;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
; 偙偙偐傜偼昁嶦媄偺僗僥乕僩
;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
;僷儚乕儃儉(彫)
[Statedef 1000]
type    = S
movetype = A
physics = S
anim = 1000
velset = 0,0
ctrl = 0
facep2 = 1
;poweradd = 20

[State -2, afterimage]
type = afterimage
trigger1 = time = 0
time = 0

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

[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 -2, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(4) = 0
x = 8*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
x = 1*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(6) = 0
trigger2 = animelemtime(7) = 0
x = -8*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(8) = 0
x = -1*const(size.xscale)

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S0,3
channel = 0

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

[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(3) = -1
value = 20

[State 1000, HitDef]
type = HitDef
trigger1 = var(18) = 0
trigger1 = Animelem = 3
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 40
trigger1 = P2StateNo != [150,155]
attr = S, ST
hitflag = M- 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = ifelse(var(13)=1,-1,1)
p1stateno = ifelse(var(13)=1,1100,1050)
;p2stateno = ifelse(var(13)=1,1150,1055)
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1000

[State 1000, 1]
type = HitDef
triggerall = var(18) = 0
triggerall = Animelem = 3
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5630]
attr = S, ST
hitflag = M 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = ifelse(var(13)=0,-1,1)
p1stateno = ifelse(var(13)=0,1100,1050)
;p2stateno = ifelse(var(13)=0,1150,1055)
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1000

[State 1000, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(9) >= 2
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(4) >= 0
movetype = I 

[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
;僷儚乕儃儉(拞)
[Statedef 1010]
type    = S
movetype = A
physics = S
anim = 1010
velset = 0,0
ctrl = 0
facep2 = 1
;poweradd = 20

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

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

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

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

[State -2, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(4) = 0
x = 8*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
x = 1*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(6) = 0
trigger2 = animelemtime(7) = 0
x = -8*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(8) = 0
x = -1*const(size.xscale)

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S0,3
channel = 0

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

[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(3) = -1
value = 20

[State 1000, HitDef]
type = HitDef
trigger1 = var(18) = 0
trigger1 = Animelem = 3
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 40
trigger1 = P2StateNo != [150,155]
attr = S, ST
hitflag = M- 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = ifelse(var(13)=1,-1,1)
p1stateno = ifelse(var(13)=1,1100,1050)
;p2stateno = ifelse(var(13)=1,1150,1055)
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1010

[State 1000, 1]
type = HitDef
triggerall = var(18) = 0
triggerall = Animelem = 3
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5630]
attr = S, ST
hitflag = M 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = ifelse(var(13)=0,-1,1)
p1stateno = ifelse(var(13)=0,1100,1050)
;p2stateno = ifelse(var(13)=0,1150,1055)
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1010

[State 1000, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(9) >= 2
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(4) >= 0
movetype = I 

[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
;僷儚乕儃儉(戝)
[Statedef 1020]
type    = S
movetype = A
physics = S
anim = 1020
velset = 0,0
ctrl = 0
facep2 = 1
;poweradd = 20

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

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

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

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

[State -2, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(4) = 0
x = 8*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
x = 1*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(6) = 0
trigger2 = animelemtime(7) = 0
x = -8*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(8) = 0
x = -1*const(size.xscale)

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S0,3
channel = 0

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

[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(3) = -1
value = 20

[State 1000, HitDef]
type = HitDef
trigger1 = var(18) = 0
trigger1 = Animelem = 3
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 40
trigger1 = P2StateNo != [150,155]
attr = S, ST
hitflag = M- 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = ifelse(var(13)=1,-1,1)
p1stateno = ifelse(var(13)=1,1100,1050)
;p2stateno = ifelse(var(13)=1,1150,1055)
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1020

[State 1000, 1]
type = HitDef
triggerall = var(18) = 0
triggerall = Animelem = 3
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5630]
attr = S, ST
hitflag = M 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = ifelse(var(13)=0,-1,1)
p1stateno = ifelse(var(13)=0,1100,1050)
;p2stateno = ifelse(var(13)=0,1150,1055)
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1020

[State 1000, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(9) >= 2
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(4) >= 0
movetype = I 

[State 1000, ChangeState]
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
;僷儚乕儃儉(搳偘偨懁)1
[Statedef 1050]
type    = S
movetype= A
physics = N
anim = 1050

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 1055

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Alex"
value = 1065

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Hugo"
value = 1075

[State 810, TargetState]
type = TargetState
Triggerall = time = 0
triggerall = target,authorname = "GM"
trigger1 = target,name = "Ryu" || target,name = "Ken" || target,name = "Gouki"
trigger2 = target,name = "Ibuki" || target,name = "Gill"
value = 1085

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

[State 1200, 9]
type = Width
trigger1 = 1
edge = ceil(60*const(size.xscale)),0

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

[State 810, posadd]
type = posadd
trigger1 = AnimElem = 5
x = ceil(-25*const(size.xscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 1055
pos = ceil(90*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1055
pos = ceil(90*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1055
pos = ceil(70*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 1055
pos = ceil(40*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 1055
pos = ceil(60*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 1055
pos = ceil(39*const(size.xscale)), ceil(-51*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 1055
pos = ceil(43*const(size.xscale)), ceil(-72*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 1055
pos = ceil(31*const(size.xscale)), ceil(-140*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 1055
pos = ceil(13*const(size.xscale)), ceil(-148*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 1055
pos = ceil(5*const(size.xscale)), ceil(-155*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = animelemtime(11) >= 0  && P2StateNo = 1055
pos = 0, ceil(-142*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 1065
pos = ceil(90*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1065
pos = ceil(90*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1065
pos = ceil(85*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 1065
pos = ceil(100*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 1065
pos = ceil(60*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 1065
pos = ceil(50*const(size.xscale)), ceil(-18*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 1065
pos = ceil(60*const(size.xscale)), ceil(-30*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 1065
pos = ceil(40*const(size.xscale)), ceil(-118*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 1065
pos = ceil(16*const(size.xscale)), ceil(-143*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 1065
pos = ceil(-12*const(size.xscale)), ceil(-157*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = animelemtime(11) >= 0  && P2StateNo = 1065
pos = ceil(-4*const(size.xscale)), ceil(-70*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 1075
pos = ceil(90*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1075
pos = ceil(90*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1075
pos = ceil(80*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 1075
pos = ceil(50*const(size.xscale)), ceil(20*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 1075
pos = ceil(35*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 1075
pos = ceil(44*const(size.xscale)), ceil(12*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 1075
pos = ceil(47*const(size.xscale)), ceil(-15*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 1075
pos = ceil(-8*const(size.xscale)), ceil(-227*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 1075
pos = ceil(-9*const(size.xscale)), ceil(-66*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 1075
pos = ceil(-12*const(size.xscale)), ceil(-75*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = animelemtime(11) >= 0  && P2StateNo = 1075
pos = ceil(-9*const(size.xscale)), ceil(-237*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 1085
pos = ceil(120*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1085
pos = ceil(120*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1085
pos = ceil(110*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 1085
pos = ceil(90*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 1085
pos = ceil(90*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 1085
pos = ceil(40*const(size.xscale)), ceil(-85*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 1085
pos = ceil(60*const(size.xscale)), ceil(-105*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 1085
pos = ceil(55*const(size.xscale)), ceil(-195*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 1085
pos = ceil(20*const(size.xscale)), ceil(-140*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 1085
pos = ceil(-5*const(size.xscale)), ceil(-160*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = animelemtime(11) >= 0  && P2StateNo = 1085
pos = 0, ceil(-100*const(size.yscale))

[State 1200, Velocity]
type = VelSet
trigger1 = var(10) = [0,2]
trigger1 = AnimElemtime(9) = 0
x = 3.0
y = -11.0-(2.0*var(10))

[State 1200, Velocity]
type = VelSet
trigger1 = var(10) = [3,4]
trigger1 = AnimElemtime(9) = 0
x = 3
y = -15.0

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(9) >= 0
y = .75

[State -2, PlaySnd]
type = PlaySnd
trigger1 = var(10) = 0
trigger1 = animelemtime(8) = 0
trigger2 = var(10) = 1
trigger2 = animelemtime(9) = 0
trigger3 = var(10) = [2,4]
trigger3 = animelemtime(10) = 0
value = S1000,0
channel = 0

[State 810, Explod]
type = Explod
trigger1 = var(10) = [0,4]
trigger1 = animelemtime(9) = 2
trigger2 = var(10) = [1,4]
trigger2 = animelemtime(10) = 3
trigger3 = var(10) = [2,4]
trigger3 = animelemtime(11) = 1
ID = 6250
anim = 6250
postype = p1
pos = -10, 20
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = 3

[State 810, Explod]
type = Explod
trigger1 = var(10) = 0
trigger1 = animelemtime(10) = 3
trigger2 = var(10) = 1
trigger2 = animelemtime(11) = 1
trigger3 = var(10) = [2,4]
trigger3 = animelemtime(11) = 5
ID = 6200
anim = 6200
postype = p1
pos = -10, 20
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = 3

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 9
StateType = A
physics = N

[State 810, State End]
type = ChangeState
triggerall = animelemtime(9) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1051

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僷儚乕儃儉(搳偘偨懁)2
[Statedef 1051]
type    = S
movetype= A
physics = N
anim = 1051

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
value = 1056

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Alex"
value = 1066

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Hugo"
value = 1076

[State 810, TargetState]
type = TargetState
Triggerall = time = 0
triggerall = target,authorname = "GM"
trigger1 = target,name = "Ryu" || target,name = "Ken" || target,name = "Gouki"
trigger2 = target,name = "Ibuki" || target,name = "Gill"
value = 1086

[State 1200, 9]
type = Width
trigger1 = 1
edge = ceil(100*const(size.xscale)),0

[State 1200, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 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 = 1056
pos = ceil(80*const(size.xscale)), ceil(-125*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1056
pos = ceil(80*const(size.xscale)), ceil(-50*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1056
pos = ceil(80*const(size.xscale)), ceil(-25*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 1066
pos = ceil(76*const(size.xscale)), ceil(-120*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1066
pos = ceil(75*const(size.xscale)), ceil(-20*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1066
pos = ceil(57*const(size.xscale)), ceil(-5*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 1076
pos = ceil(65*const(size.xscale)), ceil(-220*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1076
pos = ceil(105*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1076
pos = ceil(105*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 108
pos = ceil(60*const(size.xscale)), ceil(-80*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1086
pos = ceil(75*const(size.xscale)), ceil(-50*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1086
pos = ceil(70*const(size.xscale)), 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 = 200

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = var(10) = [0,2]
trigger1 = animelemtime(3) = 0
value = ceil((-160-(20*var(10)))*fvar(0)*fvar(24)*fvar(31)*(const(data.attack)*0.01))

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = var(10) = 3
trigger1 = animelemtime(3) = 0
value = ceil(-180*fvar(25)*fvar(24)*fvar(27)*fvar(31)*(const(data.attack)*0.01))

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = var(10) = 4
trigger1 = animelemtime(3) = 0
value = ceil(-200*fvar(25)*fvar(24)*fvar(26)*fvar(27)*fvar(31)*(const(data.attack)*0.01))

[State -2, TargetPoweradd]
type = TargetPoweradd
trigger1 = var(10) = [0,2]
trigger1 = animelemtime(3) = 0
value = 40

[State -2, VarAdd]
type = VarAdd
trigger1 = animelemtime(3) = 0
fvar(15) = 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 = p2stateno = 1056
trigger1 = animelemtime(3) = 0
ID = 6700
anim = 6700
postype = p2
pos = 0, 25
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 5

[State 810, Explod]
type = Explod
trigger1 = p2stateno = 1056
trigger1 = animelemtime(3) = 0
anim = 6920
postype = p2
pos = 0, 25
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100

[State 810, Explod]
type = Explod
trigger1 = p2stateno = 1056
trigger1 = animelemtime(3) = 0
anim = 6930
postype = p2
pos = 0, 25
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100

[State -2, helper]
type = helper
trigger1 = p2stateno = 1056
trigger1 = animelemtime(3) = 0
stateno = 7700
id = 7700
pos = 0,25
postype = p2
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
persistent = 0

[State 810, Explod]
type = Explod
triggerall = animelemtime(3) = 0
trigger1 = p2stateno = 1066
trigger2 = p2stateno = 1076
trigger3 = P2StateNo = 1086
ID = 6700
anim = 6700
postype = p2
pos = -20, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 5

[State 810, Explod]
type = Explod
triggerall = animelemtime(3) = 0
trigger1 = p2stateno = 1066
trigger2 = p2stateno = 1076
trigger3 = P2StateNo = 1086
anim = 6920
postype = p2
pos = -20, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100

[State 810, Explod]
type = Explod
triggerall = animelemtime(3) = 0
trigger1 = p2stateno = 1066
trigger2 = p2stateno = 1076
trigger3 = P2StateNo = 1086
anim = 6930
postype = p2
pos = -20, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100

[State -2, helper]
type = helper
triggerall = animelemtime(3) = 2
trigger1 = p2stateno = 1066
trigger2 = p2stateno = 1076
trigger3 = P2StateNo = 1086
stateno = 7700
id = 7700
pos = -20,0
postype = p2
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
persistent = 0

[State -2, Envshake]
type = Envshake
trigger1 = var(10) = [0,2]
trigger1 = animelemtime(3) = 2
time = 16
freq = 120
ampl = -8-var(10)

[State -2, Envshake]
type = Envshake
trigger1 = var(10) = [3,4]
trigger1 = animelemtime(3) = 2
time = 20
freq = 140
ampl = -10

[State 810, State End]
type = ChangeState
trigger1 = animtime = 0
value = 1052

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僷儚乕儃儉(搳偘偨懁)3
[Statedef 1052]
type    = A
movetype= A
physics = N
anim = 42

[State 1200, Velocity]
type = VelSet
trigger1 = var(10) = [0,3]
trigger1 = time = 0
x = -3.0
y = -8.8-var(10)*1.0

[State 1200, Velocity]
type = VelSet
trigger1 = var(10) = 4
trigger1 = time = 0
x = -3.0
y = -11.8

[State -3]
type = AfterImage
trigger1 = animelemtime(4) = 0
time = 0

[State 1200, veladd]
type = veladd
trigger1 = 1
y = .60

[State 810, State End]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
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
; 僷儚乕儃儉(搳偘傜傟偨懁)1
[Statedef 1055]
type    = S
movetype= H
physics = N
ctrl = 0

[State 810, 0]
type = changeanim2
trigger1 = time = 0
value = 1055

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

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

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A
physics = N

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僷儚乕儃儉(搳偘傜傟偨懁)2
[Statedef 1056]
type    = A
movetype= H
physics = N
ctrl = 0

[State 810, 0]
type = changeanim2
trigger1 = time = 0
value = 1056

[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 = AnimElemtime(4) = 0
x = -3.0
y = -10.0

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(4) >= 0
y = .60

[State 811, Changestate]
type = selfstate
trigger1 = animelemtime(4) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= -15
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
; 僷儚乕儃儉(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 1065]
type    = S
movetype= H
physics = N
ctrl = 0

[State 810, 0]
type = changeanim2
trigger1 = time = 0
value = 1065

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

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

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 10
StateType = A
physics = N

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僷儚乕儃儉(搳偘傜傟偨懁)3rd愱梡anim2
[Statedef 1066]
type    = A
movetype= H
physics = N
ctrl = 0

[State 810, 0]
type = changeanim2
trigger1 = time = 0
value = 1066

[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 = AnimElemtime(5) = 0
x = -3.0
y = -10.0

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(5) >= 0
y = .60

[State 811, Changestate]
type = selfstate
trigger1 = animelemtime(5) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 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
; 僷儚乕儃儉(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 1075]
type    = S
movetype= H
physics = N
ctrl = 0

[State 810, 0]
type = changeanim2
trigger1 = time = 0
value = 1075

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

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

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 10
StateType = A
physics = N

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僷儚乕儃儉(搳偘傜傟偨懁)3rd愱梡anim2
[Statedef 1076]
type    = A
movetype= H
physics = N
ctrl = 0

[State 810, 0]
type = changeanim2
trigger1 = time = 0
value = 1076

[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 = AnimElemtime(5) = 0
x = -2.0
y = -10.0

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(5) >= 0
y = .60

[State -2, turn]
type = turn
trigger1 = animelemtime(5) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 40

[State 811, Changestate]
type = selfstate
trigger1 = animelemtime(5) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 40
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
; 僷儚乕儃儉(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 1085]
type    = S
movetype= H
physics = N
ctrl = 0

[State 810, 0]
type = changeanim2
trigger1 = time = 0
value = 1085

[State 810, 0]
type = changeanim2
trigger1 = time = 0
trigger1 = name = "Gill"
value = 1090+(facing=-1)*100000

[State 810, 0]
type = changeanim2
trigger1 = time = 0
trigger1 = name = "Ibuki"
value = 1095

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

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

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 10
StateType = A
physics = N

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僷儚乕儃儉(搳偘傜傟偨懁)3rd愱梡anim2
[Statedef 1086]
type    = A
movetype= H
physics = N
ctrl = 0

[State 810, 0]
type = changeanim2
trigger1 = time = 0
value = 1086

[State 810, 0]
type = changeanim2
trigger1 = time = 0
trigger1 = name = "Gill"
value = 1091+(facing=-1)*100000

[State 810, 0]
type = changeanim2
trigger1 = time = 0
trigger1 = name = "Ibuki"
value = 1096

[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 = AnimElemtime(6) = 0
x = -3.0
y = -10.0

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(6) >= 0
y = .60

[State 811, Changestate]
type = selfstate
trigger1 = animelemtime(6) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 5100

;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 1100]
type    = S
movetype= A
physics = N
anim = 1100
SprPriority = 2

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 1150

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Alex"
value = 1151

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Hugo"
value = 1152

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Ryu" || target,name = "Ken" || target,name = "Gouki"
value = 1153

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Ibuki"
value = 1154

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"
trigger1 = target,name = "Gill"
value = 1155

[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 -2, 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 = 1150
pos = ceil(100*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1150
pos = ceil(100*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1150
pos = ceil(100*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 1150
pos = ceil(60*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 1150
pos = ceil(30*const(size.xscale)), ceil(-60*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 1150
pos = ceil(35*const(size.xscale)), ceil(-55*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 1150
pos = ceil(30*const(size.xscale)), ceil(-65*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 1150
pos = ceil(40*const(size.xscale)), ceil(-70*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 1150
pos = ceil(25*const(size.xscale)), ceil(-75*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 1150
pos = ceil(5*const(size.xscale)), ceil(-95*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && P2StateNo = 1150
pos = ceil(-40*const(size.xscale)), ceil(-90*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && P2StateNo = 1150
pos = ceil(-80*const(size.xscale)), ceil(-25*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 1151
pos = ceil(70*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1151
pos = ceil(70*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1151
pos = ceil(70*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 1151
pos = ceil(85*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 1151
pos = ceil(50*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 1151
pos = ceil(85*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 1151
pos = ceil(50*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 1151
pos = ceil(55*const(size.xscale)), ceil(-2*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 1151
pos = ceil(26*const(size.xscale)), ceil(-3*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 1151
pos = ceil(3*const(size.xscale)), ceil(-21*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && P2StateNo = 1151
pos = ceil(-22*const(size.xscale)), ceil(-53*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && P2StateNo = 1151
pos = ceil(-80*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 1152
pos = ceil(95*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 1152
pos = ceil(95*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 1152
pos = ceil(80*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 1152
pos = ceil(32*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 1152
pos = ceil(10*const(size.xscale)), ceil(-5*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 1152
pos = ceil(26*const(size.xscale)), ceil(-8*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 1152
pos = ceil(9*const(size.xscale)), ceil(-20*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 1152
pos = ceil(14*const(size.xscale)), ceil(-28*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 1152
pos = ceil(-5*const(size.xscale)), ceil(-29*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 1152
pos = ceil(-42*const(size.xscale)), ceil(-18*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && P2StateNo = 1152
pos = ceil(-56*const(size.xscale)), ceil(13*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && P2StateNo = 1152
pos = ceil(-80*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = [1153,1155]
pos = ceil(60*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = [1153,1155]
pos = ceil(60*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = [1153,1155]
pos = ceil(50*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = [1153,1155]
pos = ceil(80*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = [1153,1155]
pos = ceil(60*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = [1153,1155]
pos = ceil(40*const(size.xscale)), ceil(-55*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = [1153,1155]
pos = ceil(60*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = [1153,1155]
pos = ceil(65*const(size.xscale)), ceil(-15*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = [1153,1155]
pos = ceil(60*const(size.xscale)), ceil(-20*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = [1153,1155]
pos = ceil(40*const(size.xscale)), ceil(-40*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && P2StateNo = [1153,1155]
pos = ceil(-30*const(size.xscale)), ceil(-25*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && P2StateNo = [1153,1155]
pos = ceil(-70*const(size.xscale)), 0

[State -2, HitAdd]
type = HitAdd
trigger1 = animelemtime(13) = 0
value = 1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = animelemtime(13) = 0
value = 200

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = var(10) = 0
trigger1 = animelemtime(13) = 0
value = ceil(-180*fvar(0)*fvar(24)*fvar(26)*fvar(31)*(const(data.attack)*0.01))

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = var(10) = 1
trigger1 = animelemtime(13) = 0
value = ceil(-200*fvar(0)*fvar(24)*fvar(26)*fvar(31)*(const(data.attack)*0.01))

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = var(10) = 2
trigger1 = animelemtime(13) = 0
value = ceil(-230*fvar(0)*fvar(24)*fvar(26)*fvar(31)*(const(data.attack)*0.01))

[State -2, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = animelemtime(13) = 0
value = 40

[State -2, VarAdd]
type = VarAdd
trigger1 = animelemtime(13) = 0
fvar(15) = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = fvar(23) > 1.0
trigger1 = animelemtime(13) = 0
fvar(23) = -0.0625

[State -2, VarAdd]
type = VarAdd
trigger1 = fvar(24) > 1.0
trigger1 = animelemtime(13) = 0
fvar(24) = -0.0625

[State 810, Explod]
type = Explod
trigger1 = animelemtime(12) = 0
ID = 6700
anim = 6700
postype = p1
pos = ceil(-90*const(size.xscale)),0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 3

[State 810, Explod]
type = Explod
trigger1 = animelemtime(12) = 0
anim = 6920
postype = p1
pos = ceil(-90*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(-90*const(size.xscale)),0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100

[State -2, helper]
type = helper
trigger1 = animelemtime(13) = 2
stateno = 7700
id = 7700
postype = p1
pos = ceil(-90*const(size.xscale)),0
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
persistent = 0

[State 5110, 6]
type = PlaySnd
trigger1 = animelemtime(13) = 0
value = S5100,1

[State -2, Envshake]
type = Envshake
trigger1 = animelemtime(13) = 2
time = 16
freq = 120
ampl = -8

[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)
[Statedef 1150]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1150

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

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(13) = 0
x = -2.0
y = -4.0

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(13) >= 0
y = .60

[State 811, Changestate]
type = selfstate
trigger1 = animelemtime(13) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= -15
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
; 僶僢僋僪儘僢僾(搳偘傜傟偨懁)3rd愱梡anim
[Statedef 1151]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1151

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

[State 810, velset]
type = velset
trigger1 = animelemtime(18) = 0
x = -4.0

[State 810, velset]
type = velmul
trigger1 = animelemtime(18) >= 0
x = .90

[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
; 僶僢僋僪儘僢僾(搳偘傜傟偨懁)3rd愱梡anim
[Statedef 1152]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1152

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

[State 811, SelfState]
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
; 僶僢僋僪儘僢僾(搳偘傜傟偨懁)3rd愱梡anim
[Statedef 1153]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1153

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

[State 810, velset]
type = velset
trigger1 = animelemtime(15) = 0
x = -3.0

[State 811, SelfState]
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
; 僶僢僋僪儘僢僾(搳偘傜傟偨懁)3rd愱梡anim
[Statedef 1154]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1154

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

[State 810, velset]
type = velset
trigger1 = animelemtime(15) = 0
x = -3.0

[State 811, SelfState]
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
; 僶僢僋僪儘僢僾(搳偘傜傟偨懁)3rd愱梡anim
[Statedef 1155]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1155+(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(15) = 0
x = -3.0

[State 811, SelfState]
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
; 僼儔僢僔儏僠儑僢僾(彫)
[Statedef 1200]
type    = S
movetype= A                      
physics = N  
Anim = 1200
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 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[state -2, helper]
type = helper
trigger1 = animelemtime(6) = 0
pos = 0,0
postype = p1
stateno = 1240
ID = 1240
helpertype = normal
keyctrl = 0
name = "旘傃摴嬶攋夡僿儖僷乕"
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

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

[State 350, 3]
type = posadd
trigger1 = animelemtime(4) = 0
x = 8*const(size.xscale)

[State 350, 3]
type = posadd
trigger1 = animelemtime(5) = 0
x = 16*const(size.xscale)

[State 350, 3]
type = posadd
trigger1 = animelemtime(6) = 0
x = 4*const(size.xscale)
persistent = 0

[State 350, 3]
type = posadd
trigger1 = animelemtime(7) = 0
x = 4*const(size.xscale)
persistent = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(6) = -1
value = 30

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = fvar(30) = 0
triggerall = var(45) != 1200
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(8) < 0)       
attr = S, SA
getpower = 40,60
givepower = 30, 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 = 12,12
sparkno = -1;S8160
guard.sparkno = S8410
sparkxy = -15, ceil(-85*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
ground.velocity = -6.5*const(size.xscale),0
guard.velocity = -15.5*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
forcestand = 1
P2facing = 1
id = 1200

[State 350, 3]
type = posadd
trigger1 = animelemtime(8) = 0
x = 4*const(size.xscale)
persistent = 0

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(40+(abs(enemynear,Pos X - Pos X)/2)<130,40+(abs(enemynear,Pos X - Pos X)/2),130))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -85

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8200

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

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

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 1
value = 1200, 0
channel = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1, 2

[State 810, Explod]
type = Explod
trigger1 = animelemtime(8) = 0
ID = 6250
anim = 6250
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(8) = 0
ID = 6250
anim = 6250
postype = p1
pos = ceil(30*const(size.xscale)), ceil(-10*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(10) = 0
ID = 6250
anim = 6250
postype = p1
pos = ceil(-35*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(10) = 0
ID = 6250
anim = 6250
postype = p1
pos = ceil(-35*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(15) >= 0
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(8) >= 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
; 僼儔僢僔儏僠儑僢僾(拞)
[Statedef 1210]
type    = S
movetype= A                      
physics = N  
Anim = 1210
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 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[state -2, helper]
type = helper
trigger1 = animelemtime(6) = 0
pos = 0,0
postype = p1
stateno = 1240
ID = 1241
helpertype = normal
keyctrl = 0
name = "旘傃摴嬶攋夡僿儖僷乕"
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

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

[State 350, 3]
type = posadd
trigger1 = animelemtime(4) = 0
x = 8*const(size.xscale)

[State 350, 3]
type = posadd
trigger1 = animelemtime(5) = 0
x = 16*const(size.xscale)

[State 350, 3]
type = posadd
trigger1 = animelemtime(6) = 0
x = 8*const(size.xscale)
persistent = 0

[State 350, 3]
type = posadd
trigger1 = animelemtime(6) = 1
x = 8*const(size.xscale)
persistent = 0

[State 350, 3]
type = posadd
trigger1 = animelemtime(7) = 0
x = 8*const(size.xscale)
persistent = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(6) = -1
value = 30

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = fvar(30) = 0
triggerall = var(45) != 1210
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(8) < 0)       
attr = S, SA
getpower = 40,60
givepower = 30, 0
animtype  = hard
air.animtype  = up
damage = ceil(130*fvar(0)*fvar(23)*fvar(28)*fvar(31)),ceil(16*fvar(23)*fvar(31))
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.pausetime = 12,12
sparkno = -1;S8160
guard.sparkno = S8410
sparkxy = -15, ceil(-85*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 16
ground.hittime  = 25
guard.hittime = 16
guard.slidetime = 14
guard.ctrltime = 16
ground.velocity = -6.5*const(size.xscale),0
guard.velocity = -15.5*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
forcestand = 1
P2facing = 1
id = 1210

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

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(40+(abs(enemynear,Pos X - Pos X)/2)<130,40+(abs(enemynear,Pos X - Pos X)/2),130))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -85

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8200

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

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

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 1
value = 1200, 0
channel = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1, 2

[State 810, Explod]
type = Explod
trigger1 = animelemtime(8) = 0
ID = 6250
anim = 6250
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(8) = 0
ID = 6250
anim = 6250
postype = p1
pos = ceil(30*const(size.xscale)), ceil(-10*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(10) = 0
ID = 6250
anim = 6250
postype = p1
pos = ceil(-35*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(10) = 0
ID = 6250
anim = 6250
postype = p1
pos = ceil(-35*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 -2, changestate]
type = changestate
trigger1 = var(50) >= 1
trigger1 = AnimelemTime(15) = 0
trigger1 = numtarget(1210)
trigger1 = target(1210),stateno = [5600,5630]
value = 1

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(15) >= 0
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(8) >= 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
; 僼儔僢僔儏僠儑僢僾(戝)
[Statedef 1220]
type    = S
movetype= A                      
physics = N  
Anim = 1220
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 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[state -2, helper]
type = helper
trigger1 = animelemtime(6) = 0
pos = 0,0
postype = p1
stateno = 1240
ID = 1242
helpertype = normal
keyctrl = 0
name = "旘傃摴嬶攋夡僿儖僷乕"
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

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

[State 350, 3]
type = posadd
trigger1 = animelemtime(4) = 0
x = 8*const(size.xscale)

[State 350, 3]
type = posadd
trigger1 = animelemtime(5) = 0
x = 16*const(size.xscale)

[State 350, 3]
type = posadd
trigger1 = animelemtime(6) = 0
x = 8*const(size.xscale)
persistent = 0

[State 350, 3]
type = posadd
trigger1 = animelemtime(6) = 1
x = 8*const(size.xscale)
persistent = 0

[State 350, 3]
type = posadd
trigger1 = animelemtime(7) = 0
x = 8*const(size.xscale)
persistent = 0

[State 350, 3]
type = posadd
trigger1 = animelemtime(7) = 1
x = 8*const(size.xscale)
persistent = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(6) = -1
value = 30

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = fvar(30) = 0
triggerall = var(45) != 1220
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(8) < 0)       
attr = S, SA
getpower = 40,60
givepower = 30, 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 = 12,12
sparkno = -1;S8160
guard.sparkno = S8410
sparkxy = -15, ceil(-85*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 15
ground.hittime  = 33
guard.hittime = 17
guard.slidetime = 15
guard.ctrltime = 17
ground.velocity = -6.5*const(size.xscale)
guard.velocity = -15.5*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
forcestand = 1
P2facing = 1
id = 1220

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

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(40+(abs(enemynear,Pos X - Pos X)/2)<130,40+(abs(enemynear,Pos X - Pos X)/2),130))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -85

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8200

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

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

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 1
value = 1200, 0
channel = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1, 2

[State 810, Explod]
type = Explod
trigger1 = animelemtime(8) = 0
ID = 6250
anim = 6250
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(8) = 0
ID = 6250
anim = 6250
postype = p1
pos = ceil(30*const(size.xscale)), ceil(-10*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(10) = 0
ID = 6250
anim = 6250
postype = p1
pos = ceil(-35*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(10) = 0
ID = 6250
anim = 6250
postype = p1
pos = ceil(-35*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 -2, changestate]
type = changestate
trigger1 = var(50) >= 1
trigger1 = AnimelemTime(15) = 0
trigger1 = numtarget(1220)
trigger1 = target(1220),stateno = [5600,5630]
value = 1

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(15) >= 0
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(8) >= 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
; 僼儔僢僔儏僠儑僢僾(EX)
[Statedef 1230]
type    = S
movetype= A                      
physics = N  
Anim = 1230
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(3) < 0
value = SAC

[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(12) = 0
time = 0

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 7700
anim = 7700
postype = p1
pos = ceil(50*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 = 1
value = 2000, 0

[state -2, helper]
type = helper
trigger1 = animelemtime(6) = 0
pos = 0,0
postype = p1
stateno = 1240
ID = 1243
helpertype = normal
keyctrl = 0
name = "旘傃摴嬶攋夡僿儖僷乕"
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

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

[State 350, 3]
type = posadd
trigger1 = animelemtime(4) = 0
x = 8*const(size.xscale)

[State 350, 3]
type = posadd
trigger1 = animelemtime(5) = 0
x = 16*const(size.xscale)

[State 350, 3]
type = posadd
trigger1 = animelemtime(6) = 0
x = 8*const(size.xscale)
persistent = 0

[State 350, 3]
type = posadd
trigger1 = animelemtime(6) = 1
x = 8*const(size.xscale)
persistent = 0

[State 350, 3]
type = posadd
trigger1 = animelemtime(7) = 0
x = 8*const(size.xscale)
persistent = 0

[State 350, 3]
type = posadd
trigger1 = animelemtime(7) = 1
x = 8*const(size.xscale)
persistent = 0

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = fvar(30) = 0
;triggerall = var(45) != 1230
trigger1 = animelem = 6     
attr = S, SA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = up
damage = ceil(120*fvar(23)*fvar(25)*fvar(28)*fvar(31)),ceil(11*fvar(23)*fvar(31))
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1;S8160
guard.sparkno = S8410
sparkxy = -15, ceil(-85*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 16
ground.hittime  = 16
guard.hittime = 14
guard.slidetime = 14
guard.ctrltime = 14
ground.velocity = -6.5*const(size.xscale)
guard.velocity = -15.5*const(size.xscale)
air.type = Low 
air.velocity = -6.5*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
forcestand = 1
P2facing = 1
id = 1230

[state -2, helper]
type = helper
trigger1 = animelemtime(7) = 0
pos = 0,0
postype = p1
stateno = 1240
ID = 1244
helpertype = normal
keyctrl = 0
name = "旘傃摴嬶攋夡僿儖僷乕"
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = fvar(30) = 0
;triggerall = var(45) != 1231
trigger1 = animelem = 7 
attr = S, SA
getpower = 0,0
givepower = 0,0
animtype  = diagup
air.animtype  = diagup
damage = ceil(120*fvar(23)*fvar(25)*fvar(28)*fvar(31)),ceil(3*fvar(23)*fvar(31))
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 8,8
guard.pausetime = 8,8
sparkno = -1;S8160
guard.sparkno = S8410
sparkxy = -15, ceil(-85*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 16
ground.hittime  = 16
guard.hittime = 14
guard.slidetime = 14
guard.ctrltime = 14
ground.velocity = -6.5*const(size.xscale),-8.0*const(size.yscale)
guard.velocity = -15.5*const(size.xscale)
air.type = Low 
air.velocity = -6.5*const(size.xscale),-8.0*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
forcestand = 1
P2facing = 1
id = 1231

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

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(40+(abs(enemynear,Pos X - Pos X)/2)<130,40+(abs(enemynear,Pos X - Pos X)/2),130))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -85

[State 200, sparkno]
type = VarSet
trigger1 = animelemtime(7) <= 0
var(44) = 8200
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = animelemtime(7) > 0
var(44) = 8190
ignorehitpause = 1

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

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

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 1
value = 1200, 0
channel = 0

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1, 2

[State 810, Explod]
type = Explod
trigger1 = animelemtime(8) = 0
ID = 6250
anim = 6250
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(8) = 0
ID = 6250
anim = 6250
postype = p1
pos = ceil(30*const(size.xscale)), ceil(-10*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(10) = 0
ID = 6250
anim = 6250
postype = p1
pos = ceil(-35*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(10) = 0
ID = 6250
anim = 6250
postype = p1
pos = ceil(-35*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(15) >= 0
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(8) >= 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
;旘傃摴嬶攋夡僿儖僷乕
[Statedef 1240]
type = S
movetype = A
ctrl = 0
anim = 1240

[State -2, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
pos = 0,0

[State -2, HitDef]
type = HitDef
trigger1 = 1
attr = S, SP
hitflag = P
priority = 6,Hit
getpower = 0
givepower = 0
pausetime = 0,0
sparkno = -1
numhits = 0
guard.dist = 0
p1stateno = 1245

[state -2, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 1245

[State -2, DestroySelf]
type = DestroySelf
triggerall = root,var(17) = 0
trigger1 = Ishelper(1240)
trigger1 = root,stateno = 1200
trigger1 = root,animelemtime(8) = 0
trigger2 = Ishelper(1241)
trigger2 = root,stateno = 1210
trigger2 = root,animelemtime(8) = 0
trigger3 = Ishelper(1242)
trigger3 = root,stateno = 1220
trigger3 = root,animelemtime(8) = 0
trigger4 = Ishelper(1243)
trigger4 = root,stateno = 1230
trigger4 = root,animelemtime(7) = 0
trigger5 = Ishelper(1244)
trigger5 = root,stateno = 1230
trigger5 = root,animelemtime(8) = 0

[State -2, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != [1200,1230]
trigger2 = root,movetype = H
trigger3 = movetype = H

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;旘傃摴嬶攋夡僿儖僷乕(徚柵)
[Statedef 1245]
type = S
movetype = I
ctrl = 0
anim = 9999

[State -2, DestroySelf]
type = DestroySelf
trigger1 = time = 0

;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
; 僄傾僗僞儞僺乕僩(彫)
[Statedef 1300]
type    = S
movetype= A                      
physics = S  
anim = 1300                    
juggle = 0                   
ctrl = 0                                               
;poweradd = 30                    
sprpriority = 2  
facep2 = 1                

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

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(2) = 0
x = 1.0*const(size.xscale)
y = -10.0*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(2) >= 0
y = 1.0*const(size.yscale)

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

[State -2, playerpush]
type = playerpush
trigger1 = vel y > 0
value = 0

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

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = animelemtime(2) < 0
value = SCA, AT

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = animelemtime(2) < 0
value2 = C, AA

[State 350, 3]
type = posadd
trigger1 = animelemtime(2) = 0
x = ceil(25*const(size.xscale))
y = ceil(-40*const(size.yscale))

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1
channel = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = animelemtime(2) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 30
persistent = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = animelemtime(2) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1350

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僄傾僗僞儞僺乕僩(拞)
[Statedef 1310]
type    = S
movetype= A                      
physics = S  
anim = 1300                    
juggle = 0                   
ctrl = 0                                               
;poweradd = 30                    
sprpriority = 2  
facep2 = 1                

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

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(2) = 0
x = 4.0*const(size.xscale)
y = -11.0*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(2) >= 0
y = 1.0*const(size.yscale)

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

[State -2, playerpush]
type = playerpush
trigger1 = vel y > 0
value = 0

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

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = animelemtime(2) < 0
value = SCA, AT

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = animelemtime(2) < 0
value2 = C, AA

[State 350, 3]
type = posadd
trigger1 = animelemtime(2) = 0
x = ceil(25*const(size.xscale))
y = ceil(-40*const(size.yscale))

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1
channel = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = animelemtime(2) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 30
persistent = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = animelemtime(2) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1350

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僄傾僗僞儞僺乕僩(戝)
[Statedef 1320]
type    = S
movetype= A                      
physics = S  
anim = 1300                    
juggle = 0                   
ctrl = 0                                               
;poweradd = 30                    
sprpriority = 2  
facep2 = 1                

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

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(2) = 0
x = 7.0*const(size.xscale)
y = -11.5*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(2) >= 0
y = 1.0*const(size.yscale)

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

[State -2, playerpush]
type = playerpush
trigger1 = vel y > 0
value = 0

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

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = animelemtime(2) < 0
value = SCA, AT

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = animelemtime(2) < 0
value2 = C, AA

[State 350, 3]
type = posadd
trigger1 = animelemtime(2) = 0
x = ceil(25*const(size.xscale))
y = ceil(-40*const(size.yscale))

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1
channel = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = animelemtime(2) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 30
persistent = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = animelemtime(2) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1350

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僄傾僗僞儞僺乕僩(EX)
[Statedef 1330]
type    = S
movetype= A                      
physics = S  
anim = 1300                    
juggle = 0                   
ctrl = 0                                               
poweradd = -500                    
sprpriority = 2  
facep2 = 1                

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

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(2) >= 0
trigger1 = vel y < 0
x = floor((p2dist X)/15)

[State 3100, Turn]
type = Turn
trigger1 = animelemtime(3) >= 0
trigger1 = vel x < 0

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(2) = 0
y = -11.5*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(2) >= 0
y = 1.0*const(size.yscale)

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

[State -2, playerpush]
type = playerpush
trigger1 = vel y > 0
value = 0

[State 1050, Palfix]
type = PalFX
trigger1 = gametime%2 = 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 810, 2]
type = Explod
trigger1 = time = 0
ID = 7700
anim = 7700
postype = p1
pos = 0, ceil(-110*const(size.yscale))
persistent = 0
velocity = 0, 0
accel = 0, 0
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 -2, VarSet]
type = VarSet
trigger1 = time = 0
var(10) = 3

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = animelemtime(2) < 0
value = SCA, AT

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = animelemtime(2) < 0
value2 = C, AA

[State 350, 3]
type = posadd
trigger1 = animelemtime(2) = 0
x = ceil(25*const(size.xscale))
y = ceil(-40*const(size.yscale))

[State 350, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1
channel = 0

[State -2, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime(3) >= 0
value = 0,ceil(-15*const(size.xscale))

[State 1000, ChangeState]
type = ChangeState
trigger1 = animelemtime(2) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1350

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僄傾僗僞儞僺乕僩(拝抧)
[Statedef 1350]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1350

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S800,1

[State -2, playerpush]
type = playerpush
trigger1 = AnimElemTime (2) < 0
value = 0

[State -2, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (13) < 0
value = ceil(-10*const(size.xscale)),ceil(-10*const(size.xscale))
ignorehitpause = 1

[State 350, 3]
type = posadd
trigger1 = animelemtime(2) = 0
x = ceil(13*const(size.xscale))

[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 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = fvar(30) = 0
trigger1 = animelem = 1     
attr = S, SA
getpower = ifelse(var(10)=3,0,40),ifelse(var(10)=3,0,10)
givepower = ifelse(var(10)=3,0,30),0
animtype  = hard
damage = 0,ceil(15*fvar(23)*fvar(31))
priority = 5,Hit
hitflag = MAFD
guardflag = H
pausetime = 0,0
guard.pausetime = 10,10
sparkno = -1;S8160
guard.sparkno = S8410+(p2dist X<=0)*5
sparkxy = -20, ceil(-47*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
guard.slidetime = 20
guard.hittime  = 20
guard.ctrltime = 20
guard.velocity = -12.5*const(size.xscale)*ifelse(p2dist X>0,1,-1)
air.type = Low  
air.hittime = 20      
air.velocity = 0,10.0*const(size.yscale) 
fall = 0
down.bounce = 1
air.fall = 1
air.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .50*const(size.yscale) 
P2facing = ifelse(p2dist X>0,1,-1)
id = 1350

[State 810, Explod]
type = Explod
trigger1 = time = 0
anim = 6920
postype = p1
pos = ceil(10*const(size.xscale)), 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = time = 0
anim = 6930
postype = p1
pos = ceil(10*const(size.xscale)), 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100
scale = const(size.xscale),const(size.yscale)

[State 1600, ChangeState]
type = ChangeState
trigger1 = numtarget(1350)
trigger1 = target(1350),stateno = [1360,1371]
value = 1355

[State 1500, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(9) = 1
value = 1

[State 52, 4]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(9) >= 1
value = 0
ctrl = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(2) >= 0
movetype = I 

[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
;僄傾僗僞儞僺乕僩(惉岟)
[Statedef 1355]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1355

[State 350, 3]
type = posadd
trigger1 = animelemtime(2) = 0
x = ceil(13*const(size.xscale))

[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 -2, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (13) < 0
value = ceil(-10*const(size.xscale)),ceil(-10*const(size.xscale))
ignorehitpause = 1

[State 810, Explod]
type = Explod
triggerall = numtarget
trigger1 = target,stateno = [1360,1361]
trigger1 = target,time = 0
trigger2 = target,stateno = [1370,1371]
trigger2 = target,time = 5
ID = 6700
anim = 6700
postype = p2
pos = 0,0
persistent = 0
velocity = 0, 0
accel = 0, 0
ignorehitpause = 1
sprpriority = 5

[State -2, helper]
type = helper
triggerall = numtarget
trigger1 = target,stateno = [1360,1361]
trigger1 = target,time = 2
trigger2 = target,stateno = [1370,1371]
trigger2 = target,time = 7
stateno = 7700
id = 7700
postype = p2
pos = 0,0
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
persistent = 0

[State 811, TargetLifeAdd]
type = TargetLifeAdd
triggerall = numtarget && (var(10) = [0,2])
trigger1 = target,stateno = [1360,1361]
trigger1 = target,time = 0
trigger2 = target,stateno = [1370,1371]
trigger2 = target,time = 5
value = -ceil((120+20*var(10))*ifelse(enemynear,prevstateno=5010,1.25,1)*fvar(0)*fvar(23)*fvar(31)*(const(data.attack)*0.01))

[State 811, TargetLifeAdd]
type = TargetLifeAdd
triggerall = numtarget && var(10) = 3
trigger1 = target,stateno = [1360,1361]
trigger1 = target,time = 0
trigger2 = target,stateno = [1370,1371]
trigger2 = target,time = 5
value = -ceil(220*ifelse(enemynear,prevstateno=5010,1.25,1)*fvar(0)*fvar(23)*fvar(31)*(const(data.attack)*0.01))

[State -2, VarAdd]
type = VarAdd
triggerall = numtarget
trigger1 = target,stateno = [1360,1361]
trigger1 = target,time = 0
trigger2 = target,stateno = [1370,1371]
trigger2 = target,time = 5
fvar(15) = 1

[State -2, VarAdd]
type = VarAdd
triggerall = numtarget
triggerall = fvar(23) > 1.0
trigger1 = target,stateno = [1360,1361]
trigger1 = target,time = 0
trigger2 = target,stateno = [1370,1371]
trigger2 = target,time = 5
fvar(23) = -0.0625

[State -2, VarAdd]
type = VarAdd
triggerall = numtarget
triggerall = fvar(24) > 1.0
trigger1 = target,stateno = [1360,1361]
trigger1 = target,time = 0
trigger2 = target,stateno = [1370,1371]
trigger2 = target,time = 5
fvar(24) = -0.0625

[State -2, Envshake]
type = Envshake
triggerall = numtarget
trigger1 = target,stateno = [1360,1361]
trigger1 = target,time = 2
trigger2 = target,stateno = [1370,1371]
trigger2 = target,time = 7
time = 14
freq = 120
ampl = -8

[State 1500, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(9) = 1
value = 1

[State 52, 4]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(9) >= 1
value = 0
ctrl = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(3) >= 0
movetype = I 

[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
;僄傾僗僞儞僺乕僩(抧忋傗傜傟)
[Statedef 1360]
type    = L
movetype= H
physics = N
ctrl = 0
velset = 0,0
SprPriority = -1

[State -2, ChangeState]
type = ChangeState
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Alex"
value = 1361

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

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

[State 5080, 3]
type = ChangeAnim2
trigger1 = time = 0
value = 1360+(authorname="GM"&&name="Gill"&&facing=-1)*100000

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

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

[State 5080, 4]
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
;僄傾僗僞儞僺乕僩(抧忋傗傜傟)3rd愱梡anim
[Statedef 1361]
type    = L
movetype= H
physics = N
ctrl = 0
velset = 0,0
SprPriority = -1

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

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

[State 5080, 3]
type = ChangeAnim2
trigger1 = time = 0
value = 1361

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

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(4) = 0
x = -4.0

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

[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
;僄傾僗僞儞僺乕僩(嬻拞傗傜傟)
[Statedef 1370]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0
SprPriority = -1

[State -2, ChangeState]
type = ChangeState
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Alex"
value = 1371

[State 5080, 3]
type = ChangeAnim
trigger1 = Time < 5
value = 5012+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State 52, 2]
type = PosSet
trigger1 = Time = 5
y = 0

[State 1200, StateType]
type = StateTypeSet
trigger1 = time = 5
StateType = L

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

[State 5080, 3]
type = ChangeAnim2
trigger1 = time = 5
value = 1370+(authorname="GM"&&name="Gill"&&facing=-1)*100000

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

[State 1200, Velocity]
type = VelSet
trigger1 = anim != 5012 && anim != 105012
trigger1 = animtime = 0
x = -3.0

[State 5080, 4]
type = SelfState
trigger1 = anim != 5012 && anim != 105012
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
;僄傾僗僞儞僺乕僩(嬻拞傗傜傟)3rd愱梡anim
[Statedef 1371]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0
SprPriority = -1

[State 5080, 3]
type = ChangeAnim
trigger1 = Time < 5
value = 5012

[State 52, 2]
type = PosSet
trigger1 = Time = 5
y = 0

[State 1200, StateType]
type = StateTypeSet
trigger1 = time = 5
StateType = L

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

[State 5080, 3]
type = ChangeAnim2
trigger1 = time = 5
value = 1371

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

[State 1200, Velocity]
type = VelSet
trigger1 = anim != 5012
trigger1 = AnimElemtime(4) = 0
x = -4.0

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

[State 811, Changestate]
type = selfstate
trigger1 = anim != 5012
trigger1 = animtime = 0
value = 5110
