;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
; 僗儔僢僔儏僄儖儃乕(彫)
[Statedef 1400]
type    = S
movetype= A                      
physics = S  
anim = 1400 
velset = 0,0                   
juggle = 0                   
ctrl = 0                                               
;poweradd = 30                    
sprpriority = 2  
facep2 = 1                

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = animelemtime(8) < 0
value = , AP

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(10) = -1
value = 30

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = fvar(30) = 0
triggerall = var(45) != 1400
trigger1 = (animelemtime(9) >= 0) && (animelemtime(11) < 0)  
attr = S, SA
getpower = 40,10
givepower = 20, 0
animtype  = hard
air.animtype  = up
damage = ceil(100*fvar(0)*fvar(23)*fvar(28)*fvar(31)),ceil(13*fvar(23)*fvar(31))
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.pausetime = 10,10
sparkno = -1;S8160
guard.sparkno = S8410
sparkxy = -15, ceil((-87+(animelem=9)*15)*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 15
ground.hittime  = Ifelse(p2statetype = C, 20, 18)
guard.hittime = 15
guard.slidetime = 15
guard.ctrltime = 15
ground.velocity = -13.5*const(size.xscale)
guard.velocity = -13.5*const(size.xscale) 
air.type = Low 
air.velocity = -5.5*const(size.xscale),-8.0*const(size.yscale)   
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale) 
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
P2facing = 1
id = 1400

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(30+(abs(enemynear,Pos X - Pos X)/2)<80,30+(abs(enemynear,Pos X - Pos X)/2),80))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -87+(animelem=9)*16

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8270

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

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

[State 350, 4]
type = VelSet
trigger1 = animelemtime(2) = 0
x = 13.2*const(size.xscale)

[State 350, 3]
type = posadd
trigger1 = animelemtime(2) = 0
x = ceil(10*const(size.xscale))

[State 350, 3]
type = posadd
trigger1 = animelemtime(3) = 0
x = ceil(10*const(size.xscale))

[State 350, 3]
type = posadd
trigger1 = animelemtime(8) = 0
x = ceil(5*const(size.xscale))

[State 350, 4]
type = VelSet
trigger1 = animelemtime(14) = 0
x = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 3
channel = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1, 2

[State 810, Explod]
type = Explod
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(7) = 0
trigger3 = animelemtime(10) = 0
ID = 6200
anim = 6200
postype = p1
pos = ceil(-15*const(size.xscale)), ceil(-5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(7) = 0
trigger3 = animelemtime(10) = 0
ID = 6250
anim = 6250
postype = p1
pos = ceil(-90*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(11) = 0
ID = 6200
anim = 6200
postype = p1
pos = ceil(30*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(11) = 0
ID = 6200
anim = 6200
postype = p1
pos = ceil(-50*const(size.xscale)), ceil(5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(13) = 0
ID = 6200
anim = 6200
postype = p1
pos = ceil(40*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(13) = 0
ID = 6200
anim = 6200
postype = p1
pos = ceil(-40*const(size.xscale)), ceil(5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(18) >= 0
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(11) >= 0
movetype = I 

[State 350, 12]
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
; 僗儔僢僔儏僄儖儃乕(拞)
[Statedef 1410]
type    = S
movetype= A                      
physics = S  
anim = 1410                    
velset = 0,0
juggle = 0                   
ctrl = 0                                               
;poweradd = 30                    
sprpriority = 2  
facep2 = 1                

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = animelemtime(8) < 0
value = , AP

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(10) = -1
value = 30

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = fvar(30) = 0
triggerall = var(45) != 1410
trigger1 = (animelemtime(9) >= 0) && (animelemtime(11) < 0)
attr = S, SA
getpower = 40,10
givepower = 20, 0
animtype  = hard
air.animtype  = up
damage = ceil(120*fvar(0)*fvar(23)*fvar(28)*fvar(31)),ceil(15*fvar(23)*fvar(31))
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.pausetime = 10,10
sparkno = -1;S8160
guard.sparkno = S8410
sparkxy = -15, ceil((-87+(animelem=9)*16)*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 15
ground.hittime  = Ifelse(p2statetype = C, 25, 23)
guard.hittime = 15
guard.slidetime = 15
guard.ctrltime = 15
ground.velocity = -13.5*const(size.xscale)
guard.velocity = -13.5*const(size.xscale)
air.type = Low 
air.velocity = -5.5*const(size.xscale),-8.0*const(size.yscale)  
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
P2facing = 1
id = 1410

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(30+(abs(enemynear,Pos X - Pos X)/2)<80,30+(abs(enemynear,Pos X - Pos X)/2),80))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -87+(animelem=9)*16

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8270

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

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

[State 350, 4]
type = VelSet
trigger1 = animelemtime(2) = 0
x = 22*const(size.xscale)

[State 350, 3]
type = posadd
trigger1 = animelemtime(2) = 0
x = ceil(10*const(size.xscale))

[State 350, 3]
type = posadd
trigger1 = animelemtime(3) = 0
x = ceil(10*const(size.xscale))

[State 350, 3]
type = posadd
trigger1 = animelemtime(8) = 0
x = ceil(5*const(size.xscale))

[State 350, 4]
type = VelSet
trigger1 = animelemtime(14) = 0
x = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 3
channel = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1, 2

[State 810, Explod]
type = Explod
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(7) = 0
trigger3 = animelemtime(10) = 0
ID = 6200
anim = 6200
postype = p1
pos = ceil(-15*const(size.xscale)), ceil(-5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(7) = 0
trigger3 = animelemtime(10) = 0
ID = 6250
anim = 6250
postype = p1
pos = ceil(-90*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(11) = 0
ID = 6200
anim = 6200
postype = p1
pos = ceil(30*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(11) = 0
ID = 6200
anim = 6200
postype = p1
pos = ceil(-50*const(size.xscale)), ceil(5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(13) = 0
ID = 6200
anim = 6200
postype = p1
pos = ceil(40*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(13) = 0
ID = 6200
anim = 6200
postype = p1
pos = ceil(-40*const(size.xscale)), ceil(5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(18) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(11) >= 0
movetype = I 

[State 350, 12]
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
; 僗儔僢僔儏僄儖儃乕(戝)
[Statedef 1420]
type    = S
movetype= A                      
physics = S  
anim = 1420                    
velset = 0,0
juggle = 0                   
ctrl = 0                                               
;poweradd = 30                    
sprpriority = 2  
facep2 = 1                

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = animelemtime(8) < 0
value = , AP

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(10) = -1
value = 30

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = fvar(30) = 0
triggerall = var(45) != 1420
trigger1 = (animelemtime(9) >= 0) && (animelemtime(11) < 0)
attr = S, SA
getpower = 40,10
givepower = 20,0
animtype  = hard
air.animtype  = up
damage = ceil(140*fvar(0)*fvar(23)*fvar(28)*fvar(31)),ceil(18*fvar(23)*fvar(31))
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.pausetime = 10,10
sparkno = -1;S8160
guard.sparkno = S8410
sparkxy = -15, ceil((-87+(animelem=9)*16)*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 15
ground.hittime  = Ifelse(p2statetype = C, 24, 22)
guard.hittime = 15
guard.slidetime = 15
guard.ctrltime = 15
ground.velocity = -13.5*const(size.xscale)
guard.velocity = -13.5*const(size.xscale)
air.type = Low 
air.velocity = -5.5*const(size.xscale),-8.0*const(size.yscale)  
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
P2facing = 1
id = 1420

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(30+(abs(enemynear,Pos X - Pos X)/2)<80,30+(abs(enemynear,Pos X - Pos X)/2),80))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -87+(animelem=9)*16

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8270

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

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

[State 350, 4]
type = VelSet
trigger1 = animelemtime(2) = 0
x = 30.8*const(size.xscale)

[State 350, 3]
type = posadd
trigger1 = animelemtime(2) = 0
x = ceil(10*const(size.xscale))

[State 350, 3]
type = posadd
trigger1 = animelemtime(3) = 0
x = ceil(10*const(size.xscale))

[State 350, 3]
type = posadd
trigger1 = animelemtime(8) = 0
x = ceil(5*const(size.xscale))

[State 350, 4]
type = VelSet
trigger1 = animelemtime(14) = 0
x = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 3
channel = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1, 2

[State 810, Explod]
type = Explod
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(7) = 0
trigger3 = animelemtime(10) = 0
ID = 6200
anim = 6200
postype = p1
pos = ceil(-15*const(size.xscale)), ceil(-5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(7) = 0
trigger3 = animelemtime(10) = 0
ID = 6250
anim = 6250
postype = p1
pos = ceil(-90*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(11) = 0
ID = 6200
anim = 6200
postype = p1
pos = ceil(30*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(11) = 0
ID = 6200
anim = 6200
postype = p1
pos = ceil(-50*const(size.xscale)), ceil(5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(13) = 0
ID = 6200
anim = 6200
postype = p1
pos = ceil(40*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(13) = 0
ID = 6200
anim = 6200
postype = p1
pos = ceil(-40*const(size.xscale)), ceil(5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(19) >= 2
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(11) >= 0
movetype = I 

[State 350, 12]
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
; 僗儔僢僔儏僄儖儃乕(EX)
[Statedef 1430]
type    = S
movetype= A                      
physics = S  
anim = 1430                    
velset = 0,0
juggle = 0                   
ctrl = 0                                               
poweradd = -500                    
sprpriority = 2  
facep2 = 1                

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

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = animelemtime(8) < 0
value = , AP

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State 1050, Palfix]
type = PalFX
trigger1 = gametime%2 = 0
trigger1 = animelemtime(14) < 0
time = 1
add = 120,80,0
sinadd = 64,32,5,3
ignorehitpause = 1

[State 1000, 1]
type = AfterImage
trigger1 = animelemtime(1) = 0
time = 999999999
trans = add
length   = 4
timegap  = 2
framegap = 1
PalBright = 30 , 30 , 0
PalContrast = 255 , 255 , 0
PalAdd = 0 , 0 , 0
PalMul = .6 , .6 , 0
IgnoreHitPause = 1
Persistent = 1

[State -3]
type = AfterImage
trigger1 = animelemtime(15) = 0
time = 0

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 7700
anim = 7700
postype = p1
pos = ceil(28*const(size.yscale)), ceil(-76*const(size.yscale))
persistent = 0
velocity = 0, 0
accel = 0, 0
bindtime = -1
removetime = 11
removeongethit = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 1050, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 1
value = 2000, 0

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = fvar(30) = 0
triggerall = var(45) != 1430
trigger1 = (animelemtime(5) >= 0) && (animelemtime(7) < 0)
attr = S, SA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = up
damage = ceil(90*fvar(23)*fvar(25)*fvar(28)*fvar(31)),ceil(18*fvar(23)*fvar(31))
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.pausetime = 10,10
sparkno = -1;S8160
guard.sparkno = S8410
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 14
ground.hittime  = Ifelse(p2statetype = C, 18, 16)
guard.hittime = 14
guard.slidetime = 14
guard.ctrltime = 14
ground.velocity = -13.5*const(size.xscale)
guard.velocity = -13.5*const(size.xscale)
air.type = Low 
air.velocity = -5.5*const(size.xscale),-8.0*const(size.yscale)  
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
P2facing = 1
id = 1430

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = fvar(30) = 0
triggerall = var(45) != 1431
trigger1 = (animelemtime(10) >= 0) && (animelemtime(12) < 0)
attr = S, SA
getpower = 0,0
givepower = 0,0
animtype  = up
air.animtype  = up
damage = ceil(100*fvar(23)*fvar(25)*fvar(28)*fvar(31)),ceil(18*fvar(23)*fvar(31))
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 12,12
guard.pausetime = 12,12
sparkno = -1;S8160
guard.sparkno = S8410
sparkxy = -15, ceil(-87+(animelem=10)*16*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 15
ground.hittime  = Ifelse(p2statetype = C, 24, 22)
guard.hittime = 15
guard.slidetime = 15
guard.ctrltime = 15
ground.velocity = -4.5*const(size.xscale),-10.0*const(size.yscale)
guard.velocity = -13.5*const(size.xscale)
air.type = Low 
air.velocity = -4.5*const(size.xscale),-10.0*const(size.yscale) 
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
P2facing = 1
id = 1431

[State 200, hitspark x]
type = VarSet
trigger1 = animelemtime(8) <= 0
var(42) = floor(ifelse(35+(abs(enemynear,Pos X - Pos X)/2)<50,35+(abs(enemynear,Pos X - Pos X)/2),50))

[State 200, hitspark x]
type = VarSet
trigger1 = animelemtime(8) > 0
var(42) = floor(ifelse(30+(abs(enemynear,Pos X - Pos X)/2)<80,30+(abs(enemynear,Pos X - Pos X)/2),80))

[State 200, hitspark y]
type = VarSet
trigger1 = animelemtime(8) <= 0
var(43) = -62

[State 200, hitspark y]
type = VarSet
trigger1 = animelemtime(8) > 0
var(43) = -87+(animelem=10)*16

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8270

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

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

[State 350, 4]
type = VelSet
trigger1 = animelemtime(2) = 0
x = 33*const(size.xscale)

[State 350, 3]
type = posadd
trigger1 = animelemtime(2) = 0
x = ceil(10*const(size.xscale))

[State 350, 3]
type = posadd
trigger1 = animelemtime(3) = 0
x = ceil(10*const(size.xscale))

[State 350, 3]
type = posadd
trigger1 = animelemtime(9) = 0
x = ceil(5*const(size.xscale))

[State 350, 4]
type = VelSet
trigger1 = animelemtime(15) = 0
x = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 3
channel = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 10
value = 1, 2

[State 810, Explod]
type = Explod
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(7) = 0
trigger3 = animelemtime(10) = 0
ID = 6200
anim = 6200
postype = p1
pos = ceil(-15*const(size.xscale)), ceil(-5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(7) = 0
trigger3 = animelemtime(10) = 0
ID = 6250
anim = 6250
postype = p1
pos = ceil(-90*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(12) = 0
ID = 6200
anim = 6200
postype = p1
pos = ceil(30*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(12) = 0
ID = 6200
anim = 6200
postype = p1
pos = ceil(-50*const(size.xscale)), ceil(5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(14) = 0
ID = 6200
anim = 6200
postype = p1
pos = ceil(40*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(14) = 0
ID = 6200
anim = 6200
postype = p1
pos = ceil(-40*const(size.xscale)), ceil(5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(19) >= 2
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(12) >= 0
movetype = I 

[State 350, 12]
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
;僗僷僀儔儖俢俢俿(彫)
[Statedef 1500]
type    = S
movetype = A
physics = S
anim = 1500
velset = 0,0
ctrl = 0
facep2 = 1
;poweradd = 20

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

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

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

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(2) = 0
x = 2.4*const(size.xscale)
y = -6.4*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(2) >= 0
y = .50*const(size.yscale)

[State 1200, StateType]
type = StateTypeSet
trigger1 = animelemtime(2) >= 0
StateType = A
physics = N

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

[State -2, Playerpush]
type = Playerpush
trigger1 = animelemtime(2) >= 0
trigger1 = enemynear,statetype = C
value = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(7) = -1
value = 20

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = Animelem = 7,>=0
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 40
trigger1 = P2StateNo != [150,155]
attr = A, ST
hitflag = H- 
priority = 7, Miss
sparkno = -1;S8030
sparkxy = -10, -70
p1facing = 1
p2facing = 1
p1stateno = 1550
;p2stateno = 1555
hitsound = S2,2
guard.dist = 0
getpower = 0
givepower = 0
ID = 1500

[State 1000, 1]
type = HitDef
triggerall = var(18) = 0
triggerall = Animelem = 7,>=0
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5630]
attr = A, ST
hitflag = H 
priority = 7, Miss
sparkno = -1;S8030
sparkxy = -10, -70
p1facing = 1
p2facing = 1
p1stateno = 1550
;p2stateno = 1555
hitsound = S2,2
guard.dist = 0
getpower = 0
givepower = 0
ID = 1500

[State -2, Explod]
type = Explod
trigger1 = animelemtime(2) = 1
ID = 6250
anim = 6250
postype = p1
pos = ceil(-40*const(size.xscale)), ceil(-10*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State -2, Explod]
type = Explod
trigger1 = animelemtime(3) = 2
trigger2 = animelemtime(6) = 0
ID = 6200
anim = 6200
postype = p1
pos = ceil(-40*const(size.xscale)), ceil(-10*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = AnimelemTime(8) >= 0
movetype = I 

[State 1000, ChangeState]
type = ChangeState
trigger1 = animelemtime(2) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 10
value = 53

;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
;僗僷僀儔儖俢俢俿(拞)
[Statedef 1510]
type    = S
movetype = A
physics = S
anim = 1510
velset = 0,0
ctrl = 0
facep2 = 1
;poweradd = 20

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

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

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

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(2) = 0
x = 3.6*const(size.xscale)
y = -6.8*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(2) >= 0
y = .50*const(size.yscale)

[State 1200, StateType]
type = StateTypeSet
trigger1 = animelemtime(2) >= 0
StateType = A
physics = N

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

[State -2, Playerpush]
type = Playerpush
trigger1 = animelemtime(2) >= 0
trigger1 = enemynear,statetype = C
value = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(7) = -1
value = 20

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = Animelem = 7,>=0
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 40
trigger1 = P2StateNo != [150,155]
attr = A, ST
hitflag = H- 
priority = 7, Miss
sparkno = -1;S8030
sparkxy = -10, -70
p1facing = 1
p2facing = 1
p1stateno = 1550
;p2stateno = 1555
hitsound = S2,2
guard.dist = 0
getpower = 0
givepower = 0
ID = 1510

[State 1000, 1]
type = HitDef
triggerall = var(18) = 0
triggerall = Animelem = 7,>=0
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5630]
attr = A, ST
hitflag = H 
priority = 7, Miss
sparkno = -1;S8030
sparkxy = -10, -70
p1facing = 1
p2facing = 1
p1stateno = 1550
;p2stateno = 1555
hitsound = S2,2
guard.dist = 0
getpower = 0
givepower = 0
ID = 1510

[State -2, Explod]
type = Explod
trigger1 = animelemtime(2) = 1
trigger2 = animelemtime(3) = 0
ID = 6250
anim = 6250
postype = p1
pos = ceil(-40*const(size.xscale)), ceil(-10*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State -2, Explod]
type = Explod
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(6) = 1
ID = 6200
anim = 6200
postype = p1
pos = ceil(-40*const(size.xscale)), ceil(-10*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = AnimelemTime(8) >= 0
movetype = I 

[State 1000, ChangeState]
type = ChangeState
trigger1 = animelemtime(2) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 10
value = 53

;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
;僗僷僀儔儖俢俢俿(戝)
[Statedef 1520]
type    = S
movetype = A
physics = S
anim = 1520
velset = 0,0
ctrl = 0
facep2 = 1
;poweradd = 20

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

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

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

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(2) = 0
x = 4.8*const(size.xscale)
y = -7.2*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(2) >= 0
y = .50*const(size.yscale)

[State 1200, StateType]
type = StateTypeSet
trigger1 = animelemtime(2) >= 0
StateType = A
physics = N

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

[State -2, Playerpush]
type = Playerpush
trigger1 = animelemtime(2) >= 0
trigger1 = enemynear,statetype = C
value = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(7) = -1
value = 20

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = Animelem = 7,>=0
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 40
trigger1 = P2StateNo != [150,155]
attr = A, ST
hitflag = H- 
priority = 7, Miss
sparkno = -1;S8030
sparkxy = -10, -70
p1facing = 1
p2facing = 1
p1stateno = 1550
;p2stateno = 1555
hitsound = S2,2
guard.dist = 0
getpower = 0
givepower = 0
ID = 1520

[State 1000, 1]
type = HitDef
triggerall = var(18) = 0
triggerall = Animelem = 7,>=0
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5630]
attr = A, ST
hitflag = H 
priority = 7, Miss
sparkno = -1;S8030
sparkxy = -10, -70
p1facing = 1
p2facing = 1
p1stateno = 1550
;p2stateno = 1555
hitsound = S2,2
guard.dist = 0
getpower = 0
givepower = 0
ID = 1520

[State -2, Explod]
type = Explod
trigger1 = animelemtime(2) = 1
trigger2 = animelemtime(2) = 5
ID = 6250
anim = 6250
postype = p1
pos = ceil(-40*const(size.xscale)), ceil(-10*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State -2, Explod]
type = Explod
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(5) = 1
trigger3 = animelemtime(6) = 2
ID = 6200
anim = 6200
postype = p1
pos = ceil(-40*const(size.xscale)), ceil(-10*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = AnimelemTime(8) >= 0
movetype = I 

[State 1000, ChangeState]
type = ChangeState
trigger1 = animelemtime(2) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 10
value = 53

;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
;嬻拞僗僷僀儔儖俢俢俿
[Statedef 1530]
type    = A
movetype = A
physics = A
anim = 1530
ctrl = 0
facep2 = 1
;poweradd = 20

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

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

[State 1200, StateType]
type = StateTypeSet
trigger1 = animelemtime(1) >= 0
StateType = A
physics = A

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(1) = 0
value = S0,2
channel = 0

[State -2, Playerpush]
type = Playerpush
trigger1 = animelemtime(1) >= 0
trigger1 = enemynear,statetype = C
value = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(5) = -1
value = 20

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = Animelem = 5,>=0
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 40
trigger1 = P2StateNo != [150,155]
attr = A, ST
hitflag = H- 
priority = 7, Miss
sparkno = -1;S8030
sparkxy = -10, -70
p1facing = 1
p2facing = 1
p1stateno = 1550
;p2stateno = 1555
hitsound = S2,2
guard.dist = 0
getpower = 0
givepower = 0
ID = 1530

[State 1000, 1]
type = HitDef
triggerall = var(18) = 0
triggerall = Animelem = 5,>=0
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5630]
attr = A, ST
hitflag = H 
priority = 7, Miss
sparkno = -1;S8030
sparkxy = -10, -70
p1facing = 1
p2facing = 1
p1stateno = 1550
;p2stateno = 1555
hitsound = S2,2
guard.dist = 0
getpower = 0
givepower = 0
ID = 1530

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = AnimelemTime(6) >= 0
movetype = I
 
[State 610, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 53

;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
; 僗僷僀儔儖俢俢俿(搳偘偨懁)
[Statedef 1550]
type    = A
movetype= A
physics = N
anim = 1550+(target,authorname="GM"&&target,name="Gill")*100000
SprPriority = 0

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 1555

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Alex"
value = 1556

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Hugo"
value = 1557

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Ryu" || target,name = "Ken" || target,name = "Gouki"
value = 1558

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "ibuki"
value = 1559

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Gill"
value = 1560

[State -2, Explod]
type = Explod
trigger1 = time = 0
anim = 8030
pos = ceil(0*const(size.xscale)),ceil(-70*const(size.yscale))
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

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

[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 = time = 0
value = S0,0
channel = 0

[State 1200, 9]
type = Width
trigger1 = 1
edge = ceil(80*const(size.xscale)),0

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

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 1555
pos = ceil(-15*const(size.xscale)), ceil(-90*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1555
pos = ceil(15*const(size.xscale)), ceil(-90*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1555
pos = ceil(10*const(size.xscale)), ceil(-100*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 1555
pos = ceil(10*const(size.xscale)), ceil(-90*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 1555
pos = ceil(20*const(size.xscale)), ceil(-80*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 1555
pos = ceil(15*const(size.xscale)), ceil(-80*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 1555
pos = ceil(15*const(size.xscale)), ceil(-75*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 1555
pos = ceil(10*const(size.xscale)), ceil(-80*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 1555
pos = ceil(25*const(size.xscale)), ceil(-80*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 1555
pos = ceil(25*const(size.xscale)), ceil(-80*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && P2StateNo = 1555
pos = ceil(10*const(size.xscale)), ceil(-70*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && P2StateNo = 1555
pos = ceil(40*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && (P2StateNo=1556||P2StateNo=1560)
pos = 0,0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && (P2StateNo=1556||P2StateNo=1560)
pos = 0,0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && (P2StateNo=1556||P2StateNo=1560)
pos = ceil(-15*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && (P2StateNo=1556||P2StateNo=1560)
pos = ceil(-35*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && (P2StateNo=1556||P2StateNo=1560)
pos = ceil(-40*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && (P2StateNo=1556||P2StateNo=1560)
pos = ceil(-50*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && (P2StateNo=1556||P2StateNo=1560)
pos = ceil(-50*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && (P2StateNo=1556||P2StateNo=1560)
pos = ceil(-50*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && (P2StateNo=1556||P2StateNo=1560)
pos = ceil(-17*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && (P2StateNo=1556||P2StateNo=1560)
pos = ceil(10*const(size.xscale)), ceil(-10*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && (P2StateNo=1556||P2StateNo=1560)
pos = ceil(-31*const(size.xscale)), ceil(-24*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && (P2StateNo=1556||P2StateNo=1560)
pos = ceil(90*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13 && (P2StateNo=1556||P2StateNo=1560)
pos = ceil(105*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 1557
pos = ceil(-40*const(size.xscale)),0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1557
pos = ceil(-40*const(size.xscale)),0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1557
pos = ceil(-40*const(size.xscale)),0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 1557
pos = ceil(-40*const(size.xscale)),0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 1557
pos = ceil(-35*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 1557
pos = ceil(-30*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 1557
pos = ceil(-15*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 1557
pos = ceil(-20*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 1557
pos = ceil(-15*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 1557
pos = 0,0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && P2StateNo = 1557
pos = ceil(-20*const(size.xscale)), ceil(-10*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && P2StateNo = 1557
pos = ceil(-10*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13 && P2StateNo = 1557
pos = ceil(-40*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = [1558,1559]
pos = ceil(-20*const(size.xscale)),0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = [1558,1559]
pos = ceil(-15*const(size.xscale)),0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = [1558,1559]
pos = ceil(-20*const(size.xscale)),0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = [1558,1559]
pos = ceil(-20*const(size.xscale)),0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = [1558,1559]
pos = ceil(-20*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = [1558,1559]
pos = ceil(-40*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = [1558,1559]
pos = ceil(-50*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = [1558,1559]
pos = ceil(-50*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = [1558,1559]
pos = ceil(20*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = [1558,1559]
pos = ceil(20*const(size.xscale)), ceil(-130*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && P2StateNo = [1558,1559]
pos = 0, ceil(-100*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && P2StateNo = [1558,1559]
pos = ceil(80*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13 && P2StateNo = [1558,1559]
pos = ceil(80*const(size.xscale)), 0

[State 1200, StateType]
type = StateTypeSet
trigger1 = animelemtime(11) >= 0
StateType = S

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 6
value = 2

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 22
value = 0

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 1551
anim = 1551
postype = p1
pos = 0,0
persistent = 0
bindtime = -1
velocity = 0, 0
accel = 0, 0
sprpriority = 2
scale = const(size.xscale),const(size.yscale)

[State -2, PowerAdd]
type = PowerAdd
trigger1 = animelemtime(12) = 0
value = 200

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelemtime(12) = 0
value = ceil(-160*fvar(0)*fvar(24)*fvar(31)*(const(data.attack)*0.01))

[State -2, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = animelemtime(12) = 0
value = 40

[State -2, VarAdd]
type = VarAdd
trigger1 = animelemtime(12) = 0
fvar(15) = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = fvar(23) > 1.0
trigger1 = animelemtime(12) = 0
fvar(23) = -0.0625

[State -2, VarAdd]
type = VarAdd
trigger1 = fvar(24) > 1.0
trigger1 = animelemtime(12) = 0
fvar(24) = -0.0625

[State 810, Explod]
type = Explod
trigger1 = animelemtime(12) = 0
ID = 6700
anim = 6700
postype = p1
pos = ceil(60*const(size.xscale)),0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 5

[State 810, Explod]
type = Explod
trigger1 = animelemtime(12) = 0
anim = 6920
postype = p1
pos = ceil(60*const(size.xscale)),0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100

[State 810, Explod]
type = Explod
trigger1 = animelemtime(12) = 0
anim = 6930
postype = p1
pos = ceil(60*const(size.xscale)),0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100

[State -2, helper]
type = helper
trigger1 = animelemtime(12) = 2
stateno = 7700
id = 7700
postype = p1
pos = ceil(60*const(size.xscale)),0
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
persistent = 0

[State 5110, 6]
type = PlaySnd
trigger1 = animelemtime(12) = 2
value = S5100,1

[State -2, Envshake]
type = Envshake
trigger1 = animelemtime(12) = 2
time = 14
freq = 120
ampl = -8

[State 1500, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(26) = 1
value = 1

[State 52, 4]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(26) >= 1
value = 0
ctrl = 1

value = 53
[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
; 僗僷僀儔儖俢俢俿(搳偘傜傟偨懁)
[Statedef 1555]
type    = A
movetype= H
physics = N
ctrl = 0
;facep2 = 1
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1555

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 811, turn]
type = turn
Trigger1 = animtime = 0

[State 810, posadd]
type = posadd
trigger1 = animtime = 0
x = ceil(40*const(size.xscale))

[State 811, SelfState]
type = selfstate
trigger1 = animtime = 0
value = 5100

;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
; 僗僷僀儔儖俢俢俿(搳偘傜傟偨懁)3rd愱梡anim
[Statedef 1556]
type    = A
movetype= H
physics = N
ctrl = 0
;facep2 = 1
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1556

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 811, turn]
type = turn
Trigger1 = animelemtime(13) = 0

[State 811, SelfState]
type = selfstate
trigger1 = animtime = 0
value = 5110

;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
; 僗僷僀儔儖俢俢俿(搳偘傜傟偨懁)3rd愱梡anim
[Statedef 1557]
type    = A
movetype= H
physics = N
ctrl = 0
;facep2 = 1
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1557

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 811, ChangeState]
type = changestate
trigger1 = animtime = 0
value = 1682

;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
; 僗僷僀儔儖俢俢俿(搳偘傜傟偨懁)3rd愱梡anim
[Statedef 1558]
type    = A
movetype= H
physics = N
ctrl = 0
;facep2 = 1
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1558

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 811, turn]
type = turn
Trigger1 = animelemtime(12) = 0

[State 811, ChangeState]
type = changestate
trigger1 = animtime = 0
value = 1662
 
;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
; 僗僷僀儔儖俢俢俿(搳偘傜傟偨懁)3rd愱梡anim
[Statedef 1559]
type    = A
movetype= H
physics = N
ctrl = 0
;facep2 = 1
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1559

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 811, turn]
type = turn
Trigger1 = animelemtime(12) = 0

[State 811, ChangeState]
type = changestate
trigger1 = animtime = 0
value = 1663

;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
; 僗僷僀儔儖俢俢俿(搳偘傜傟偨懁)3rd愱梡anim
[Statedef 1560]
type    = A
movetype= H
physics = N
ctrl = 0
;facep2 = 1
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1560+(facing=-1)*100000

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 811, turn]
type = turn
Trigger1 = animelemtime(12) = 0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = animelemtime(12) = 0
value = 1560+(facing=-1)*100000
elem = 12

[State 811, ChangeState]
type = changestate
trigger1 = animtime = 0
value = 1664

;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
;僄傾僯乕僗儅僢僔儏(彫)
[Statedef 1600]
type    = S
movetype = A
physics = S
anim = 1600
velset = 0,0
ctrl = 0
facep2 = 1
;poweradd = 20

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

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

[State 1200, 9]
type = Width
trigger1 = animelem = 2
value = ceil(10*const(size.xscale)),0

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

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

[State 810, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
x = ceil(20*const(size.xscale))

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(3) = 0
x = 2.75*const(size.xscale)
y = -11.0*const(size.yscale)

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(5) = 0
x = 0
y = 0

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(5) >= 0
y = .50*const(size.yscale)

[State 1200, StateType]
type = StateTypeSet
trigger1 = animelemtime(3) >= 0
StateType = A
physics = N

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimelemTime(5) >= 0
movetype = I 

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,3
channel = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemtime(5) < 0
value = A

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State 810, Explod]
type = Explod
trigger1 = animelemtime(2) = 0
ID = 6400
anim = 6400
postype = p1
pos = ceil(-20*const(size.xscale)),0
persistent = 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(4) = -1
value = 20

[State 1000, 1]
type = HitDef
triggerall = var(24) = 0 
triggerall = (!fvar(30)||(fvar(30)&&fvar(4)))
trigger1 = Animelem = 4,>=0
attr = A, SA
hitflag = AF
pausetime = 0,0
guard.pausetime = 10,10
priority = 7, Miss
sparkno = -1;S8250
guard.sparkno = S8410
sparkxy = -15, -70
guardsound = S3,1
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16
guard.velocity = -10.0
p1facing = 1
p2facing = 1
;p1stateno = 1650
;p2stateno = 1660
persistent = 0
numhits = 0
hitsound = S2,7
getpower = 0
givepower = 0
ID = 1600

[State 1600, ChangeState]
type = ChangeState
trigger1 = numtarget(1600)
trigger1 = target(1600),movetype = H
trigger1 = target(1600),stateno = [1660,1670]
value = 1650

[State 1000, ChangeState]
type = ChangeState
trigger1 = animelemtime(3) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1640

;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
;僄傾僯乕僗儅僢僔儏(拞)
[Statedef 1610]
type    = S
movetype = A
physics = S
anim = 1610
velset = 0,0
ctrl = 0
facep2 = 1
;poweradd = 20

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

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

[State 1200, 9]
type = Width
trigger1 = animelem = 2
value = ceil(10*const(size.xscale)),0

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(10) = 1

[State 810, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
x = ceil(20*const(size.xscale))

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(3) = 0
x = 5.5*const(size.xscale)
y = -11.0*const(size.yscale)

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(5) = 0
x = 0
y = 0

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(3) >= 0
y = .50*const(size.yscale)

[State 1200, StateType]
type = StateTypeSet
trigger1 = animelemtime(3) >= 0
StateType = A
physics = N

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimelemTime(5) >= 0
movetype = I 

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,3
channel = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemtime(5) < 0
value = A

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State 810, Explod]
type = Explod
trigger1 = animelemtime(2) = 0
ID = 6400
anim = 6400
postype = p1
pos = ceil(-20*const(size.xscale)),0
persistent = 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(4) = -1
value = 20

[State 1000, 1]
type = HitDef
triggerall = var(24) = 0 
triggerall = (!fvar(30)||(fvar(30)&&fvar(4)))
trigger1 = Animelem = 4,>=0
attr = A, SA
hitflag = AF
pausetime = 0,0
guard.pausetime = 10,10
priority = 7, Miss
sparkno = -1;S8250
guard.sparkno = S8410
sparkxy = -15, -70
guardsound = S3,1
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16
guard.velocity = -10.0
p1facing = 1
p2facing = 1
persistent = 0
;p1stateno = 1650
;p2stateno = 1660
numhits = 0
hitsound = S2,7
getpower = 0
givepower = 0
ID = 1610

[State 1600, ChangeState]
type = ChangeState
trigger1 = numtarget(1610)
trigger1 = target(1610),movetype = H
trigger1 = target(1610),stateno = [1660,1670]
value = 1650

[State 1000, ChangeState]
type = ChangeState
trigger1 = animelemtime(3) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1640

;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
;僄傾僯乕僗儅僢僔儏(戝)
[Statedef 1620]
type    = S
movetype = A
physics = S
anim = 1620
velset = 0,0
ctrl = 0
facep2 = 1
;poweradd = 20

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

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

[State 1200, 9]
type = Width
trigger1 = animelem = 2
value = ceil(10*const(size.xscale)),0

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

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

[State 810, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
x = ceil(20*const(size.xscale))

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(3) = 0
x = 8.8*const(size.xscale)
y = -11.0*const(size.yscale)

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(5) = 0
x = 0
y = 0

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(3) >= 0
y = .50*const(size.yscale)

[State 1200, StateType]
type = StateTypeSet
trigger1 = animelemtime(3) >= 0
StateType = A
physics = N

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimelemTime(5) >= 0
movetype = I 

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,3
channel = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemtime(5) < 0
value = A

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State 810, Explod]
type = Explod
trigger1 = animelemtime(2) = 0
ID = 6400
anim = 6400
postype = p1
pos = ceil(-20*const(size.xscale)),0
persistent = 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(4) = -1
value = 20

[State 1000, 1]
type = HitDef
triggerall = var(24) = 0 
triggerall = (!fvar(30)||(fvar(30)&&fvar(4)))
trigger1 = Animelem = 4,>=0
attr = A, SA
hitflag = MAF
guardflag = M
pausetime = 0,0
guard.pausetime = 10,10
priority = 7, Miss
sparkno = -1;S8250
guard.sparkno = S8410
sparkxy = -15, -70
guardsound = S3,1
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16
guard.velocity = -10.0
p1facing = 1
p2facing = 1
;p1stateno = 1650
;p2stateno = 1660
persistent = 0
numhits = 0
hitsound = S2,7
getpower = 0
givepower = 0
ID = 1620

[State 1600, ChangeState]
type = ChangeState
trigger1 = numtarget(1620)
trigger1 = target(1620),movetype = H
trigger1 = target(1620),stateno = [1660,1670]
value = 1650

[State 1000, ChangeState]
type = ChangeState
trigger1 = animelemtime(3) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1640

;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
;僄傾僯乕僗儅僢僔儏(EX)
[Statedef 1630]
type    = S
movetype = A
physics = S
anim = 1630
velset = 0,0
ctrl = 0
facep2 = 1
poweradd = -500 

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

[State 1200, 9]
type = Width
trigger1 = animelem = 2
value = ceil(10*const(size.xscale)),0

[State 1050, Palfix]
type = PalFX
trigger1 = gametime %2=0
trigger1 = animelemtime(7) < 3
time = 1
add = 120,80,0
sinadd = 64,32,5,3
ignorehitpause = 1

[State 1000, 1]
type = AfterImage
trigger1 = animelemtime(1) = 0
time = 999999999
trans = add
length   = 4
timegap  = 2
framegap = 1
PalBright = 30 , 30 , 0
PalContrast = 255 , 255 , 0
PalAdd = 0 , 0 , 0
PalMul = .6 , .6 , 0
IgnoreHitPause = 1
Persistent = 1

[State -3]
type = AfterImage
trigger1 = animelemtime(5) = 0
time = 0

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 7700
anim = 7700
postype = p1
pos = ceil(44*const(size.yscale)), ceil(-57*const(size.yscale))
persistent = 0
velocity = 0, 0
accel = 0, 0
bindtime = -1
removetime = 11
removeongethit = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 1050, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 2000, 0

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(10) = 3

[State 810, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
x = ceil(20*const(size.xscale))

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(3) = 0
x = 8.8*const(size.xscale)
y = -11.0*const(size.yscale)

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(5) = 0
x = 0
y = 0

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(3) >= 0
y = .50*const(size.yscale)

[State 1200, StateType]
type = StateTypeSet
trigger1 = animelemtime(3) >= 0
StateType = A
physics = N

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimelemTime(5) >= 0
movetype = I 

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,3
channel = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Animelemtime(3) < 0
value = SCA

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = (Animelemtime(3) >= 0) && (Animelemtime(5) < 0)
value = A

[State 810, Explod]
type = Explod
trigger1 = animelemtime(2) = 0
ID = 6400
anim = 6400
postype = p1
pos = ceil(-20*const(size.xscale)),0
persistent = 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 1000, 1]
type = HitDef
triggerall = var(24) = 0 
triggerall = (!fvar(30)||(fvar(30)&&fvar(4)))
trigger1 = (Animelemtime(3) >= 0) && (Animelemtime(5) < 0)
attr = A, SA
hitflag = MAF
guardflag = M
pausetime = 0,0
guard.pausetime = 10,10
priority = 7, Miss
sparkno = -1;S8250
guard.sparkno = S8410
sparkxy = -15, -70
guardsound = S3,1
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16
guard.velocity = -10.0
p1facing = 1
p2facing = 1
;p1stateno = 1650
;p2stateno = 1660
persistent = 0
numhits = 0
hitsound = S2,7
getpower = 0
givepower = 0
ID = 1630

[State 1600, ChangeState]
type = ChangeState
trigger1 = numtarget(1630)
trigger1 = target(1630),movetype = H
trigger1 = target(1630),stateno = [1660,1670]
value = 1650

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

[State 1000, ChangeState]
type = ChangeState
trigger1 = animelemtime(3) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1640

;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
;僄傾僯乕僗儅僢僔儏(拝抧)
[Statedef 1640]
type    = S
physics = S
ctrl = 0
anim = 1640

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S52,0

[State -3]
type = AfterImage
trigger1 = time = 0
time = 0

[State 52, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = , NT,ST,HT
time = 1

[State 1500, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(6) = 1
value = 1

[State 52, 4]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(6) >= 1
value = 0
ctrl = 1

[State 52, 4]
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
;僄傾僯乕僗儅僢僔儏(搳偘偨懁)1
[Statedef 1650]
type    = A
movetype= A
physics = N
anim = 1650
velocity = 0,0
SprPriority = 0

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Alex" || target,name = "Gill"
value = 1670

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Hugo"
value = 1680

[State -3]
type = AfterImage
trigger1 = time = 0
time = 0

[State -2, Explod]
type = Explod
trigger1 = time = 0
anim = 8250
pos = ceil(55*const(size.yscale)), ceil(-67*const(size.yscale))
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State -2, Juggle Reset]
type = VarSet
trigger1 = time = 0
var(41) = 0
ignorehitpause = 1

[State 52, 1]
type = posfreeze
trigger1 = Time < 2

[State 1200, VelSet]
type = VelSet
trigger1 = var(10) = [0,1]
trigger1 = time = 2
x = (2.2+1.1*var(10))*const(size.xscale)
y = (-8.0-1.0*var(10))*const(size.yscale)

[State 1200, VelSet]
type = VelSet
trigger1 = var(10) = [2,3]
trigger1 = time = 2
x = 4.4*const(size.xscale)
y = -10.0*const(size.yscale)

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S0,1
channel = 0

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

[State 1200, 9]
type = Width
trigger1 = 1
edge = ceil(40*const(size.xscale)),0

[State 810, TargetBind]
type = TargetBind
trigger1 = P2StateNo = 1660
pos = ceil(45*const(size.xscale)), ceil(-60*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = P2StateNo = 1670
pos = ceil(60*const(size.xscale)), ceil(10*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = P2StateNo = 1680
pos = ceil(60*const(size.xscale)), ceil(10*const(size.yscale))

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(10) >= 0
y = .60*const(size.yscale)

[State 810, State End]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1651

;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
;僄傾僯乕僗儅僢僔儏(搳偘偨懁)2
[Statedef 1651]
type    = S
movetype= A
physics = N
anim = 1651
SprPriority = 1

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
value = 1661

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Alex" || target,name = "Gill"
value = 1671

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Hugo"
value = 1681

[State 1200, 9]
type = Width
trigger1 = 1
edge = ceil(40*const(size.xscale)),0

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

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(3) = 0
x = 0

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

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

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 1661
pos = 0, ceil(-25*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1661
pos = 0, ceil(-25*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1661
pos = 0, 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 1671
pos = 0, 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1671
pos = 0, 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1671
pos = 0, 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 1681
pos = 0, 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1681
pos = 0, 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1681
pos = 0, 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = S5100,1

[State -2, HitAdd]
type = HitAdd
trigger1 = animelemtime(3) = 0
value = 1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = var(10) = [0,2]
trigger1 = animelemtime(3) = 0
value = 180

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = var(10) = [0,2]
trigger1 = animelemtime(3) = 0
value = ceil((-120-(15*var(10)))*fvar(0)*fvar(24)*fvar(31)*(const(data.attack)*0.01))

[State -2, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = var(10) = [0,2]
trigger1 = animelemtime(3) = 0
value = 30

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = var(10) = 3
trigger1 = animelemtime(3) = 0
value = ceil(-230*fvar(0)*fvar(24)*fvar(31)*(const(data.attack)*0.01))

[State -2, VarAdd]
type = VarAdd
trigger1 = animelemtime(3) = 0
fvar(15) = 1
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = fvar(23) > 1.0
trigger1 = animelemtime(3) = 0
fvar(23) = -0.0625

[State -2, VarAdd]
type = VarAdd
trigger1 = fvar(24) > 1.0
trigger1 = animelemtime(3) = 0
fvar(24) = -0.0625

[State 810, Explod]
type = Explod
trigger1 = animelemtime(3) = 0
ID = 6700
anim = 6700
postype = p1
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 4

[State 810, Explod]
type = Explod
trigger1 = animelemtime(3) = 0
anim = 6920
postype = p1
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100

[State 810, Explod]
type = Explod
trigger1 = animelemtime(3) = 0
anim = 6930
postype = p1
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100

[State -2, helper]
type = helper
trigger1 = animelemtime(3) = 2
stateno = 7700
id = 7700
postype = p1
pos = 0, 0
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
persistent = 0

[State -2, Envshake]
type = Envshake
trigger1 = animelemtime(3) = 2
time = 16
freq = 120
ampl = -8-var(10)

[State 810, State End]
type = ChangeState
trigger1 = animtime = 0
value = 1652

;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
;僄傾僯乕僗儅僢僔儏(搳偘偨懁)3
[Statedef 1652]
type    = A
movetype= A
physics = N
anim = 1652
SprPriority = 1

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

[State 1200, Velocity]
type = VelSet
trigger1 = time = 0
x = -4.4*const(size.xscale)
y = -4.5*const(size.yscale)

[State -3]
type = AfterImage
trigger1 = time = 0
time = 0

[State 1200, veladd]
type = veladd
trigger1 = 1
y = .60*const(size.yscale)

[State 810, State End]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 15
value = 52

;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
; 僄傾僯乕僗儅僢僔儏(搳偘傜傟偨懁)1
[Statedef 1660]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State 810, 0]
type = changeanim2
trigger1 = time = 0
value = 1660

[State 810, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

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

;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
; 僄傾僯乕僗儅僢僔儏(搳偘傜傟偨懁)2
[Statedef 1661]
type    = S
movetype= H
physics = N
ctrl = 0
SprPriority = 0

[State 810, 0]
type = changeanim2
trigger1 = time = 0
value = 1661

[State 810, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

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

[State 1200, Velocity]
type = VelSet
trigger1 = animtime = 0
x = -3.0

[State 811, changestate]
type = changestate
trigger1 = animtime = 0
trigger1 = authorname = "GM"
trigger1 = name = "ryu" || name = "ken" || name = "gouki"
value = 1662

[State 811, changestate]
type = changestate
trigger1 = animtime = 0
trigger1 = authorname = "GM"
trigger1 = name = "ibuki"
value = 1663

[State 811, Changestate]
type = selfstate
trigger1 = animtime = 0
value = 5100

;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
; HIT_BOUNCE (bounce into air)
[Statedef 1662]
type    = L
movetype= H
physics = N

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
trigger1 = time = 0
value = 5160

[State 5101, VelSet]
type = VelSet
trigger1 = Time = 0
x = (-3.0+(prevstateno=1558)*3.0)*const(size.xscale)
y = 0

[State 5101, 6] ;Hit ground
type = SelfState
trigger1 = animelemtime(3) >= 3
value = 5110

;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
; HIT_BOUNCE (bounce into air)
[Statedef 1663]
type    = L
movetype= H
physics = N

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
trigger1 = time = 0
value = 5160

[State 5101, VelSet]
type = VelSet
trigger1 = Time = 0
x = (-3.0+(prevstateno=1558)*3.0)*const(size.xscale)
y = 0

[State 5101, 6] ;Hit ground
type = SelfState
trigger1 = animelemtime(4) >= 1
value = 5110

;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
; HIT_BOUNCE (bounce into air)
[Statedef 1664]
type    = L
movetype= H
physics = N

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
trigger1 = time = 0
value = 5161+(facing=-1)*100000

[State 5101, VelSet]
type = VelSet
trigger1 = Time = 0
x = (-3.0+(prevstateno=1560)*3.0)*const(size.xscale)
y = 0

[State 5101, 6] ;Hit ground
type = SelfState
trigger1 = animelemtime(3) >= 3
value = 5110

;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
; 僄傾僯乕僗儅僢僔儏(搳偘傜傟偨懁)Alex愱梡anim1
[Statedef 1670]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State 810, 0]
type = changeanim2
trigger1 = time = 0
value = 1670

[State 810, 0]
type = changeanim2
trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
value = 1690+(facing=-1)*100000

[State 810, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

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

;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
; 僄傾僯乕僗儅僢僔儏(搳偘傜傟偨懁)Alex愱梡anim2
[Statedef 1671]
type    = S
movetype= H
physics = N
ctrl = 0
SprPriority = 0

[State 810, 0]
type = changeanim2
trigger1 = time = 0
value = 1671

[State 810, 0]
type = changeanim2
trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
value = 1691+(facing=-1)*100000

[State 810, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

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

[State 1200, Velocity]
type = VelMul
trigger1 = 1
x = .90

[State 1200, Velocity]
type = VelSet
trigger1 = animelemtime(6) = 0
x = -4.0

[State 811, Changestate]
type = selfstate
trigger1 = animtime = 0
value = 5110

;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
; 僄傾僯乕僗儅僢僔儏(搳偘傜傟偨懁)Hugo愱梡anim1
[Statedef 1680]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State 810, 0]
type = changeanim2
trigger1 = time = 0
value = 1680

[State 810, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

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

;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
; 僄傾僯乕僗儅僢僔儏(搳偘傜傟偨懁)Hugo愱梡anim2
[Statedef 1681]
type    = S
movetype= H
physics = N
ctrl = 0
SprPriority = 0

[State 810, 0]
type = changeanim2
trigger1 = time = 0
value = 1681

[State 810, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

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

[State 811, Changestate]
type = changestate
trigger1 = animtime = 0
value = 1682

;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
; HIT_BOUNCE (bounce into air)
[Statedef 1682]
type    = L
movetype= H
physics = N

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
trigger1 = time = 0
value = 5160

[State 5101, VelSet]
type = VelSet
trigger1 = Time = 0
x = (-3.0+(prevstateno=1557)*3.0)*const(size.xscale)
y = 0

[State 5101, 6] ;Hit ground
type = SelfState
trigger1 = animelemtime(3) >= 2
value = 5110

