
[Statedef 200]
type = S
movetype = A
physics = S
juggle = 3
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = Time = 3
trigger1 = random < 500
value = 3,9
channel = 4

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

[State ]
type = HitDef
trigger1 = !Time
attr = S,NA
damage = 28,4
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = S6000
guard.sparkno = S6010
sparkxy = -10,-68
hitsound = s4,0
guardsound = s4,10
ground.type = High
ground.slidetime = 13
ground.hittime = 9
ground.velocity = -5,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.5,-6
air.hittime = 12
guard.velocity = -5
getpower = 53,53
givepower = 21,21
guard.pausetime = 12,12
guard.slidetime = 10
guard.hittime = 8
guard.ctrltime = 20
yaccel = .5

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

[Statedef 201]
type  = S
movetype = A
physics = S
juggle  = 3
poweradd = 20
ctrl = 0
velset = 0,0
anim = 201
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = Time = 3
trigger1 = random < 500
value = 3,9
channel = 4

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

[State ]
type = HitDef
trigger1 = !Time
attr = S, NA
damage = 28,2
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6,6
sparkno = S6000
guard.sparkno = S6010
sparkxy = -10,-66
hitsound =  s4,0
guardsound = s4,10
ground.type = High
ground.slidetime = 13
ground.hittime  = 10
ground.velocity = -6.5,0
airguard.velocity = -1.9,-.8
air.type = High 
air.velocity = -3.5,-6
air.hittime = 12
getpower = 53,53
givepower = 21,21
guard.pausetime = 12,12
guard.slidetime = 10
guard.hittime = 8
guard.ctrltime = 20
yaccel = .5

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

[Statedef 210]
type = S
movetype = A
physics  = S
juggle = 4
poweradd = 50
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = Time = 2
trigger1 = random < 500
value = 3,10
channel = 4

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,1

[State ]
type = HitDef
trigger1 = !Time
attr = S,NA
animtype = Medium
damage = 91,9
guardflag = MA
pausetime = 12,12
sparkno = s6020+random%4
guard.sparkno = S6010
sparkxy = -10,-60
hitsound   = s4,5
guardsound = s4,10
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -9.4
air.velocity = -3,-4
airguard.velocity = -4,-5
getpower = 53,53
givepower = 21,21
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12

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

[Statedef 211]
type = S
movetype = A
physics  = S
juggle  = 3
poweradd = 50
ctrl = 0
velset = 0,0
anim  = 211
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = Time = 4
trigger1 = random < 500
value = 3,10
channel = 4

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,1

[State ]
type = HitDef
trigger1 = !Time
attr = S,NA
animtype  = Medium
damage  = 84,5
guardflag = MA
pausetime = 12,12
sparkno = S6001
guard.sparkno = S6010
sparkxy = -10,-65
hitsound = s4,2
guardsound = s4,10
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -9.4
air.velocity = -3,-4
airguard.velocity = -4,-5 
getpower = 53,53
givepower = 21,21
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12

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

[Statedef 230]
type = S
movetype = A
physics  = S
juggle = 4
poweradd = 20
ctrl = 0
velset = 0,0
anim  = 230
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = Time = 4
trigger1 = random < 500
value = 3,11
channel = 4

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

[State ]
type = HitDef
trigger1 = !Time
attr = S, NA
animtype  = Medium
damage    = 56,0
guardflag = MA
pausetime = 12,12
sparkno = S6000
guard.sparkno = S6010
sparkxy = -10,-57
hitsound   = s4,1
guardsound = s4,10
ground.type = Low
ground.slidetime = 30
ground.hittime  = 13
ground.velocity = -5
air.velocity = -2.5,-3.5
guard.pausetime = 12,12
guard.slidetime = 10
guard.hittime = 9
guard.ctrltime = 20
getpower = 53,53
givepower = 21,21
;air.juggle = 15
yaccel = .5

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

[Statedef 231]
type= S
movetype = A
physics  = S
juggle = 3
poweradd = 20
ctrl = 0
velset = 0,0
anim = 231
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = Time = 3
trigger1 = random < 500
value = 3,11
channel = 4

[State ]
type = PlaySnd
trigger1 = time = 3
value = 1,2

[State ]
type = HitDef
trigger1 = !Time
attr = S, NA
animtype  = Medium
damage = 49,4
hitflag = MAF
guardflag = LA
pausetime = 12,12
sparkno = S6000
guard.sparkno = S6010
sparkxy = -10,-10
hitsound   = s4,1
guardsound = s4,9
ground.type = Low
ground.slidetime = 8
ground.hittime  = 14
ground.velocity = -5
air.velocity = -2.5,-3.5
getpower = 53,53
givepower = 21,21

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

[Statedef 240]
type = S
movetype = A
physics  = S
juggle = 4
poweradd = 50
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random < 500
value = 3,12
channel = 4

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,3

[State ]
type = HitDef
trigger1 = !Time
attr = S,NA
animtype  = Medium
damage = 98,8
guardflag = MA
pausetime = 12,12
sparkno = S6001
guard.sparkno = S6010
sparkxy = -10,-70
hitsound = s4,3
guardsound = s4,10
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -9.4
air.velocity = -3,-4
airguard.velocity = -4,-5 
getpower = 53,53
givepower = 21,21
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12

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

[Statedef 241]
type     = S
movetype = A
physics  = S
juggle = 3
poweradd = 50
ctrl = 0
velset = 0,0
anim  = 241
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random < 500
value = 3,12
channel = 4

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,3

[State ]
type = HitDef
trigger1 = !Time
attr = S, NA
animtype  = Medium
damage = 84,6
guardflag = MA
pausetime = 12,12
sparkno = S6001
guard.sparkno = S6010
sparkxy = -10,-90
hitsound   = s4,3
guardsound = s4,10
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -9.4
air.velocity = -3,-4
airguard.velocity = -4,-5 
getpower = 53,53
givepower = 21,21
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12

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

[Statedef 245]
type  = S
movetype = A
physics  = S
juggle   = 16
poweradd = 50
ctrl = 0
anim  = 245
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = !Time
value = 3,13
channel = 4

[State ]
type = Projectile
trigger1 = AnimElem = 5
projanim = 247
projremovetime = 20
projpriority = 99
projsprpriority = 5
offset = 40,0
postype = p1
attr = S, NA
damage = 98,7
hitflag = MAF
guardflag = MA
animtype = Hard
ground.animtype = low
pausetime = 0,12
sparkxy = -10,-46
sparkno = s6002
guard.sparkno = S6010
hitsound = s4,4
guardsound = s4,10
ground.velocity = -4,-9
air.velocity = -4,-6
guard.velocity = -11
fall = 1
fall.recovertime = 35
guard.velocity = -12
getpower = 184,184
givepower = 21,21
fall.yvelocity = -3.4
guard.pausetime = 12,12
guard.slidetime = 15
guard.hittime = 30
guard.ctrltime = 15
yaccel = .55
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12

[State ]
type = Explod
trigger1 = animelem = 5
anim = 10001
id = 10001
sprpriority = 999999999
postype = p1
pos = 30,0
bindtime = 1
supermove = 0
ownpal = 1
ontop = 1
scale = 0.5,0.5
trans = add
ignorehitpause = 1

[State ]
type = playsnd
trigger1 = animelem = 5
value = s21,2
volume = 255

[State ]
type = EnvShake
trigger1 = animelem = 5
time = 25
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

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

[Statedef 400]
type     = C
movetype = A
physics  = C
juggle   = 4
poweradd = 20
ctrl     = 0
anim     = 400
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = Time = 3
trigger1 = random < 500
value = 3,9
channel = 4

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

[State ]
type = HitDef
trigger1 = !Time
attr = C, NA
damage    = 28,0
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkno = S6000
guard.sparkno = S6010
sparkxy = -10,-42
hitsound =  s4,0
guardsound = s4,10
ground.type = Low
ground.slidetime = 10         
ground.hittime  = 11         
ground.velocity = -6,0
air.velocity = -1.5,-3
getpower = 53,53
givepower = 21,21

[State ]
type = ChangeState
trigger1 = !AnimTime
ctrl = 1
value = 11

[Statedef 410]
type = C
movetype = A
physics  = C
juggle = 4
poweradd = 50
ctrl = 0
anim = 410
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 500
value = 3,10
channel = 4

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

[State ]
type = HitDef
trigger1 = !Time
attr = C,NA
damage = 84,5
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkno = s6020+random%4
guard.sparkno = S6010
sparkxy = -10,-83
hitsound   = s4,5
guardsound = s4,10
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8.8
air.velocity = -3,-4
getpower = 53,53
givepower = 21,21
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12

[State ]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1

[Statedef 430]
type = C
movetype = A
physics  = C
juggle = 4
poweradd = 20
ctrl = 0
anim = 430
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = Time = 3
trigger1 = random < 500
value = 3,11
channel = 4

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,2

[State ]
type = HitDef
trigger1 = !Time
attr = C,NA
damage = 28,0
animtype = Light
hitflag = M
guardflag = L
pausetime = 12,12
sparkno = S6000
guard.sparkno = S6010
sparkxy = -10,-8
hitsound   = s4,1
guardsound = s4,10
ground.type = Low
ground.slidetime = 6
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2,-3
getpower = 53,53
givepower = 21,21

[State ]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1

[Statedef 440]
type = C
movetype = A
physics  = C
juggle   = 15
poweradd = 50
ctrl = 0
anim  = 440
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,12
channel = 4

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,3

[State ]
type = HitDef
trigger1 = !time
attr = C,NA
damage = 91,7
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = S6001
guard.sparkno = S6010
sparkxy = -5,-40
hitsound = s4,3
guardsound = s4,10
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2.5,-4
guard.hittime = 10
guard.velocity = -12
air.velocity = -2.2,-4
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12
fall = 1
getpower = 53,53
givepower = 21,21

[State ]
type = PosAdd
trigger1 = AnimElem = 1 || AnimElem = 2
x = 6

[State ]
type = PosAdd
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
x = 4

[State ]
type = PosAdd
trigger1 = AnimElem = 8
x = 5

[State ]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1

[Statedef 600]
type = A
movetype = A
physics  = A
juggle = 4
poweradd = 20
ctrl = 0
anim = 600
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = Time = 5
value = 3,9

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

[State ]
type = HitDef
trigger1 = !Time
attr = A,NA
damage = 49,6
guardflag = HA
priority = 3
pausetime = 12,12
sparkno = s6000
guard.sparkno = S6001
sparkxy = -10,-58
hitsound =  s4,0
guardsound = s4,10
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5.1
air.velocity = -3.3,-3.8
getpower = 53,53
givepower = 21,21
ground.cornerpush.veloff = -8.5
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.5

[Statedef 610]
type = A
movetype = A
physics  = A
juggle   = 4
poweradd = 50
ctrl = 0
anim  = 610
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = time = 7
value = 3,10
channel = 4

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,1

[State ]
type = HitDef
trigger1 = !Time
attr = A, NA
damage = 84,6
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S6001
guard.sparkno = S6010
sparkxy = -10,-55
hitsound   = s4,2
guardsound = s4,10
animtype = Medium
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3.3,-3.8
getpower = 53,53
givepower = 21,21
ground.cornerpush.veloff = -8.5
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.5

[Statedef 630]
type = A
movetype = A
physics  = A
juggle   = 4
poweradd = 20
ctrl = 0
anim  = 630
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = Time = 5
value = 3,11

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

[State ]
type = HitDef
trigger1 = !Time
attr = A, NA
damage = 49,4
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s6000
guard.sparkno = S6010
sparkxy = -5,-68
hitsound   = s4,1
guardsound = s4,10
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5.1
air.velocity = -2,-3
getpower = 53,53
givepower = 21,21
ground.cornerpush.veloff = -8.5
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.5

[Statedef 640]
type     = A
movetype = A
physics  = A
juggle   = 4
poweradd = 50
ctrl = 0
anim = 640
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = time = 7
value = 3,12
channel = 4

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,3

[State ]
type = HitDef
trigger1 = !Time
attr = A, NA
damage  = 84,6
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s6001
guard.sparkno = S6010
sparkxy = -5,-80
hitsound   = s4,3
guardsound = s4,10
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-4
getpower = 53,53
givepower = 21,21
ground.cornerpush.veloff = -8.5
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.5

[Statedef 650]
type     = A
movetype = A
physics  = S
juggle   = 16
poweradd = 50
ctrl     = 0
anim     = 650
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = !Time
value = 3,13
channel = 4

[State ]
type = VelSet
trigger1 = AnimElem = 3
x = 0
y = 0

[State ]
type = VelSet
trigger1 = AnimElemtime(4) >= 0
x = 7
y = 14

[State ]
type = HitDef
trigger1 = !Time
attr = A, NA
damage = 84,6
hitflag = MAF
guardflag = MA
animtype = Hard
ground.animtype = low
pausetime = 12,12
sparkno = s6002
sparkxy = 0,-40
guard.sparkno = S6010
hitsound = s4,4
guardsound = s4,10
ground.velocity = -4,-9
air.velocity = -4,-6
guard.velocity = -11
fall = 1
fall.recovertime = 35
guard.velocity = -12
getpower = 184,184
givepower = 21,21
fall.yvelocity = -3.4
guard.pausetime = 12,12
guard.slidetime = 15
guard.hittime = 15
guard.ctrltime = 15
yaccel = .55
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12

[State ]
type = ChangeState
triggerall = AnimelemTime(5) >= 0
trigger1 = pos y >= 0
value = 651

[Statedef 651]
type     = S
movetype = A
physics  = S
juggle   = 16
poweradd = 50
ctrl = 0
anim = 651
sprpriority = 2

[State ]
type = posset
trigger1 = !time
y = 0

[State ]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0

[State ]
type = Projectile
trigger1 = AnimElem = 1
projanim = 247
projremovetime = 20
projpriority = 99
projsprpriority = 5
offset = 40, 0
postype = p1
attr = S, NA
damage = 98,6
hitflag = MAF
guardflag = MA
animtype = Hard
ground.animtype = low
pausetime = 12,12
sparkxy = -10,-46
sparkno = s6002
guard.sparkno = S6010
hitsound = s4,4
guardsound = s4,10
ground.velocity = -4,-9
air.velocity = -4,-6
guard.velocity = -11
fall = 1
fall.recovertime = 35
guard.velocity = -12
getpower = 184,184
givepower = 21,21
fall.yvelocity = -3.4
guard.pausetime = 12,12
guard.slidetime = 15
guard.hittime = 30
guard.ctrltime = 15
yaccel = .55
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12

[State ]
type = Projectile
trigger1 = AnimElem = 1
projanim = 247
projremovetime = 20
projpriority = 99
projsprpriority = 5
offset = -40, 0
postype = p1
attr = S, NA
damage = 98,0
hitflag = MAF
guardflag = MA
animtype = Hard
ground.animtype = low
pausetime = 12,12
sparkxy = -10,-46
sparkno = s6002
guard.sparkno = S6010
hitsound = s4,4
guardsound = s4,10
ground.velocity = 4,-9
air.velocity = 4,-6
guard.velocity = 11
fall = 1
fall.recovertime = 35
guard.velocity = -12
getpower = 184,184
givepower = 21,21
fall.yvelocity = -3.4
guard.pausetime = 12,12
guard.slidetime = 15
guard.hittime = 30
guard.ctrltime = 15
yaccel = .55
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12
p2facing = -1

[State ]
type = Explod
trigger1 = animelem = 1
anim = 10001
id = 10001
sprpriority = 999999999
postype = p1
pos = 30,0
bindtime = 1
supermove = 0
ownpal = 1
ontop = 1
scale = 0.5,0.5
trans = add
ignorehitpause = 1

[State ]
type = playsnd
trigger1 = animelem = 1
value = s21, 2

[State ]
type = EnvShake
trigger1 = animelem = 1
time = 25
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

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

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

[State ]
type = HitDef
trigger1 = !Time
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 810
p2stateno = 820
sparkno =  -1
sparkxy = -10,-60
hitsound   = -1
guard.dist = 0
fall = 1

[State ]
type = ChangeState
Trigger1 = !AnimTime
value = 0
ctrl = 1

[Statedef 900]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 800
sprpriority = 2

[State ]
type = HitDef
trigger1 = !Time
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p2sprpriority = 0
p1facing = -1
p2facing = 1
p1stateno = 810
p2stateno = 820
sparkno = -1
sparkxy = -10,-60
hitsound   = -1
guard.dist = 0 
fall = 1

[State ]
type = ChangeState
Trigger1 = !AnimTime
value = 0
ctrl = 1

[Statedef 810]
type     = S
movetype = A
physics  = N
anim = 810

[State ]
type = Explod
trigger1 = !Time
anim = 6030
sprpriority = 8
postype =  P2
pos = 0,-60
facing = -1
bindtime = 1
supermove = 1
ownpal = 1
ontop = 1

[State ]
type = PlaySnd
trigger1 = !Time
value = 4,6
volume = 255

[State ]
type = Explod
trigger1 = AnimElem = 5
anim = 6020+random%4
sprpriority = 8
postype =  P2
pos = 0,-60
bindtime = 1
supermove = 1
ownpal = 1 
ontop = 1

[State ]
type = PlaySnd
Trigger1 = AnimElem = 5
value = 2,0
volume = 255

[State ]
type = PlaySnd
Trigger1 = AnimElem = 5
value = 4,5
volume = 255

[State ]
type = TargetBind
trigger1 = AnimElemtime(1) > 0
trigger1 = AnimElemtime(4) < 4
pos = 25, 0

[State ]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
edge = 60,0

[State ]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -112

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

[Statedef 820]
type     = A
movetype = H
physics  = N
velset   = 0,0

[State ]
type = ChangeAnim2
Trigger1 = !Time
value = 820

[State ]
type = VelAdd
Trigger1 = AnimElemtime(5) > 0
y = .5

[State ]
type = velset
trigger1 = AnimElem = 5
x = -5
y = -8

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

[Statedef 700]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 700
ctrl     = 0

[State 200, 2]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 3,10
channel = 4

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

[State 700, 非無敵] ;地上投げ属性は回避できない
type = HitBy
trigger1 = AnimElem = 8, <= 0
value = SC, NT, ST, HT    ;立S、屈C、空A , 通常N、必殺S、超必H ＋ 攻撃A、投げT、飛び道具Pで記述

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = Animelem = 8,<= 0
value =  SCA

[State 700, 移動量]
type = VelSet
trigger1 = AnimElemTime(2) >= 0
x = 6

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

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

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

;--------後転移動-------------------------------
[Statedef 710]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 710
ctrl     = 0

[State 200, 2]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 3,10
channel = 4

[State 710, 残像]
type = null;AfterImage
trigger1 = AnimElem = 1
time = 26
length = 7
timeGap = 2
frameGap = 4
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1	
trans = Add1

[State 710, 非無敵]
type = HitBy
trigger1 = AnimElem = 10, <= 0
value = SC, NT, ST, HT

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = Animelem = 10,<= 0
value =  SCA

[State 710, 移動量]
type = VelSet
trigger1 = AnimElemTime(2) > 0
x = -6

[State 710, 移動終了]
type = VelSet
trigger1 = AnimElem = 9, >= 0
x = 0

[State 710, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(8) > 0
value = 0

[State 710, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;------------------------------------------------------------------
;ガードキャンセル前転
[Statedef 720]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 700
poweradd = -1000
ctrl     = 0

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

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

[State 200, 2]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 3,3
channel = 4

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

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = Animelem = 7,<= 0
value =  SCA;,NA,ST,HP

[State 700, 移動量]
type = VelSet
trigger1 = AnimElemTime(2) >= 0
x = 6

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

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

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

;--------------------------------------------------------------------------------------
;ガードキャンセル後転
[Statedef 730]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 710
poweradd = -1000
ctrl     = 0

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

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

[State 200, 2]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 3,3
channel = 4

[State 710, 残像]
type = AfterImage
trigger1 = AnimElem = 1
time = 26
length = 7
timeGap = 2
frameGap = 4
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1	
trans = Add1

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = Animelem = 7,<= 0
value =  SCA;,NA,ST,HP


[State 710, 移動量]
type = VelSet
trigger1 = AnimElemTime(2) > 0
x = -6

[State 710, 移動終了]
type = VelSet
trigger1 = AnimElem = 8, >= 0
x = 0

[State 710, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(8) > 0
value = 0

[State 710, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------
;ガードキャンセルぶっとばし攻撃
[Statedef 255]
type     = S
movetype = A
physics  = C
juggle   = 14
ctrl     = 0
anim     = 245
poweradd = -1000
sprpriority = 2

[State 3000, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 15
;value = SCA,NAP,SAP,HAP

[State 700, 非無敵] ;地上投げ属性は回避できない
type = HitBy
trigger1 = time = 0
value = SC, NT, ST, HT    ;立S、屈C、空A , 通常N、必殺S、超必H ＋ 攻撃A、投げT、飛び道具Pで記述
time = 15


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

[State 650, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0,3
channel = 0



[State ]
type = Projectile
trigger1 = AnimElem = 5
projanim = 247
projremovetime = 20
projpriority = 99
projsprpriority = 5
offset = 60, 0
postype = p1
attr = S, NA
damage = 98,0
hitflag = MAF
guardflag = MA
animtype = Hard
ground.animtype = low
pausetime = 12,12
sparkxy = -10,-76
sparkno = s6002
guard.sparkno = S6010
hitsound = s4,4
guardsound = s4,10
ground.velocity = -4,-9
air.velocity = -4,-6
guard.velocity = -11
fall = 1
fall.recovertime = 35
guard.velocity = -12
getpower = 184,184
givepower = 21,21
fall.yvelocity = -3.4
guard.pausetime = 12,12
guard.slidetime = 15
guard.hittime = 30
guard.ctrltime = 15
yaccel = .55
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12

[state explod]
type = explod
trigger1 = animelem = 5
postype = p1
pos = 60,10
ownpal = 1
anim = 1251
scale = 0.5,0.5
persistent = 1
sprpriority = -1
supermove = 0

[state explod]
type = explod
trigger1 = animelem = 5
postype = p1
pos = 60,0
ownpal = 1
anim = 246
scale = 0.4,0.7
persistent = 1
sprpriority = 5
supermove = 0

[state snd]
type =playsnd
trigger1 = animelem = 5
value = s21, 2

[State 1011, 2]
type = EnvShake
trigger1 = animelem = 5
time = 25
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 245, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
