
[Statedef 20010];↓→↓→X 1
type    = S
movetype= A
physics = S
velset = 0,0
poweradd= -2000
anim = 2033
ctrl = 0
sprpriority = 2

[State 4100,1]
type = Helper
trigger1 = Animelem = 11
ID = 2001
postype = p1
pos = 86,0
sprpriority = 4
stateno = 20020
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 12,0

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 16
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 3005
sprpriority = -1
postype = p1
pos = -2,-60
bindtime = 1
pausetime = 0
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 3001
sprpriority = 3
postype = p1
pos = -2,-60
pausetime = 0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 29;29
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 16,1

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

;--------------------------------------------------------------------------
[Statedef 20020];炎
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 18520
sprpriority = 4
juggle = 15

[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = s10,8
channel = 2

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
time= 500

[State 0, Explod]
type = Explod 
trigger1 = time = 0
anim = 18511
pos = 0,0
postype = p1 
bindtime = 1 
removetime = -2
scale = .56,1
sprpriority = 10 
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod 
trigger1 = time = 0
anim = 18501
pos = 0,10
postype = p1 
bindtime = 1 
removetime = -2
scale = 1,1
sprpriority = 10 
ontop = 1
ownpal = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, HA
animtype = diagup
damage = 150,14
hitflag = MAF
guardflag = M
hitsound = s7,0
guardsound = s2,1
pausetime = 0,2
sparkno = s2002
guard.sparkno = s2007
sparkxy = 10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -12,-5
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.animtype = Diagup
air.velocity = -12,-5
fall.recover = 0
fall = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 2001, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 4100,1]
type = Helper
trigger1 = time = 6
ID = 2001
postype = p1
pos = 45,0
sprpriority = 4
stateno = 20020
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = time = 0
var(8) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(8) = 130

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(8) = -150 - (-150 - floor(p2bodydist y))



[State 240, 4]
type = destroyself
trigger1 = ANIMTime = 0
trigger2 = FrontEdgeBodyDist < -40

;---------------------------------------------------------------------------
[Statedef 2001];↓→↓→X 1
type    = S
movetype= A
physics = S
velset = 0,0
poweradd= -1000
anim = 2033
ctrl = 0
sprpriority = 2

[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 12,0

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 16
anim = -1

[State 4100,1]
type = Helper
trigger1 = Animelem = 11
ID = 2001
postype = p1
pos = 86,0
sprpriority = 4
stateno = 2002
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1
size.xscale = 1.16
size.yscale = 1



[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2024
sprpriority = -1
postype = p1
pos = -2,-60
bindtime = 1
pausetime = 0
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 2025
sprpriority = 3
postype = p1
pos = -2,-60
pausetime = 0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 29;29
value = 0,0,0
under = 2


[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10,10

[State 240, 4]
type = envshake
trigger1 = AnimElem = 11
time = 30

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

;--------------------------------------------------------------------------
[Statedef 2002];炎
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1852
sprpriority = 4
juggle = 15

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
time= 500

[State 3110]
type = AfterImage
trigger1 = Time = 0
time=-1
length=5
PalBright=10,10,10
PalContrast=145,145,145
PalAdd=35,-35,-35
PalMul=.9,.9,.9
FrameGap=1
Trans=Add
ownpal=1
ontop=1
sprpriority=5

[State 0, Explod]
type = Explod 
trigger1 = time = 0
anim = 18511
pos = 0,0
postype = p1 
bindtime = 1 
removetime = -2
scale = .56,1
sprpriority = 10 
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod 
trigger1 = time = 0
anim = 18501
pos = 0,10
postype = p1 
bindtime = 1 
removetime = -2
scale = 1,1
sprpriority = 10 
ontop = 1
ownpal = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, HA
animtype = diagup
damage = 60,10
hitflag = MAF
guardflag = M
hitsound = s7,0
guardsound = s2,1
pausetime = 0,2
sparkno = s2002
guard.sparkno = s2007
sparkxy = 10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -12,-5
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.animtype = Diagup
air.velocity = -12,-5
fall.recover = 0
fall = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 1818,0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 1818,1

[State 4100,1]
type = Helper
trigger1 = time = 6
ID = 2001
postype = p1
pos = 45,0
sprpriority = 4
stateno = 2002
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = time = 0
var(8) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(8) = 130

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(8) = -150 - (-150 - floor(p2bodydist y))



[State 240, 4]
type = destroyself
trigger1 = ANIMTime = 0
trigger2 = FrontEdgeBodyDist < -40


;---------------------------------------------------------------------------


;-----------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;アネル技

[Statedef 2049];
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
sprpriority = 2

[state ]
Type = varset
trigger1 = time = 0
var(38) = 0

[State 240, 5];→
type = VarSet
trigger1 = command = "holdfwd"
trigger1 = Time = 0
var(39) = 1

[State 240, 5];←
type = VarSet
trigger1 = command = "holdback"
trigger1 = Time = 0
var(39) = 2

[State 240, 5];↑
type = VarSet
trigger1 = command = "holdup"
trigger1 = Time = 0
var(39) = 3

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



;-------------------------------------------------------------------------------
;キャンセルシステム

[Statedef 2050];キャンセル
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= -1000
velset = 0,0
ctrl = 0
sprpriority = 2

[state ]
Type = varset
trigger1 = time = 0
var(31) = 0

[State ]
Type = VarSet
trigger1 = time = 0
var(30) = 0

[State 240, 5];→
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = Time = 0
value = 2017

[State 240, 5];←
type = ChangeState
trigger1 = command = "holdback"
trigger1 = Time = 0
value = 2019

[State 240, 5];↑
type = ChangeState
trigger1 = command = "holdup"
trigger1 = Time = 0
value = 2020

[State 0, 1]
type = ChangeAnim
triggerall = Anim != 0
triggerall = Var(10) = 1
trigger1 = Anim != 1 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 1

[State 0, 1]
type = ChangeAnim
triggerall = Anim != 1
triggerall = Var(10) = 0
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 100]
type = Helper
trigger1 = time = 0
ID = 2015
postype = P1
pos = -33,-50
stateno = 2016

[State ];自身の色
type = PalFX
trigger1 = time = 0
time = 10
mul = 240,240,240
add = 240,240,240
ignorehitpause = 1

[State 1043.5];音
type = PlaySnd
trigger1 = time = 0
value = 5004,0

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



;---------------------------------------------------------------------------
[Statedef 2200];↓←↓←_a 1
type    = S
movetype= A
physics = S
velset = 0,0
poweradd= 0
anim = 4033
ctrl = 0
sprpriority = 2

;[State 4342]
;type = ScreenBound
;trigger1 = 1
;value = 1
;movecamera = 22,0

[State 1000, 0]
type = TargetState
trigger1 = time = 0
value = 2202
ID = -1

[State 1005, Bind-2]
type = TargetBind
trigger1 = AnimElem = 1
pos = 53, -111

[State 1005, Bind-2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 18, -119

[State 1005, Bind-2]
type = TargetBind
trigger1 = AnimElem = 3
pos = 3, -115

[State 1005, Bind-2]
type = TargetBind
trigger1 = AnimElem = 4
pos = -53, -101

[State 1000, 0]
type = TargetState
trigger1 = AnimElem = 5
value = 2203
ID = -1

[State 1043.5];音
type = PlaySnd
trigger1 = AnimElem = 4
value = 3,2

[State 1043.5];音
type = PlaySnd
trigger1 = AnimElem = 4
value = 25,0

[State 1034, HD-1]
type = HitDef
triggerall = hitcount = 0
trigger1 = Enemy,ScreenPos X = [0,30]
trigger2 = Enemy,ScreenPos X = [289,319]
attr = S, SA
animtype  = diagup
damage    = 220,10
hitflag = MAF
guardflag = MAF
pausetime = 10,20
sparkno = S2002
guard.sparkno = S2004
sparkxy = -25,-65
hitsound   = s20,4
guardsound = s2,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3.5,-9
air.velocity = -4,-9
Ground.CornerPush.VelOff = 0
p2facing = 1
fall =1
fall.recover = 1
fall.recovertime = 80
yaccel = .52

[State 1601]
type = Explod
triggerall = time>= 0
trigger1 = (GameTime%2) = 1
anim = 814
id = 814
sprpriority = 10
postype = p2
pos = 30,0
vel = -2 + (random%6),-2 + (random%6)
facing = -1
ownpal = 1
ignorehitpause = 1
ownpal = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 191,3];爆発
type = explod
trigger1 = MoveHit = 1
anim = 812
postype = p2
persistent = 0
scale = 1,1
pos = 30,-50
bindtime = 1
vel = 0,0
accel = 0,0
removetime = -2
sprpriority = 8
shadow = 0,0,0
ignorehitpause = 1
ownpal = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 191,3];爆発
type = explod
trigger1 = MoveHit = 1
anim = 813
postype = p2
persistent = 0
scale = 1,1
pos = 30,-50
bindtime = 1
vel = 0,0
accel = 0,0
removetime = -2
sprpriority = 3
shadow = 0,0,0
ignorehitpause = 1
ownpal = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1005,]
type = VarSet
trigger1 = Time = 0
var(7) = 0

[State 1005, 追加超必殺]
type = VarSet
triggerall = var(7) = 0 
triggerall = Time = [15,45]
trigger1 = !var(59)
trigger1 = command = "c"
var(7) = 5
ignorehitpause = 1

[State 1005, 追加超必殺]
type = VarSet
triggerall = var(59)
triggerall = Power >= 1000
triggerall = var(7) = 0 
triggerall = Time = [15,45]
triggerall = EnemyNear(var(55)),alive
trigger1 = var(59) = [5,8]
trigger2 = var(59) > 8
trigger2 = EnemyNear(var(55)),life <= 100 || var(53)
var(7) = 5
ignorehitpause = 1

[State 1005, 追加超必殺]
type = ChangeState
triggerall = Power >= 1000
triggerall = var(7) = 5
trigger1 = MoveHit = 1
value = 3005
ctrl = 0



[State 240, 4]
type = ChangeState
trigger1 = Time = 50
value = 2201


;---------------------------------------------------------------------------
[Statedef 2201];↓←↓←_a 2
type    = S
movetype= A
physics = S
velset = 0,0
anim = 4034
ctrl = 0
sprpriority = 2

[State 1000, 0]
type = Turn
trigger1 = AnimElem = 2

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


;---------------------------------------------------------------------------
; ↓←↓←_a 相手 1
[Statedef 2202]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 1033, CA2]
type = ChangeAnim2
trigger1 = Time = 0
value = 4036

;[State 4342]
;type = ScreenBound
;trigger1 = 1
;value = 1
;movecamera = 0,0

[State 1033, CS]
type = SelfState
triggerall = Life != 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1033, CS]
type = SelfState
triggerall = Life = 0
trigger1 = AnimTime = 0
value = 5100

;---------------------------------------------------------------------------
; ↓←↓←_a 相手 2
[Statedef 2203]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 1033, CA2]
type = ChangeAnim2
trigger1 = Time = 0
value = 4035

[State 1000, 0]
type = Turn
trigger1 = time = 0

[State 1000, 0]
type = VelSet
trigger1 = time = 0
x = -15


;[State 4342]
;type = ScreenBound
;trigger1 = 1
;value = 1
;movecamera = 0,0

[State 1033, CS]
type = SelfState
triggerall = Life != 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1033, CS]
type = SelfState
triggerall = Life = 0
trigger1 = AnimTime = 0
value = 5100

[Statedef 1919]
type    = S
movetype= A
physics = S
anim    = 1919
velset = 0,0
sprpriority = 2
ctrl = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "Campo"
ID = 1086
stateno = 1920
pos = 0,-60
postype = p1
facing = 1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 1

[State 100, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1920]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1920
sprpriority = -5
ctrl     = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1920,0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 150,10
getpower = 0
animtype = up
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
sparkno = s2002
guard.sparkno = s2007
sparkxy = -25, -70
hitsound = s1950,0
guardsound = s2,1
ground.type = High
ground.slidetime = 23
ground.hittime  = 24
ground.velocity = -5,-10
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -5,-10
air.type = High
air.hittime = 12
fall = 1
fall.recovertime = 40

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
time= 500

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
id = 1086

[Statedef 7989]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 7989
sprpriority = 2
ctrl     = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 14
value = S5,2

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 14
value = S0,1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S12347,0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 150,10
getpower = 0
animtype = up
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
sparkno = s2002
guard.sparkno = s2007
sparkxy = -25, -70
hitsound = s1950,0
guardsound = s2,1
ground.type = High
ground.slidetime = 23
ground.hittime  = 24
ground.velocity = -7,-2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -5,-2
air.type = High
air.hittime = 12
fall = 1
fall.recovertime = 40

[State 1000, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "Campo"
ID = 1086
stateno = 79890
pos = 70,-88
postype = p1
facing = 1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 1

[State 100, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 79890]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3060
sprpriority = 5
ctrl     = 0

[State 3110]
type = AfterImage
trigger1 = Time = 0
time=-1
length = 20
palbright = 0,0,0
palcontrast = 0,0,250
paladd =  0,0,0
palmul = .65,.65,.75
timegap = 1
framegap = 1
trans = add

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S12347,1

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
time= 500

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
id = 1086

[Statedef 1720]
type     = S
movetype = A
physics  = S
poweradd = 66
velset   = 0
juggle   = 8
ctrl = 0
anim = 1720

[State 1050, 0]
type = Width
trigger1 = 1
value = 20, 0

[State 1050, 0]
type = PosAdd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
x = 8 + (AnimElem = 6 || AnimElem = 8)*2

[State 1050, 0]
type = PlaySnd
trigger1 = AnimElem = 5, = 1
value = 5, 2

[State 1050, 0]
type = PlaySnd
trigger1 = AnimElem = 1, = 1
value = 22, 1
channel = 9

[State 1050, 0]
type = stopsnd
trigger1 = movehit
channel = 9


[State 9999]
type = VarRandom
trigger1 = 1
v = 40
range = -5, 5

[State 9999]
type = VarRandom
trigger1 = 1
v = 41
range = ifelse((Target,Statetype = A), -70, -35), ifelse((Target,Statetype = A), -90, -80)

[State 1050, 0]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype = Hard
damage = ifelse(hitcount>=2, 20, 60), 10
getpower = 160, 160
givepower = 35
guardflag = M
hitflag = MAF
priority = 6
pausetime = 3, 5
sparkno = s5361
guard.sparkno = s2007
sparkxy = var(40), var(41)
hitsound  = s1275, 0
guardsound = s2, 0
ground.type = Low
air.juggle   = 8
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -10.0
ground.cornerpush.veloff = ifelse((prevstateno = 1000), -13, 0)
air.velocity = -3.5, -6.6
air.cornerpush.veloff = 0
guard.slidetime = 12
guard.hittime  = 16
guard.ctrltime = 18
guard.velocity = -9.0
yaccel = .50
air.fall = 1

[State 1050, 0]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype = Hard
damage = ifelse(hitcount>=2, 20, 60), 10
getpower = 160, 160
givepower = 35
guardflag = M
hitflag = MAF
priority = 6
pausetime = 3, 5
sparkno = s5362
guard.sparkno = s2007
sparkxy = var(40), var(41)
hitsound  = s1275, 0
guardsound = s2, 0
ground.type = Low
air.juggle   = 8
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -10.0
ground.cornerpush.veloff = ifelse((prevstateno = 1000), -13, 0)
air.velocity = -3.5, -6.6
air.cornerpush.veloff = 0
guard.slidetime = 12
guard.hittime  = 16
guard.ctrltime = 18
guard.velocity = -9.0
yaccel = .50
air.fall = 1

[State 1050, 0]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype = Hard
damage = ifelse(hitcount>=2, 20, 60), 10
getpower = 160, 160
givepower = 35
guardflag = M
hitflag = MAF
priority = 6
pausetime = 3, 5
sparkno = s5361
guard.sparkno = s2007
sparkxy = var(40), var(41)
hitsound  = s1275, 0
guardsound = s2, 0
ground.type = Low
air.juggle   = 8
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -10.0
ground.cornerpush.veloff = ifelse((prevstateno = 1000), -13, 0)
air.velocity = -3.5, -6.6
air.cornerpush.veloff = 0
guard.slidetime = 12
guard.hittime  = 16
guard.ctrltime = 18
guard.velocity = -9.0
yaccel = .50
air.fall = 1

[State 1050, 0]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
animtype = Hard
damage = ifelse(hitcount>=2, 20, 60), 10
getpower = 160, 160
givepower = 35
guardflag = M
hitflag = MAF
priority = 6
pausetime = 3, 5
sparkno = s5362
guard.sparkno = s2007
sparkxy = var(40), var(41)
hitsound  = s1275, 0
guardsound = s2, 0
ground.type = Low
air.juggle   = 8
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -10.0
ground.cornerpush.veloff = ifelse((prevstateno = 1000), -13, 0)
air.velocity = -3.5, -6.6
air.cornerpush.veloff = 0
guard.slidetime = 12
guard.hittime  = 16
guard.ctrltime = 18
guard.velocity = -9.0
yaccel = .50
air.fall = 1

[State 1050, 0]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
animtype = Hard
damage = ifelse(hitcount>=2, 20, 60), 10
getpower = 160, 160
givepower = 35
guardflag = M
hitflag = MAF
priority = 6
pausetime = 3, 5
sparkno = s5361
guard.sparkno = s2007
sparkxy = var(40), var(41)
hitsound  = s1275, 0
guardsound = s2, 0
ground.type = Low
air.juggle   = 8
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -10.0
ground.cornerpush.veloff = ifelse((prevstateno = 1000), -13, 0)
air.velocity = -3.5, -6.6
air.cornerpush.veloff = 0
guard.slidetime = 12
guard.hittime  = 16
guard.ctrltime = 18
guard.velocity = -9.0
yaccel = .50
air.fall = 1

[State 1050, 0]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
animtype = Hard
damage = ifelse(hitcount>=2, 20, 60), 10
getpower = 160, 160
givepower = 35
guardflag = M
hitflag = MAF
priority = 6
pausetime = 3, 5
air.juggle   = 8
sparkno = s5362
guard.sparkno = s2007
sparkxy = var(40), var(41)
hitsound  = s1275, 0
guardsound = s2, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -10.0
ground.cornerpush.veloff = ifelse((prevstateno = 1000), -13, 0)
air.velocity = -3.5, -6.6
air.cornerpush.veloff = 0
guard.slidetime = 12
guard.hittime  = 16
guard.ctrltime = 18
guard.velocity = -9.0
yaccel = .50
air.fall = 1

[State 1050, 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 1721

[Statedef 1721]
type     = S
movetype = A
physics  = S
velset   = 0
juggle   = 8
ctrl = 0
anim = 1721
hitcountpersist = 1

[State 9999]
type = VarRandom
trigger1 = 1
v = 40
range = -5, 5

[State 9999]
type = VarRandom
trigger1 = 1
v = 41
range = ifelse((Target,Statetype = A), -70, -35), ifelse((Target,Statetype = A), -90, -80)

[State 1051, 0]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
animtype = Hard
damage = ifelse(hitcount>=2, 20, 60), 10
getpower = 160, 160
givepower = 35
guardflag = M
hitflag = MAF
priority = 6
pausetime = 3, 2
sparkno = s5361
guard.sparkno = s2007
sparkxy = var(40), var(41)
hitsound  = s1275, 0
guardsound = s2, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = 0, -9.2
air.juggle   = 8
ground.cornerpush.veloff = 0
air.velocity = 0, -9.2
air.cornerpush.veloff = 0
guard.slidetime = 12
guard.hittime  = 16
guard.ctrltime = 18
guard.velocity = -9.0
yaccel = .50
air.fall = 1
fall = 1
fall.recover = 0

[State 1051, 0]
type = Width
trigger1 = 1
value = 20, 0

[State 1051, 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 1722

[Statedef 1722]
type     = S
movetype = A
physics  = S
velset   = 0
ctrl = 0
anim = 1722
hitcountpersist = 1

[State 9999]
type = VarRandom
trigger1 = 1
v = 40
range = -5, 5

[State 9999]
type = VarRandom
trigger1 = 1
v = 41
range = ifelse((Target,Statetype = A), -70, -35), ifelse((Target,Statetype = A), -90, -80)

[State 1052, 0]
type = Width
trigger1 = 1
value = 20, 0

[State 1051, 0]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
animtype = Hard
damage = ifelse(hitcount>=2, 20, 60), 10
getpower = 160, 160
givepower = 35
air.juggle   = 8
guardflag = M
hitflag = MAF
priority = 6
pausetime = 3, 2
sparkno = s5362
guard.sparkno = s2007
sparkxy = var(40), var(41)
hitsound  = s1275, 0
guardsound = s2, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = 0, -9.2
ground.cornerpush.veloff = 0
air.velocity = 0, -9.2
air.cornerpush.veloff = 0
guard.slidetime = 12
guard.hittime  = 16
guard.ctrltime = 18
guard.velocity = -9.0
yaccel = .50
air.fall = 1
fall = 1
fall.recover = 0

[State 1052, 0]
type = Envcolor
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1
;supermove = 1

[State 1052, 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------
------------------------------------------------

[Statedef 7650];ジャンプ吹き飛ばし
type = A
movetype = A
physics = A
anim = 5645
velset = 0
juggle = 14
ctrl = 0

[State 240, 1]
type = PlaySnd
trigger1 = Time = 5
trigger1 = random < 500
value = 5,2

[State 240, 2]
type = PlaySnd
trigger1 = time = 5
value = 0,1

[State 240, 2]
type = velset
trigger1 = time = 5
x = -2
y = -8

[State 500,5];超必殺エフェクト
type = Helper
trigger1 = time = 5
persistent = 0
id = 10001
name = "Hiper"
pos = 58,-68
postype = P1
stateno = 8820
helpertype = normal
keyctrl = 0
sprpriority = 15
size.xscale = .6
size.yscale = .6

[State 640, 3]
type = HitDef
triggerall = p2stateno != 5040
trigger1 = Time = 0
attr = S, NA
animtype = Hard
damage = 70,0
guardflag = MA
pausetime = 12,13
sparkno = s2002
guard.sparkno = s2004
sparkxy = -5,-55
hitsound = S10,5
guardsound = S2,1
ground.type = High
ground.slidetime = 20
ground.hittime = 23
ground.velocity = -5,-4
air.velocity = -3.5,-4
fall = 1
fall.recover = 0
getpower = 50

[State 640, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

[Statedef 8820];
type = S
movetype = A
physics = S
anim = 8200
ctrl = 0
sprpriority = 10
velset = 0,0
ownpal = 1

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
time= 500

[State 240, 2]
type = PlaySnd
trigger1 = time = 0
value = 7176,3

[State 1601]
type = Explod
triggerall = Time = [10,16]
trigger1 = (GameTime%2) = 1
anim = 2225
id = 814
sprpriority = 9
postype = p1
pos = 0,0
vel = 2 + (random%2),-2 + (random%2)
facing = -1
ownpal = 1

[State 1601]
type = Explod
triggerall = Time = [10,16]
trigger1 = (GameTime%2) = 1
anim = 2225
id = 814
sprpriority = 9
postype = p1
pos = 0,0
vel = -2 + (random%2),2 + (random%2)
facing = -1
ownpal = 1

[State 1601]
type = Explod
triggerall = Time = [10,16]
trigger1 = (GameTime%2) = 1
anim = 2225
id = 814
postype = p1
sprpriority = 9
pos = 0,0
vel = 2 + (random%2),2 + (random%2)
facing = -1
ownpal = 1

[State 1601]
type = Explod
triggerall = Time = [10,16]
trigger1 = (GameTime%2) = 1
anim = 2225
sprpriority = 9
postype = p1
pos = 0,0
vel = -2 + (random%2),-2 + (random%2)
facing = -1
ownpal = 1

[State 2000,7]
type = DestroySelf
trigger1 = animtime = 0
;------------------------------------------------------
-------------------------------------------------------

[Statedef 4513];ジャンプ吹き飛ばし
type = S
movetype = A
physics = S
anim = 4512
velset = 0
juggle = 14
ctrl = 0

[State 640, 4]
type = ChangeState
trigger1 = animtime = 0
value = 3054

[Statedef 3054];ジャンプ吹き飛ばし
type = A
movetype = A
physics = A
anim = 3054
velset = 4,-8
juggle = 14
ctrl = 0

[State 240, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3,2

[State 240, 1]
type = velset 
trigger1 = time = 13
y = -4

[State 240, 1]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 500
value = 5,0

[State 240, 2]
type = PlaySnd
trigger1 = TIME = 2
trigger2 = TIME = 10
trigger3 = TIME = 18
value = 0,3

[State 640, 3]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 6
attr = S, NA
animtype = Hard
damage = 70,0
guardflag = MA
pausetime = 6,5
sparkno = s2002
guard.sparkno = s2004
sparkxy = -10,-90
hitsound = S7,0
guardsound = S2,1
ground.type = High
ground.slidetime = 20
ground.hittime = 23
ground.velocity = -5,-8
air.velocity = -5,-7
fall = 1
fall.recover = 0
getpower = 50

[State 640, 3]
type = HitDef
trigger1 = animelem = 10
attr = S, NA
animtype = Hard
damage = 70,0
guardflag = MA
pausetime = 6,5
sparkno = s2002
guard.sparkno = s2004
sparkxy = -10,-90
hitsound = S7,0
guardsound = S2,1
ground.type = High
ground.slidetime = 20
ground.hittime = 23
ground.velocity = -4,-5
air.velocity = -3,-4
fall = 1
fall.recover = 0
getpower = 50

[State 640, 4]
type = ChangeState
trigger1 = animtime = 0
value = 50

;-------------------------------------------------
--------------------------------------------------

[Statedef 3056];ジャンプ吹き飛ばし
type = A
movetype = A
physics = A
anim = 2550
velset = 5,.4
juggle = 14
ctrl = 0

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = random < 500
value = 5,0

[State 240, 2]
type = PlaySnd
trigger1 = TIME = 1
trigger2 = TIME = 6
trigger3 = TIME = 11
value = 0,3

[State 640, 3]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype = Hard
damage = 70,0
guardflag = MA
pausetime = 9,9
sparkno = s2002
guard.sparkno = s2004
sparkxy = -5,-55
hitsound = S7,0
guardsound = S2,1
ground.type = High
ground.slidetime = 20
ground.hittime = 40
ground.velocity = -5,-3
air.velocity = -12,24
fall = 1
fall.recover = 0
getpower = 50

[State 640, 3]
type = HitDef
trigger1 = animelem = 6
trigger2 = animelem = 10
attr = S, NA
animtype = Hard
damage = 70,0
guardflag = MA
pausetime = 9,10
sparkno = s2002
guard.sparkno = s2004
sparkxy = -5,-55
hitsound = S7,0
guardsound = S2,1
ground.type = High
ground.slidetime = 20
ground.hittime = 23
ground.velocity = -4,-3
air.velocity = -10,6
fall = 1
fall.recover = 0
getpower = 50

[State 640, 4]
type = ChangeState
trigger1 = animtime = 0
value = 50

;-------------------------------------------------
--------------------------------------------------

[Statedef 3068];ジャンプ吹き飛ばし
type = S
movetype = A
physics = S
anim = 1755
velset = 0
juggle = 14
ctrl = 0

[State 640, 4]
type = PlaySnd
trigger1 = time = 6
value = 3,1

[State 640, 4]
type = PlaySnd
trigger1 = time = 4
value = 0,3

[State 640, 4]
type = ChangeState
trigger1 = animtime = 0
value = 3067

[Statedef 3067];ジャンプ吹き飛ばし
type = A
movetype = A
physics = A
anim = 1754
velset = 2,-8
juggle = 25
ctrl = 0

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = random < 500
value = 5,2

[State 240, 2]
type = PlaySnd
trigger1 = TIME = 0
value = 1955,0

[State 191,3];爆発
type = explod
trigger1 = time = 0
anim = 1565
postype = p1
scale = .95,.95
pos = 6,-5
bindtime = -1
removetime = -2
sprpriority = 8
ignorehitpause = 1
ownpal = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, HA
damage = 100, 10
getpower = 60,60
givepower = 0,0
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9, 12
sparkno = s5361
guard.sparkno = s2004
sparkxy = -20, -80
hitsound = s4615,0
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -4,-9
air.type = High
air.velocity = -4,-7
air.hittime = 12
yaccel = .41
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 7
envshake.ampl = 6
envshake.freq = 85

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = movehit = 1
value = s4615,1

[State 640, 4]
type = ChangeState
trigger1 = animtime = 0
value = 50

;------------------------------------------------
[Statedef 1065];a
type     = A
movetype = A
physics  = N
velset   = 0
ctrl = 0
anim = 4057
;hitcountpersist = 1

[State 1043.1];速度を与える
type = VelSet
trigger1 = time = 0
x = 3
y = 0

[State 1043.8];空中になるので、重力を与える
type = gravity
trigger1 = Animelem = 7,>= 3

[State 1043, 2];移動
type = VelSet
trigger1 = Animelem = 7,= 4
x = -4.7
y = -5.4

[State 1043.5];音
type = PlaySnd
trigger1 = AnimElem = 6
value = 0,1

[State 1043.5];音
type = PlaySnd
trigger1 = AnimElem = 6
value = 1955,0

[State 191,5]
type = explod
trigger1 = AnimElem = 6
anim = 3099
id = 4056
postype = p1
persistent = 0
pos = 110,-180
bindtime = 1
vel = 0,0
accel = 0,0
removetime = -2
sprpriority = 3
shadow = 0,0,0
ignorehitpause = 0
ownpal = 1
scale = 1,1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 100, 10
getpower = 50,50
givepower = 0,0
animtype = up
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 25, 25
sparkno = s5361
guard.sparkno = s2004
sparkxy = -20, -70
hitsound = s4615,2
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -4,24
air.type = High
air.velocity = -4,24
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 5
envshake.freq = 90
fall.envshake.ampl = 5
fall.envshake.freq = 85
fall.envshake.time = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 240, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 1002
ctrl = 1