;僽乕儊儔儞儗僀僪
[Statedef 3100]
type    = S
movetype = A
physics = N
anim = 3100
juggle = 0
ctrl = 0
velset = 0,0
poweradd = -1000
facep2 = 1

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
fvar(1) = 0

[State -2, Varset]
type = Varset
trigger1 = time = 0
fvar(25) = fvar(0)
ignorehitpause = 1

[State -2, Varset]
type = Varset
trigger1 = time = 0
trigger1 = prevstateno = [1200,1450]
trigger1 = var(47)
fvar(27) = 0.75
ignorehitpause = 1

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(47) = 0

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(45) = 0

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(56) = 0

[State -2, varset]
type = varset
trigger1 = 1
var(25) = ifelse(time<=51,1,0)

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(10) = 4

[state 3700]
type = NotHitby
trigger1 = PalNo != 12
trigger1 = time = 0
value = SCA
time = 53

[state 3700]
type = NotHitby
trigger1 = PalNo = 12
value = SCA

[state 3700]
type = SuperPause
trigger1 = time = 0
time = 50
movetime = 50
sound = s2000,1
p2defmul = 1
anim = -1

[State 3000]
type = explod
trigger1 = time = 0
anim = 7200
pos = ceil(16*const(size.xscale)),ceil(-72*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 32
anim = 7300
pos = 160,floor(screenpos y)-ceil(67*const(size.yscale))
postype = left
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 43
anim = 7400
pos = 0, 0
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 4000, PalFX]
type = PalFX
trigger1 = time = 30
time = 4
color = 20
add = 10,10,100
sinadd = -20,-20,-110,10

[State 4000, PalFX]
type = PalFX
trigger1 = time = 36
time = 2
color = 20
add = 10,10,100
sinadd = -20,-20,-110,10

[State -2, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 999999999
trans = none
length = 5
timegap  = 3
framegap = 1
palcolor = 0
palinvertall = 0
palbright = 50,50,255
palcontrast = 255,255,255
palpostbright = 50,50,255
PalAdd = -40,-40,0
PalMul = 1,1,1

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(1) = 0
value = 3000,0
channel = 0

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 13
trigger3 = animelem = 22
trigger4 = animelem = 28
trigger5 = animelem = 36
value = 1,2

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(36) = 0
value = 0,3
channel = 0

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 220, 僸僢僩掕媊]
type = HitDef     
triggerall = !var(24) && !fvar(30)                              
triggerall = var(45) != 3100
trigger1 = (AnimElemtime(7) >= 0) && (AnimElemtime(9) < 0)                
attr = S, HA                     
damage = ceil(60*fvar(23)*fvar(25)*fvar(27)*fvar(28)*fvar(31)),ceil(13*fvar(23)*fvar(31))
priority = 6,Hit                
animtype = hard              
guardflag = M
hitflag = MAF                    
getpower = 0,0
givepower = 0,0               
pausetime = 6, 6
guard.pausetime = 6, 6               
sparkno = -1                     
guard.sparkno = S8410               
sparkxy = -15, ceil(-80*const(size.yscale))               
hitsound = S2,2
guardsound = S3,1
animtype  = hard
air.animtype  = up
ground.slidetime = 18
ground.hittime  = Ifelse(p2statetype = C, 20, 18)
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16
ground.velocity = -5.2*const(size.xscale)  
guard.velocity = -21.0*const(size.xscale)
air.velocity = -2.2*const(size.xscale),-4.2*const(size.yscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.xvelocity = -2.2*const(size.xscale)
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
yaccel = .60*const(size.yscale)  
id = 3100    

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !fvar(30)
triggerall = var(45) != 3101
trigger1 = (AnimElemtime(13) >= 0) && (AnimElemtime(15) < 0)       
attr = S, HA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = up
damage = ceil(50*fvar(23)*fvar(25)*fvar(27)*fvar(28)*fvar(31)),ceil(10*fvar(23)*fvar(31))
priority = 6,Hit
hitflag = MAF
guardflag = M
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1;S8160
guard.sparkno = S8410
sparkxy = -15, ceil(-86*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 18
ground.hittime = Ifelse(p2statetype = C, 20, 18)
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16
ground.velocity = -5.2*const(size.xscale)  
guard.velocity = -21.0*const(size.xscale)
air.velocity = -2.2*const(size.xscale),-4.2*const(size.yscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.xvelocity = -2.2*const(size.xscale)
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
yaccel = .60*const(size.yscale)  
id = 3101

[State 220, 僸僢僩掕媊]
type = HitDef     
triggerall = !var(24) && !fvar(30)                              
triggerall = var(45) != 3102
trigger1 = (AnimElemtime(22) >= 0) && (AnimElemtime(24) < 0)                
attr = S, HA                     
damage = ceil(60*fvar(23)*fvar(25)*fvar(27)*fvar(28)*fvar(31)),ceil(13*fvar(23)*fvar(31))
priority = 6,Hit                
animtype  = hard
air.animtype  = up
guardflag = M
hitflag = MAF                    
getpower = 0,0
givepower = 0,0               
pausetime = 6, 6 
guard.pausetime = 6, 6               
sparkno = -1                     
guard.sparkno = S8400               
sparkxy = -15, ceil(-80*const(size.yscale))              
hitsound = S2,2
guardsound = S3,1
ground.type = High               
ground.slidetime = 18
ground.hittime  = Ifelse(p2statetype = C, 20, 18)
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16
ground.velocity = -5.2*const(size.xscale)  
guard.velocity = -21.0*const(size.xscale)
air.velocity = -2.2*const(size.xscale),-4.2*const(size.yscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.xvelocity = -2.2*const(size.xscale)
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
yaccel = .60*const(size.yscale)  
id = 3102   

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !fvar(30)
triggerall = var(45) != 3103
trigger1 = (AnimElemtime(28) >= 0) && (AnimElemtime(30) < 0)       
attr = S, HA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = up
damage = ceil(50*fvar(23)*fvar(25)*fvar(27)*fvar(28)*fvar(31)),ceil(10*fvar(23)*fvar(31))
priority = 6,Hit
hitflag = MAF
guardflag = M
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1;S8160
guard.sparkno = S8410
sparkxy = -15, ceil(-86*const(size.yscale))  
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 30
air.hittime  = 18
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16
ground.velocity = -5.2*const(size.xscale)  
guard.velocity = -21.0*const(size.xscale)
air.velocity = -2.2*const(size.xscale),-11.0*const(size.yscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.xvelocity = -2.2*const(size.xscale)
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
yaccel = .60*const(size.yscale)  
id = 3103

[State 200, hitspark x]
type = VarSet
trigger1 = AnimelemTime(8) < 0
trigger2 = (AnimelemTime(15) >= 0) && (AnimelemTime(23) < 0)
var(42) = floor(ifelse(35+(abs(enemynear,Pos X - Pos X)/2)<95,35+(abs(enemynear,Pos X - Pos X)/2),95))
ignorehitpause = 1

[State 200, hitspark x]
type = VarSet
trigger1 = (AnimelemTime(8) >= 0) && (AnimelemTime(9) < 0)
trigger2 = (AnimelemTime(23) >= 0) && (AnimelemTime(24) < 0)
var(42) = 45
ignorehitpause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = AnimelemTime(8) < 0
trigger2 = (AnimelemTime(15) >= 0) && (AnimelemTime(23) < 0)
var(43) = -80
ignorehitpause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = (AnimelemTime(8) >= 0) && (AnimelemTime(9) < 0)
trigger2 = (AnimelemTime(23) >= 0) && (AnimelemTime(24) < 0)
var(43) = -50
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimelemTime(8) < 0
trigger2 = (AnimelemTime(15) >= 0) && (AnimelemTime(23) < 0)
var(44) = 8110
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = (AnimelemTime(8) >= 0) && (AnimelemTime(9) < 0)
trigger2 = (AnimelemTime(23) >= 0) && (AnimelemTime(24) < 0)
var(44) = 8120
ignorehitpause = 1

[State 200, hitspark x]
type = VarSet
trigger1 = (AnimelemTime(9) >= 0) && (AnimelemTime(15) < 0)
trigger2 = (AnimelemTime(24) >= 0) && (AnimelemTime(30) < 0)
var(42) = floor(ifelse(40+(abs(enemynear,Pos X - Pos X)/2)<100,40+(abs(enemynear,Pos X - Pos X)/2),100))

[State 200, hitspark y]
type = VarSet
trigger1 = (AnimelemTime(9) >= 0) && (AnimelemTime(15) < 0)
trigger2 = (AnimelemTime(24) >= 0) && (AnimelemTime(30) < 0)
var(43) = -86

[State 200, sparkno]
type = VarSet
trigger1 = (AnimelemTime(9) >= 0) && (AnimelemTime(15) < 0)
trigger2 = (AnimelemTime(24) >= 0) && (AnimelemTime(30) < 0)
var(44) = 8200

[State -2, posadd]
type = posadd
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(19) = 0
x = 18*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(20) = 0
trigger3 = animelemtime(7) = 0
trigger4 = animelemtime(22) = 0
x = 8*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(6) = 0
trigger2 = animelemtime(21) = 0
trigger3 = animelemtime(34) = 0
x = 2*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(13) = 0
trigger2 = animelemtime(28) = 0
x = 10*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(14) = 0
trigger2 = animelemtime(15) = 0
trigger3 = animelemtime(18) = 0
trigger4 = animelemtime(29) = 0
trigger5 = animelemtime(30) = 0
trigger6 = animelemtime(33) = 0
x = 4*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(35) = 0
x = 6*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(36) = 0
trigger2 = animelemtime(38) = 0
x = 8*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(39) = 0
x = 1*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(40) = 0
trigger2 = animelemtime(41) = 0
x = -8*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(42) = 0
x = -1*const(size.xscale)

[State 1000, HitDef]
type = HitDef
trigger1 = var(18) = 0
trigger1 = Animelem = 37
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 40
trigger1 = P2StateNo != [150,155]
attr = S, HT
hitflag = M- 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = ifelse(var(13)=1,-1,1)
p1stateno = ifelse(var(13)=1,3150,1050)
;p2stateno = ifelse(var(13)=1,3160,1055)
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 3150

[State 1000, HitDef]
type = HitDef
triggerall = var(18) = 0
triggerall = Animelem = 37
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5630]
attr = S, HT
hitflag = M 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = ifelse(var(13)=0,-1,1)
p1stateno = ifelse(var(13)=0,3150,1050)
;p2stateno = ifelse(var(13)=0,3160,1055)
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 3150

[State 1000, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(43) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(38) >= 0
movetype = I 

[State 920]
type = afterimage
trigger1 = AnimelemTime(42) = 0
time = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
; 僶僢僋僪儘僢僾(搳偘偨懁)
[Statedef 3150]
type    = S
movetype= A
physics = N
anim = 3150
SprPriority = 2

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 3160

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Alex"
value = 3162

[State 1200, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(6) = 0
value = S0,0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(8) = 0
value = S1,2

[State 1200, 9]
type = Width
trigger1 = animelemtime(10) < 0
edge = ceil(30*const(size.xscale)),ceil(40*const(size.xscale))

[State 1200, 9]
type = Width
trigger1 = animelemtime(10) >= 0
edge = ceil(30*const(size.xscale)),ceil(80*const(size.xscale))

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 810, posadd]
type = posadd
trigger1 = time = 0
x = -3*const(size.xscale)

[State 810, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
x = ceil(-20*const(size.xscale))

[State 810, posadd]
type = posadd
trigger1 = animelemtime(6) = 0
x = ceil(-20*const(size.xscale))

[State 810, posadd]
type = posadd
trigger1 = animelemtime(8) = 0
x = ceil(-20*const(size.xscale))

[State 810, posadd]
type = posadd
trigger1 = animelemtime(11) = 0
x = ceil(-28*const(size.xscale))

[State 810, posadd]
type = posadd
trigger1 = animelemtime(16) = 0
x = ceil(-35*const(size.xscale))

[State 810, posadd]
type = posadd
trigger1 = animelemtime(17) = 0
x = ceil(-48*const(size.xscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 3160
pos = ceil(100*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 3160
pos = ceil(100*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 3160
pos = ceil(100*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 3160
pos = ceil(60*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 3160
pos = ceil(30*const(size.xscale)), ceil(-60*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 3160
pos = ceil(35*const(size.xscale)), ceil(-55*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 3160
pos = ceil(30*const(size.xscale)), ceil(-65*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 3160
pos = ceil(40*const(size.xscale)), ceil(-70*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 3160
pos = ceil(25*const(size.xscale)), ceil(-75*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 3160
pos = ceil(5*const(size.xscale)), ceil(-95*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && P2StateNo = 3160
pos = ceil(-40*const(size.xscale)), ceil(-90*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 3162
pos = ceil(70*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 3162
pos = ceil(70*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 3162
pos = ceil(70*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 3162
pos = ceil(85*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 3162
pos = ceil(51*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 3162
pos = ceil(85*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 3162
pos = ceil(50*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 3162
pos = ceil(55*const(size.xscale)), ceil(-2*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 3162
pos = ceil(26*const(size.xscale)), ceil(-3*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 3162
pos = ceil(3*const(size.xscale)), ceil(-21*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && P2StateNo = 3162
pos = ceil(-22*const(size.xscale)), ceil(-53*const(size.yscale))

[State -2, HitAdd]
type = HitAdd
trigger1 = P2stateno = 3161
trigger2 = P2stateno = 3163
value = 1
persistent = 0

[State -2, TargetLifeadd]
type = TargetLifeadd
trigger1 = P2stateno = 3161
trigger2 = P2stateno = 3163
value = ceil(-250*fvar(0)*fvar(24)*fvar(31)*(const(data.attack)*0.01))
persistent = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = P2stateno = 3161
trigger2 = P2stateno = 3163
fvar(15) = 1
persistent = 0

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(23) > 1.0
trigger1 = P2stateno = 5100
trigger2 = P2stateno = 3162
fvar(23) = -0.0625
persistent = 0

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(24) > 1.0
trigger1 = P2stateno = 3161
trigger2 = P2stateno = 3163
fvar(24) = -0.0625
persistent = 0

[State 810, Explod]
type = Explod
trigger1 = P2stateno = 3161
trigger2 = P2stateno = 3163
ID = 6700
anim = 6700
postype = p2
pos = -20,0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 5

[State 810, Explod]
type = null;Explod
trigger1 = P2stateno = 3161
trigger2 = P2stateno = 3163
ID = 6500
anim = 6500
postype = p2
pos = -20,0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -1

[State 810, Explod]
type = Explod
trigger1 = P2stateno = 3161
trigger2 = P2stateno = 3163
anim = 6920
postype = p2
pos = -20,0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100

[State 810, Explod]
type = Explod
trigger1 = P2stateno = 3161
trigger2 = P2stateno = 3163
anim = 6930
postype = p2
pos = -20,0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100

[State -2, helper]
type = helper
trigger1 = P2stateno = 3161
trigger2 = P2stateno = 3163
stateno = 7700
id = 7700
postype = p2
pos = -20,0
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
persistent = 0

[State 5110, 6]
type = PlaySnd
trigger1 = P2stateno = 3161
trigger2 = P2stateno = 3163
value = S5100,1
persistent = 0

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僶僢僋僪儘僢僾(搳偘傜傟偨懁)1
[Statedef 3160]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3160

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
value = 3161+(facing=-1)*100000

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = ifelse(animelemtime(11)<0,0,1)
movecamera = 1,0

[State 810, velset]
type = velset
trigger1 = animelemtime(11) = 4
x = -8.0
y = 3.0

[State 810, velset]
type = veladd
trigger1 = animelemtime(11) >= 4
y = .60

[State 5110, 8]
type = VelSet
trigger1 = animelemtime(11) > 4
trigger1 = vel Y > 0
trigger1 = pos Y >= -15
x = -2.0

[State 811, Changestate]
type = Changestate
trigger1 = animelemtime(11) > 5
trigger1 = vel Y > 0
trigger1 = pos Y >= -15
value = 3161

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僶僢僋僪儘僢僾(搳偘傜傟偨懁)2
[Statedef 3161]
type    = L
movetype= H
physics = N

[State -2, VarSet]
type = VarSet
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name="Ryu"||name="Ken"||name="Gouki"||name="sean"||name="Hugo"||name="Ibuki"||name="Gill"
var(7) = 0

[State -2, VarSet]
type = VarSet
triggerall = authorname = "GM"
triggerall = name="Ryu"||name="Ken"||name="Gouki"||name="sean"||name="Hugo"||name="Ibuki"||name="Gill"
Triggerall = time <= 5
Trigger1 = command = "quick"
var(7) = 1

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2]
type = ChangeAnim
trigger1 = time = 0
value = 5100+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 810, Envshake]
type = Envshake
trigger1 = Time = 3
time = 16
freq = 120
ampl = -8

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = SelfState
trigger1 = AnimTime = 0
value = 5101

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僶僢僋僪儘僢僾(搳偘傜傟偨懁)3rd愱梡anim
[Statedef 3162]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3162

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = ifelse(animelemtime(11)<0,0,1)
movecamera = 1,0

[State 810, velset]
type = velset
trigger1 = animelemtime(11) = 4
x = -10.0
y = 3.0

[State 810, velset]
type = veladd
trigger1 = animelemtime(11) >= 4
y = .60

[State 811, SelfState]
type = changestate
trigger1 = animelemtime(11) > 4
trigger1 = vel Y > 0
trigger1 = pos Y >= -5
value = 3163

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僶僢僋僪儘僢僾(搳偘傜傟偨懁)3rd愱梡anim2
[Statedef 3163]
type    = L
movetype= H
physics = N
ctrl = 0

[State -2, VarSet]
type = VarSet
Trigger1 = time = 0
var(7) = 0

[State -2, VarSet]
type = VarSet
Triggerall = var(50) = 0
Triggerall = time <= 5
Trigger1 = command = "quick"
var(7) = 1

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim2
trigger1 = time = 0
value = 5101

[State 810, Envshake]
type = Envshake
trigger1 = Time = 3
time = 16
freq = 120
ampl = -8

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 8]
type = VelMul
trigger1 = 1
x = .60

[State 5110, 8]
type = VelSet
trigger1 = animtime = 0
x = -3.0

[State 813]
type = SelfState
trigger1 = animtime = 0
value = 5101

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僽乕儊儔儞儗僀僪俀
[Statedef 3110]
type    = S
movetype = A
physics = N
anim = 3110
juggle = 0
ctrl = 0
velset = 0,0
poweradd = -1000
facep2 = 1

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
fvar(1) = 0

[State -2, Varset]
type = Varset
trigger1 = time = 0
fvar(25) = fvar(0)
ignorehitpause = 1

[State -2, Varset]
type = Varset
trigger1 = time = 0
trigger1 = prevstateno = [1200,1450]
trigger1 = var(47)
fvar(27) = 0.75
ignorehitpause = 1

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(47) = 0

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(45) = 0

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(56) = 0

[State -2, varset]
type = varset
trigger1 = 1
var(25) = ifelse(time<=51,1,0)

[state 3700]
type = NotHitby
trigger1 = PalNo != 12
trigger1 = time = 0
value = SCA
time = 53

[state 3700]
type = NotHitby
trigger1 = PalNo = 12
value = SCA

[state 3700]
type = SuperPause
trigger1 = time = 0
time = 50
movetime = 50
sound = s2000,1
p2defmul = 1
anim = -1

[State 3000]
type = explod
trigger1 = time = 0
anim = 7200
pos = ceil(16*const(size.xscale)),ceil(-72*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 32
anim = 7300
pos = 160,floor(screenpos y)-ceil(67*const(size.yscale))
postype = left
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 43
anim = 7400
pos = 0, 0
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 4000, PalFX]
type = PalFX
trigger1 = time = 30
time = 4
color = 20
add = 10,10,100
sinadd = -20,-20,-110,10

[State 4000, PalFX]
type = PalFX
trigger1 = time = 36
time = 2
color = 20
add = 10,10,100
sinadd = -20,-20,-110,10

[State -2, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 999999999
trans = none
length = 5
timegap  = 3
framegap = 1
palcolor = 0
palinvertall = 0
palbright = 50,50,255
palcontrast = 255,255,255
palpostbright = 50,50,255
PalAdd = -40,-40,0
PalMul = 1,1,1

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(1) = 0
value = 3000,0
channel = 0

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 13
trigger3 = animelem = 22
trigger4 = animelem = 28
trigger5 = animelem = 36
value = 1,2

[State 1120, Position]
type = PosSet
trigger1 = AnimElemtime(35) < 0
y = 0

[State 220, 僸僢僩掕媊]
type = HitDef     
triggerall = !var(24) && !fvar(30)                              
triggerall = var(45) != 3100
trigger1 = (AnimElemtime(7) >= 0) && (AnimElemtime(9) < 0)                
attr = S, HA                     
damage = ceil(40*fvar(23)*fvar(25)*fvar(27)*fvar(28)*fvar(31)),ceil(13*fvar(23)*fvar(31))
priority = 6,Hit                
animtype = hard              
guardflag = M
hitflag = MAF                    
getpower = 0,0
givepower = 0,0               
pausetime = 6, 6
guard.pausetime = 6, 6               
sparkno = -1                     
guard.sparkno = S8410               
sparkxy = -15, ceil(-80*const(size.yscale))               
hitsound = S2,2
guardsound = S3,1
animtype  = hard
air.animtype  = up
ground.slidetime = 18
ground.hittime  = Ifelse(p2statetype = C, 20, 18)
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16
ground.velocity = -5.2*const(size.xscale)  
guard.velocity = -7.0*const(size.xscale)
air.velocity = -2.2*const(size.xscale),-4.2*const(size.yscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.xvelocity = -2.2*const(size.xscale)
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
yaccel = .60*const(size.yscale)  
id = 3100    

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !fvar(30)
triggerall = var(45) != 3101
trigger1 = (AnimElemtime(13) >= 0) && (AnimElemtime(15) < 0)       
attr = S, HA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = up
damage = ceil(50*fvar(23)*fvar(25)*fvar(27)*fvar(28)*fvar(31)),ceil(10*fvar(23)*fvar(31))
priority = 6,Hit
hitflag = MAF
guardflag = M
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1;S8160
guard.sparkno = S8410
sparkxy = -15, ceil(-86*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 18
ground.hittime = Ifelse(p2statetype = C, 20, 18)
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16
ground.velocity = -5.2*const(size.xscale)  
guard.velocity = -7.0*const(size.xscale)
air.velocity = -2.2*const(size.xscale),-4.2*const(size.yscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.xvelocity = -2.2*const(size.xscale)
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
yaccel = .60*const(size.yscale)  
id = 3101

[State 220, 僸僢僩掕媊]
type = HitDef     
triggerall = !var(24) && !fvar(30)                              
triggerall = var(45) != 3102
trigger1 = (AnimElemtime(22) >= 0) && (AnimElemtime(24) < 0)                
attr = S, HA                     
damage = ceil(40*fvar(23)*fvar(25)*fvar(27)*fvar(28)*fvar(31)),ceil(13*fvar(23)*fvar(31))
priority = 6,Hit                
animtype  = hard
air.animtype  = up
guardflag = M
hitflag = MAF                    
getpower = 0,0
givepower = 0,0               
pausetime = 6, 6 
guard.pausetime = 6, 6               
sparkno = -1                     
guard.sparkno = S8410               
sparkxy = -15, ceil(-80*const(size.yscale))              
hitsound = S2,2
guardsound = S3,1
ground.type = High               
ground.slidetime = 18
ground.hittime  = Ifelse(p2statetype = C, 20, 18)
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16
ground.velocity = -5.2*const(size.xscale)  
guard.velocity = -7.0*const(size.xscale)
air.velocity = -2.2*const(size.xscale),-4.2*const(size.yscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.xvelocity = -2.2*const(size.xscale)
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
yaccel = .60*const(size.yscale)  
id = 3102   

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !fvar(30)
triggerall = var(45) != 3103
trigger1 = (AnimElemtime(28) >= 0) && (AnimElemtime(30) < 0)       
attr = S, HA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = back
damage = ceil(50*fvar(23)*fvar(25)*fvar(27)*fvar(28)*fvar(31)),ceil(10*fvar(23)*fvar(31))
priority = 6,Hit
hitflag = MAF
guardflag = M
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1;S8160
guard.sparkno = S8410
sparkxy = -15, ceil(-86*const(size.yscale))  
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 30
air.hittime  = 18
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16
ground.velocity = -5.2*const(size.xscale)  
guard.velocity = -7.0*const(size.xscale)
air.velocity = -2.2*const(size.xscale),-7.0*const(size.yscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.xvelocity = -2.2*const(size.xscale)
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
yaccel = .60*const(size.yscale)  
id = 3103

[State 200, hitspark x]
type = VarSet
trigger1 = AnimelemTime(8) < 0
trigger2 = (AnimelemTime(15) >= 0) && (AnimelemTime(23) < 0)
var(42) = floor(ifelse(35+(abs(enemynear,Pos X - Pos X)/2)<95,35+(abs(enemynear,Pos X - Pos X)/2),95))
ignorehitpause = 1

[State 200, hitspark x]
type = VarSet
trigger1 = (AnimelemTime(8) >= 0) && (AnimelemTime(9) < 0)
trigger2 = (AnimelemTime(23) >= 0) && (AnimelemTime(24) < 0)
var(42) = 45
ignorehitpause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = AnimelemTime(8) < 0
trigger2 = (AnimelemTime(15) >= 0) && (AnimelemTime(23) < 0)
var(43) = -80
ignorehitpause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = (AnimelemTime(8) >= 0) && (AnimelemTime(9) < 0)
trigger2 = (AnimelemTime(23) >= 0) && (AnimelemTime(24) < 0)
var(43) = -50
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimelemTime(8) < 0
trigger2 = (AnimelemTime(15) >= 0) && (AnimelemTime(23) < 0)
var(44) = 8110
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = (AnimelemTime(8) >= 0) && (AnimelemTime(9) < 0)
trigger2 = (AnimelemTime(23) >= 0) && (AnimelemTime(24) < 0)
var(44) = 8120
ignorehitpause = 1

[State 200, hitspark x]
type = VarSet
trigger1 = (AnimelemTime(9) >= 0) && (AnimelemTime(15) < 0)
trigger2 = (AnimelemTime(24) >= 0) && (AnimelemTime(30) < 0)
var(42) = floor(ifelse(40+(abs(enemynear,Pos X - Pos X)/2)<100,40+(abs(enemynear,Pos X - Pos X)/2),100))

[State 200, hitspark y]
type = VarSet
trigger1 = (AnimelemTime(9) >= 0) && (AnimelemTime(15) < 0)
trigger2 = (AnimelemTime(24) >= 0) && (AnimelemTime(30) < 0)
var(43) = -86

[State 200, sparkno]
type = VarSet
trigger1 = (AnimelemTime(9) >= 0) && (AnimelemTime(15) < 0)
trigger2 = (AnimelemTime(24) >= 0) && (AnimelemTime(30) < 0)
var(44) = 8200

[State -2, posadd]
type = posadd
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(19) = 0
x = 18*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(20) = 0
trigger3 = animelemtime(34) = 0
x = 2*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(9) = 0
trigger2 = animelemtime(24) = 0
x = -3*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(10) = 0
trigger2 = animelemtime(25) = 0
x = -7*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(11) = 0
trigger2 = animelemtime(26) = 0
x = 8*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(27) = 0
x = 15*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(13) = 0
trigger2 = animelemtime(28) = 0
x = 10*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(14) = 0
trigger2 = animelemtime(15) = 0
trigger3 = animelemtime(18) = 0
trigger4 = animelemtime(29) = 0
trigger5 = animelemtime(30) = 0
trigger6 = animelemtime(33) = 0
x = 4*const(size.xscale)

[State 420, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 37
value = S1000,0
channel = 0

[State 420, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 40
value = 1, 2

[State 420, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && !fvar(30)
triggerall = var(45) != 3104
trigger1 = (AnimElemtime(38) >= 0) && (AnimElemtime(40) < 0)       
attr = S, HA
damage = ceil(50*fvar(23)*fvar(25)*fvar(27)*fvar(28)*fvar(31)),ceil(13*fvar(23)*fvar(31))
priority = 6,Hit
getpower = 0,0
givepower = 0,0               
animtype  = hard
air.animtype  = back
hitflag = MAF
guardflag = M
pausetime = 12,11
guard.pausetime = 12,11
sparkno = -1
guard.sparkno = S8410
sparkxy = -15,ceil(-67*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 18
ground.hittime  = Ifelse(p2statetype = C, 18, 16)   
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16     
ground.velocity = -3.0*const(size.xscale),-9.5*const(size.yscale)
guard.velocity = -8.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0            
air.type = Low  
air.hittime = 16      
air.velocity = -3.0*const(size.xscale),-6.5*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)   
id = 3104   

[State 420, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && !fvar(30)
triggerall = var(45) != 3105
trigger1 = (AnimElemtime(40) >= 0) && (AnimElemtime(41) < 0)       
attr = A, HA
damage = ceil(40*fvar(23)*fvar(25)*fvar(27)*fvar(28)*fvar(31)),ceil(13*fvar(23)*fvar(31))
priority = 6,Hit
getpower = 0,0
givepower = 0,0               
animtype  = hard
air.animtype  = back
hitflag = MAF
guardflag = M
pausetime = 12,11
guard.pausetime = 12, 11
sparkno = -1
guard.sparkno = S8410
sparkxy = -15,ceil(-67*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 16
ground.hittime  = Ifelse(p2statetype = C, 18, 16)   
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16     
ground.velocity = -3.0*const(size.xscale),-12.5*const(size.yscale) 
guard.velocity = -8.0*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0            
air.type = Low  
air.hittime = 18      
air.velocity = -3.0*ifelse(p2dist X>=20,1,-1)*const(size.xscale),-6.5*const(size.yscale) 
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
P2facing = ifelse(p2statetype!=A,1,ifelse(p2dist X>=20,1,-1))
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .60*const(size.yscale)     
id = 3105 

[State 240, posadd]
type = posadd
trigger1 = animelemtime(35) = 0
x = 16*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(36) = 0
x = 16*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(37) = 0
x = 8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(38) = 0
x = 16*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(39) = 0
x = 16*const(size.xscale)

[State 200, hitspark x]
type = VarSet
trigger1 = AnimElemtime(40) < 0
var(42) = 42
ignorehitpause = 1

[State 200, hitspark x]
type = VarSet
trigger1 = AnimElemtime(40) >= 0
var(42) = 39
ignorehitpause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = AnimElemtime(40) < 0
var(43) = -76
ignorehitpause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = AnimElemtime(40) >= 0
var(43) = -114
ignorehitpause = 1

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(40) = 0
x = 1.6
y = -4.0

[State 1200, veladd]
type = veladd
trigger1 = (animelemtime(40) >= 0) && (animelemtime(45) < 0)
y = .20

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 40
StateType = A
physics = N

[State 620, 壒傪柭傜偡]
type = PlaySnd
trigger1 = anim = 3110
trigger1 = animelem = 44
value = 1,2

[State 620, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && !fvar(30)
triggerall = var(45) != 3106
trigger1 = AnimElemtime(45) >= 0
attr = A, HA
damage = ceil(90*fvar(23)*fvar(25)*fvar(27)*fvar(28)*fvar(31)),ceil(20*fvar(23)*fvar(31))
priority = 7,Hit
getpower = 0,0
givepower = 0,0 
animtype  = up
hitflag = MAF
guardflag = H
pausetime = 14,15
sparkno = -1
guard.sparkno = S8410
sparkxy = -15, ceil(-76*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = High
ground.slidetime = 6
ground.hittime = 15
guard.hittime = 15
guard.slidetime = 6
guard.ctrltime = 15
ground.velocity = -6.5*const(size.xscale), 20*const(size.yscale)
air.type = Low
air.velocity = -6.5*const(size.xscale), 20*const(size.yscale)
air.hittime = 20
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
yaccel = .50*const(size.yscale)
id = 3106

[State 200, hitspark x]
type = VarSet
trigger1 = (AnimElemtime(45) >= 0) && (animelemtime(46) < 0)
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<90,30+(abs(enemynear,Pos X-Pos X)/2),90))

[State 200, hitspark x]
type = VarSet
trigger1 = animelemtime(46) >= 0
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<50,20+(abs(enemynear,Pos X-Pos X)/2),50))

[State 200, hitspark y]
type = VarSet
trigger1 = (AnimElemtime(45) >= 0) && (animelemtime(46) < 0)
var(43) = -76

[State 200, hitspark y]
type = VarSet
trigger1 = animelemtime(6) >= 0
var(43) = -62

[State 200, sparkno]
type = VarSet
trigger1 = animelemtime(5) >= 0
var(44) = 8280

[State 920]
type = StateTypeSet
trigger1 = anim = 3110
trigger1 = animelemtime(47) >= 0
movetype = I 

[State 1200, Gravity]
type = VelAdd
trigger1 = animelemtime(45) >= 0
y = Const(movement.yaccel)*const(size.yscale)

[State 610, ChangeState]
type = ChangeState
trigger1 = animelemtime(41) >= 0
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 53
