;==========<TEAM SUPER>==========
[Statedef 4800]
type=S
physics=N
movetype=A
ctrl=0
velset=0,0


[State 4800, isP1]
type=changestate
trigger1=!time&&numpartner
trigger1=ID<partner,ID
value=4801


[State 4800, nopush]
type=playerpush
trigger1=1
value=0
[State 4800, turn]
type=turn
trigger1=!time&&numpartner
trigger1=ID>partner,ID&&facing=partner,facing
[State 4800, animdashforward]
type=changeanim
trigger1=!time&&numpartner
trigger1=facing*(-(partner,pos x)-pos x)>=0
value=100
[State 4800, animdashback]
type=changeanim
trigger1=!time&&numpartner
trigger1=ID>partner,ID&&facing*(-(partner,pos x)-pos x)<0
value=105



[State 4800, dashforward]
type=velset
trigger1=time=1
trigger1=facing*(-(partner,pos x)-pos x)>=0
x=6
[State 4800, dashforward]
type=velset
trigger1=time=1
trigger1=facing*(-(partner,pos x)-pos x)>=210
x=9

[State 4800, dashback]
type=velset
trigger1=time=1
trigger1=facing*(-(partner,pos x)-pos x)<0
x=-6
[State 4800, dashback]
type=velset
trigger1=time=1
trigger1=facing*(-(partner,pos x)-pos x)<=-210
x=-9

[State 4800, ready]
type=changestate
trigger1=facing*(-(partner,pos x)-pos x)=[-35,-25]
value=4801
[State 4800, end]
type=changestate
trigger1=numpartner!=1
trigger2=numpartner
trigger2=partner,movetype=H
trigger3=time>60
value=0
ctrl=1

;-----<READY>-----
[Statedef 4801]
type=S
physics=S
movetype=A
anim=195
ctrl=0
velset=0,0

[State 4801, end]
type=changestate
triggerall=numpartner=1
trigger1=partner,stateno=4801
trigger2=partner,stateno=4802
value=4802

[State 4801, end]
type=changestate
trigger1=numpartner!=1
trigger2=numpartner
trigger2=partner,movetype=H
trigger3=time>60
value=0
ctrl=1


;-----<SYNCHRONIZE>-----
[Statedef 4802]
type=S
physics=S
movetype=A
ctrl=0
velset=0,0

[State 4802, end]
type=changestate
triggerall=numpartner=1
trigger1=ID<partner,ID&&!time
trigger2=ID>partner,ID&&time=1
value=4810

[State 4802, end]
type=changestate
trigger1=numpartner!=1
trigger2=numpartner
trigger2=partner,movetype=H
trigger3=time>1
value=0
ctrl=1


;========================<SHUN GOKU SATSU>=============================
[Statedef 4810]
type=S
physics=S
movetype=A
anim=4000
ctrl=0
velset=0,0
juggle=15
[State 4810, strengthvar]
type=varset
trigger1=var(10)!=7
var(10)=7

[State 4810, snd]
type=playsnd
trigger1=!time
value=14,10
channel=0
volume=200
[State 4810, superchargehelper]
type=helper
trigger1=!time
helpertype=normal
stateno=6100
ID=6100
name="Super Charge"
postype=p1
pos=8,-103
ownpal=1
persistent=0
supermovetime=9999
[State 4810, superchargepause]
type=superpause
trigger1=!time
time=60
anim=-1
sound=s6,0
poweradd=-3000
p2defmul=1
darken=0
[State 4810, nhb]
type=nothitby
trigger1=time<10
time=1
value=SCA
[State 4810, vel]
type=velset
trigger1=1
x=4.5
[State 4810, snd]
type=playsnd
trigger1=animelemtime(1)>1
value=5,5
persistent=0

[State 4810, hit]
type=hitdef
trigger1=animelem=1
trigger1=var(11):=-1
attr=S,HT         
hitflag=M          
priority=7,Miss  
numhits=0  
sparkno=-1          
p1facing=1
p2facing=1
p1stateno=4811       
p2stateno=1114812     
guard.dist=0        
fall=1      
fall.recover=0
ID=4810

[State 4810, end]
type=changestate
trigger1=!animtime
value=0
ctrl=1
[State 4810, end]
type=changestate
trigger1=numpartner
trigger1=partner,numtarget(4810)
trigger1=((partner,target(4810)),pos x)-pos x<0
trigger1=(partner,pos x)-pos x<45
value=4811
ctrl=1


[Statedef 4811]
type=S
physics=S
movetype=A
anim=4001
ctrl=0
velset=0,0
juggle=15
[State 4811, anim]
type=changeanim
trigger1=1
value=4001
[State 4811, end]
type=changestate
trigger1=numpartner
trigger1=partner,stateno=4811
value=4000


;---TARGET---
[Statedef 1114812]
type=S
physics=N
movetype=H
velset=0,0
ctrl=0
[State 1114812, anim]
type=changeanim
trigger1=1
value=502