;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;捠忢峌寕媄偺僗僥乕僩
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	棫偪庛
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 200]
type	= S
movetype= A
physics	= S
ctrl	= 0
anim	= 200
velset	= 0, 0
juggle	= 1
poweradd = 10
sprpriority = 2
facep2 = 1

[State 200, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelem = 3
anim = 205
ID = 205
scale = .8, 1
pos = 0, 0
postype = p1
sprpriority = 2
bindtime = -1
ownpal = 1
removeongethit = 1

[State 200, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 4
value = 0, 0

[State 200, 僸僢僩掕媊]
Type = HitDef
trigger1 = animelem = 4
attr = S, NA
damage = ceil(20*fvar(0)*fvar(1)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.pausetime = 4, 4
sparkno = ifelse(var(8) = 0, 0, -1)
guard.sparkno = 40
sparkxy = 0, -45 - ceil(p2bodydist y)
hitsound = 5, 0
guardsound = 6, 0
ground.type = Low
ground.slidetime = 6
ground.hittime = 8
ground.velocity = -4,0
airguard.velocity = -2, -1
air.type = High
air.velocity = -1.4, -3.6
ground.cornerpush.veloff = -4.2
air.cornerpush.veloff =  -4.2
guard.cornerpush.veloff = -5.6
airguard.cornerpush.veloff = -5.6
guard.kill = 0
fall = 0
air.fall = 1
fall.recover = Ifelse(p2movetype = A,0,1)
fall.recovertime = 18
ID = 200

[State 200, 夋憸昞帵桪愭搙]
Type = SprPriority
trigger1 = animelemtime(5) = 1
value = 1

[State 200, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	棫偪拞
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 210]
type	= S
movetype= A
physics	= S
ctrl	= 0
anim	= 210
poweradd = 20
sprpriority = 2
facep2 = 1

[State 210, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 4
value = 0, 1

[State 210, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelem = 4
anim = 215
ID = 210
scale = 1, 1.2
pos = 0, 0
postype = p1
sprpriority = 1
bindtime = -1
ownpal = 1
removeongethit = 1

[State 210, 僸僢僩掕媊]
Type = HitDef
trigger1 = animelem = 4
attr = S, NA
damage = ceil(30*fvar(0)*fvar(1)), ceil(5*fvar(0)*fvar(1))
animtype = light
guardflag = MA
hitflag = MAF
priority = 4, hit
pausetime = 12, 12
guard.pausetime = 12, 6
sparkno = ifelse(var(8) = 0, 1, -1)
guard.sparkno = 40
sparkxy = 0, -65 - ceil(p2bodydist y)
hitsound = 5, 0
guardsound = 6, 0
ground.type = high
ground.slidetime = 14
ground.hittime = 14
ground.velocity = -4,0
airguard.velocity = -2, -3.5
air.type = High
air.velocity = -1.4, -3.6
ground.cornerpush.veloff = -5
air.cornerpush.veloff =  -5
guard.cornerpush.veloff = -6
airguard.cornerpush.veloff = -6
guard.kill = 0
fall = 0
air.fall = 1
fall.recover = Ifelse(p2movetype = A,0,1)
fall.recovertime = 20
ID = 210

[State 210, 僄僼僃僋僩曄峏]
type = ModifyExplod
trigger1 = animelem = 6
ID = 210
sprpriority = 1

[State 210, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	棫偪嫮
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 220]
type	= S
movetype= A
physics	= S
ctrl	= 0
anim	= 220
poweradd = 40
sprpriority = 2
facep2 = 1

[State 220, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 5
trigger1 = var(1) = 0
volume = 100
value = 10, 0
channel = 0

[State 220, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 5
volume = 100
value = 2, 2

[State 220, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelem = 5
anim = 12000
ID = 220
pos = 60, -50
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 1

[State 220, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelem = 5
anim = 12000
ID = 220
pos = 58, -48
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 1

[State 220, 旘傃摴嬶]
Type = Projectile
trigger1 = animelem = 5
attr = S, NP ;Standing, Normal Projectile乮棫偪捠忢媄偺旘傃摴嬶乯
damage = ceil(60*fvar(0)*fvar(1)), ceil(10*fvar(0)*fvar(1))
getpower = 30, 10
animtype = hard
;-----------------------------------Projectile愱梡偺僷儔儊乕僞
offset = 0, 0		;旘傃摴嬶偺弌尰埵抲
velocity = 0, 0		;旘傃摴嬶偺堏摦弶懍搙
projID = 220		;旘傃摴嬶偺ID僫儞僶乕
accel = 0, 0		;旘傃摴嬶偺壛懍搙
projanim = 225		;旘傃摴嬶偺傾僯儊
projhitanim = -1	;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = -1	;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projcancelanim = -1	;旘傃摴嬶憡嶦帪偺傾僯儊乮枹婰擖帪偼projremanim偲摨偠乯
projscale = 1, 1	;旘傃摴嬶偺戝偒偝
projshadow = 0, 0, 0	;旘傃摴嬶偺塭乮0,0,0偱塭柍偟乯
projhits = 1		;旘傃摴嬶偺僸僢僩悢
projmisstime = 1	;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡乯
projpriority = 1	;旘傃摴嬶偺峌寕桪愭搙
projsprpriority = 2	;旘傃摴嬶偺昤夋桪愭搙丅DEF=2
projremove = 1		;0偵偡傞偲僸僢僩屻偵旘傃摴嬶偑徚偊側偄丅
projremovetime = 12	;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
projedgebound = 40	;旘傃摴嬶偑夋柺偺奜偵恑傔傞嫍棧丅DEF=40
projstagebound = 40	;旘傃摴嬶偑僗僥乕僕偺奜偵恑傔傞嫍棧丅DEF=40
projheightbound = -240, 1;旘傃摴嬶偑夋柺偺忋壓偵恑傔傞嫍棧丅DEF=-240,1
;-----------------------------------偙偺懠偵傕偄偔偮偐偁傝傑偡偑徣棯
guardflag = HA
hitflag = MAFP
priority = 3, Hit
pausetime = 10, 16
guard.pausetime = 6, 5
sparkno = ifelse(var(8) = 0, 2, -1)
guard.sparkno = 40
sparkxy = 20 + ceil(p2bodydist x), -55 + ceil(p2bodydist y)
hitsound = s2, 0
guardsound = 6, 0
guard.dist = 160
ground.type = high
ground.slidetime = 14
ground.hittime = 14
ground.velocity = -5, 0
airguard.velocity = -2, -3.5
air.type = high
air.velocity = -1.4, -3.6
air.juggle = 2		;旘傃摴嬶偺応崌偼偙偙偱僕儍僌儖億僀儞僩傪愝掕偡傞昁梫偑偁傞
guard.kill = 0
fall = 0
air.fall = 1
fall.recover = ifelse(p2movetype = A, 0, 1)
fall.recovertime = 30
palfx.time = 20
palfx.add = 150,0,-100
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
ID = 220

[State 220, 僸僢僩掕媊]
Type = null;HitDef
trigger1 = animelem = 5
attr = S, NP
damage = 40, 10
animtype = hard
guardflag = HA
hitflag = MAFP
priority = 4, Hit
pausetime = 10, 16
guard.pausetime = 6, 5
sparkno = -1
guard.sparkno = 40
sparkxy = 0, -55 + ceil(p2bodydist y)
hitsound = s2, 1
guardsound = 6, 0
ground.type = high
ground.slidetime = 14
ground.hittime = 14
ground.velocity = -5,0
airguard.velocity = -2,-3.5
air.type = High
air.velocity = -1.4,-3.6
guard.kill = 0
fall = 0
air.fall = 1
fall.recover = Ifelse(p2movetype = A,0,1)
fall.recovertime = 30
palfx.time = 20
palfx.add = 150,0,-100
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1

[State 220, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1 

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	棫偪拞摿庩
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 230]
type	= S
movetype= A
physics	= S
ctrl	= 0
anim	= 230
juggle	= 6
poweradd = 40 
sprpriority = 2 
facep2 = 1

[State 230, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelem = 2
anim = 235
ID = 235
scale = .3, .6
pos = 50, 0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 1

[State 230, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelem = 2
anim = 12400
ID = 235
scale = .2, .5
pos = 50, 0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 1

[State 230, 僸僢僩掕媊]
Type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage = ceil(50*fvar(0)*fvar(1)), ceil(5*fvar(0)*fvar(1))
animtype = up
guardflag = MA
hitflag = MAF
pausetime = 8, 14
guard.pausetime = 10, 4
sparkno = ifelse(var(8) = 0, 1, -1)
guard.sparkno = 40
sparkxy = -20,-65
hitsound = 5, 0
guardsound = 6, 0
ground.type = low
ground.slidetime = 11
ground.hittime = 14
ground.velocity = 0, -8
airguard.velocity = -2, -3.5
air.type = Low
air.velocity = -1, -.5
guard.kill = 0
fall = 1
air.fall = 1
fall.recover = Ifelse(p2movetype = A,0,1)
fall.recovertime = 34
palfx.time = 20
palfx.add = 150, 0, -100
palfx.sinadd = 50, 50, 0, 10
palfx.color = 0
palfx.invertall = 1
ID = 230

[State 230, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 3
value = 2, 2

[State 230, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1 

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	偟傖偑傒庛
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 400]
type	= C
movetype= A
physics	= C
ctrl	= 0
anim	= 400 
poweradd = 10 
sprpriority = 2 
facep2 = 1

[State 400, 暔棟揑側僉儍儔偺暆]
Type = Width
trigger1 = anim = 400
player = 23, -15 ;憡庤傪墴偡暆傪曄偊傞乮墿椢偺慄乯
edge = 0, 0 ;夋柺抂傪墴偡暆傪曄偊傞乮僆儗儞僕偺慄乯


[State 400, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 3
value = 1, 0

[State 400, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelem = 4
anim = 405
ID = 400
scale = .8, .8
pos = 0, 0
postype = p1
sprpriority = 3
bindtime = -1
ownpal = 1
removeongethit = 1

[State 400, 僸僢僩掕媊]
Type = HitDef
trigger1 = animelem = 4
attr = C, NA
damage = ceil(20*fvar(0)*fvar(1)), 0
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, hit
pausetime = 6, 6
guard.pausetime = 4, 4
sparkno = ifelse(var(8) = 0, 0, -1)
guard.sparkno = 40
sparkxy = -10, -40
hitsound = 5, 0
guardsound = 6, 0
ground.type = low
ground.slidetime = 6
ground.hittime = 8
ground.velocity = -5, 0
airguard.velocity = -2, -3.5
air.type = high
air.velocity = -1.4, -3.6
ground.cornerpush.veloff = -5
air.cornerpush.veloff =  -5
guard.cornerpush.veloff = -6
airguard.cornerpush.veloff = -6
guard.kill = 0
fall = 0
air.fall = 1
fall.recover = Ifelse(p2movetype = A,0,1)
fall.recovertime = 20
ID = 400

[State 400, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1 

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	偟傖偑傒拞
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 410]
type	= C
movetype= A
physics	= C
ctrl	= 0
anim	= 411
poweradd = 40
sprpriority = 2
facep2 = 1

[State 410, 暔棟揑側僉儍儔偺暆]
Type = Width
trigger1 = 1
player = 43, -40
edge = 0, 0

[State 410, 傾僯儊曄峏] ;捠忢偵曄峏
Type = changeanim
Trigger1 = anim = 411
trigger1 = animelemtime(1) >= 2
trigger1 = animelemtime(2) <= 4
trigger1 = command != "b"
trigger1 = command != "holdb"
Value = 410
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;--------------------捠忢峌寕

[State 410, 僄僼僃僋僩昞帵] ;廂懇1
Type = Explod
trigger1 = anim = 410
trigger1 = animelem = 3
anim = 10000
ID = 10000
scale = .5, .5
pos = 130, -10 
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 1

[State 410, 僄僼僃僋僩昞帵] ;敋敪1
Type = Explod
trigger1 = anim = 410
trigger1 = animelem = 6
anim = 11500
ID = 10100
pos = 130, 0
scale = .5, .8
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 1

[State 410, 僈乕僪壜擻嫍棧]
Type = AttackDist
trigger1 = anim = 410
value = 180
persistent = 1

[State 410, 旘傃摴嬶] ;敾掕1
Type = Projectile
trigger1 = anim = 410
trigger1 = animelem = 6
attr = C, NP ;Crouching, Normal Projectile乮偟傖偑傒捠忢媄偺旘傃摴嬶乯
damage = ceil(30*fvar(0)*fvar(1)), ceil(5*fvar(0)*fvar(1))
getpower = 30, 10
animtype = medium
;-----------------------------------Projectile愱梡偺僷儔儊乕僞
offset = 130, 0		;旘傃摴嬶偺弌尰埵抲
velocity = 0, 0		;旘傃摴嬶偺堏摦弶懍搙
projID = 410		;旘傃摴嬶偺壛懍搙
accel = 0, 0		;旘傃摴嬶偺壛懍搙
projanim = 415		;旘傃摴嬶偺傾僯儊
projhitanim = -1	;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = -1	;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projcancelanim = -1	;旘傃摴嬶憡嶦帪偺傾僯儊乮枹婰擖帪偼projremanim偲摨偠乯
projscale = 1, 1	;旘傃摴嬶偺戝偒偝
projshadow = 0, 0, 0	;旘傃摴嬶偺塭乮0,0,0偱塭柍偟乯
projhits = 1		;旘傃摴嬶偺僸僢僩悢
projmisstime = 1	;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡乯
projpriority = 1	;旘傃摴嬶偺峌寕桪愭搙
projsprpriority = 2	;旘傃摴嬶偺昤夋桪愭搙丅DEF=2
projremove = 1		;0偵偡傞偲僸僢僩屻偵旘傃摴嬶偑徚偊側偄丅
projremovetime = 3	;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
projedgebound = 40	;旘傃摴嬶偑夋柺偺奜偵恑傔傞嫍棧丅DEF=40
projstagebound = 40	;旘傃摴嬶偑僗僥乕僕偺奜偵恑傔傞嫍棧丅DEF=40
projheightbound = -240, 1;旘傃摴嬶偑夋柺偺忋壓偵恑傔傞嫍棧丅DEF=-240,1
;-----------------------------------偙偺懠偵傕偄偔偮偐偁傝傑偡偑徣棯
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 3, 6
guard.pausetime = 8, 4
sparkno = ifelse(var(8) = 0, 1, -1)
sparkxy = -20, -15
guard.sparkno = 40
hitsound = 5, 0
guardsound = 6, 0
guard.dist = 160
ground.type = low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -4, 0
airguard.velocity = -2, -1.5
air.type = low
air.velocity = -1.4, -3.6
air.juggle = 1		;旘傃摴嬶偺応崌偼偙偙偱僕儍僌儖億僀儞僩傪愝掕偡傞昁梫偑偁傞
guard.kill = 0
fall = 0
air.fall = 0
fall.recover = 0
ID = 410

[State 410, 僄僼僃僋僩昞帵] ;廂懇2
Type = Explod
trigger1 = anim = 410
trigger1 = animelem = 7
anim = 10000
ID = 10000
pos = 160, -10
scale = .5, .5
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 1

[State 410, 僄僼僃僋僩昞帵] ;敋敪2
Type = Explod
trigger1 = anim = 410
trigger1 = animelem = 10
anim = 11500
ID = 10100
pos = 160, 0
scale = .6, .6
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 1

[State 410, 旘傃摴嬶] ;敾掕2
Type = Projectile
trigger1 = anim = 410
trigger1 = animelem = 10
attr = C, NP 
damage = ceil(40*fvar(0)*fvar(1)), ceil(10*fvar(0)*fvar(1))
getpower = 30, 10
animtype = medium
offset = 160, 0
projID = 410
projanim = 416
projremovetime = 3
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 12
guard.pausetime = 10, 6
sparkno = ifelse(var(8) = 0, 1, -1)
guard.sparkno = 40
sparkxy = -20, -15
hitsound = 5, 0
guardsound = 6, 0
guard.dist = 180
ground.type = low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -1, -3
guard.velocity = -4
airguard.velocity = -2, -1.5
air.type = low
air.velocity = -1.4, -3.6
air.juggle = 1
guard.kill = 0
fall = 1
air.fall = 1
fall.recover = 0
ID = 410

[State 410, 壒傪柭傜偡]
Type = PlaySnd
triggerall = anim = 410
trigger1 = animelem = 6
trigger2 = animelem = 10
value = 1, 2

;--------------------棴傔峌寕

[State 410, 僄僼僃僋僩昞帵] ;棴傔僄僼僃僋僩
Type = Explod
Trigger1 = anim = 411
trigger1 = animelem = 2
anim = 10050
ID = 10000
pos = 36, -54
scale = .5, .5
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 1

[State 410, 壒傪柭傜偡] ;棴傔
Type = PlaySnd
Trigger1 = anim = 411
trigger1 = animelem = 2
value = 1000, 0

[State 410, 壒傪柭傜偡] ;棴傔姰椆
Type = PlaySnd
Trigger1 = anim = 411
trigger1 = animelemtime(3) = 10
value = 1000, 1

[State 410, 僄僼僃僋僩昞帵] ;壩慄1
Type = Explod
trigger1 = anim = 411
trigger1 = animelem = 5
anim = 13100
ID = 10100
pos = 120, 0
scale = .5, .5
postype = p1
sprpriority = 0
bindtime = 1
ownpal = 1
removeongethit = 1

[State 410, 僄僼僃僋僩昞帵] ;廂懇1
Type = Explod
trigger1 = anim = 411
trigger1 = animelem = 6
anim = 10000
ID = 10000
scale = .5, .5
pos = 160, -10 
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 1

[State 410, 僄僼僃僋僩昞帵] ;敋敪1
Type = Explod
trigger1 = anim = 411
trigger1 = animelem = 7
anim = 11500
ID = 10100
pos = 160, 0
scale = .8, .8
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 1

[State 410, 僈乕僪壜擻嫍棧]
Type = AttackDist
trigger1 = anim = 411
trigger1 = animelem = 4
value = 300
persistent = 1

[State 410, 旘傃摴嬶] ;敾掕1
Type = Projectile
trigger1 = anim = 411
trigger1 = animelem = 7
attr = C, NP 
damage = ceil(40*fvar(0)*fvar(1)), ceil(5*fvar(0)*fvar(1))
getpower = 30, 10
animtype = medium
offset = 160, 0
projID = 410
projanim = 417
projremovetime = 3
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, 12
guard.pausetime = 10, 6
sparkno = ifelse(var(8) = 0, 2, -1)
guard.sparkno = 40
sparkxy = -20, -15
hitsound = 5, 0
guardsound = 6, 0
guard.dist = 180
ground.type = low
ground.slidetime = 16
ground.hittime = 15
ground.velocity = -7, 0
airguard.velocity = -2, -1.5
air.type = low
air.velocity = -1.4, -3.6
air.juggle = 1
guard.kill = 0
fall = 0
air.fall = 0
fall.recover = 0
ID = 411

[State 410, 僄僼僃僋僩昞帵] ;壩慄2
Type = Explod
trigger1 = anim = 411
trigger1 = animelem = 8
anim = 13100
ID = 10100
pos = 200, 0
scale = .5, .5
postype = p1
sprpriority = 0
bindtime = 1
ownpal = 1
removeongethit = 1

[State 410, 僄僼僃僋僩昞帵] ;廂懇2
Type = Explod
trigger1 = anim = 411
trigger1 = animelem = 9
anim = 10000
ID = 10000
pos = 240, -10
scale = .5, .5
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 1

[State 410, 僄僼僃僋僩昞帵] ;敋敪2
Type = Explod
trigger1 = anim = 411
trigger1 = animelem = 11
anim = 11500
ID = 10100
pos = 240, 0
scale = 1, .6
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 1

[State 410, 旘傃摴嬶] ;敾掕2
Type = Projectile
trigger1 = anim = 411
trigger1 = animelem = 11
attr = C, NP 
damage = ceil(40*fvar(0)*fvar(1)), ceil(10*fvar(0)*fvar(1))
getpower = 30, 10
animtype = medium
offset = 240, 0
projID = 410
projanim = 418
projremovetime = 3
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, 12
guard.pausetime = 10, 6
sparkno = ifelse(var(8) = 0, 2, -1)
guard.sparkno = 40
sparkxy = -20, -15
hitsound = 5, 0
guardsound = 6, 0
guard.dist = 300
ground.type = low
ground.slidetime = 16
ground.hittime = 15
ground.velocity = -1, -4
guard.velocity = -4
airguard.velocity = -2, -1.5
air.type = low
air.velocity = -1.4, -3.6
air.juggle = 1
guard.kill = 0
fall = 1
air.fall = 1
fall.recover = 0
ID = 411

[State 410, 僸僢僩掕媊]
Type = null;HitDef
trigger1 = anim = 411
trigger1 = animelem = 7
attr = C, NP
damage = 30, 5
animtype = medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 3, 6
guard.pausetime = 8, 4
sparkno = 1
guard.sparkno = 40
sparkxy = -20, -15
hitsound = 5, 0
guardsound = 6, 0
guard.dist = 160
ground.type = low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3, 0
airguard.velocity = -2, -1.5
air.type = low
air.velocity = -1.4, -3.6
guard.kill = 0
fall = 0
air.fall = 0
fall.recover = 0

[State 410, 僸僢僩掕媊]
Type = null;HitDef
trigger1 = anim = 411
trigger1 = animelem = 11
attr = C, NP
damage = 40, 5
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 12
guard.pausetime = 10, 6
sparkno = 1
guard.sparkno = 40
sparkxy = -20, -15
hitsound = 5, 0
guardsound = 6, 0
guard.dist = 180
ground.type = low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -3, 0
airguard.velocity = -2, -1.5
air.type = low
air.velocity = -1.4, -3.6
guard.kill = 0
fall = 0
air.fall = 0
fall.recover = 0

[State 410, 壒傪柭傜偡]
Type = PlaySnd
triggerall = anim = 411
trigger1 = animelem = 7
trigger2 = animelem = 11
value = 1, 2

[State 410, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1 

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	偟傖偑傒嫮
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 420]
type	= C
movetype= A
physics	= C
ctrl	= 0
anim	= 420
poweradd = 20
sprpriority = 2
facep2 = 1

[State 420, 暔棟揑側僉儍儔偺暆]
Type = Width
trigger1 = anim = 420
player = 15, -15
edge = 0, 0

[State 420, 僸僢僩掕媊]
Type = HitDef
trigger1 = animelem = 5
attr = C, NA
damage = ceil(60*fvar(0)*fvar(1)), ceil(10*fvar(0)*fvar(1))
animtype = hard
guardflag = L
hitflag = MAFD
priority = 5, Hit
pausetime = 12, 12
guard.pausetime = 6, 4
sparkno = ifelse(var(8) = 0, 1, -1)
guard.sparkno = 40
sparkxy = -20,-10
hitsound = 5, 2
guardsound = 6, 0
ground.type = Trip
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -2, 0
air.type = Trip
air.velocity = -1.4, -3.6
ground.cornerpush.veloff = -3
air.cornerpush.veloff =  -3
guard.cornerpush.veloff = -7
airguard.cornerpush.veloff = -7
guard.kill = 0
fall = 1
air.fall = 1
fall.recover = 0
ID = 420

[State 420, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 5 
value = 0, 2

[State 420, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1 

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	嬻拞庛
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 600]
type	= A
movetype= A
physics	= A
ctrl	= 0
anim	= 600
juggle	= 1
poweradd = 10
sprpriority = 2

[State 600, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 4
value = 2, 0

[State 600, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelem = 4
anim = 12000
ID = 600
scale = .5, .5
pos = 20, -35
postype = p1
sprpriority = 3
bindtime = 14
ownpal = 1
removeongethit = 1

[State 600, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelem = 4
anim = 12000
ID = 600
scale = .4, .4
pos = -30, -76
postype = p1
sprpriority = 3
bindtime = 14
ownpal = 1
removeongethit = 1

[State 600, 僸僢僩掕媊]
Type = HitDef
trigger1 = time = 0
attr = A, NA
damage = ceil(20*fvar(0)*fvar(1)), ceil(5*fvar(0)*fvar(1))
guardflag = HA ;偟傖偑傒僈乕僪晄壜
priority = 5
pausetime = 8, 8
sparkno = ifelse(var(8) = 0, 0, -1)
guard.sparkno = 40
sparkxy = 0, -40
hitsound = s2, 1
guardsound = 6,0
ground.type = high
ground.slidetime = 6
ground.hittime = 6
ground.velocity = -3
air.velocity = -3, -4
ground.cornerpush.veloff = -4
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0
guard.kill = 0
fall = 0
air.fall = 1
fall.recover = Ifelse(p2movetype = A,0,1)
fall.recovertime = 20
ID = 600

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	嬻拞拞
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 610]
type	= A
movetype= A
physics	= A
ctrl	= 0
anim	= 610
juggle	= 3
poweradd = 20
sprpriority = 2

[state 610, 堏摦懍搙]
Type = velset
triggerall = vel y >= 0
trigger1 = animelem = 4
y = -1.8

[State 610, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 4
value = 2, 0
volume = 64

[State 610, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelem = 4
anim = 12100
ID = 610
pos = 0, 0
postype = p1
sprpriority = 1
bindtime = 12
ownpal = 1
removeongethit = 1

[State 610, 僸僢僩掕媊]
Type = HitDef
trigger1 = time = 0
attr = A, NA
damage = ceil(50*fvar(0)*fvar(1)), 0
guardflag = HA
priority = 4
pausetime =12, 12
sparkno = ifelse(var(8) = 0, 1, -1)
guard.sparkno = 40
sparkxy = -20, -40
hitsound = 5, 3
guardsound = 6, 0
animtype = medium
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -3, -8
air.velocity = -1, -4
ground.cornerpush.veloff = -5.2
guard.cornerpush.veloff = -6.5
air.cornerpush.veloff = -5.2
airguard.cornerpush.veloff = -6.5
guard.kill = 0
fall = 0
air.fall = 1
fall.recover = Ifelse(p2movetype = A,0,1)
fall.recovertime = 24
ID = 610

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	嬻拞嫮
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[Statedef 620]
type	= A
movetype= A
physics	= A
ctrl	= 0
anim	= 620
juggle	= 2
poweradd = 30
sprpriority = 2

[state 620, 堏摦懍搙]
Type = velset
triggerall = vel y >= 0
trigger1 = animelem = 4
y = -1.8

[State 620, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 4
value = 2, 1

[State 620, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelem = 4
anim = 12200
ID = 620
pos = 0, 0
scale = .8, 1
postype = p1
sprpriority = 3
bindtime = 10
ownpal = 1
removeongethit = 1

[State 620, 僸僢僩掕媊]
Type = HitDef
trigger1 = time = 0
attr = A, NA
damage = ceil(40*fvar(0)*fvar(1)), 0
guardflag = HA
priority = 5
pausetime = 12, 12
sparkno = ifelse(var(8) = 0, 1, -1)
guard.sparkno = 40
sparkxy = -10, -40
hitsound = 5, 3
guardsound = 6, 0
animtype = medium
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4
air.velocity = -2, 3
ground.cornerpush.veloff = -5.2
guard.cornerpush.veloff = -6.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0
fall = 0
air.fall = 1
fall.recover = Ifelse(p2movetype = A,0,1)
fall.recovertime = 26
ID = 620

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	搳偘
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[帺暘]捦傒

[Statedef 800]
type	= S
movetype= A
physics	= S
ctrl	= 0
anim	= 800
sprpriority = 2

[State 800, 僸僢僩掕媊] ;搳偘梡
Type = HitDef
trigger1 = animelem = 2
attr = S, NT		;棫偪捠忢搳偘乮Standing, Normal Throw乯
hitflag = M-		;儅僀僫僗偑晅壛偝傟偰傞偺偱憡庤偑傗傜傟帪偼捦傔側偄
priority = 1, Miss
sparkno = -1		;-1側偺偱僸僢僩僗僷乕僋偼昞帵偟側偄
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1) ;慜傪墴偟偨傜僞乕儞偡傞
p2facing = 1
p1stateno = 810
p2stateno = 820
guard.dist = 0	;憡庤偺僈乕僪懺惃偵擖傞嫍棧偑侽亖僈乕僪晄壜
fall = 1
ID = 800

[State 800, 僈乕僪壜擻嫍棧]
Type = AttackDist
trigger1 = 1
value = 0
persistent = 1

[State 800, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[帺暘]搳偘敳偗偝傟偨偲偒

[Statedef 801]
type	= S
movetype= I
physics	= S
ctrl	= 0
anim	= 801
sprpriority = 1

[State 800, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[帺暘]搳偘惉岟

[Statedef 810]
type	= S
movetype= A
physics	= N
anim	= 810
poweradd = 60

[State 810, 僗僥乕僩曄峏] ;搳偘敳偗偝傟偨応崌
Type = ChangeState
trigger1 = !numtarget
value = 801

[State 810, 曄悢傪愝掕] ;乽holdfwd乿偺僐儅儞僪偑擖椡偝傟偰偄傞偐偳偆偐
Type = VarSet
trigger1 = time = 0
var(2) = command = "holdfwd"

[State 810, 曄悢傪愝掕] ;憡庤偑偪傃僉儍儔偐敾掕
Type = VarSet
trigger1 = time = 0
var(3) = ifelse(target(800),const(size.head.pos.y) >= -65, 1, 0)

[State 810, 堏摦懍搙]
Type = Velset
trigger1 = var(2) = 1
trigger1 = time = 0
x = 2

[State 810, 懍搙忔嶼]
Type = VelMul
trigger1 = 1
x = .85

[State 810, 幉埵抲堏摦] ;慜搳偘
Type = PosAdd
trigger1 = var(2) = 1
trigger1 = time = 0
x = 37

[State 810, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
value = 800, 1

[State 810, 憡庤偺埵抲]
Type = TargetBind
trigger1 = var(2) = 0 && var(3) = 0
trigger1 = animelem = 1
Pos = 40, 0	;憡庤偺幉埵抲傪帺暘偺幉埵抲偐傜X=40丒Y=0偺埵抲偵屌掕

[State 810, 憡庤偺埵抲]
Type = TargetBind
trigger1 = var(2) = 1 && var(3) = 0
trigger1 = animelem = 1
Pos = 20, 0

[State 810, 暔棟揑側僉儍儔偺暆]
Type = Width
trigger1 = animelemtime(2) >= 0 && animelemtime(12) < 0
Edge = 30, 0	;夋柺抂傪墴偡暆傪曄偊傞乮僆儗儞僕偺慄乯

[State 810, 憡庤偺埵抲]
Type = TargetBind
trigger1 = var(3) = 0
trigger1 = animelem = 4
Pos = 20, -20

[State 810, 憡庤偺埵抲]
Type = TargetBind
trigger1 = var(3) = 0
trigger1 = animelem = 5
Pos = 10, -30

[State 810, 憡庤偺埵抲]
Type = TargetBind
trigger1 = var(3) = 0
trigger1 = animelem = 6
Pos = 3, -33

;--------------------憡庤偑偪傃僉儍儔偺応崌

[State 810, 憡庤偺埵抲]
Type = TargetBind
trigger1 = var(2) = 0 && var(3) = 1
trigger1 = animelem = 1
Pos = 40, -60	;憡庤偺幉埵抲傪帺暘偺幉埵抲偐傜X=40丒Y=0偺埵抲偵屌掕

[State 810, 憡庤偺埵抲]
Type = TargetBind
trigger1 = var(2) = 1 && var(3) = 1
trigger1 = animelem = 1
Pos = 20, -60

[State 810, 暔棟揑側僉儍儔偺暆]
Type = Width
trigger1 = animelemtime(2) >= 0 && animelemtime(12) < 0
Edge = 30, 0	;夋柺抂傪墴偡暆傪曄偊傞乮僆儗儞僕偺慄乯

[State 810, 憡庤偺埵抲]
Type = TargetBind
trigger1 = var(3) = 1
trigger1 = animelem = 4
Pos = 20, -80

[State 810, 憡庤偺埵抲]
Type = TargetBind
trigger1 = var(3) = 1
trigger1 = animelem = 5
Pos = 10, -90

[State 810, 憡庤偺埵抲]
Type = TargetBind
trigger1 = var(3) = 1
trigger1 = animelem = 6
Pos = 3, -93

;--------------------廔椆傑偱

[State 810, 憡庤偺儔僀僼傪憹尭]
Type = TargetLifeAdd
trigger1 = animelem = 6
value = -ceil(80*fvar(0)*fvar(1))

[State 810, 憡庤偺僗僥乕僩傪曄峏]
Type = TargetState
trigger1 = time = 32
value = 821

[State 810, 怳傝岦偒]
Type = Turn
trigger1 = animtime = 0

[State 810, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[憡庤]搳偘傜傟儌乕僔儑儞侾

[Statedef 820]
type	= A
movetype= H
physics	= N
velset = 0,0

[State 820, 傇偮偐傝敾掕]
Type = PlayerPush
trigger1 = 1
value = 0

[State 820, 傾僯儊曄峏]
Type = ChangeAnim2
trigger1 = time = 0
value = ifelse(enemynear,var(3) = 1, 821, 820) 

[State 820, 憡庤偺僗僥乕僩偵栠偡] ;僶僌夞旔
Type = SelfState
trigger1 = time >= 10
trigger1 = P2movetype != A
value = 5035

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[憡庤]搳偘傜傟儌乕僔儑儞俀

[Statedef 821]
type	= A
movetype= H
physics	= N
velset = 3.1, -8
poweradd = 40

[state 821, 堏摦懍搙]
Type = VelSet
trigger1 = time = 0
trigger1 = enemynear,var(3) = 1
y = -6

[state 821, 懍搙憹尭]
Type = VelAdd
trigger1 = 1
y = .4

[State 821, 怳傝岦偒]
Type = Turn
trigger1 = time = 0

[State 821, 僸僢僩柍岠]
Type = NotHitBy
trigger1 = vel Y <= 4
value = SCA
time = 0

[State 821, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5030)
trigger1 = time = 0
value = 5030

[State 821, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5035)
trigger1 = !selfanimexist(5030) && Time = 0
trigger2 = anim = 5030 && animtime = 0
value = 5035

[State 821, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5050)
trigger1 = !selfanimexist(5030)
trigger1 = !selfanimexist(5035)
trigger1 = time = 0
trigger2 = anim = 5030
trigger2 = animtime = 0
trigger3 = anim = 5035
trigger3 = animtime = 0
value = 5050

[State 821, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
triggerall = vel Y > 4
triggerall = pos Y >= -20
triggerall = alive
triggerall = canrecover
trigger1 = command = "recovery"
value = 5200

[State 821, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
triggerall = vel Y > 4
triggerall = alive
triggerall = canrecover
trigger1 = command = "recovery"
value = 5210 

[State 821, 僼僅乕儖忬懺]
Type = HitFallSet
triggerall = vel Y > 4
trigger1 = 1
value = 1 

[State 821, 憡庤偺僗僥乕僩偵栠偡] 
Type = SelfState
trigger1 = vel Y > 4
trigger1 = pos Y >= 0
value = 5100 

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	嬻拞搳偘
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[帺暘]捦傒
[Statedef 850]
type	= A
movetype= A
physics	= A
ctrl	= 0
anim	= 850
sprpriority = 2

[State 850, 僸僢僩掕媊]
Type = HitDef
trigger1 = animelem = 2
attr = A, NT
hitflag = AF
priority = 1, miss
sparkno = -1
sprpriority = 1
p1facing = ifelse(command = "holdback", -1, 1) 
p2facing = 1
p1stateno = 860
p2stateno = 861
guard.dist = 0
fall = 1
air.fall = 1

[State 850, 僈乕僪壜擻嫍棧]
Type = AttackDist
trigger1 = 1
value = 0
persistent = 1

[State 850, 僐儞僩儘乕儖壜斲]
Type = CtrlSet
trigger1 = time = 16
value = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[帺暘]搳偘惉岟

[Statedef 860]
type	= A
movetype= A
physics	= N
ctrl	= 0
anim	= 860
poweradd = 40

[State 860, 堏摦懍搙]
Type = VelSet
trigger1 = time = 0
X = 0
Y = 0

[State 860, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
value = 800, 1

[State 860, 憡庤偺埵抲]
Type = TargetBind
trigger1 = animelem = 1
Pos = 20, 35

[State 860, 暔棟揑側僉儍儔偺暆]
Type = Width
trigger1 = animelemtime(2) >= 0 && animelemtime(12) < 0
Edge = 20,0

[State 860, 憡庤偺埵抲]
Type = TargetBind
trigger1 = animelem = 3
Pos = 10, 25

[State 860, 堏摦懍搙]
Type = VelSet
trigger1 = animelem = 4
X = -0.5
Y = -3.3

[State 860, 憡庤偺埵抲]
Type = TargetBind
trigger1 = animelem = 4
Pos = -20, 15

[State 860, 堏摦懍搙]
Type = VelSet
trigger1 = animelem >= 5
X = -1

[State 860, 懍搙憹尭]
Type = VelAdd
trigger1 = time >= 23
Y = .35

[State 860, 憡庤偺埵抲]
Type = TargetBind
trigger1 = animelem = 5
Pos = -8, -30

[State 860, 憡庤偺埵抲]
Type = TargetBind
trigger1 = animelem = 6
Pos = 15, -40

[State 860, 憡庤偺儔僀僼傪憹尭]
Type = TargetLifeAdd
trigger1 = animelem = 6
value = -ceil(80*fvar(0)*fvar(1))

[State 860, 憡庤偺僗僥乕僩曄峏]
Type = TargetState
trigger1 = animelem = 6
value = 862

[State 860, 僐儞僩儘乕儖壜斲]
Type = CtrlSet
trigger1 = time = 50
value = 1

[State 860, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = (vel Y > 0) && (pos Y >= 0)
value = 52
Ctrl = 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[憡庤僗僥乕僩]搳偘傜傟儌乕僔儑儞侾

[Statedef 861]
type	= A
movetype= H
physics	= N
velset	=0, 0

[State 860, 僼僅乕儖忬懺]
Type = HitFallSet
trigger1 = 1
value = 0

[State 861, 傾僯儊曄峏]
Type = ChangeAnim2
trigger1 = time = 0
value = 870

[State 860, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
trigger1 = time >= 60
trigger1 = P2movetype != A
value = 5035

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[憡庤僗僥乕僩]搳偘傜傟儌乕僔儑儞俀

[Statedef 862]
type	= A
movetype= H
physics	= N
velset	= -2.6, -7.4

[State 862, 僼僅乕儖忬懺]
Type = HitFallSet
trigger1 = 1
value = 1

[State 862, 僸僢僩柍岠]
Type = NotHitBy
trigger1 = time = 0
value = SCA
Time = 20

[State 862, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5030)
trigger1 = time = 0
value = 5030

[State 862, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5035)
trigger1 =! selfanimexist(5030)
trigger1 = time = 0
trigger2 = anim = 5030
trigger2 = animtime = 0
value = 5035

[State 862, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5050)
trigger1 =! selfanimexist(5030)
trigger1 =! selfanimexist(5035)
trigger1 = time = 0
trigger2 = anim = 5030
trigger2 = animtime = 0
trigger3 = anim = 5035
trigger3 = animtime = 0
value = 5050


[State 862, 懍搙憹尭] ;廳椡
Type = VelAdd
trigger1 = 1
y = .52

[State 862, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
triggerall = vel Y > 10
triggerall = pos Y >= -20
triggerall = alive
triggerall = canrecover
trigger1 = command = "recovery" || command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
value = 5200 

[State 862, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 5100


