; _____________________________________
;| Shin Akuma by Phantom.of.the.Server & Modified by BeterHans |
; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
;==============================================================================================
;=======================================<SPECIAL STATES>=======================================
;==============================================================================================

;========================<GOU HADOU KEN>=============================
[Statedef 1000]
type=S
physics=S
movetype=A
anim=1000
ctrl=0
velset=0,0
poweradd=72*!var(20)
sprpriority=1
facep2=1

[State 1000, strengthvar]
type=varset
trigger1= !time && var(59)<=0
var(10)=ifelse(command="qcfz",3,ifelse(command="qcfy",2,1))
[State 1000, strengthvarAI]
type=varset
trigger1= !time && var(59)>=1
var(10)= ifelse((p2movetype=H || random<500), 3, ifelse(random<500, 2, 1))

[State 1000, width]
type=width
trigger1= animelemtime(5)=-1
value=30,0

[State 1000, Hadouken]
type=helper
trigger1= animelem=5
helpertype=normal
stateno=1005
ID=1005
name="Hadouken"
postype=p1
pos=78,-68
ownpal=1
size.xscale=.75
size.yscale=.75

[State 1000, snd]
type=playsnd
trigger1= animelem=4
value=3,3
channel=0
[State 1000, snd]
type=playsnd
trigger1= animelem=5
value=5,0

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


;========================<SHAKUNETSU HADOU KEN>=============================
[Statedef 1020]
type=S
physics=S
movetype=A
anim=1020
ctrl=0
velset=0,0
poweradd=72*!var(20)
sprpriority=1
facep2=1

[State 1020, strengthvar]
type=varset
trigger1= !time && var(59)<=0
var(10)=ifelse(command="hcbz",3,ifelse(command="hcby",2,1))
[State 1020, strengthvarAI]
type=varset
trigger1= !time && var(59)>=1
var(10)= ifelse((p2movetype=H || random<333), 1, ifelse(random<500, 2, 3))

[State 1020, width]
type=width
trigger1= animelemtime(10)=-1
value=30,0

[State 1020, anim]
type=changeanim
trigger1= var(10)=1 && animelem=5
trigger2= var(10)=2 && animelem=7
value=1020
elem=9
persistent=0

[State 1020, dust]
type=explod
trigger1= animelem=3 && var(10)>1
anim=7104
ID=7104
sprpriority=-2
postype=p1
pos=-3,0
vel=0,0
removetime=-2
ownpal=1
scale=ifelse(var(10)=3,.9,.7),ifelse(var(10)=3,.9,.7)
pausemovetime=-1
supermovetime=-1

[State 1020, Hadouken]
type=helper
trigger1= animelem=10
helpertype=normal
stateno=1025
ID=1025
name="Hadouken"
postype=p1
pos=78,-68
ownpal=1
persistent=0
[State 1020, aura]
type=helper
trigger1= animelem=3
helpertype=normal
stateno=6000
ID=6000
postype=p1
ownpal=1
persistent=0

[State 1020, snd]
type=playsnd
trigger1= animelem=3
value=3,5
channel=0
persistent=0

[State 1020, snd]
type=playsnd
trigger1= animelem=10
value=3,0
channel=0
[State 1020, snd]
type=playsnd
trigger1= animelem=10
value=5,0

[State 1020, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;========================<ZANKUU HADOU KEN>=============================
[Statedef 1050]
type=A
physics=A
movetype=A
anim=1050
ctrl=0
poweradd=72*!var(20)
sprpriority=1

[State 1050, strengthvar]
type=varset
trigger1= !time && var(59)<=0
var(10)=ifelse(command="qcfz",3,ifelse(command="qcfy",2,1))
[State 1050, strengthvarAI]
type=varset
trigger1= !time && var(59)>=1
var(10)= ifelse((p2movetype=H || random<333), 3, ifelse(random<500, 2, 1))

[State 1050, width]
type=width
trigger1= animelemtime(2)=-1 || animelemtime(5)=-1
value=27,0

[State 1050, Hadouken]
type=helper
trigger1= animelem=2 || animelem=5
helpertype=normal
stateno=1055
ID=1055
name="Hadouken"
postype=p1
pos=ifelse((animelem=2),54,67),ifelse((animelem=2),-48,-48)
ownpal=1
size.xscale=.75
size.yscale=.75

[State 1050, snd]
type=playsnd
trigger1= animelem=2 || animelem=5
value=3,10
channel=0
[State 1050, snd]
type=playsnd
trigger1= animelem=2 || animelem=5
value=5,0
channel=1


;========================<GOU SHORYUU KEN>=============================
[Statedef 1100]
type=S
physics=S
movetype=A
anim=1100
ctrl=0
velset=0,0
poweradd=200*(!var(20) && prevstateno!=750)
juggle=ifelse((p2movetype=H && p2statetype=A),6,8)
facep2=1
sprpriority=1

[State 1100, strengthvar]
type=varset
trigger1= !time && var(59)<=0
var(10)=ifelse((command="dfz" || prevstateno=750),3,ifelse(command="dfy",2,1))
[State 1100, strengthvarAI]
type=varset
trigger1= !time && var(59)>=1
var(10)=ifelse(((p2movetype=H && p2statetype=A) || prevstateno=750),3,1)

[State 1100, nothitby]
type=nothitby
trigger1= anim=1100 && animelemtime(4)<0 && prevstateno!=750
value=SCA
time=12
ignorehitpause=1
[State NHB-ZC]
type=nothitby
trigger1= prevstateno=750 && animelemtime(2)<1
value=SCA
time=12

[State 1100, vel]
type=velset
trigger1= anim=1100 && animelem=4
x=ifelse(var(10)=3,12,ifelse(var(10)=2,9,6))
y=ifelse(var(10)=3,-11,ifelse(var(10)=2,-8.5,-6))
[State 1100, vel]
type=velmul
trigger1= 1
x=.88
[State 1100, vel]
type=velmul
trigger1= vel y>0
x=0

[State 1100, snd]
type=playsnd
trigger1= anim=1100 && animelem=4
value=0,ifelse(var(10)=3,41,40)
[State 1100, dust]
type=helper
trigger1= anim=1100 && animelem=4
helpertype=normal
stateno=7100
ID=7100
name="Dust"
postype=p1
ownpal=1

[State 1100, snd]
type=playsnd
trigger1= anim=1100 && animelem=4
value=3,9
channel=0
ignorehitpause=1
persistent=0

[State 1100, hit]
type=hitdef
trigger1= animelem=2 && anim=1100
trigger2= animelem=3 && anim=1100
attr=S,SA
damage= ifelse((animelem=3), 30, 64+8*var(10)), 10
animtype=Hard
fall.animtype=Hard
guardflag=M
hitflag=MAFL
priority=6,Hit
pausetime= ifelse(var(20),6,12), ifelse(var(20),5,11)
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,ifelse((animelem=2),-52,-75)
hitsound=s2,3
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=.5,-5.5
air.type=Low
air.velocity=.5,-5.5
ground.cornerpush.veloff= 0
guard.velocity= -10.52
guard.cornerpush.veloff= -12.74
getpower= ifelse(p2movetype=H,72,144)*(!var(20) && prevstateno!=750), 36*(!var(20) && prevstateno!=750)
givepower=36,36
envshake.time=16
envshake.freq=60
envshake.ampl=4
fall=1
fall.recover=0;!var(20)
;fall.recovertime=ifelse(var(10)=3, 89, ifelse(var(10)=2, 79, 69))
fall.animtype=Medium
forcestand=1

[State 1100, hit2]
type=hitdef
trigger1= animelem=4 && anim=1100
attr=A,SA
damage=32,10
animtype=Back
guardflag=M
hitflag=MAFL
priority=6,Hit
pausetime= ifelse(var(20),8,16), ifelse(var(20),8,16)
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,-100
hitsound=s2,3
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-1.5-(var(10)/2),-5-var(10)
air.type=Low
air.velocity=-1.5-(var(10)/2),-5-var(10)
ground.cornerpush.veloff= 0
guard.velocity= -10.52
guard.cornerpush.veloff= -12.74
getpower= ifelse(p2movetype=H,72,144)*(!var(20) && prevstateno!=750), 36*(!var(20) && prevstateno!=750)
givepower=36,36
envshake.time=16
envshake.freq=60
envshake.ampl=4
fall=1
fall.recover=0;!var(20)
;fall.recovertime=ifelse(var(10)=3, 64, ifelse(var(10)=2, 54, 44))
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
forcestand=1
airguard.cornerpush.veloff= 0

[State 1100, statetype]
type=statetypeset
trigger1= anim=1100 && animelemtime(4)>=0
statetype=A
physics=A
[State 1100, anim]
type=changeanim
trigger1= anim=1100 && animelemtime(4)>0 && vel y>(ifelse(var(10)=3,-5.3,ifelse(var(10)=2,-4,-2.7)))
value=1101

[State Idle]
type=statetypeset
trigger1= anim=1101
movetype=I


;========================<TATSUMAKI ZANKUU KYAKU>=============================
[Statedef 1200]
type=A
physics=N
movetype=A
anim=1200
ctrl=0
velset=0,0
poweradd=72*!var(20)
juggle=8*(prevstateno!=255)
facep2=1
sprpriority=1

[State 1200, strengthvar]
type=varset
trigger1= !time && var(59)<=0
var(10)=ifelse((command="qcbc"),3,ifelse(command="qcbb",2,1))
[State 1200, strengthvarAI]
type=varset
trigger1= !time && var(59)>=1
var(10)=ifelse(p2movetype=H,3,1)

[State 1200, nothitby]
type=nothitby
trigger1= anim=1200 && animelemtime(2)<0
value=SCA
time=1
ignorehitpause=1

[State 1200, snd]
type=playsnd
trigger1= anim=1200 && animelem=1
value=3,11
channel=0
[State 1200, snd]
type=playsnd
trigger1= anim=1200 && animelem=1
value=0,40
[State 1200, dust]
type=helper
trigger1= anim=1200 && animelem=1
helpertype=normal
stateno=7100
ID=7100
name="Dust"
postype=p1
ownpal=1

[State 1200, anim]
type=changeanim
trigger1= anim=1200 && !animtime
value=1201

[State 1200, statetype]
type=statetypeset
trigger1= anim=1200 || anim=1205
statetype=A
physics=A
[State 1200, statetype]
type=statetypeset
trigger1= anim=1201
statetype=A
physics=N

[State 1200, vel]
type=velset
trigger1= anim=1200 && animelem=1
x=3.5
y=-4
[State 1200, vel]
type=velset
trigger1= anim=1201
x=3.5
y=0

[State 1200, spin]
type=playsnd
trigger1= anim=1201 && !(animelemtime(1)%9)
value=1,6
channel=1

[State 1200, anim]
type=changeanim
trigger1= anim=1201 && ifelse(var(10)=3,!animtime,ifelse(var(10)=2,animelemtime(18)>=0,animelemtime(6)>=0))
value=1205
persistent=0

[State 1200, hit]
type=hitdef
trigger1= anim=1200 && animelemtime(2)=-1
trigger2= anim=1201 && (animelem=2 || animelem=8 || animelem=14 || animelem=20)
attr=S,SA
damage= ifelse(anim=1200, 35, 42), 7
animtype=Hard
guardflag=MA
hitflag=MAF
priority=6,Hit
pausetime= ifelse(var(20),7,14), ifelse(var(20),7,14)
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,ifelse((anim=1200),-62,-69)
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-2.5,-8
air.type=Low
air.velocity=-2.5,-6.5
ground.cornerpush.veloff= 0
guard.velocity= -10.52
guard.cornerpush.veloff= -12.74
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
envshake.time=16
envshake.freq=60
envshake.ampl=4
fall=1
fall.recover=0;!var(20)
;fall.recovertime=ifelse((var(10)=3 && anim=1201 && animelemtime(2)>=0 && animelemtime(20)<0),52,33)
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
forcestand=1
airguard.cornerpush.veloff= 0

[State 1200, hitb]
type=hitdef
trigger1= anim=1201 && (animelem=5 || animelem=11 || animelem=17 || animelem=23)
attr=S,SA
damage= 42, 7
animtype=Hard
guardflag=MA
hitflag=MAF
priority=6,Hit
pausetime= ifelse(var(20),7,14), ifelse(var(20),7,14)
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,-70
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=3,-8
air.type=Low
air.velocity=3,-6.5
ground.cornerpush.veloff= 0
guard.velocity= -10.52
guard.cornerpush.veloff= -12.74
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
envshake.time=16
envshake.freq=60
envshake.ampl=4
fall=1
fall.recover=0;!var(20)
;fall.recovertime=ifelse((var(10)=3 && anim=1201 && animelemtime(2)>=0 && animelemtime(20)<0),52,33)
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
forcestand=1
airguard.cornerpush.veloff= 0

[State Idle]
type=statetypeset
trigger1= anim=1205
movetype=I


;========================<KUUCHUU TATSUMAKI ZANKUU KYAKU>=============================
[Statedef 1250]
type=A
physics=A
movetype=A
anim=1250
ctrl=0
velset=(vel x)+ifelse(vel x>=0,1,-1),(vel y)-1
poweradd=72*!var(20)
juggle=6
sprpriority=1

[State 1250, strengthvar]
type=varset
trigger1= !time && var(59)<=0
var(10)=ifelse((command="qcbc"),3,ifelse(command="qcbb",2,1))
[State 1250, strengthvarAI]
type=varset
trigger1= !time && var(59)>=1
var(10)=3

[State 1250, slow]
type=veladd
trigger1= 1
y=-const(movement.yaccel)*.33

[State 1250, snd]
type=playsnd
trigger1= animelem=1
value=3,11
channel=0

[State 1250, spin]
type=playsnd
trigger1= !(animelemtime(4)%9)
value=1,6
channel=1

[State 1250, hit]
type=hitdef
trigger1= animelem=5 || animelem=11 || animelem=17 || animelem=23
attr=A,SA
damage=42,7
animtype=Hard
guardflag=HA
hitflag=MAF
priority=6,Hit
pausetime= ifelse(var(20),7,14), ifelse(var(20),7,14)
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,-69
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-2,-7
air.type=Low
air.velocity=-2,-6
ground.cornerpush.veloff= 0
guard.velocity= -10.52
guard.cornerpush.veloff= -12.74
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
envshake.time=16
envshake.freq=60
envshake.ampl=4
fall=1
fall.recover=0;!var(20)
;fall.recovertime=25
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
forcestand=1
airguard.cornerpush.veloff= 0

[State 1250, hitb]
type=hitdef
trigger1= animelem=8 || animelem=14 || animelem=20 || animelem=26
attr=A,SA
damage=42,7
animtype=Hard
guardflag=HA
hitflag=MAF
priority=6,Hit
pausetime= ifelse(var(20),7,14), ifelse(var(20),7,14)
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,-70
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=2,-7
air.type=Low
air.velocity=2,-6
ground.cornerpush.veloff= 0
guard.velocity= -10.52
guard.cornerpush.veloff= -12.74
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
envshake.time=16
envshake.freq=60
envshake.ampl=4
fall=1
fall.recover=0;!var(20)
;fall.recovertime=25
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
forcestand=1
airguard.cornerpush.veloff= 0

[State Idle]
type=statetypeset
trigger1= animelemtime(27)>=0
movetype=I


;========================<HYAKKI SHU>=============================
[Statedef 1300]
type=A
physics=N
movetype=I
anim=1300
ctrl=0
velset=0,0
sprpriority=1
facep2=1

[State 1300, grav]
type=gravity
trigger1= animelemtime(1)>1

[State 1300, strengthvar]
type=varset
trigger1= !time && var(59)<=0
var(10)=ifelse(command="dfc",3,ifelse(command="dfb",2,1))

[State 1300, strengthvarAI]
type=varset
trigger1= !time && var(59)>=1
var(10)=ifelse(p2dist x>=200,3,ifelse(p2dist x>=100,2,1))

[State 1300, snd]
type=playsnd
trigger1= !time
value=0,40
[State 1300, snd]
type=playsnd
trigger1= !time
value=3,1
channel=0
[State 1300, dust]
type=helper
trigger1= !time
helpertype=normal
stateno=7100
ID=7100
name="Dust"
postype=p1
ownpal=1

[State 1300, vel]
type=velset
trigger1= animelem=1
x=ifelse(var(10)=3,6,ifelse(var(10)=2,4,2))
y=-9

[State 1300, goushou]
type=changestate
trigger1= var(59)<=0 && vel y>-3 && (command="x" || command="y" || command="z" || command="rlsx" || command="rlsy" || command="rlsz")
trigger2= var(59)>=1 && vel y>-3 && (p2dist x=[0,90]) && p2dist y>=-60
trigger2= p2statetype=A || (p2statetype=S && p2movetype!=A && (p2dist y=[1,65])&&(p2dist x=[-50,60]))
value=1301

[State 1300, goujin]
type=changestate
trigger1= var(59)<=0 && vel y>-3 && (command="a" || command="b" || command="rlsa" || command="rlsb")
trigger2= var(59)>=1 && vel y>-3 && (p2dist x=[-20,120]) && p2dist y>=0 && (((enemynear,numhelper=1) && (numhelper(9741) || numhelper(6000))) && !(enemynear,NumProj)) && p2movetype=A && p2statetype!=A && random<64
trigger2= p2stateno!=1000 || p2stateno!=3000 || p2stateno!=1020 ||  p2stateno!=3040 || p2stateno!=3050
value=1302

[State 1300, goudan]
type=changestate
trigger1= var(59)<=0 && vel y>-3 && (command="c" || command="rlsc")
trigger2= var(59)>=1 && vel y>-3 && (p2dist x=[0,70]) && p2dist y>=-75 && (p2statetype=L || p2movetype=H)
value=1303

[State 1300, end]
type=changestate
trigger1= vel y>0 && pos y>=-30
value=1305


;===========<HYAKKI GOU SHOU>==========
[Statedef 1301]
type=A
movetype=A
physics=A
juggle=6
anim=1301
poweradd=72*!var(20)
sprpriority=1
ctrl=0

[State 1301, snd]
type=playsnd
trigger1= animelem=4
value=1,3
channel=1
[State 1301, snd]
type=playsnd
trigger1= animelem=4
value=3,8
channel=0

[State 1301, hitgrabp]
type=hitdef
trigger1= !time && (command="holdfwd" || command="holdback" || command="holdup" || command="holddown")
trigger1= var(11):=-1
trigger2= !time && var(59)>=1 && (p2statetype=S || p2statetype=C)
attr=A,ST 
hitflag=M-
priority=4, Miss
sparkno=-1
sprpriority=1
p1facing=1
p2facing=1
p1stateno=1320
fall=1
fall.recover=0;0

[State 1301, hit]
type=hitdef
trigger1= animelem=5
attr=A,SA
damage=49,7
animtype=Hard
guardflag=HA
hitflag=MAF
priority=6,Hit
pausetime= ifelse(var(20),6,12), ifelse(var(20),6,12)
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,-54
hitsound=s2,3
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-5,-5
air.type=Low
air.velocity=-5,-5
ground.cornerpush.veloff= 0
guard.velocity= -10.52
guard.cornerpush.veloff= -12.74
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
envshake.time=12
envshake.freq=60
envshake.ampl=4
fall=1
fall.recover=0;!var(20)
;fall.recovertime=24
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
forcestand=1
airguard.cornerpush.veloff= 0

[State Idle]
type=statetypeset
trigger1= animelemtime(6)>=0
movetype=I


;===========<HYAKKI GOU JIN>==========
[Statedef 1302]
type=A
physics=N
movetype=A
anim=1302
velset=.3*vel x,.3*vel y
ctrl=0
poweradd=0
sprpriority=1

[State 1302, snd]
type=playsnd
trigger1= animelem=3
value=1,6
channel=1
[State 1302, snd]
type=playsnd
trigger1= animelem=3
value=3,9
channel=0

[State 1302, vel]
type=velset
trigger1= animelemtime(4)>0
x=9
y=9

[State 1302, hitgrabk]
type=hitdef
trigger1= !time && (command="holdfwd" || command="holdback" || command="holdup" || command="holddown")
trigger1= var(11):=-1
attr=A,ST 
hitflag=MA-
priority=1, Miss
sparkno=-1
sprpriority=1
p1facing=-1
p2facing=1
p1stateno=1330
fall=1

[State 1302, hit]
type=hitdef
trigger1= animelem=4
attr=A,NA
damage=104,13
animtype=Hard
guardflag=HA
hitflag=MAFD
priority=6,Hit
pausetime= ifelse(var(20),6,12), ifelse(var(20),12,18)
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,-7
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-4
air.type=Low
air.velocity=-5,6
down.hittime=30
down.velocity=0,0
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
envshake.time=12
envshake.freq=60
envshake.ampl=3
air.fall=1
fall.recover=0;!var(20)
;fall.recovertime=24
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
forcestand=1
airguard.cornerpush.veloff= 0

[State 1302, end]
type=changestate
trigger1= pos y>=0
value=52


;===========<HYAKKI GOU DAN>==========
[Statedef 1303]
type=A
movetype=A
physics=N
juggle=2
anim=1303
poweradd=0
sprpriority=1
ctrl=0

[State 1303, grav]
type=gravity
trigger1= 1

[State 1303, snd]
type=playsnd
trigger1= animelem=3
value=1,3
channel=1
[State 1303, snd]
type=playsnd
trigger1= animelem=3
value=3,8
channel=0

[State 1303, anim]
type=changeanim
triggerall= animelemtime(3)>2 && animelemtime(4)<0
trigger1= p2bodydist x<35
trigger2= pos y>=-25
value=1303
elem=4
persistent=0

[State 1303, hitgrabk]
type=hitdef
trigger1= !time && (command="holdfwd" || command="holdback" || command="holdup" || command="holddown")
trigger1= var(11):=-1
attr=A,ST 
hitflag=MA-
priority=6, Miss
sparkno=-1
sprpriority=1
p1facing=-1
p2facing=1
p1stateno=1330
fall=1

[State 1303, hit]
type=hitdef
trigger1= animelem=4
attr=A,SA
damage=90,15
animtype=Hard
guardflag=H
hitflag=MDFL
priority=6,Hit
pausetime= ifelse(var(20),3,6), ifelse(var(20),2,4)
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,-56
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-vel x,10
air.type=Low
air.velocity=-vel x,8
ground.cornerpush.veloff= 0
guard.velocity= -10.52
guard.cornerpush.veloff= -12.74
fall.yvelocity=0
givepower=200
envshake.time=12
envshake.freq=60
envshake.ampl=5
fall=1
fall.recover=0;0
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
forcestand=1
airguard.cornerpush.veloff= 0

[State 1303, end]
type=changestate
trigger1= pos y>=0 && vel y>0
value=1304


[Statedef 1304]
type=C
movetype=A
anim=1304
physics=C
velset=0,0
juggle=0
ctrl=0
sprpriority=1

[State 1304, pos]
type=posset
trigger1= 1
y=0
[State 1304, snd]
type=playsnd
trigger1= !time
value=5,5
ignorehitpause=1
[State 1304, dust]
type=explod
trigger1= !time
anim=7103
ID=7103
sprpriority=-2
postype=p1
pos=-22,0
vel=0,0
removetime=-2
ownpal=1
ignorehitpause=1
pausemovetime=-1
supermovetime=-1
[State 1304, dust]
type=explod
trigger1= !time
anim=7104
ID=7104
sprpriority=-2
postype=p1
pos=40,0
vel=0,0
removetime=-2
ownpal=1
ignorehitpause=1
pausemovetime=-1
supermovetime=-1

[State 1304, hit]
type=hitdef
trigger1= animelem=1
attr=C,SA
damage=90,10
animtype=Hard
guardflag=L
hitflag=MFDL
priority=6,Hit
pausetime= ifelse(var(20),12,24), ifelse(var(20),12,24)
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,-4
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.slidetime=16
ground.hittime=16
air.type=Low
air.velocity=-7,7
down.velocity=0,0
down.bounce=0
ground.cornerpush.veloff= 0
guard.velocity= -10.52
guard.cornerpush.veloff= -12.74
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
envshake.time=12
envshake.freq=60
envshake.ampl=6
fall=1
fall.recover=0;0
forcestand=1

[State 1304, shake]
type=envshake
trigger1= !time
time=12
freq=60
ampl=4
[State 1304, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;===========<HYAKKI GOU ZAN>==========
[Statedef 1305]
type=A
movetype=A
physics=N
juggle=ifelse((p2movetype=H && p2statetype=A),6,0)
anim=1305
poweradd=0
sprpriority=1
ctrl=0

[State 1305, width]
type=width
trigger1= animelemtime(3)>=0 && animelemtime(6)<0
value=30
[State 1305, grav]
type=gravity
trigger1= animelemtime(3)>=0
[State 1305, anim]
type=changeanim
trigger1= animelemtime(2)<0 && pos y>=-5
value=1305
elem=2
persistent=0
[State 1305, sts]
type=statetypeset
trigger1= animelemtime(2)>=0
statetype=S
physics=S
[State 1305, pos]
type=velset
trigger1= animelemtime(2)>=0
y=0
[State 1305, pos]
type=posset
trigger1= animelemtime(2)>=0
y=0

[State 1305, dust]
type=explod
trigger1= animelem=2
anim=6050
ID=6050
sprpriority=-2
postype=p1
pos=20,0
vel=0,0
removetime=-2
ownpal=1
scale=.66,.66
persistent=0
[State 1305, snd]
type=playsnd
trigger1= animelem=2
value=0,53

[State 1305, snd]
type=playsnd
trigger1= animelem=3
value=1,6
channel=1
[State 1305, snd]
type=playsnd
trigger1= animelem=3
value=3,0
channel=0

[State 1305, hit]
type=hitdef
trigger1= animelem=3
attr=C,NA
damage=118,15
animtype=Hard
guardflag=L
hitflag=MAFD
priority=6,Hit
pausetime= ifelse(var(20),6,12), ifelse(var(20),6,12)
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,-18
hitsound=s2,6
guardsound=s2,0
ground.type=Trip
ground.slidetime=12
ground.slidetime=16
ground.hittime=16
ground.velocity=-1.33,-6.85
air.type=Low
air.velocity=-1.33,-6.85
down.velocity=-1.33,-6.85
ground.cornerpush.veloff= 0
guard.velocity= -10.52
guard.cornerpush.veloff= -12.74
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
envshake.time=12
envshake.freq=60
envshake.ampl=4
fall=1
fall.recover=0;0
yaccel=.5
forcestand=1

[State Idle]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I

[State 1305, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;========================<HYAKKI GOUSAI>=============================
;---PLAYER---
[Statedef 1320]
type=A
physics=N
movetype=A
anim=1320
ctrl=0
velset=0,0
juggle=6
[State 1320, assert]
type=assertspecial
trigger1= 1
flag=noautoturn

[State Throw]
type=targetstate
trigger1= !time
value=1325

[State 1320, grabsnd]
type=playsnd
trigger1= !time
value=0,800
[State 1320, snd]
type=playsnd
trigger1= !time
value=4,10
channel=0

[State 1320, vel]
type=velset
trigger1= animelemtime(3)<0
x=0
y=0
[State 1320, vel]
type=velset
trigger1= animelem=3
x=2
y=-6
[State 1320, grav]
type=gravity
trigger1= animelemtime(3)>0
[State 1320, accel]
type=velmul
trigger1= animelemtime(3)>0 && vel y>1
y=1.2
[State 1320, width]
type=width
trigger1= 1
edge=30,0

[State 1320, bind 1]
type=bindtotarget
trigger1= animelemtime(1)>=0 && animelemtime(3)<0
pos=target,const(size.head.pos.x),35+(target,const(size.head.pos.y))

[State 1320, bind 3]
type=targetbind
trigger1= animelemtime(3)>=0 && animelemtime(4)<0
pos=-11,-50
[State 1320, bind 4]
type=targetbind
trigger1= animelemtime(4)>=0 && animelemtime(5)<0
pos=-28,-64
[State 1320, bind 5]
type=targetbind
trigger1= animelemtime(5)>=0 && animelemtime(6)<0
pos=4,-96
[State 1320, bind 6]
type=targetbind
trigger1= animelemtime(6)>=0 && animelemtime(7)<0
pos=14,-100
[State 1320, bind 7]
type=targetbind
trigger1= animelemtime(7)>=0
pos=12,-112

[State 1320, spr 1]
type=sprpriority
trigger1= animelemtime(1)>=0 && animelemtime(5)<0
value=1
[State 1320, spr 2]
type=sprpriority
trigger1= animelemtime(5)>=0
value=-1

[State 1320, end]
type=changestate
trigger1= animelemtime(3)>0 && vel y>0 && pos y>-15
value=1321

;---HIT FLOOR---
[Statedef 1321]
type=C
physics=C
movetype=A
anim=1321
ctrl=0
velset=0,0
sprpriority=-1
[State 1321, pos]
type=posadd
trigger1= !time
x=13
[State 1321, assert]
type=assertspecial
trigger1= 1
flag=noautoturn
[State 1321, throw]
type=targetstate
trigger1= !time
value=1326
[State 1321, pos]
type=posset
trigger1= 1
y=0

[State 1321, snd]
type=playsnd
trigger1= !time
value=0,53
[State 1321, dust]
type=explod
trigger1= !time
anim=6050
ID=6050
sprpriority=-2
postype=p1
pos=2,0
vel=0,0
removetime=-2
ownpal=1
scale=.75,.75

[State 1321, bind 1]
type=targetbind
trigger1= animelemtime(1)>=0 && animelemtime(2)<0
pos=12,-102
[State 1321, bind 2]
type=targetbind
trigger1= animelem=2
pos=15,-13

[State 1321, hurt]
type=targetlifeadd
trigger1= animelem=2
value=-ceil(139*fvar(12))
[State 1321, hurt]
type=targetpoweradd
trigger1= animelem=2
value=36
[State 1321, hurt]
type=poweradd
trigger1= animelem=2 && !var(20)
value=72
[State 1321, snd]
type=playsnd
trigger1= animelem=2
value=2,3
[State 1321, snd]
type=playsnd
trigger1= !time
value=3,7
channel=0
[State 1321, sparks]
type=explod
trigger1= animelem=2
anim=7020+(random%8)
ID=7000
sprpriority=5
postype=p1
pos=17,-30
removetime=-2
ownpal=1
persistent=0
pausemovetime=100
supermovetime=100

[State 1321, end]
type=changestate
trigger1= !animtime
value=11
ctrl=1

;---TARGET---
[Statedef 1325]
type=A
physics=N
movetype=H
ctrl=0
sprpriority=0
[State 1325, anim]
type=changeanim2
trigger1= !time
value=1325
[State 1325, camera]
type=screenbound
trigger1= 1
value=1
movecamera=0,0


;---TARGET HIT FLOOR---
[Statedef 1326]
type=A
physics=N
movetype=H
ctrl=0
sprpriority=0
[State 1326, anim]
type=changeanim2
trigger1= !time
value=1326

[State 1326, grav]
type=gravity
trigger1= animelemtime(3)>=0
[State 1326, vel]
type=velset
trigger1= animelem=3
x=-3
y=-6

[State 1326, recover]
type= selfstate
trigger1= command="recovery"
trigger1= alive && time>=26 && vel y>-1
value= ifelse(pos y>=-20, 5200, 5210)

[State 1326, end]
type=selfstate
trigger1= animelemtime(3)>0 && vel y>0
trigger1= pos y>= (-32 - (const(size.head.pos.y) - const(size.mid.pos.y)))
value=5100


;========================<HYAKKI GOU TSUI>=============================
;---PLAYER---
[Statedef 1330]
type=A
physics=N
movetype=A
anim=1330
ctrl=0
velset=0,0
juggle=6
sprpriority=1
[State 1330, assert]
type=assertspecial
trigger1= 1
flag=noautoturn

[State Throw]
type=targetstate
trigger1= !time
value=1335

[State 1330, grabsnd]
type=playsnd
trigger1= !time
value=0,800
[State 1330, snd]
type=playsnd
trigger1= animelem=4
value=3,6
channel=0
[State 815, spinsnd]
type=playsnd
trigger1= animelem=6 || animelem=10 || animelem=14
value=1,6
channel=1

[State 1330, vel]
type=velset
trigger1= animelemtime(4)<0
x=0
y=0
[State 1330, vel]
type=velset
trigger1= animelem=4
x=-3.5
y=-12
[State 1330, grav]
type=gravity
trigger1= animelemtime(4)>0
[State 1330, accel]
type=velmul
trigger1= animelemtime(4)>0 && (vel y=[1,20])
y=1.1
[State 1330, accel]
type=velmul
trigger1= vel y>0
x=.95
[State 1330, width]
type=width
trigger1= 1
edge=30,0

[State 1330, bind 1]
type=bindtotarget
trigger1= animelemtime(1)>=0 && animelemtime(3)<0
pos=(target,const(size.mid.pos.x)),55+(target,const(size.mid.pos.y))
;-23
[State 1330, bind 3]
type=bindtotarget
trigger1= animelemtime(3)>=0 && animelemtime(4)<0
pos=8+(target,const(size.mid.pos.x)),55+(target,const(size.mid.pos.y))
[State 1330, bind 4]
type=bindtotarget
trigger1= animelemtime(4)>=0 && animelemtime(5)<0
pos=18+(target,const(size.mid.pos.x)),55+(target,const(size.mid.pos.y))

[State 1330, bind 5]
type=targetbind
trigger1= animelemtime(5)>=0 && animelemtime(6)<0
pos=12,-62
[State 1330, bind 6]
type=targetbind
trigger1= animelemtime(6)>=0 && animelemtime(7)<0
trigger2= animelemtime(10)>=0 && animelemtime(11)<0
trigger3= animelemtime(14)>=0 && animelemtime(15)<0
pos=2,-55
[State 1330, bind 7]
type=targetbind
trigger1= animelemtime(7)>=0 && animelemtime(8)<0
trigger2= animelemtime(11)>=0 && animelemtime(12)<0
trigger3= animelemtime(15)>=0
pos=-14,-36
[State 1330, bind 8]
type=targetbind
trigger1= animelemtime(8)>=0 && animelemtime(9)<0
trigger2= animelemtime(12)>=0 && animelemtime(13)<0
pos=9,0
[State 1330, bind 9]
type=targetbind
trigger1= animelemtime(9)>=0 && animelemtime(10)<0
trigger2= animelemtime(13)>=0 && animelemtime(14)<0
pos=20,-52

[State 1330, end]
type=changestate
trigger1= animelemtime(4)>0 && vel y>0 && pos y>-15
value=1331

;---HIT FLOOR---
[Statedef 1331]
type=C
physics=C
movetype=A
anim=1331
ctrl=0
velset=0,0
sprpriority=1
[State 1331, pos]
type=posadd
trigger1= !time
x=32
[State 1331, pos]
type=posset
trigger1= !time
y=0

[State 1331, assert]
type=assertspecial
trigger1= 1
flag=noautoturn
[State 1331, throw]
type=targetstate
trigger1= !time
value=1336

[State 1331, hurt]
type=targetlifeadd
trigger1= !time
value=-ceil(132*fvar(12))
[State 1331, hurt]
type=targetpoweradd
trigger1= !time
value=36
[State 1331, hurt]
type=poweradd
trigger1= !time && !var(20)
value=72

[State 1331, bind 1]
type=targetbind
trigger1= animelemtime(1)>=0 && animelemtime(2)<0
pos=-32,0

[State 1331, snd]
type=playsnd
trigger1= !time
value=3,7
channel=0

[State 1331, shake]
type=envshake
trigger1= !time
time=12
freq=60
ampl=4

[State 1331, snd]
type=playsnd
trigger1= !time
value=5,4
ignorehitpause=1
[State 1331, dust]
type=explod
trigger1= !time
anim=1338
ID=1338
sprpriority=-2
postype=p1
pos=-24,0
removetime=-2
scale=.75,.75
ownpal=1

[State 1331, vel]
type=velset
trigger1= animelem=2
x=3
y=-3
[State 1331, sts]
type=statetypeset
trigger1= animelemtime(2)>=0
statetype=A
physics=A


;---TARGET---
[Statedef 1335]
type=A
physics=N
movetype=H
ctrl=0
sprpriority=0
[State 1335, anim]
type=changeanim2
trigger1= !time
value=1335
[State 1335, camera]
type=screenbound
trigger1= 1
value=1
movecamera=0,0


;---TARGET HIT FLOOR---
[Statedef 1336]
type=A
physics=N
movetype=H
ctrl=0
sprpriority=0
[State 1336, anim]
type=changeanim2
trigger1= !time
value=1336

[State 1336, vel]
type=velset
trigger1= animelem=2
x=4
y=-5
[State 1336, grav]
type=gravity
trigger1= animelemtime(2)>0
[State 1336, end]
type=selfstate
trigger1= animelemtime(2)>0 && vel y>0 && pos y>=-10
value=5100


;========================<ASHURA SENKUU>=============================
[Statedef 1400]
type=S
physics=N
movetype=I
anim=1400
velset=0,0
ctrl=0
sprpriority=-1
facep2=1

[State 1400, strengthvar]
type=varset
trigger1= !time && var(59)<=0
var(10)=ifelse(command="df2p",3,ifelse(command="df2k",2,ifelse(command="db2p",-3,-2)))

[State 1400, anim]
type=changeanim
trigger1= !time && (prevstateno=195 || prevstateno=1020 || prevstateno=1500)
value=1400
elem=3

[State 1400, afterimage]
type=afterimage
trigger1= animelem=3 && !var(20)
time=2
timegap=1
framegap=6
length=ifelse((var(10)=3 || var(10)=-3),24,18)
palbright=0,0,0
paladd=0,0,0
palmul=.9,.9,.9
palcontrast=160,160,160
palpostbright=0,0,0
trans=add1

[State 1400, aura]
type=helper
trigger1= animelem=3
helpertype=normal
stateno=6000
ID=6000
postype=p1
ownpal=1
persistent=0

[State 1400, vel]
type=velset
trigger1= animelemtime(2)>0 && animelemtime(6)<0
x=ifelse(var(10)=3,-7,ifelse(var(10)=2,-4,ifelse(var(10)=-3,7,4)))*sin((time-2)/2)

[State 1400, vel]
type=velset
trigger1= animelem=6
x=ifelse(var(10)=3,14,ifelse(var(10)=2,9,ifelse(var(10)=-3,-14,-9)))
[State 1400, vel]
type=velmul
trigger1= animelemtime(6)>ifelse((var(10)=3 || var(10)=-3),16,9)
x=.9

[State 1400, snd]
type=playsnd
trigger1= animelem=6
value=5,6
persistent=0

[State 1400, push]
type=playerpush
trigger1= animelemtime(3)>=0
value=0
[State 1400, nothitby]
type=nothitby
triggerall= animelemtime(6)<=ifelse((var(10)=3 || var(10)=-3),35,20)
trigger1= animelemtime(6)<0
trigger2= vel x<0 && backedgebodydist > ifelse((var(10)=3 || var(10)=-3), 14, 9)
trigger3= vel x>0 && frontedgebodydist> ifelse((var(10)=3 || var(10)=-3), 14, 9)
value=SCA,AA,AP,AT
time=ifelse(life<=250,32,2)
ignorehitpause=1

[State 1400, turn]
type=turn
trigger1= animelemtime(6)>0 && p2dist x<0

[State 1400, end]
type=changestate
trigger1= animelemtime(6)=ifelse((var(10)=3 || var(10)=-3),40,25)
trigger2= animelemtime(6)>0 && vel x<0 && backedgebodydist<=0
trigger3= animelemtime(6)>0 && vel x>0 && frontedgebodydist<=0
value=0
ctrl=1


;========================<ZENPOU TENSHIN>=============================
[Statedef 1450]
type=S
physics=N
movetype=I
anim=1450
ctrl=0
velset=0,0
sprpriority=1
facep2=1

[State 1450, strengthvar]
type=varset
trigger1= !time && var(59)<=0
var(10)=ifelse(command="qcbz",3,ifelse(command="qcby",2,1))
[State 1450, strengthvarAI]
type=varset
trigger1= !time && var(59)>=1
var(10)=ifelse(random<500,1,ifelse(random<500,2,3))

[State 1450, sts]
type=statetypeset
trigger1= anim=1450 && animelemtime(3)>=0
statetype=C
[State 1450, sts]
type=statetypeset
trigger1= anim=1451 && animelemtime(3)>=0
statetype=S
physics=S

[State 1450, vel]
type=velset
trigger1= anim=1450 && animelemtime(2)>=0
x=ifelse(animelemtime(4)>=0,5,6)

[State 1400, dust]
type=explod
trigger1= anim=1450 && animelem=2
anim=7100
ID=7100
sprpriority=3
postype=p1
pos=0,0
vel=-.33,0
removetime=-2
ownpal=1
scale=.66,.66
pausemovetime=-1
supermovetime=-1
[State 1400, snd]
type=playsnd
trigger1= anim=1450 && animelem=2
value=0,105
persistent=0

[State 1450, dust]
type=explod
trigger1= anim=1450 && animelemtime(4)>=0 && !(animelemtime(4)%5)
anim=7103
ID=7103
sprpriority=3
postype=p1
vel=-1,0
removetime=-2
ownpal=1
pausemovetime=-1
supermovetime=-1

[State 1450, push]
type=playerpush
trigger1= anim=1450
trigger2= anim=1451 && animelemtime(3)<0
value=0
[State 1450, nothitby]
type=nothitby
trigger1= anim=1450
value=,AT
time=1

[State 1450, anim]
type=changeanim
trigger1= anim=1450
trigger1= ifelse(var(10)=3,!animtime,ifelse(var(10)=2,animelemtime(8)>=0,animelemtime(4)>=0))
value=1451

[State 1400, dust]
type=explod
trigger1= anim=1451 && animelem=3
anim=7102
ID=7102
sprpriority=-2
postype=p1
pos=25,0
vel=0,0
removetime=-2
ownpal=1
scale=.5,.5
pausemovetime=-1
supermovetime=-1
[State 1400, snd]
type=playsnd
trigger1= anim=1451 && animelem=3
value=0,100
persistent=0

[State 1450, end]
type=changestate
trigger1= anim=1451 && !animtime
value=0
ctrl=1


;========================<TENMA SHURETTOU>=============================
;---POSE---
[Statedef 1500]
type=S
physics=S
movetype=A
anim=1500
ctrl=0
velset=0,0
facep2=1
sprpriority=1

[State 1500, anim]
type=changeanim
trigger1= !time && var(59)<=0 && (command="2dk" || (command="holddown" && command="start"))
trigger2= !time && var(59)>=1 && p2statetype=C
value=1501
[State 1500, statetype]
type=statetypeset
trigger1= anim=1501
statetype=C
physics=C

[State 1500, reversal]
type=reversaldef
trigger1= anim=1500 && animelem=3
reversal.attr=SCA,AA
p1stateno=1505
pausetime=0,20
hitsound=s2,0
sparkno=s7001
sparkxy=0,0
numhits=0

[State 1500, reversal]
type=reversaldef
trigger1= anim=1501 && animelem=3
reversal.attr=SC,AA
p1stateno=1505
pausetime=0,20
hitsound=s2,0
sparkno=s7001
sparkxy=0,0
numhits=0

[State Idle]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I

[State 1500, end]
type=changestate
trigger1= !animtime
value=ifelse(anim=1501,11,0)
ctrl=1


;---GOUHA KEN---
[Statedef 1505]
type=S
movetype=A
physics=S
juggle=ifelse((p2movetype=H && p2statetype=A),6,0)
anim=1505
velset=0,0
poweradd=72*!var(20)
sprpriority=1
ctrl=0

[State 1505, width]
type=width
trigger1= animelemtime(7)>=0 && animelemtime(12)<0
value=35,0
ignorehitpause=1

[State 1505, snd]
type=playsnd
trigger1= animelem=8
value=1,3
channel=1
[State 1505, snd]
type=playsnd
trigger1= !time
value=4,13
channel=0

[State 1505, snd]
type=playsnd
trigger1= animelem=7
value=5,4
ignorehitpause=1
[State 1505, dust]
type=explod
trigger1= animelem=7
anim=7100
ID=7100
sprpriority=2
postype=p1
pos=48,0
ownpal=1
ignorehitpause=1
pausemovetime=-1
supermovetime=-1
[State 1505, dust]
type=explod
trigger1= animelem=7
anim=7104
ID=7104
sprpriority=-2
postype=p1
pos=48,0
scale=.75,.75
ownpal=1
ignorehitpause=1
pausemovetime=-1
supermovetime=-1
[State 1505, shake]
type=envshake
trigger1= animelem=7
time=18
freq=60
ampl=4
ignorehitpause=1

[State 1505, hit]
type=hitdef
trigger1= animelem=9
ID=1505
attr=S,SA
damage=116,14
animtype=Diagup
guardflag=MA
hitflag=MAF
priority=6,Hit
pausetime= ifelse(var(20),6,12), ifelse(var(20),6,12)
sparkno=s7020+(random%8)
guard.sparkno=s7001
sparkxy=-10,-74
hitsound=s2,3
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-6,-6
air.type=Low
air.velocity=-6,-6
ground.cornerpush.veloff= 0
guard.velocity= -10.52
guard.cornerpush.veloff= -12.74
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
envshake.time=18
envshake.freq=60
envshake.ampl=6
fall=1
fall.recover=0;!var(20)
;fall.recovertime=31
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
forcestand=1
airguard.cornerpush.veloff= 0

[State Idle]
type=statetypeset
trigger1= animelemtime(10)>=0
movetype=I

[State 1505, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1
