 = time = 16
value = 3052

;---------------------------------------------------------------------------
[StateDef 3052]
type = S
movetype = A
physics = N
anim = 3052
ctrl = 0
sprpriority = 2
velset = 0,0

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

[State 1200, 6]
type = explod
trigger1 = anim = 3052
trigger1 = animelem = 3
anim = 1150
id = 1150
pos = 15,-70
facing = 1
sprpriority = 3
bindtime = -1
ownpal = 1
ignorehitpause = 1
scale = 0.8,0.8

[State 1200, 6]
type = explod
trigger1 = anim = 3052
trigger1 = animelem = 4
anim = 3060
id = 3060
pos = 0,-80
facing = 1
sprpriority = 3
bindtime = -1
ownpal = 1
ignorehitpause = 1
scale = 0.8,0.8

[State 1150, Helper]
type = null;Helper
trigger1 = anim = 3052
trigger1 = animelem = 4
;trigger1 = AnimElemTime(4) >= 0
;trigger1 = AnimElemTime(8) < 0
helpertype = normal
stateno = 3060
ID = 3060
name = "Unebiko Ryuu"
postype = p1
;pos = -30,-10
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.8
size.yscale = 0.8
ownpal = 1

[State 1,]
type = VelSet
triggerall = anim = 3052
trigger1 = animelem = 4
x = 2.50
y = -15.15

[State 1,]
type = VelSet
triggerall = anim = 3052
trigger1 = animelem = 5
y = -5.10

[State 1,]
type = VelAdd
triggerall = anim = 3052
trigger1 = animelemtime(6) >= 0
y = 0.475

[State 1,]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A
Movetype = A
Physics = N

[State 1, ]
type = PlaySnd
trigger1 = time = 20
value = 3050,1
channel = 0

[State 220]
type = PlaySnd
trigger1 = Time = 18
value = 50, 0

[State 200,]
type = HitDef
trigger1 = enemynear,movetype != A
trigger1 = AnimElem = 3
attr = S,HA
animtype = Hard
damage =  ceil(55), 8
hitflag = MAF
guardflag = HA
priority = 4, Hit
pausetime = 8,18
guard.pausetime = 15,15
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,3
guardsound = S6,0
ground.type = Low
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = 0
air.velocity = 0,-5
yaccel = .44
air.fall = 1
fall.recover = 0
getpower = 0
envshake.time = 5
envshake.ampl = 1
kill = 0
nochainID = 8000


[State 200,]
type = HitDef
trigger1 = enemynear,movetype != A
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
attr = A, HA
hitflag	= MAF
guardflag = MA
damage =  ceil(5), 8
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 3,3
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,4
guardsound = S6,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.44
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity	= 0,-7
guard.velocity = -4
air.velocity = -1,-6
airguard.velocity = -3,-4
envshake.time = 5
envshake.freq = 10
envshake.ampl = 1
getpower = 0
kill = 0
nochainID = 8000

[State 200,]
type = HitDef
trigger1 = enemynear,movetype = A
trigger1 = AnimElem = 3
attr = S,HA
animtype = Hard
damage =  ceil(56), 8
hitflag = MAF
guardflag = HA
priority = 4, Hit
pausetime = 8,18
guard.pausetime = 15,15
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,3
guardsound = S6,0
ground.type = Low
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = 0
air.velocity = 0,-5
yaccel = .44
air.fall = 1
fall.recover = 0
getpower = 0
envshake.time = 5
envshake.ampl = 1
kill = 0
nochainID = 8000


[State 200,]
type = HitDef
trigger1 = enemynear,movetype = A
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
attr = A, HA
hitflag	= MAF
guardflag = MA
damage =  ceil(6), 8
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 3,3
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,4
guardsound = S6,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.44
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity	= 0,-7
guard.velocity = -4
air.velocity = -1,-6
airguard.velocity = -3,-4
envshake.time = 5
envshake.freq = 10
envshake.ampl = 1
getpower = 0
kill = 0
nochainID = 8000

[State -2, Var]
type = varset
trigger1 = movehit
var(22) = 1

[State 200, Damage Scaling]
type = varset
triggerall = anim = 3052
;triggerall = animelemtime(10) >= 0
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.88
ignorehitpause = 1
persistent = 0

[State 1300]
type = Velmul
trigger1 = AnimElemTime(12) > 0
X = 0.9

[State 1300]
type = VelSet
trigger1 = AnimElemTime(12) > 0
Y = 8

[State 1300, 6]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 3053

;---------------------------------------------------------------------------
[StateDef 3053]
type = S
movetype = A
physics = N
anim = 3053
ctrl = 0
sprpriority = 2
velset = 0,0

[State 1200, 6]
type = explod
trigger1 = anim = 3053
trigger1 = animelem = 4
anim = 3060
id = 3061
pos = 0,-80
facing = 1
sprpriority = 3
bindtime = -1
ownpal = 1
ignorehitpause = 1
scale = 0.9,0.9

[State 1150, Helper]
type = null;Helper
trigger1 = anim = 3053
trigger1 = animelem = 4
;trigger1 = AnimElemTime(4) >= 0
;trigger1 = AnimElemTime(8) < 0
helpertype = normal
stateno = 3060
ID = 3060
name = "Unebiko Ryuu"
postype = p1
;pos = -30,-10
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.9
size.yscale = 0.9
ownpal = 1

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

[State 1,]
type = VelSet
triggerall = anim = 3053
trigger1 = animelem = 4
x = 2.50
y = -15.15

[State 1,]
type = VelSet
triggerall = anim = 3053
trigger1 = animelem = 5
y = -7

[State 1,]
type = VelAdd
triggerall = anim = 3053
trigger1 = animelemtime(6) >= 0
y = 0.475

[State 1,]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A
Movetype = A
Physics = N

[State 1, ]
type = PlaySnd
trigger1 = !time
value = 3050,2
channel = 0

[State 220]
type = PlaySnd
trigger1 = Time = 1
value = 50, 0

[State 621, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 40,0

[State 200,]
type = HitDef
trigger1 = enemynear,movetype != A
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
attr = A, HA
hitflag	= MAF
guardflag = MA
damage =  ceil(15), 8
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 3,3
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,4
guardsound = S6,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.44
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity	= 0,-7
guard.velocity = -4
air.velocity = -1,-7
airguard.velocity = -3,-7
envshake.time = 5
envshake.freq = 10
envshake.ampl = 1
getpower = 0
kill = 0
nochainID = 8000

[State 200,]
type = HitDef
trigger1 = enemynear,movetype = A
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
attr = A, HA
hitflag	= MAF
guardflag = MA
damage =  ceil(16), 8
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 3,3
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,4
guardsound = S6,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.44
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity	= 0,-7
guard.velocity = -4
air.velocity = -1,-7
airguard.velocity = -3,-7
envshake.time = 5
envshake.freq = 10
envshake.ampl = 1
getpower = 0
kill = 0
nochainID = 8000

[State -2, Var]
type = varset
trigger1 = movehit
var(22) = 1

[State 200, Damage Scaling]
type = varset
triggerall = anim = 3053
;triggerall = animelemtime(10) >= 0
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.88
ignorehitpause = 1
persistent = 0

[State 1300,]
type = Velmul
trigger1 = AnimElemTime(12) > 0
X = 0.9

[State 1300,]
type = VelSet
trigger1 = AnimElemTime(12) > 0
Y = 8

[State 1300, 6]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 3054

;---------------------------------------------------------------------------
[StateDef 3054]
type = S
movetype = A
physics = N
anim = 3054
ctrl = 0
sprpriority = 2
velset = 0,0

[State 1200, 6]
type = explod
trigger1 = anim = 3054
trigger1 = animelem = 3
anim = 1150
id = 1151
pos = 15,-70
facing = 1
sprpriority = 3
bindtime = -1
ownpal = 1
ignorehitpause = 1
scale = 1.0,1.0

[State 1200, 6]
type = explod
trigger1 = anim = 3054
trigger1 = animelem = 4
anim = 3060
id = 3062
pos = 0,-80
facing = 1
sprpriority = 3
bindtime = -1
ownpal = 1
ignorehitpause = 1
scale = 1.0,1.0

[State 1150, Helper]
type = null;Helper
trigger1 = animelem = 3
helpertype = normal
stateno = 1150
ID = 1150
name = "Unebiko Ryuu"
postype = p1
;pos = -30,-10
pausemovetime = 9999
supermovetime = 9999
size.xscale = 1.0
size.yscale = 1.0
ownpal = 1

[State 1150, Helper]
type = null;Helper
trigger1 = anim = 3054
trigger1 = animelem = 4
;trigger1 = AnimElemTime(4) >= 0
;trigger1 = AnimElemTime(6) < 0
helpertype = normal
stateno = 3060
ID = 3060
name = "Unebiko Ryuu"
postype = p1
;pos = -30,-10
pausemovetime = 9999
supermovetime = 9999
size.xscale = 1.0
size.yscale = 1.0
ownpal = 1

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

[State 1,]
type = VelSet
triggerall = anim = 3054
trigger1 = animelem = 4
x = 2.50
y = -20

[State 1,]
type = VelSet
triggerall = anim = 3054
trigger1 = animelem = 5
y = -10

[State 1,]
type = VelAdd
triggerall = anim = 3054
trigger1 = animelemtime(6) >= 0
y = 0.575

[State 1,]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A
Movetype = A
Physics = N

[State 1, ]
type = PlaySnd
trigger1 = time = 11
;trigger1 = animelem = 3
value = 3050,3
channel = 0

[State 220]
type = PlaySnd
trigger1 = Time = 15
value = 50, 0

[State 621, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 40,0

[State 200,]
type = HitDef
trigger1 = enemynear,movetype != A
trigger1 = AnimElem = 3
attr = S,HA
animtype = Hard
damage =  ceil(55), 8
hitflag = MAF
guardflag = HA
priority = 4, Hit
pausetime = 4,15
guard.pausetime = 15,15
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,3
guardsound = S6,0
ground.type = Low
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = 0
air.velocity = 0,-2
yaccel = .44
air.fall = 1
fall.recover = 0
getpower = 0
envshake.time = 5
envshake.ampl = 1
kill = 0
nochainID = 8000

[State 200,]
type = HitDef
trigger1 = enemynear,movetype != A
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
attr = A, HA
hitflag	= MAF
guardflag = MA
damage =  ceil(17), 8
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 3,3
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,4
guardsound = S6,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.44
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity	= 0,-7
guard.velocity = -4
air.velocity = -1,-7
airguard.velocity = -3,-4
envshake.time = 5
envshake.freq = 10
envshake.ampl = 1
getpower = 0
kill = 0
nochainID = 8000

[State 200,]
type = HitDef
trigger1 = enemynear,movetype = A
trigger1 = AnimElem = 3
attr = S,HA
animtype = Hard
damage =  ceil(56), 8
hitflag = MAF
guardflag = HA
priority = 4, Hit
pausetime = 4,15
guard.pausetime = 15,15
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,3
guardsound = S6,0
ground.type = Low
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = 0
air.velocity = 0,-2
yaccel = .44
air.fall = 1
fall.recover = 0
getpower = 0
envshake.time = 5
envshake.ampl = 1
kill = 0
nochainID = 8000

[State 200,]
type = HitDef
trigger1 = enemynear,movetype = A
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
attr = A, HA
hitflag	= MAF
guardflag = MA
damage =  ceil(18), 8
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 3,3
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,4
guardsound = S6,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.44
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity	= 0,-7
guard.velocity = -4
air.velocity = -1,-7
airguard.velocity = -3,-4
envshake.time = 5
envshake.freq = 10
envshake.ampl = 1
getpower = 0
kill = 0
nochainID = 8000

[State -2, Var]
type = varset
trigger1 = movehit
var(22) = 1

[State 200, Damage Scaling]
type = varset
triggerall = anim = 3054
;triggerall = animelemtime(10) >= 0
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.88
ignorehitpause = 1
persistent = 0

[State 1300]
type = Velmul
trigger1 = AnimElemTime(12) > 0
X = 0.9

[State 1300]
type = VelSet
trigger1 = AnimElemTime(12) > 0
Y = 8

[State 1300, 6]
type = ChangeState
trigger1 = animtime = 0
value = 3055

;---------------------------------------------------------------------------
[StateDef 3055]
type = A
movetype = A
physics = N
ctrl = 0
anim = 3055
;velset = 0,0 
sprpriority = 2

[State 1200, 6]
type = explod
trigger1 = animelem = 4
anim = 1251
id = 1254
pos = -100,80
facing = 1
sprpriority = 3
bindtime = -1
removeongethit = 1
ownpal = 1
ignorehitpause = 1
scale = 0.7,0.7

[state 19001 BF]
type = explod
trigger1 = anim = 3055
trigger1 = animelem = 4
anim = 6980
pos = 0,0
bindtime = -1
postype = back
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
scale = .85,.85
ontop = 1
ignorehitpause = 1
persistent = 0
sprpriority = 999999

[State 3007,]
type = Helper
trigger1 = winko
trigger1 = !numhelper(8992)
helpertype = Normal
name = "Finish"
stateno = 8992
ID = 8992
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0

[State 1,]
type = VelAdd
trigger1 = AnimElemTime(1) > 0
Y = 0.55

;[State 1230, VelSet]
;Type = VelSet
;trigger1 = time = 1
;x = 1
;y = -0.2

;[State 1230, VelAdd]
;type = VelAdd
;trigger1 = animelemtime(1) > 0
;y = 0.5

[State 1202, 3]
type = PlaySnd
trigger1 = anim = 3055
trigger1 = animelem = 4
value = 500, 3
ignorehitpause = 1
persistent = 0

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

[State 200,]
type = HitDef
trigger1 = enemynear,movetype != A
trigger1 = AnimElem = 4
attr = A,HA
animtype = Hard
damage = ceil(55), 8
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 30,35
guard.pausetime = 10,10
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,3
guardsound = S6,0
ground.type = Low
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = -3.2,8
air.velocity = -1.6,8
yaccel = .44
fall = 1
fall.recover = 0
getpower = 0
envshake.time = 5
envshake.ampl = 6
p2stateno = 5836 
nochainID = 8000

[State 200,]
type = HitDef
trigger1 = enemynear,movetype = A
trigger1 = AnimElem = 4
attr = A,HA
animtype = Hard
damage = ceil(65), 8
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 30,35
guard.pausetime = 10,10
sparkno = 3
sparkxy = -10,-70
hitsound   = S5,3
guardsound = S6,0
ground.type = Low
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = -3.2,8
air.velocity = -1.6,8
yaccel = .44
fall = 1
fall.recover = 0
getpower = 0
envshake.time = 5
envshake.ampl = 6
p2stateno = 5836 
nochainID = 8000

[State -2, Var]
type = varset
trigger1 = movehit
var(22) = 1

[State 200, Damage Scaling]
type = varset
triggerall = anim = 3055
triggerall = animelemtime(10) >= 0
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.88
ignorehitpause = 1
persistent = 0

[State 3055, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 3056

;---------------------------------------------------------------------------
[StateDef 3056]
type = S
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 3056
sprpriority = 2

[State 3056,]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3056, 3]
type = MakeDust
trigger1 = Time = 0
pos = 0, 0
spacing = 1

[State 3056,]
type = PlaySnd
trigger1 = AnimElem = 1
value = 40,0

[State 3056,]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 3059]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 0,0
anim = 3051
ctrl = 0
sprpriority = 2

[State 6061, Effect]
type = Explod
trigger1 = animelem = 2
anim = 6116
scale = .180,.180
postype = p1
facing = 1
pos = 40,0
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

[State 6061, Effect]
type = Explod
trigger1 = animelem = 4
anim = 6005
scale = .3,.3
postype = p1
facing = -1
pos = 47,2
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

[State 1212, 2]
type = explod
trigger1 = animelem = 2
anim = 1260
id = 1260
pos = 40,-5
vel = 0,0
facing = 1
sprpriority = 3
bindtime = 1
ownpal = 1
ignorehitpause = 1
scale = 0.315,0.315

[State 1212, 2]
type = explod
trigger1 = animelem = 4
anim = 1261
id = 1261
pos = 50,-74
vel = 0,0
facing = 1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause = 1
scale = 0.25,0.25

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

[State 1212, Width]
type = Width
trigger1 = Time = [0,5]
Player = 30,0

[State 1212, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 12

[State 1212, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 100, 1]
type = playsnd
trigger1 = animelem = 4
value = 101,0

[State 100, 1]
type = playsnd
trigger1 = animelem = 2
value = 500,5

[State 1213, 3]
type = playsnd
trigger1 = animelem = 4
value = 500,6

[State 201, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, HA                     ;Attribute: Standing, Normal Attack
damage = ceil(5), 0                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 4, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5,10                ;Time attacker pauses, time opponent shakes
sparkno = 3                     ;Spark anim no (Def: set above)
sparkxy = -5,-10             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5,3                 ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 25             ;Time opponent is in hit state
ground.velocity = -7,-5              ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0
air.velocity = 0,0
getpower = 0
kill = 0
p2stateno = 3100
envshake.time = 5
nochainID = 8000
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 0,0

[State 201, 1]
type = HitDef
trigger1 = animelem = 4
attr = S, HA                     ;Attribute: Standing, Normal Attack
damage = ceil(5), 0                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFD                   ;Flags of conditions that move can hit
priority = 4, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5,10                ;Time attacker pauses, time opponent shakes
sparkno = 3                     ;Spark anim no (Def: set above)
sparkxy = 5,-60             ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5,3                 ;Sound to play on hit
guardsound = S6, 0                   ;Sound to play on guard 
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2,-5
air.type = High
air.velocity = -2,-5
fall.recover = 0
fall = 1
nochainID = 8000
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
kill = 0
getpower = 0,0

;[State 0, BindToTarget]
;type = BindToTarget
;trigger1 = time <= 110
;time = 2
;ID = -1
;pos = 25,0

;[State 200, Damage Scaling]
;type = varset
;trigger1 = !time 
;fvar(4) = fvar(4)*ifelse(numexplod(13000) = 0,1,1.15)
;ignorehitpause = 1
;persistent = 0

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.96
ignorehitpause = 1
persistent = 0

[State 1300, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 3100]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -3

[State 811, 1]
type = posset
Trigger1 = 1
y = 0

[State 811, 1]
type = velset
Trigger1 = 1
x = 0

[State 811, 1]
type = ChangeAnim
Trigger1 = !time
value = ifelse(random<=450,5012,5002)

[State 811, 1]
type = ChangeAnim
Trigger1 = anim = 5002
trigger1 = animtime = 0
value = 5007

[State 811, 1]
type = ChangeAnim
Trigger1 = anim = 5012
trigger1 = animtime = 0
value = 5017

[State 811, 1]
type = selfstate
Trigger1 = time >= 35
value = 0
ctrl = 0

;---------------------------------------------------------------------------
;Astral Heat
[Statedef 3900]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3900
ctrl = 0
sprpriority = 2
poweradd = 0

[State 202, Helper]
type = Helper
trigger1 = animelemtime(15) = 0
helpertype = normal
stateno = 205
ID = 205
name = "Gunfire"
postype = p1
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.350
size.yscale = 0.325
ownpal = 1

[State 200, 2]
type = PlaySnd
trigger1 = animelemtime(15) = 0
value = 500,0+random%2 

[State 195, 1]
type = playsnd
trigger1 = !time
value = 3900,0
channel = 0

[State 200, 2]
type = PlaySnd
trigger1 = animelem = 16
value = 0, 0

[State 3000, Super A]
type = SuperPause
trigger1 = time = 0
pos = 0, -75
anim = -1;100
Darken = 0
time = 60
movetime = 60
sound = S3000, 2
poweradd = -2000

[State 3007,]
type = Helper
trigger1 = !numhelper(8985)
helpertype = Normal
name = "Distortion"
stateno = 8985
ID = 7003
pos = 0, -75
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0

[State 0,Cutin]
type = Explod
trigger1 = facing = 1
trigger1 = time = 0
anim = 7008
id = 7008
postype = left
pos = 150,260
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = .35,.35
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0,Cutin]
type = Explod
trigger1 = facing = -1
trigger1 = time = 0
anim = 7008
id = 7008
postype = right
pos = -150,260
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = .35,.35
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0,Text]
type = Explod
trigger1 = time = 0
anim = 7009
id = 7008
postype = left
pos = 25,185
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = .35,.35
sprpriority = 10
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0]
type = modifyexplod
trigger1 = time <= 10
trans = addalpha
alpha = 25*(time-0),256-(25*(time-0))
id = 7008

[State 0]
type = modifyexplod
trigger1 = time >= 31
trans = addalpha
alpha = 256-(25*(time-31)),25*(time-31)
id = 7008

[State 3000, Super D]
type = NotHitBy
trigger1 = animelemtime(5) < 0
value = SCA

[State 1000, 1]
type = HitDef
trigger1 = !movecontact && !movereversed
attr = S, HA         
hitflag = MAFD
guardflag = MA     
guard.pausetime = 10,10  
priority = 1, Miss    
sparkno = -1        
sparkxy = -10, -25  
hitsound = S5,7
guardsound = S6, 0   
p1sprpriority = 1     
p1facing = 1           
guard.dist = 0        
fall = 1    
kill = 0 
p2facing = 1
guard.hittime = 20
guard.ctrltime = 20
nochainID = 8000
getpower = 0,0
p1stateno = 3901      
p2stateno = 3910  
 
[State 200, Powerup end]
type = varset
trigger1 = !time
fvar(19) = 0
ignorehitpause = 1
persistent = 0

[State 3000, 3]
type = envcolor
trigger1 = movehit
time = 30
value = 255,255,255
under = 0
ignorehitpause = 0
persistent = 0

;[State 3000, 7]
;type = targetstate
;trigger1 = movehit
;value = 3902

[State 3000, 7]
type = ChangeState
trigger1 = movehit
value = 3901

[State 0, Explod]
type = Explod
trigger1 = movehit
anim = 7005
ID = 7005
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = 1,1
sprpriority = -4
ontop = 0
shadow = 0,0,0
ownpal = 1
removetime = -1

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

;---------------------------------------------------------------------------
[Statedef 3901]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 3901
ctrl = 0
sprpriority = 2
poweradd = 0

[State 3000, 7]
type = assertspecial
trigger1 = 1
flag = noFG
flag2 = timerfreeze
ignorehitpause = 1

[State 3000, ScreenBound]
type = removeexplod
trigger1 = !time
ID = 1

[State 3000, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 3000, 7]
type = varset
trigger1 = !time
var(20) = 1

[State 3000, 7]
type = varset
trigger1 = !time
var(21) = 1

[State 3000, Super D]
type = NotHitBy
trigger1 = 1
value = SCA

;[State 0, HitVelSet]
;type = posset
;trigger1 = !time
;x = (-50)*facing

[State 3000,]
type = posset
trigger1 = !time
x = -40*facing

[State 1200, 6]
type = explod
trigger1 = animelemtime(9) = 4
anim = 3950
id = 3950
pos = -23,-53
facing = 1
sprpriority = 3
bindtime = -1
ownpal = 1
ignorehitpause = 1
scale = 0.630,0.630

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7011
ID = 7011
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = 1,1
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 1300]
type = helper
trigger1 = !time
helpertype = normal
stateno = 7005
ID = 7005
name = "AH Background"
postype = p1
pos = 0, 0
ownpal = 1
size.xscale = .5
size.yscale = .5

;[State 810, Grab Sound]
;type = PlaySnd
;trigger1 = time = 0
;trigger2 = animelem = 11
;value = 500, 3

[State 195, 1]
type = playsnd
trigger1 = animelem = 8
value = 1200,5
channel = 0

[State 1, ]
type = PlaySnd
trigger1 = animelem = 8
value = 500,8

;[State 3000, 3]
;type = envcolor
;trigger1 = !time
;time = 5
;value = 255,255,255
;under = 0
;ignorehitpause = 1
;persistent = 0

;[State 3000, 3]
;type = envcolor
;trigger1 = time = 6
;time = 249
;value = 0,0,0
;under = 1
;ignorehitpause = 1
;persistent = 0

[State 0, Explod]
type = Explod
trigger1 = !time
trigger1 = facing =1
anim = 7015
ID = 7005
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = 1,1
sprpriority = -4
ontop = 0
shadow = 0,0,0
ownpal = 1
removetime = -1

[State 0, Explod]
type = Explod
trigger1 = !time
trigger1 = facing = -1
anim = 7015
ID = 7005
pos = 0,0
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = 1,1
sprpriority = -4
ontop = 0
shadow = 0,0,0
ownpal = 1
removetime = -1

;[State 1300]
;type = helper
;trigger1 = AnimElemtime(9) = 30
;helpertype = normal
;stateno = 3067
;ID = 3066
;name = "coin"
;postype = back
;pos = 222, -220
;size.xscale = 1
;size.yscale = 1
;ownpal = 1
;pausemovetime = 999
;supermovetime = 999

[State 3000, 3]
type = removeexplod
trigger1 = animelem = 10
ID = 7006
ignorehitpause = 1
persistent = 1

;[State 1300]
;type = helper
;trigger1 = AnimElemtime(9) = 0
;helpertype = normal
;stateno = 3066
;ID = 3066
;name = "coin"
;postype = p1
;pos = 44, -86
;size.xscale = 0.25
;size.yscale = 0.25
;ownpal = 1
;pausemovetime = 999
;supermovetime = 999


;[State 1300]
;type = helper
;trigger1 = animelem = 16
;helpertype = normal
;stateno = 3905
;ID = 3905
;name = "Railgun"
;postype = p1
;pos = 40, -86
;size.xscale = 1
;size.yscale = 1.1
;ownpal = 1

;[State 1300]
;type = helper
;trigger1 = animelem = 16
;helpertype = normal
;stateno = 3906
;ID = 3905
;name = "Railgun"
;postype = p1
;pos = 40, -86
;size.xscale = 1
;size.yscale = 1.1
;ownpal = 1

[State 3000, 7]
type = ChangeAnim
triggerall = anim = 3901
trigger1 = Time >= 111
value = 3902

[State 1050, Helper]
type = Helper
triggerall = anim = 3902
trigger1 = animelem = 1
helpertype = normal
stateno = 3930
ID = 3930
name = "Homura Kasen"
postype = p1
pos = 53,-93
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.350
size.yscale = 0.325
ownpal = 1

[State 1150, Helper]
type = Helper
triggerall = anim = 3902
trigger1 = animelem = 6
helpertype = normal
stateno = 3931
ID = 3931
name = "Unebiko Ryuu"
postype = p1
;pos = -30,-10
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.650
size.yscale = 0.650
ownpal = 1

[State 200, 2]
type = PlaySnd
triggerall = anim = 3902
trigger1 = time = 0
value = 0, 4

[State 200, 2]
type = PlaySnd
triggerall = anim = 3902
trigger1 = animelem = 5
value = 0, 5

[State 195, 1]
type = playsnd
triggerall = anim = 3902
trigger1 = animelem = 1
value = 3900,1
channel = 0

[State 195, 1]
type = playsnd
triggerall = anim = 3902
trigger1 = animelem = 6
value = 3900,2
channel = 0

[State 1220]
type = ChangeState
trigger1 = time = 180
value = 3905

;------------------------------------------------------------------------------------------------------------
[StateDef 3905]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 3903
sprpriority = 2

[State 195, 1]
type = assertspecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
flag3 = nofg
ignorehitpause = 1

[State 1300]
type = helper
trigger1 = !time
helpertype = normal
stateno = 7006
ID = 7006
name = "AH Background"
postype = p1
pos = 0, 0
ownpal = 1
size.xscale = .5
size.yscale = .5

[State 3905,]
type = TargetState
trigger1 = Time = 0
value = 3913

[State 3905,]
type = ScreenBound
trigger1 = 1
value = 0

[State 3905,]
type = PlaySnd
trigger1 = !time
value = S3900,3
channel = 0

[State 3905,]
type = PlaySnd
trigger1 = time = 35
value = 50,0

[State 3905,]
type = PosSet
trigger1 = time = 0
x = 0
y = 200

[State 3905,]
type = VelSet
trigger1 = time >= 30
trigger1 = time < 45
y = -18

[State 3905,]
type = VelSet
trigger1 = time >= 45
y = -1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7011
ID = 7011
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = 1,1
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 3905,]
type = ChangeState
trigger1 = Time >= 60
value = 3906

;---------------------------------------------------------------------------
[StateDef 3906]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 3904
sprpriority = 2

[State 195, 1]
type = assertspecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
flag3 = nofg
ignorehitpause = 1

[State 3906,]
type = ScreenBound
trigger1 = 1
value = 0

[State 3906,]
type = VelSet
trigger1 = time >= 0
y = 0.2

[State 3906,]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3900,4
channel = 0

[State 3906,]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,5

[State 3906,]
type = EnvShake
trigger1 = time = [17,90]
trigger1 = time%10 = 0
time = 10
ampl = 5
freq = 150

[State 1212, 2]
type = explod
trigger1 = animelem = 4
anim = 3952
id = 3952
pos = -55,-20
vel = 0,0
facing = 1
sprpriority = 3
bindtime = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 1150, Helper]
type = Helper
triggerall = anim = 3904
trigger1 = animelem = 4
helpertype = normal
stateno = 3932
ID = 3932
name = "Blast"
postype = p1
;pos = -30,-10
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.5
size.yscale = 0.5
ownpal = 1

[State 1150, Helper]
type = null;Helper
triggerall = anim = 3904
trigger1 = animelem = 4
helpertype = normal
stateno = 3933
ID = 3933
name = "Blast"
postype = p1
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.5
size.yscale = 0.5
ownpal = 1

[State 1150, Helper]
type = null;Helper
triggerall = anim = 3904
trigger1 = animelem = 4
helpertype = normal
stateno = 3934
ID = 3934
name = "Blast"
postype = p1
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.5
size.yscale = 0.5
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = animelemtime(4) = 0
anim = 7012
ID = 7012
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = 1,1
sprpriority = 12
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 7005, ]
type = bgpalfx
trigger1 = winko
;trigger2 = roundstate = 3
time = 25
color = 256
add = 256,256,256
mul = 256,256,256
sinadd = -256,-256,-256,100
ignorehitpause = 1
persistent = 0

;[State 7005, ]
;type = pause
;trigger1 = winko
;trigger2 = roundstate = 3
;time = 10
;ignorehitpause = 1
;persistent = 0

[State 7005]
type = playsnd
trigger1 = winko
;trigger2 = roundstate = 3
value = 7005, 1
ignorehitpause = 1
persistent = 0

[State 1000, 7]
type = targetlifeadd
trigger1 = time = 22
value = -999999
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State 3906, ]
type = ChangeState
trigger1 = Time >= 100
value = 3907

;---------------------------------------------------------------------------
[StateDef 3907]
type = A
movetype = I
physics = N
ctrl = 0
anim = 3905
sprpriority = 2

[State 3907,]
type = ScreenBound
trigger1 = 1
value = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7011
ID = 7011
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = 1,1
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 1200, 6]
type = removeexplod
trigger1 = !time
id = 7012
ignorehitpause = 1

[State 1200, 6]
type = removeexplod
trigger1 = !time
id = 7005
ignorehitpause = 1

[State 1200, 6]
type = removeexplod
trigger1 = !time
id = 3950
ignorehitpause = 1

[State 3907,]
type = TargetState
trigger1 = Time = 0
value = 3915

[State 3907,]
type = PosSet
trigger1 = time = 0
x = 0
y = -500

[State 3907,]
type = VelAdd
trigger1 = Time > 0
y = 0.67

[State 200, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 3908

;---------------------------------------------------------------------------
[StateDef 3908]
type = S
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 3906
sprpriority = 2

[State 3908,]
type = ScreenBound
trigger1 = 1
value = 0

[State 3908, 2]
type = MakeDust
trigger1 = Time = 0
pos = 0, 0
spacing = 1

[State 3908, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 40,0

[State 3908, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;[Statedef 3902]
;type    = S
;movetype= A
;physics = S
;juggle  = 4
;velset = 0,0
;anim = 3902
;ctrl = 0
;sprpriority = 2
;poweradd = 0

;[State 3000,]
;type = screenbound
;trigger1 = 1
;value = 0
;movecamera = 0,0

;[State 3000, 7]
;type = varset
;trigger1 = !time
;var(20) = 1

;[State 3000, 7]
;type = varset
;trigger1 = !time
;var(21) = 1

;[State 0, HitVelSet]
;type = posset
;trigger1 = 1
;x = (-50)*facing
;y = 0

;------------------------------------------------------------------------------------------------------------
[Statedef 3910]
type    = S
movetype= H
physics = N
velset = 0,0
anim = 5300
sprpriority = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 0, PosSet]
type = PosSet
trigger1 = time <= 1
x = -40*facing
y = 0


;------------------------------------------------------------------------------------------------------------
[Statedef 3911]
type    = S
movetype= H
physics = N
velset = 0,0
anim = 5016
sprpriority = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

;------------------------------------------------------------------------------------------------------------
[Statedef 3912]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0, VelSet]
type = VelSet
trigger1 = time > 7
y = -20

[State 3000,]
type = screenbound
trigger1 = 1
value = 0

[State 811, 1]
type = ChangeAnim
Trigger1 = time = 0
value = 5051

[State 3000, 7]
type = ChangeState
trigger1 = time = 50
value = 3913
ctrl = 0

;------------------------------------------------------------------------------------------------------------
[Statedef 3913]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 811, 1]
type = ChangeAnim
Trigger1 = !time
value = 5051

[State 4010, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

;[State 0, PosSet]
;type = PosSet
;trigger1 = !time
;x = -40
;y = 50

;[State 4012, VelSet]
;type = VelSet
;trigger1 = time >= 10
;trigger1 = time < 21
;y = -18

;[State 4012, VelSet]
;type = VelSet
;trigger1 = time >= 21
;y = 0.5

;[State 811, 1]
;type = ChangeAnim
;Trigger1 = time = 21
;value = 5035

[State 811, 1]
type = ChangeAnim
Trigger1 = time = 21
value = 5050

[State 4010, PosSet]
type = PosSet
trigger1 = time = 0
x = IfElse(Facing = 1,60,-60)
y = 300

[State 4012, VelSet]
type = VelSet
trigger1 = time >= 0
trigger1 = time < 21
y = -18

[State 4012, VelSet]
type = VelSet
trigger1 = time >= 21
trigger1 = time < 25
y = -1.5

[State 4012, VelSet]
type = VelSet
trigger1 = time >= 25
trigger1 = time < 27
y = 0.1

[State 4012, VelSet]
type = VelSet
trigger1 = time >= 27
y = 0.3
;---------------------------------------------------------------------------
[StateDef 3914]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 3914, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3914, VelSet]
type = VelSet
trigger1 = time >= 0
y = 20

[State 3914, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 5160

[State 3914, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

;---------------------------------------------------------------------------
[Statedef 3915]
type    = A
movetype= H
physics = N

[State 1403, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5300

[State 3000,]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1403,1]
type = Velset
trigger1 = 1
x = 0
y = 0

[State 1403,1]
type = posset
trigger1 = time > 5
trigger1 = alive
x = IfElse(Facing = 1,-90,90)
y = -1000

[State 1403,1]
type = posset
trigger1 = time > 5
trigger1 = !alive
x = IfElse(Facing = 1,-90,90)
y = 9999

[State 1403,]
type = PlayerPush
trigger1 = 1
value = 0

[State 1403,1]
type = changestate
trigger1 = time > 31
trigger1 = alive
value = 5050

[State 1403,1]
type = changestate
trigger1 = time > 31
trigger1 = !alive
value = 5150

;---------------------------------------------------------------------------
;Zero Gravity
[Statedef 3999]
type    = A
movetype= H
physics = N

[State 3999]
type = ChangeAnim
Trigger1 = !time
value = 5050

[State 3999]
type = veladd
Trigger1 = Time < 5
y = -2

[State 3999]
type = velset
Trigger1 = Time = 7
y = .1

;---------------------------------------------------------------------------
;Zero Gravity II
[Statedef 3998]
type    = A
movetype= H
physics = N

[State 3999]
type = ChangeAnim
Trigger1 = !time
value = 5030

[State 3999]
type = veladd
Trigger1 = Time > 0
y = 0

;------------------------------------------------------------------------------------------------------------
; Force Standing Gethit (High)
[Statedef 8997]
type    = U
movetype= H
physics = U

[State 0, HitVelSet]
type = VelSet
trigger1 = time < 30
x = -.5

[State 8999, Anim]
type = ChangeAnim
trigger1 = time=0
value = 5007

[State 0, HitVelSet]
type = posset
trigger1 = 1
y = 0

[State 0, SelfState]
type = SelfState
trigger1 = !alive
value =5050

[State 8999, State]
type = selfstate
trigger1 = time = 300
value = 0
ctrl=1

;------------------------------------------------------------------------------------------------------------
; Force Standing
[Statedef 8998]
type    = S
movetype= H
physics = S
velset = 0,0

[State 0, HitFallSet]
type = HitFallSet
trigger1 = !time
value = 0
persistent = 0

[State 0,]
type = Turn
trigger1 = !time
trigger1 = facing * enemynear(0),facing = 1

[State 8999, Anim]
type = ChangeAnim
trigger1 = time=0
value = 5012

[State 8999, Anim]
type = posset
trigger1 = 1
y = 0

[State 8999, Anim]
type = ChangeAnim
trigger1 = animtime=0
trigger1 = anim=5012
value = 5017

[State 8999, State]
type = selfstate
trigger1 = time = 55
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------------------------
; Stagger
[Statedef 8999]
type    = U
movetype= H
physics = U

[State 0, HitFallSet]
type = HitFallSet
trigger1 = !time
value = 0
persistent = 0

[State 0,]
type = Turn
trigger1 = facing * enemynear(0),facing = 1

[State 0, HitVelSet]
type = VelSet
trigger1 = time < 30
x = -1.4

[State 0, HitVelSet]
type = Velmul
trigger1 = time > 10
x = 0.9

[State 0, HitVelSet]
type = posset
trigger1 = 1
y = 0

[State 8999, Anim]
type = ChangeAnim
triggerall = time=0
trigger1 = selfanimexist(5180)
value = 5180

[State 8999, Anim]
type = ChangeAnim
triggerall = time=0
triggerall = anim!=5180
trigger1 = selfanimexist(5003)
value = 5003

[State 8999, Anim]
type = ChangeAnim
trigger1 = time=0
triggerall = !selfanimexist(5003)
triggerall = !selfanimexist(5180)
value = 5012

[State 0, SelfState]
type = SelfState
trigger1 = !alive
value =5050

[State 8999, State]
type = selfstate
trigger1 = time = 40
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Cancel Stand
[Statedef 6060]
type    = S
physics = N  
ctrl = 1
 
[State 6060, PosSet]
type = PosSet
trigger1 = !time  
y = 0
ignorehitpause = 1

[State 6060]
type = poweradd
;triggerall = var(13) = 0
trigger1 = !time
trigger1 = prevstateno != 3000
trigger1 = prevstateno != 3050
trigger1 = prevstateno != 3051
trigger1 = prevstateno != 3052
trigger1 = prevstateno != 3053
trigger1 = prevstateno != 3054
trigger1 = prevstateno != 3055
trigger1 = prevstateno != 3056
value = -1000

[State 6060]
type = poweradd
;triggerall = var(13) = 0
trigger1 = !time
trigger1 = prevstateno = 3000 || prevstateno = 3050 || prevstateno = 3051 || prevstateno = 3052|| prevstateno = 3053 || prevstateno = 3054 || prevstateno = 3055|| prevstateno = 3056
value = -500

[State 6060]
type = null;poweradd
triggerall = var(13) = 1
trigger1 = !time
value = -500
 
[State 6060]
type = VelSet
trigger1 = !time
x = 0
y = 0
ignorehitpause = 1

[State 6060, Cancel SFX]
type = PlaySnd
trigger1 = !time
value = 6060, 0

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

[State 1200, 6]
type = removeexplod
trigger1 = time= 0
id = 6621

[State 6060, Effect]
type = PalFX
;triggerall = var(13) = 0
trigger1 = time = 0
trigger1 = prevstateno != 3000
trigger1 = prevstateno != 3050
trigger1 = prevstateno != 3051
trigger1 = prevstateno != 3052
trigger1 = prevstateno != 3053
trigger1 = prevstateno != 3054
trigger1 = prevstateno != 3055
trigger1 = prevstateno != 3056
time = 5
add = 100,100,100

[State 6060, Effect]
type = PalFX
;triggerall = var(13) = 0
trigger1 = time = 0
trigger1 = prevstateno = 3000 || prevstateno = 3050 || prevstateno = 3051 || prevstateno = 3052|| prevstateno = 3053 || prevstateno = 3054 || prevstateno = 3055|| prevstateno = 3056
time = 5
add = 0,0,250

[State 6060, Effect]
type = null;PalFX
triggerall = var(13) = 1
trigger1 = time = 0
time = 5
add = 250,0,0

[State 6060, Effect]
type = Explod
trigger1 = time = 0
anim = 6113
scale = 1,1
postype = p1
pos = 2,-77
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

[State 6060]
type = PosSet
trigger1 = Time = 1
y = 0
 
[State 6060, ChangeAnim]
type = ChangeAnim
trigger1 = pos y < 0
value = 0
ignorehitpause = 1

[State 6060, ChangeAnim]
type = Changestate
trigger1 = command = "holdfwd"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
value = 100
ignorehitpause = 1

[State 6060, ChangeAnim]
type = Changestate
trigger1 = command = "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
value = 105
ignorehitpause = 1

[State 6060, DestroySelf]
type = ChangeState
trigger1 = time >2
value = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
;Cancel air
[Statedef 6061]
type    = A
physics = N  
ctrl = 1
 
[State 6061, PosSet]
type = null;PosSet
trigger1 = !time  
y = 0
ignorehitpause = 1

[State 6061]
type = poweradd
;triggerall = var(13) = 0
trigger1 = !time
trigger1 = prevstateno != 3000
trigger1 = prevstateno != 3050
trigger1 = prevstateno != 3051
trigger1 = prevstateno != 3052
trigger1 = prevstateno != 3053
trigger1 = prevstateno != 3054
trigger1 = prevstateno != 3055
trigger1 = prevstateno != 3056
value = -1000

[State 6061]
type = poweradd
;triggerall = var(13) = 0
trigger1 = !time
trigger1 = prevstateno = 3000 || prevstateno = 3050 || prevstateno = 3051 || prevstateno = 3052|| prevstateno = 3053 || prevstateno = 3054 || prevstateno = 3055|| prevstateno = 3056
value = -500

[State 6060]
type = null;poweradd
triggerall = var(13) = 1
trigger1 = !time
value = -500
 
[State 6061]
type = VelSet
trigger1 = !time
x = 0
y = 0
ignorehitpause = 1
 
[State 6061, Cancel SFX]
type = PlaySnd
trigger1 = !time
value = 6060, 0

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

[State 1200, 6]
type = removeexplod
trigger1 = time= 0
id = 6621

[State 6061, Effect]
type = PalFX
trigger1 = time = 0
;triggerall = var(13) = 0
trigger1 = prevstateno != 3000
trigger1 = prevstateno != 3050
trigger1 = prevstateno != 3051
trigger1 = prevstateno != 3052
trigger1 = prevstateno != 3053
trigger1 = prevstateno != 3054
trigger1 = prevstateno != 3055
trigger1 = prevstateno != 3056
time = 5
add = 100,100,100

[State 6061, Effect]
type = PalFX
trigger1 = time = 0
;triggerall = var(13) = 0
trigger1 = prevstateno = 3000 || prevstateno = 3050 || prevstateno = 3051 || prevstateno = 3052|| prevstateno = 3053 || prevstateno = 3054 || prevstateno = 3055|| prevstateno = 3056
time = 5
add = 0,0,250

[State 6061, Effect]
type = null;PalFX
trigger1 = time = 0
triggerall = var(13) = 1
time = 5
add = 250,0,0

[State 6061, Effect]
type = Explod
trigger1 = time = 0
anim = 6113
scale = 1,1
postype = p1
pos = 2,-77
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1
 
[State 6061, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 1
value = 41
ignorehitpause = 1

[State 6061, ChangeAnim]
type = Changestate
trigger1 = command = "holdfwd"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
value = 102
ignorehitpause = 1

[State 6061, ChangeAnim]
type = Changestate
trigger1 = command = "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
value = 103
ignorehitpause = 1

[State 6061, ChangeAnim]
type = Changestate
trigger1 = command = "holddown"
value = 53
ignorehitpause = 1

[State 6061, DestroySelf]
type = ChangeState
trigger1 = time >2
value = 51
ignorehitpause = 1

;--------------------------------------------
;Burst
[StateDef 8000]
Type = A
Physics = N
MoveType = A
Anim = 8000
VelSet = 0,0
ctrl = 0
sprpriority = 2

[State 1, ]
type = PlaySnd
trigger1 = time = 0
value = 8000, 0+random%2
channel = 0

[State 8000,]
type = Turn
trigger1 = p2dist x < 0
trigger1 = !time

[state 8000]
type = notHitBy
trigger1 = 1
value = SCA
time = 1

[state 8000]
type = posset
trigger1 = Pos Y >=0
y = 0

[State 8000, ]
type = palfx
trigger1 = animelem = 1
time = 8
add = 255,255,255

[State 8000, VarSet]
type = VarSet
trigger1 = AnimElem = 2
V = 50
Value = 1

[State 8000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 8000, HitDef]
type = HitDef
ID = 8000
trigger1 = AnimElem = 2
attr = S, SA
damage = 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
guard.pausetime = 0,16
sparkno = 3
sparkxy = 0,-75
hitsound = S5,3
hitsound = S1011,2
guardsound = S0,0
ground.type = high
ground.slidetime = 18
ground.hittime = 9
ground.velocity = -10,-4.4
airguard.ctrltime = 2
guard.velocity = -3
air.velocity = -10,-4.4
air.type = high
fall = 1
fall.recovertime = 100
envshake.time = 9
envshake.ampl = 3
fall.yvelocity = -4.5
getpower = 0
givepower = 0
yaccel = 0.4
ground.cornerpush.veloff = -35
air.cornerpush.veloff = -35

[State 8000, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 8000, PlaySnd]
type = null;PlaySnd
trigger1 = AnimElem = 6
value = s50,0

[State 9000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s8005, 0

[State 8000, Effect]
type = Explod
trigger1 = animelem = 1
anim = 8005
scale = 0.7,0.7
postype = p1
pos = 0,-65
ownpal = 1
sprpriority = 0
bindtime = -1
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause =1
persistent = 0

[State 9000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 51

;--------------------------------------------
;Ultra Burst
[StateDef 8050]
Type = A
Physics = N
MoveType = A
Anim = 8000
VelSet = 0,0
ctrl = 0
sprpriority = 2

[State 3000, Super A]
type = SuperPause
trigger1 = time = 0
pos = 0, -65
anim = 102
time = 20
movetime = 1
sound = S8005, 2
poweradd = 0
darken = 1

[State 1, ]
type = PlaySnd
trigger1 = !time
value = 8000, 2
channel = 0

[State 1, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000, 2

[state 8000]
type = notHitBy
trigger1 = 1
value = SCA
time = 1

[state 8000]
type = posset
trigger1 = Pos Y >=0
y = 0

[State 8000, ]
type = null;bgpalfx
trigger1 = time = [0,20]
time = 1
add = 0-time*5,0-time*5,0-time*5
ignorehitpause = 1

[State 8000, ]
type = palfx
trigger1 = AnimElem = 2
time = 8
add = 255,255,255

[State 8000, VarSet]
type = VarSet
trigger1 = AnimElem = 2
V = 50
Value = 1

[State 8000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 8000, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
damage = 0
animtype = Up
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 10,10
guard.pausetime = 0,16
sparkno = 3
sparkxy = 0,-75
hitsound = S5,3
hitsound = S1011,2
guardsound = S0,0
ground.type = high
ground.slidetime = 18
ground.hittime = 9
ground.velocity = 0,-10
airguard.ctrltime = 2
guard.velocity = -3
air.velocity = 0,-10
air.type = high
fall = 1
fall.recover = 0
envshake.time = 9
envshake.ampl = 3
fall.yvelocity = -4.5
getpower = 500,0
givepower = 0
yaccel = 0.25

[State 200, Powerup start]
type = varset
trigger1 = AnimElem = 2
fvar(19) = 100+(lifemax-life)
ignorehitpause = 1
persistent = 0

[State 8000, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 9000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s8005, 0

[State 8000, Effect]
type = Explod
trigger1 = AnimElem = 2
anim = 8005
scale = 0.7,0.7
postype = p1
pos = 0,-65
ownpal = 1
sprpriority = 0
bindtime = -1
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause =1
persistent = 0

[State 8000, Effect]
type = Explod
trigger1 = AnimElem = 2
anim = 8006
scale = 1,1
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
bindtime = -1
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause =1
persistent = 0

[State -2]
type = Helper
trigger1 = AnimElem = 2
trigger1 = Numhelper(9879) = 0
helpertype = normal
ID = 9879
Stateno = 9879
pos = 0,0
PosType = p1
persisent = 0
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 9000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 51

;--------------------------------------------
;Ultra Guard Cancel
[StateDef 8060]
Type = A
Physics = N
MoveType = A
Anim = 8060
VelSet = 0,0
ctrl = 0
sprpriority = 2

[State 3000, Super A]
type = SuperPause
trigger1 = time = 0
pos = 0, -65
anim = 102
time = 35
movetime = 35
darken = 0
sound = S8005, 2
poweradd = 0
darken = 1

[State 1, ]
type = PlaySnd
trigger1 = !time
value = 8000, 0+random%2
channel = 0

[State 1, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000, 2

[state 8000]
type = notHitBy
trigger1 = !time
value = SCA
time = 60

[state 8000]
type = posset
trigger1 = Pos Y >=0
y = 0

[State 8000, ]
type = null;bgpalfx
trigger1 = time = [0,20]
time = 1
add = 0-time*5,0-time*5,0-time*5
ignorehitpause = 1

[State 8000, ]
type = palfx
trigger1 = AnimElem = 2
time = 8
add = 255,255,255

[State 8000, VarSet]
type = VarSet
trigger1 = AnimElem = 2
V = 50
Value = 1

[State 200, Powerup start]
type = varset
trigger1 = AnimElem = 2
fvar(19) = (100+(lifemax-life))*.35
ignorehitpause = 1
persistent = 0

[State 8000, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 8000, Effect]
type = Explod
trigger1 = AnimElem = 2
anim = 8006
scale = 1,1
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
bindtime = -1
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause =1
persistent = 0

[State -2]
type = Helper
trigger1 = AnimElem = 2
trigger1 = Numhelper(9879) = 0
helpertype = normal
ID = 9879
Stateno = 9879
pos = 0,0
PosType = p1
persisent = 0
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 9000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 51

;---------------------------------
; Nep Heart's Burst Buffer
[Statedef 5970]
velset = 0,0
anim = 9999
ctrl = 0
 
[State 5970, Invuln]
type = nothitby
trigger1 = 1
value = sca
ignorehitpause = 1
 
[State 5970, Burst]
type = Varset
trigger1 = root,movetype != H
trigger1 = var(40) > 0
var(40) = 0
 
[State 5970, Burst]
type = Varset
triggerall = Var(50) != 1
triggerall = numenemy
triggerall = root,alive
triggerall = root,movetype = H
triggerall = root,stateno != [120,155]
triggerall = root,stateno != [800,899]
triggerall = root,stateno != [3000,4999]
triggerall = enemy,movehit && p2stateno != [3000,4999]
triggerall = enemy,movehit && p2stateno != [800,899]
trigger1 = command = "y+z"
var(40) = 1
 
[State 5970, End]
type = destroyself
trigger1 = root,movetype != H
ignorehitpause = 1

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

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

; Detect Attribute
[Statedef 9000]
type = A
movetype = I
physics = N
anim = 9999

[State 8000, 0]
type = Null
trigger1 = var(0) = 0
trigger1 = (var(0) := id)
ignorehitpause = 1
 
[state 8000, 1] 
type = varadd
trigger1 = PlayerIdExist(var(0)) 
trigger2 = PlayerIdExist(var(0)+1) 
trigger3 = PlayerIdExist(var(0)+2) 
trigger4 = PlayerIdExist(var(0)+3) 
trigger5 = PlayerIdExist(var(0)+4) 
trigger6 = PlayerIdExist(var(0)+5) 
trigger7 = PlayerIdExist(var(0)+6) 
trigger8 = PlayerIdExist(var(0)+7) 
trigger9 = PlayerIdExist(var(0)+8) 
trigger10 = PlayerIdExist(var(0)+9) 
trigger11 = PlayerIdExist(var(0)+10) 
trigger12 = PlayerIdExist(var(0)+11) 
trigger13 = PlayerIdExist(var(0)+12) 
trigger14 = PlayerIdExist(var(0)+13) 
trigger15 = PlayerIdExist(var(0)+14) 
trigger16 = PlayerIdExist(var(0)+15) 
trigger17 = PlayerIdExist(var(0)+16) 
trigger18 = PlayerIdExist(var(0)+17) 
trigger19 = PlayerIdExist(var(0)+18) 
trigger20 = PlayerIdExist(var(0)+19) 
trigger21 = PlayerIdExist(var(0)+20) 
trigger22 = PlayerIdExist(var(0)+21) 
trigger23 = PlayerIdExist(var(0)+22) 
trigger24 = PlayerIdExist(var(0)+23) 
trigger25 = PlayerIdExist(var(0)+24) 
trigger26 = PlayerIdExist(var(0)+25) 
var(0) = 1
ignorehitpause = 1
 
[State 8000, 2]
type = Null
triggerall = PlayerIdExist(Root,ID)
trigger1 = PlayerIdExist(var(0)-1)
trigger1 = cond(root,teamside = 1, PlayerID(var(0)-1),teamside = 2, PlayerID(var(0)-1),teamside = 1)
trigger1 = PlayerID(var(0)-1),hitdefattr = SCA,AA,AP,AT
trigger1 = var(1) := (var(0)-1)
trigger2 = PlayerIdExist(var(0)-2)
trigger2 = cond(root,teamside = 1, PlayerID(var(0)-2),teamside = 2, PlayerID(var(0)-2),teamside = 1)
trigger2 = PlayerID(var(0)-2),hitdefattr = SCA,AA,AP,AT
trigger2 = var(1) := (var(0)-2)
trigger3 = PlayerIdExist(var(0)-3)
trigger3 = cond(root,teamside = 1, PlayerID(var(0)-3),teamside = 2, PlayerID(var(0)-3),teamside = 1)
trigger3 = PlayerID(var(0)-3),hitdefattr = SCA,AA,AP,AT
trigger3 = var(1) := (var(0)-3)
trigger4 = PlayerIdExist(var(0)-4)
trigger4 = cond(root,teamside = 1, PlayerID(var(0)-4),teamside = 2, PlayerID(var(0)-4),teamside = 1)
trigger4 = PlayerID(var(0)-4),hitdefattr = SCA,AA,AP,AT
trigger4 = var(1) := (var(0)-4)
trigger5 = PlayerIdExist(var(0)-5)
trigger5 = cond(root,teamside = 1, PlayerID(var(0)-5),teamside = 2, PlayerID(var(0)-5),teamside = 1)
trigger5 = PlayerID(var(0)-5),hitdefattr = SCA,AA,AP,AT
trigger5 = var(1) := (var(0)-5)
trigger6 = PlayerIdExist(var(0)-6)
trigger6 = cond(root,teamside = 1, PlayerID(var(0)-6),teamside = 2, PlayerID(var(0)-6),teamside = 1)
trigger6 = PlayerID(var(0)-6),hitdefattr = SCA,AA,AP,AT
trigger6 = var(1) := (var(0)-6)
trigger7 = PlayerIdExist(var(0)-7)
trigger7 = cond(root,teamside = 1, PlayerID(var(0)-7),teamside = 2, PlayerID(var(0)-7),teamside = 1)
trigger7 = PlayerID(var(0)-7),hitdefattr = SCA,AA,AP,AT
trigger7 = var(1) := (var(0)-7)
trigger8 = PlayerIdExist(var(0)-8)
trigger8 = cond(root,teamside = 1, PlayerID(var(0)-8),teamside = 2, PlayerID(var(0)-8),teamside = 1)
trigger8 = PlayerID(var(0)-8),hitdefattr = SCA,AA,AP,AT
trigger8 = var(1) := (var(0)-8)
trigger9 = PlayerIdExist(var(0)-9)
trigger9 = cond(root,teamside = 1, PlayerID(var(0)-9),teamside = 2, PlayerID(var(0)-9),teamside = 1)
trigger9 = PlayerID(var(0)-9),hitdefattr = SCA,AA,AP,AT
trigger9 = var(1) := (var(0)-9)
trigger10 = PlayerIdExist(var(0)-10)
trigger10 = cond(root,teamside = 1, PlayerID(var(0)-10),teamside = 2, PlayerID(var(0)-10),teamside = 1)
trigger10 = PlayerID(var(0)-10),hitdefattr = SCA,AA,AP,AT
trigger10 = var(1) := (var(0)-10)
ignorehitpause = 1

[State 8000 2]
type = null
triggerall = numenemy
trigger1 = enemy,hitdefattr = SCA,HA,HP,AT
trigger1 = var(2) := 1
trigger2 = enemy,hitdefattr = SCA,NA,SA,NP,SP
trigger2 = var(2) := 0
trigger3 = enemy,time = 1
trigger3 = var(4) := enemy,stateno
ignorehitpause = 1

[state 8000, Varset]
type = varset
triggerall = numenemy
trigger1 = PlayerIDExist(var(1))
trigger1 = PlayerID(var(1)),hitdefattr = SCA,HA,HP,AT
trigger1 = PlayerID(var(1)),movehit
trigger2 = var(2) = 1
trigger2 = enemy,movehit || root,gethitvar(isbound)
trigger3 = enemy,projhit = 1,>=0 && (var(4) = [3000,4999])
trigger4 = enemy,projhit = 1,>=0 && ((enemy,stateno = [3000,4999]) || (enemy,prevstateno = [3000,4999]))
trigger5 = p2movetype = A && (p2stateno = [3000,4999])
var(3) = 1
ignorehitpause = 1
 
[state 8000, Varset]
type = varset
triggerall = numenemy
trigger1 = PlayerIDExist(var(1))
trigger1 = PlayerID(var(1)),hitdefattr = SCA,NA,NP,SA,SP
trigger1 = PlayerID(var(1)),movehit
trigger2 = root,movetype != H || (root,stateno = [120,155])
trigger3 = var(2) = 0
trigger3 = enemy,movehit
trigger4 = enemy,projhit =1,<6 && (var(4) < 3000)
var(3) = 0
ignorehitpause = 1