[Data]
life = 1000
attack = 90
defence = 100
fall.defence_up = 50
liedown.time = 30
airjuggle = 20
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255
IntPersistIndex = 60
FloatPersistIndex = 40
[Size]
xscale = 1
yscale = 1
ground.back = 15
ground.front = 16
air.back = 12
air.front = 12
height = 60
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -5, -90
mid.pos = -5, -60
shadowoffset = 0
draw.offset = 0,0
[Velocity]
walk.fwd  = 2.4
walk.back = -2.2
run.fwd  = 10, 0
run.back = -5.5,-4.8
jump.neu = 0,-9.5
jump.back = -3.4
jump.fwd = 3.4
runjump.back = -2.55,-8.1
runjump.fwd = 6,-8.1
airjump.neu = 0,-8.1
airjump.back = -3.4
airjump.fwd = 3.4
air.gethit.groundrecover = -.15,-3.5  ;Velocity for ground recovery state (x, y) **MUGEN 1.0**
air.gethit.airrecover.mul = .5,.2     ;Multiplier for air recovery velocity (x, y) **MUGEN 1.0**
air.gethit.airrecover.add = 0,-4.5    ;Velocity offset for air recovery (x, y) **MUGEN 1.0**
air.gethit.airrecover.back = -1       ;Extra x-velocity for holding back during air recovery **MUGEN 1.0**
air.gethit.airrecover.fwd = 0         ;Extra x-velocity for holding forward during air recovery **MUGEN 1.0**
air.gethit.airrecover.up = -2         ;Extra y-velocity for holding up during air recovery **MUGEN 1.0**
air.gethit.airrecover.down = 1.5      ;Extra y-velocity for holding down during air recovery **MUGEN 1.0**
[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .44
stand.friction = .85
crouch.friction = .82
stand.friction.threshold = 2          ;If player's speed drops below this threshold while standing, stop his movement **MUGEN 1.0**
crouch.friction.threshold = .05       ;If player's speed drops below this threshold while crouching, stop his movement **MUGEN 1.0**
air.gethit.groundlevel = 25           ;Y-position at which a falling player is considered to hit the ground **MUGEN 1.0**
air.gethit.groundrecover.ground.threshold = -20 ;Y-position below which falling player can use the recovery command **MUGEN 1.0**
air.gethit.groundrecover.groundlevel = 10   ;Y-position at which player in the ground recovery state touches the ground **MUGEN 1.0**
air.gethit.airrecover.threshold = -1  ;Y-velocity above which player may use the air recovery command **MUGEN 1.0**
air.gethit.airrecover.yaccel = .35    ;Vertical acceleration for player in the air recovery state **MUGEN 1.0**
air.gethit.trip.groundlevel = 15      ;Y-position at which player in the tripped state touches the ground **MUGEN 1.0**
down.bounce.offset = 0, 20            ;Offset for player bouncing off the ground (x, y) **MUGEN 1.0**
down.bounce.yaccel = .4               ;Vertical acceleration for player bouncing off the ground **MUGEN 1.0**
down.bounce.groundlevel = 12          ;Y-position at which player bouncing off the ground touches the ground again **MUGEN 1.0**
down.friction.threshold = .05         ;If the player's speed drops below this threshold while lying down, stop his movement **MUGEN 1.0**
[Quotes]
victory1 = "........"
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0
[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[Statedef 180]
type = S
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 12
range = 1, 2
[State 191, 3]
type = ChangeState
trigger1 = time = 0
value = 180 + var(12)
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 9
value = 0, 9
[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 9
helpertype = normal
name = "bladespark"
persistent = 0
pos = 0,0
postype = p1
stateno = 8181
ownpal = 1
[Statedef 8181]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 8181
sprpriority = 3
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 0,0
[State 3470, FireB]
type = Explod
trigger1 = time = [0,10]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = -25,-80
random = 120,50
bindtime = 1
sprpriority = -1
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [0,10]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = -25,-80
random = 120,50
bindtime = 1
sprpriority = -1
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [0,10]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = -25,-80
random = 120,50
bindtime = 1
sprpriority = -1
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [0,10]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = -25,-80
random = 120,50
bindtime = 1
sprpriority = -1
ownpal = 1
accel = 0.02,-0.05
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0
[State 410, 1]
type = PlaySnd
trigger1 = time = 0
value = 800,20
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 12
value = 0, 9
[State 410, 1]
type = PlaySnd
trigger1 = animelem = 12
value = 800,31
[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 3470, FireB]
type = Explod
trigger1 = animelem = 6
ignorehitpause = 1
anim = 8182
vel = 0
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
[Statedef 191]
type = S
ctrl = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 12
range = 1, 2
[State 191, 3]
type = ChangeState
trigger1 = time = 0
value = 191 + var(12)
[Statedef 192]
type = S
ctrl = 0
anim = 190
velset = 0,0
[State 190, specialintrounavailable]
type=varset
trigger1=!time
var(0)=0
[State 410, 1]
type = PlaySnd
trigger1 = time = 0
trigger2 = time < 100
trigger2 = timemod = 39,38
value = 800,20
[State 3470, FireB]
type = Explod
trigger1 = time = 0
trigger2 = time < 100
trigger2 = timemod = 19,18
ignorehitpause = 1
anim = 192
vel = 0
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = animelem = 15
ignorehitpause = 1
anim = 191
vel = 0
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
[State 410, 1]
type = PlaySnd
trigger1 = animelem = 15
value = 800,31
freqmul = 1.1
[State 410, 1]
type = PlaySnd
trigger1 = animtime = 0
value = 800,31
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 16
value = 0, 6
freqmul = 0.8
[State 210, 1]
type = PlaySnd
trigger1 = animtime = 0
value = 0, 7
freqmul = 0.8
[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 190
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 191, 3]
type = Changeanim
trigger1 = roundstate = 0
value = 193
[State 190, specialintrounavailable]
type=varset
trigger1=!time
var(0)=0
[State 410, 1]
type = PlaySnd
trigger1 = time = 3
value = 800,19
[State 410, 1]
type = PlaySnd
trigger1 = time = 0
trigger2 = time < 100
trigger2 = timemod = 39,38
value = 6,7
[State 3470, FireB]
type = Explod
trigger1 = time = 0
trigger2 = time < 100
trigger2 = timemod = 29,28
ignorehitpause = 1
anim = 194
vel = 0
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = animelem = 2
ignorehitpause = 1
anim = 8194
vel = 0
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2
[State 195, 1]
type = CtrlSet
trigger1 = animtime = 0
value = 1
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 196]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 8000
sprpriority = 3
[State 1000, bind]
type = varset
trigger1 = time=  0
v = 1
value = 4
[State 1200, bind2]
type = varset
trigger1 = time=  0
v = 2
value = 0
[State 1004, bind]
type = varadd
trigger1 = 1
v = 1
value = 1
[State 1001, bind1]
type = varset
trigger1 = var(1) >= 10
v = 2
value = Ifelse(var(2) ,0, 1)
[State 1003, bind3]
type = varset
trigger1 = var(1) >= 10
v = 1
value = 0
[State 1000, bind]
type = Veladd
trigger1 = var(2) = 1
x = 2
[State 1000, bind]
type = Veladd
trigger1 = var(2) = 0
x = -2
[State 1000, bind]
type = Veladd
trigger1 = var(2) = 1
y = 1
[State 1000, bind]
type = Veladd
trigger1 = var(2) = 0
y = -1
t
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 5
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 600
[Statedef 1400]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 1400
sprpriority = 2
[State 200, particles]
type = Helper
triggerall = numhelper(777) < 1
trigger1 = time = 30
ignorehitpause = 1
persistent = 0
helpertype = normal
name = "dot"
id = 777
pos = 0, -65
postype = p1
stateno =40001
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 3470, varset] 
type = varset
trigger1 = time = 0
v = 24
value = 0
[State 3470, varset] 
type = varadd
trigger1 = power >= 3000
v = 24
value = 1
[State 3470, varset] 
type = varadd
trigger1 = var(24) = 100
v = 23
value = 1200
[State 5201, 5]
type = PalFX
trigger1 = var(24) = 100
time = 8
add = 115,80,80
sinadd = -115,-80,-80,32
[State 5201, 5]
type = PalFX
trigger1 = power = 3000
persistent = 0
time = 8
add = 115,80,80
sinadd = -115,-80,-80,32
[State 3470, FireB]
type = Explod
triggerall = anim != 1401
trigger1 = time > 25
trigger1 = timemod = 8,7
ignorehitpause = 1
id = 2121
anim = 2123
postype = p1
pos = 50,-70
random = 30,5
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0,-0.02
pausemovetime = 999999
supermovetime = 999999
[State 3470, FireB]
type = Explod
triggerall = anim != 1401
trigger1 = time > 25
trigger1 = timemod = 8,7
ignorehitpause = 1
id = 2121
anim = 2123
postype = p1
pos = -42,-70
random = 30,5
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0,-0.02
pausemovetime = 999999
supermovetime = 999999
[State 3470, FireB]
type = Explod
trigger1 = time = 18
ignorehitpause = 1
anim = 2302
vel = 0,0
scale = 1, 0.3
postype = p1
pos = 0,1
bindtime = 1
sprpriority = -2
ownpal = 1
accel = 0,0
pausemovetime = 999999
supermovetime = 999999
[State 3470, FireB]
type = Explod
trigger1 = time = 18
ignorehitpause = 1
anim = 2303
vel = 0,0
scale = 1, 0.3
postype = p1
pos = 0,1
bindtime = 1
sprpriority = 2
ownpal = 1
accel = 0,0
pausemovetime = 999999
supermovetime = 999999
[State 3470, FireB]
type = Explod
trigger1 = time = 3
ignorehitpause = 1
persistent = 1
id = 6020
anim = 6020
vel = 0,0
postype = p1
pos = 5,-50
random = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 195, 5]
type = EnvShake
trigger1 = time = 20
persistent = 0
time = 20
ampl = -2
freq = 100
phase = 15
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6020
scale = 1.2 - (.08*time), 1.2 - (.08*time)
[State 200, 1]
type = PlaySnd
trigger1 = time = 5
value = 800,19
[State 200, 1]
type = PlaySnd
trigger1 = time > 80
trigger1 = (GameTime%85) = 0 
value = 800,20
[State 200, 1]
type = poweradd
trigger1 = (GameTime%5) = 0 
trigger1 = time = [0,10]
value = 3
[State 200, 1]
type = poweradd
trigger1 = (GameTime%5) = 0 
trigger1 = time = [10,20]
value = 10
[State 200, 1]
type = poweradd
trigger1 = (GameTime%5) = 0 
trigger1 = time = [20,30]
value = 20
[State 200, 1]
type = poweradd
trigger1 = (GameTime%5) = 0 
trigger1 = time = [30,40]
value = 30
[State 200, 1]
type = poweradd
trigger1 = (GameTime%5) = 0 
trigger1 = time = [40,50]
value = 40
[State 200, 1]
type = poweradd
trigger1 = (GameTime%5) = 0 
trigger1 = time = [50,60]
value = 50
[State 200, 1]
type = poweradd
trigger1 = (GameTime%5) = 0 
trigger1 = time > 60
value = 60
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 12
range = 0, 100
[State 3470, FireB]
type = Explod
trigger1 = time > 20
trigger1 = (GameTime%18) = 0 
ignorehitpause = 1
id = 6030
anim = 6030
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
accel = 0,-0.005
removeongethit = 1
pausemovetime = 999999
supermovetime = 999999
[State 3470, FireB]
type = Explod
trigger1 = time > 6
trigger1 = (GameTime%17) = 0 
trigger1 = var(12) > 50
ignorehitpause = 1
id = 6041
anim = 6041
postype = p1
pos = 2,2
bindtime = 1
sprpriority = 3
ownpal = 1
accel = 0,-0.005
removeongethit = 1
pausemovetime = 999999
supermovetime = 999999
[State 3470, FireB]
type = Explod
trigger1 = time > 6
trigger1 = (GameTime%17) = 0 
trigger1 = var(12) <= 50
ignorehitpause = 1
id = 6042
anim = 6042
postype = p1
pos = 2,2
bindtime = 1
sprpriority = 3
ownpal = 1
accel = 0,-0.005
removeongethit = 1
pausemovetime = 999999
supermovetime = 999999
[State 3470, FireB]
type = Explod
trigger1 = time = 20
trigger2 = time > 20
trigger2 = (GameTime%30) = 0 
ignorehitpause = 1
id = 6040
anim = 6040
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 999999
supermovetime = 999999
[State 200, 7]
type = Removeexplod
trigger1 = command != "hold_y"  && var(30) <= 0
trigger2 = command != "hold_b"  && var(30) <= 0
trigger3 = var(30) >= 1 && p2movetype != I
trigger4 = var(30) >= 1 && p2bodydist X < 100
trigger5 = var(24) = 100
trigger6 = power >= 3000 && var(30) >= 1
id = 6030
[State 200, 7]
type = Removeexplod
trigger1 = command != "hold_y"  && var(30) <= 0
trigger2 = command != "hold_b"  && var(30) <= 0
trigger3 = var(30) >= 1 && p2movetype != I
trigger4 = var(30) >= 1 && p2bodydist X < 100
trigger5 = var(24) = 100
trigger6 = power >= 3000 && var(30) >= 1
id = 6020
[State 200, 7]
type = Removeexplod
trigger1 = command != "hold_y"  && var(30) <= 0
trigger2 = command != "hold_b"  && var(30) <= 0
trigger3 = var(30) >= 1 && p2movetype != I
trigger4 = var(30) >= 1 && p2bodydist X < 100
trigger5 = var(24) = 100
trigger6 = power >= 3000 && var(30) >= 1
id = 6040
[State 200, 7]
type = Removeexplod
trigger1 = command != "hold_y"  && var(30) <= 0
trigger2 = command != "hold_b"  && var(30) <= 0
trigger3 = var(30) >= 1 && p2movetype != I
trigger4 = var(30) >= 1 && p2bodydist X < 100
trigger5 = var(24) = 100
trigger6 = power >= 3000 && var(30) >= 1
id = 6041
[State 200, 7]
type = Removeexplod
trigger1 = command != "hold_y" && var(30) <= 0
trigger2 = command != "hold_b" && var(30) <= 0 
trigger3 = var(30) >= 1 && p2movetype != I
trigger4 = var(30) >= 1 && p2bodydist X < 100
trigger5 = var(24) = 100
trigger6 = power >= 3000 && var(30) >= 1
id = 6042
[State 200, 7]
type = ChangeAnim
trigger1 = command != "hold_y"  && var(30) <= 0
trigger2 = command != "hold_b"  && var(30) <= 0
trigger3 = var(30) >= 1 && p2movetype != I
trigger4 = var(30) >= 1 && p2bodydist X < 100
trigger5 = var(24) = 100
trigger6 = power >= 3000 && var(30) >= 1
value = 1401
persistent = 0
[State 200, 7]
type = ChangeState
trigger1 = anim = 1401 && animtime = 0
value = 0
ctrl = 1
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
poweradd =  (Var(23)=0)* 20
sprpriority = 2
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "bladespark"
persistent = 0
pos = 0,0
postype = p1
stateno = 8200
ownpal = 1
[State 200, 1]
type = veladd
trigger1 = Time = 0
x = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 200
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -76)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15000
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Dodge
pausetime = 0, 12
sparkno = -1
sparkxy = -10, -76
hitsound = S6, 0
guardsound = S0,100
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,1
air.hittime = 12
getpower =  (Var(23)=0)* 20 
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 6
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 8200]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 8200
sprpriority = 3
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 3470, FireB]
type = Explod
trigger1 = time = [0,5]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 60,-70
random = 40,20
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 5
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1010,cancelanim]
type = Changeanim
trigger1 = parent, stateno != 200
value = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 30
trigger2 = parent, movetype = h
trigger3 = parent,stateno != 200 && parent, stateno != 205
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
poweradd =  (Var(23)=0)* 20
sprpriority = 2
[State 200, 1]
type = veladd
trigger1 = Time = 0
x = 2
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 3
helpertype = normal
name = "bladespark"
persistent = 0
pos = 0,0
postype = p1
stateno = 8205
ownpal = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 205
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -76)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15001
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
damage = 20, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 12
sparkno = -1
sparkxy = -10, -60
hitsound = S5, 0
guardsound = S0,100
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,1
air.hittime = 12
getpower =  (Var(23)=0)* 20 
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 6
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 8205]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 8205
sprpriority = 3
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 3470, FireB]
type = Explod
trigger1 = time = [7,12]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 60,-65
random = 60,40
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [0,2]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 0,-40
random = 60,20
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [2,7]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 30,-40
random = 30,20
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 5
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,cancelanim]
type = Changeanim
trigger1 = parent, stateno != 205
value = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 30
trigger2 = parent, movetype = h
trigger3 = parent,stateno != 200 && parent, stateno != 205 && parent, stateno != 206
[Statedef 206]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd =  (Var(23)=0)* 65
ctrl = 0
sprpriority = -1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "bladespark"
persistent = 0
pos = 0,0
postype = p1
stateno = 8206
ownpal = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 206
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
trigger1=  prevstateno = 0
value = 206
elem = 4
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 210, Width]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0
[State 200, 1]
type = Veladd
trigger1 = Time = 0
x = 2
[State 200, 1]
type = posadd
trigger1 = time = 0 && prevstateno = 205
x = 14
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 6
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 12
value = 0, 7
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -70)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 2
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
animtype  = Medium
damage    = 20
guardflag = MA
pausetime = 0,4
sparkno = -1
sparkxy = 0,-70
hitsound   = S6,0
guardsound = S0,100
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5
air.velocity = -2.5,1
getpower =  (Var(23)=0)* 20 
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 13
attr = S, NA
animtype  = Medium
damage    = 20
guardflag = MA
pausetime = 0,9
sparkno = -1
sparkxy = -10,-60
hitsound   = S5,0
guardsound = S0,100
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -2.5,1
getpower =  (Var(23)=0)* 20 
[State 210, 4]
type = SprPriority
trigger1 = AnimElem = 5
value = 2
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 8206]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 8206
sprpriority = 3
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 0,0
[State 3470, FireB]
type = Explod
trigger1 = time = [0,8]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 40,-55
random = 70,20
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [8,13]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = -10,-95
random = 60,30
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [13,16]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 40,-85
random = 60,30
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [16,19]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 90,-70
random = 30,20
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 5
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1010,cancelanim]
type = Changeanim
trigger1 = parent, stateno != 206
value = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 30
trigger2 = parent, movetype = h
trigger3 = parent,stateno != 200 && parent, stateno != 205 && parent, stateno != 206 && parent, stateno != 207
[Statedef 207]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd =  (Var(23)=0)* 65
ctrl = 0
sprpriority = -1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "bladespark"
persistent = 0
pos = 0,0
postype = p1
stateno = 8207
ownpal = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 207
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 210, Width]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0
[State 200, 1]
type = posadd
trigger1 = time = 0 && prevstateno = 206
x = 32
[State 200, 1]
type = posadd
trigger1 = animelem = 2
x = 6
[State 200, 1]
type = posadd
trigger1 = animelem = 3
x = 8
[State 200, 1]
type = posadd
trigger1 = animelem = 4
x = 10
[State 200, 1]
type = posadd
trigger1 = animelem = 5
x = 9
[State 200, 1]
type = posadd
trigger1 = animelem = 6
x = 9
[State 200, 1]
type = posadd
trigger1 = animelem = 7
x = 9
[State 200, 1]
type = posadd
trigger1 = animelem = 8
x = 4
[State 200, 1]
type = posadd
trigger1 = animelem = 13
x = -4
[State 200, 1]
type = posadd
trigger1 = animelem = 14
x = -8
[State 200, 1]
type = posadd
trigger1 = animelem = 15
x = -12
[State 200, 1]
type = posadd
trigger1 = animelem = 16
x = -12
[State 200, 1]
type = posadd
trigger1 = animelem = 17
x = -12
[State 200, 1]
type = posadd
trigger1 = animtime = 0
x = -25
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 8
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -70)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
animtype  = Medium
damage    = 40
guardflag = MA
pausetime = 0,9
sparkno = -1
sparkxy = -10,-80
hitsound   = S6,1
guardsound = S0,100
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.velocity = -2.5,1
getpower =  (Var(23)=0)* 40 
[State 210, 4]
type = SprPriority
trigger1 = AnimElem = 5
value = 2
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 8207]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 8207
sprpriority = 3
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 0,0
[State 3470, FireB]
type = Explod
trigger1 = time = [0,5]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = -20,-95
random = 60,30
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [5,10]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 30,-85
random = 60,30
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [10,15]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 30,-45
random = 60,20
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 5
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1010,cancelanim]
type = Changeanim
trigger1 = parent, stateno != 207
value = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 30
trigger2 = parent, movetype = h
trigger3 = parent,stateno != 200 && parent, stateno != 205 && parent, stateno != 206 && parent, stateno != 207 && parent, stateno != 210
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd =  (Var(23)=0)* 65
ctrl = 0
sprpriority = -1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal
name = "bladespark"
persistent = 0
pos = 0,0
postype = p1
stateno = 8210
ownpal = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 210
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 210, Width]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0
[State 200, 1]
type = Veladd
trigger1 = Time = 0
x = 5
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 0, 6
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 15
value = 0, 8
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -70)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 2
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 11
attr = S, NA
animtype  = Medium
damage    = 20
guardflag = MA
pausetime = 0,6
sparkno = -1
sparkxy = 10,-50
hitsound   = S6,0
guardsound = S0,100
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,1
getpower =  (Var(23)=0)* 20 
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 17
attr = S, NA
animtype  = Heavy
damage    = 40
guardflag = MA
pausetime = 0,12
sparkno = -1
sparkxy = -10,-70
hitsound   = S5,0
guardsound = S0,100
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -10
air.velocity = -2.5,1
getpower =  (Var(23)=0)* 20 
[State 210, 3]
type = ChangeAnim
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0
trigger1 = movecontact
ignorehitpause = 1
persistent = 0
value = 210
elem = 6
[State 210, 4]
type = SprPriority
trigger1 = AnimElem = 5
value = 2
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 8210]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 8210
sprpriority = 3
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 0,0
[State 3470, FireB]
type = Explod
trigger1 = time = [0,5]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 0,-65
random = 60,20
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [5,10]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 70,-65
random = 60,20
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [8,13]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = -20,-50
random = 60,20
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [13,18]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 70,-65
random = 60,20
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 5
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1010,cancelanim]
type = Changeanim
trigger1 = parent, stateno != 210
value = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 30
trigger2 = parent, movetype = h
trigger3 = parent,stateno != 200 && parent, stateno != 205 && parent, stateno != 206 && parent, stateno != 207 && parent, stateno != 210 && parent, stateno != 211
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd =  (Var(23)=0)* 65
ctrl = 0
sprpriority = -1
[State 200, counter hit counter]
type = Veladd
trigger1 = time = 0
x = 8
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 2
helpertype = normal
name = "bladespark"
persistent = 0
pos = 0,0
postype = p1
stateno = 8211
ownpal = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 211
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 210, Width]
type = Width
trigger1 = 1
value = 15,0
[State 200, 1]
type = posadd
trigger1 = time = 0 && prevstateno = 210
x = 20
[State 200, 1]
type = posadd
trigger1 = animelem = 2
x = 6
[State 200, 1]
type = posadd
trigger1 = animelem = 3
x = 8
[State 200, 1]
type = posadd
trigger1 = animelem = 4
x = 10
[State 200, 1]
type = posadd
trigger1 = animelem = 5
x = 9
[State 200, 1]
type = posadd
trigger1 = animelem = 6
x = 9
[State 200, 1]
type = posadd
trigger1 = animelem = 7
x = 9
[State 200, 1]
type = posadd
trigger1 = animelem = 12
x = -5
[State 200, 1]
type = posadd
trigger1 = animelem = 13
x = -13
[State 200, 1]
type = posadd
trigger1 = animelem = 14
x = -13
[State 200, 1]
type = posadd
trigger1 = animelem = 15
x = -12
[State 200, 1]
type = posadd
trigger1 = animelem = 16
x = -12
[State 200, 1]
type = posadd
trigger1 = animelem = 17
x = -12
[State 200, 1]
type = posadd
trigger1 = animtime = 0
x = -8
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 0, 9
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -70)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
animtype  = Heavy
damage    = 60
guardflag = MA
pausetime = 0,16
sparkno = -1
sparkxy = -10,-50
hitsound   = S5,1
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -10
air.velocity = -2.5,1
getpower =  (Var(23)=0)* 40 
[State 210, 4]
type = SprPriority
trigger1 = AnimElem = 5
value = 2
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 8211]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 8211
sprpriority = 3
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 0,0
[State 3470, FireB]
type = Explod
trigger1 = time = [15,20]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = -10,-95
random = 60,30
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [13,15]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 60,-85
random = 60,30
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [0,13]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 30,-45
random = 60,20
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 5
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1010,cancelanim]
type = Changeanim
trigger1 = parent, stateno != 211
value = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 30
trigger2 = parent, movetype = h
trigger3 = parent,stateno != 200 && parent, stateno != 205 && parent, stateno != 206 && parent, stateno != 207 && parent, stateno != 210 && parent, stateno != 211
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd =  (Var(23)=0)* 22
ctrl = 0
sprpriority = -1
[State 200, counter hit counter]
type = Varset
trigger1 = time = 0
v = 13
value = 1
[State 210, 1]
type = AfterImageTime
trigger1 = animtime = 0
Time = 0
[State 200, counter hit counter]
type = Varset
trigger1 = animtime = 0
v = 13
value = 0
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 220
[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -37)
[State 230, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = Medium
priority = 4, dodge
damage    = 20
guardflag = MA
pausetime = 12,12
sparkno = 0
sparkxy = -10,-37
hitsound   = S6,2
guardsound = S0,100
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-1
p1sprpriority = -1
getpower =  (Var(23)=0)* 20 
[State 200, 1]
type = veladd
trigger1 = time = 0
x = 1
[State 200, 1]
type = posadd
trigger1 = animelem = 1
x = 1
[State 200, 1]
type = posadd
trigger1 = animelem = 2
x = 1
[State 200, 1]
type = posadd
trigger1 = animelem = 3
x = 1
[State 200, 1]
type = posadd
trigger1 = animelem = 4
x = 1
[State 200, 1]
type = posadd
trigger1 = animelem = 5
x = 1
[State 200, 1]
type = posadd
trigger1 = animelem = 7
x = 2
[State 200, 1]
type = posadd
trigger1 = animelem = 8
x = 2
[State 200, 1]
type = posadd
trigger1 = animelem = 9
x = 2
[State 200, 1]
type = posadd
trigger1 = animelem = 10
x = 2
[State 200, 1]
type = posadd
trigger1 = animtime = 0
x = 12
[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd =  (Var(23)=0)* 22
ctrl = 0
sprpriority = -1
[State 200, counter hit counter]
type = Varadd
trigger1 = time = 0 && var(13) = 1
v = 13
value = 1
[State 3450, Shadows]
type = Afterimage
trigger1 = time = 0 && var(13) = 2
length = 21
PalBright   =   1,  1,  1
PalContrast = 108,108,108
PalAdd      =   0,  0,  0
PalMul      =  0.5,0.5,0.5
FrameGap = 2
Trans = Add
time = 9999
[State 210, 1]
type = AfterImageTime
trigger1 = animtime = 0
Time = 0
[State 200, counter hit counter]
type = Varset
trigger1 = animtime = 0
v = 13
value = 0
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = prevstateno = 230
trigger1 = (time = 0) && (prevstateno != 4999)
value = 221
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = prevstateno != 230
trigger1 = (time = 0) && (prevstateno != 4999)
value = 222
[State 230, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 0, 1
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -77)
[State 200, 1]
type = veladd
trigger1 = time = 0
x = 4
[State 230, 2]
type = HitDef
trigger1 = Animelem = 5
attr = S, NA
animtype  = Medium
damage    = 20
guardflag = MA
pausetime = 12,12
sparkno = 0
sparkxy = -10,-85
hitsound   = S6,2	
guardsound = S0,100
ground.type = High
ground.slidetime = 13
ground.hittime  = 13
ground.velocity = -3
air.velocity = -2.5,-1
p1sprpriority = -1
getpower =  (Var(23)=0)* 20 
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -77)
[State 200, 1]
type = posadd
trigger1 = animelem = 1
x = 2
[State 200, 1]
type = posadd
trigger1 = animelem = 2
x = 2
[State 200, 1]
type = posadd
trigger1 = animelem = 3
x = 2
[State 200, 1]
type = posadd
trigger1 = animelem = 4
x = 2
[State 200, 1]
type = posadd
trigger1 = animelem = 5
x = 2
[State 200, 1]
type = posadd
trigger1 = animelem = 6
x = 2
[State 200, 1]
type = posadd
trigger1 = animelem = 8
x = 2
[State 200, 1]
type = posadd
trigger1 = animelem = 9
x = 2
[State 200, 1]
type = posadd
trigger1 = animelem = 10
x = 2
[State 200, 1]
type = posadd
trigger1 = animelem = 11
x = 2
[State 200, 1]
type = posadd
trigger1 = animtime = 0
x = 12
[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 236]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd =  (Var(23)=0)* 22
ctrl = 0
sprpriority = 2
[State 200, counter hit counter]
type = Varadd
trigger1 = time = 0 && var(13) = 2
v = 13
value = 1
[State 210, 1]
type = AfterImageTime
trigger1 = animtime = 0
Time = 0
[State 200, counter hit counter]
type = Varset
trigger1 = animtime = 0
v = 13
value = 0
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = prevstateno = 235
trigger1 = (time = 0) && (prevstateno != 4999)
value = 232
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = prevstateno != 235
trigger1 = (time = 0) && (prevstateno != 4999)
value = 231
[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -77)
[State 200, 1]
type = posadd
trigger1 = animelem = 3
x = 10
[State 200, 1]
type = posadd
trigger1 = animelem = 4
x = 10
[State 200, 1]
type = posadd
trigger1 = animelem = 5
x = 6
[State 200, 1]
type = posadd
trigger1 = animelem = 6
x = 8
[State 200, 1]
type = posadd
trigger1 = animelem = 7
x = 8
[State 200, 1]
type = posadd
trigger1 = animelem = 8
x = 3
[State 200, 1]
type = velset
trigger1 = time = 12
x = 1.5
[State 200, 1]
type = posadd
trigger1 = animelem = 13
x = 7
[State 200, 1]
type = posadd
trigger1 = animelem = 14
x = 7
[State 200, 1]
type = posadd
trigger1 = animelem = 15
x = 7
[State 200, 1]
type = posadd
trigger1 = animelem = 16
x = 7
[State 200, 1]
type = posadd
trigger1 = animelem = 17
x = 7
[State 200, 1]
type = posadd
trigger1 = animtime = 0
x = 22
[State 230, 2]
type = HitDef
trigger1 = animelem = 7
attr = S, NA
animtype  = Medium
priority = 4, dodge
damage    = 40
guardflag = MA
pausetime = 12,12
sparkno = 0
sparkxy = -10,-77
hitsound   = S6,3
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -2.5,-1
getpower =  (Var(23)=0)* 40 
[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 237]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd =  (Var(23)=0)* 22
ctrl = 0
sprpriority = 2
[State 200, counter hit counter]
type = Varadd
trigger1 = time = 0 && var(13) = 3
v = 13
value = 1
[State 210, 1]
type = AfterImageTime
trigger1 = animtime = 0
Time = 0
[State 200, counter hit counter]
type = Varset
trigger1 = animtime = 0
v = 13
value = 0
[State 210, Width]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = prevstateno = 236
trigger1 = (time = 0) && (prevstateno != 4999)
value = 234
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = prevstateno != 236
trigger1 = (time = 0) && (prevstateno != 4999)
value = 233
[State 230, 1]
type = PlaySnd
trigger1 = Time = 0 && prevstateno = 236
value = 0, 3
[State 230, 1]
type = PlaySnd
trigger1 = Time = 6
value = 0, 3
[State 230, 1]
type = PlaySnd
trigger1 = Time = 12
value = 0, 2
[State 230, 1]
type = PlaySnd
trigger1 = Time = 20 && prevstateno != 236
value = 0, 3
[State 200, 1]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
trigger10 = animelem = 10
trigger11 = animelem = 16
trigger12 = animelem = 17
trigger13 = animelem = 18
x = 7
[State 200, 1]
type = velset
trigger1 = time = 18
x = 2
[State 200, 1]
type = velmul
trigger1 = time > 25
x = 0.68
[State 200, 1]
type = velmul
trigger1 = time = [0,10]
x = 0.68
[State 200, 1]
type = posadd
trigger1 = animelem = 11
trigger2 = animelem = 12
trigger3 = animelem = 13
trigger4 = animelem = 14
x = 4
[State 200, 1]
type = posadd
trigger1 = animelem = 19
trigger2 = animelem = 20
trigger3 = animelem = 21
trigger4 = animelem = 22
trigger5 = animelem = 23
trigger6 = animelem = 34
x = 7
[State 200, 1]
type = posadd
trigger1 = animtime = 0
x = 8
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -77)
[State 230, 2]
type = HitDef
trigger1 = animelem = 13
attr = S, NA
animtype  = Medium
priority = 4, dodge
damage    = 40
guardflag = MA
pausetime = 14,14
sparkno = 0
sparkxy = -10,-77
hitsound   = S6,4
guardsound = S0,100
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -9
air.velocity = -9,-1
getpower =  (Var(23)=0)* 40 
[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd =  (Var(23)=0)* 65
ctrl = 0
sprpriority = 2
[State 200, counter hit counter]
type = Varadd
trigger1 = time = 0 && var(13) = 4
v = 13
value = 1
[State 210, 1]
type = AfterImageTime
trigger1 = animtime = 0
Time = 0
[State 200, counter hit counter]
type = Varset
trigger1 = animtime = 0
v = 13
value = 0
[State 210, Width]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = prevstateno = 237
trigger1 = (time = 0) && (prevstateno != 4999)
value = 239
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = prevstateno != 237
trigger1 = (time = 0) && (prevstateno != 4999)
value = 238
[State 200, 1]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 6
trigger6 = animelem = 7
trigger7 = animelem = 8
trigger8 = animelem = 9
trigger9 = animelem = 10
trigger10 = animelem = 18
trigger11 = animelem = 19
trigger12 = animelem = 20
x = 5
[State 200, 1]
type = posadd
triggerall = anim = 238
trigger1 = animelem = 4
x =  19
[State 200, 1]
type = posadd
trigger1 = animtime = 0
x = 17
[State 240, 3]
type = Statetypeset
trigger1 = time = 17
statetype = A
[State 240, 3]
type = Statetypeset
trigger1 = time = 41
statetype = S
[State 240, 1]
type = PlaySnd
trigger1 = time = 5
value = 0, 3
[State 240, 1]
type = PlaySnd
trigger1 = time = 14
value = 0, 4
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -78)
[State 240, 2]
type = HitDef
trigger1 = animelem = 10
attr = S, NA
animtype  = Hard
damage    = 60
guardflag = MA
pausetime = 15,15
sparkno = 2
sparkxy = -10,-78
hitsound   = S6,4
guardsound = S0,100
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -14
air.velocity = -14.2,-1
getpower =  (Var(23)=0)* 40 
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 241]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd =  (Var(23)=0)* 22
ctrl = 0
sprpriority = 2
[State 200, counter hit counter]
type = Varadd
trigger1 = time = 0 && var(13) = 5
v = 13
value = 1
[State 210, 1]
type = AfterImageTime
trigger1 = animtime = 0
Time = 0
[State 200, counter hit counter]
type = Varset
trigger1 = animtime = 0
v = 13
value = 0
[State 210, Width]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = prevstateno = 240
trigger1 = (time = 0) && (prevstateno != 4999)
value = 242
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = prevstateno != 240
trigger1 = (time = 0) && (prevstateno != 4999)
value = 241
[State 230, 1]
type = PlaySnd
trigger1 = Time = 0 && prevstateno = 236
value = 0, 3
[State 230, 1]
type = PlaySnd
trigger1 = Time = 6
value = 0, 2
[State 230, 1]
type = PlaySnd
trigger1 = Time = 10
value = 0, 3
[State 230, 1]
type = PlaySnd
trigger1 = Time = 20
value = 0, 2
[State 230, 1]
type = PlaySnd
trigger1 = Time = 24
value = 0, 4
[State 200, 1]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
trigger10 = animelem = 10
x = 7
[State 200, 1]
type = velset
trigger1 = time = 18
x = 2
[State 200, 1]
type = velmul
trigger1 = time > 25
x = 0.68
[State 200, 1]
type = velmul
trigger1 = time = [0,10]
x = 0.68
[State 200, 1]
type = posadd
trigger1 = animelem = 11
trigger2 = animelem = 12
trigger3 = animelem = 13
trigger4 = animelem = 14
x = 4
[State 200, 1]
type = posadd
trigger1 = animelem = 19
trigger2 = animelem = 20
trigger3 = animelem = 21
trigger4 = animelem = 22
trigger5 = animelem = 23
trigger6 = animelem = 34
x = 7
[State 200, 1]
type = posadd
trigger1 = animtime = 0
x = 8
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -72)
[State 230, 2]
type = HitDef
trigger1 = animelem = 11
attr = S, NA
animtype  = Hard
priority = 4, dodge
damage    = 25
guardflag = MA
pausetime = 7,7
sparkno = 0
sparkxy = -10,-72
hitsound   = S6,3
guardsound = S0,100
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -6
air.velocity = -2.5,-1
getpower =  (Var(23)=0)* 20 
[State 230, 2]
type = HitDef
trigger1 = animelem = 15
attr = S, NA
animtype  = Hard
priority = 4, dodge
damage    = 35
guardflag = MA
pausetime = 15,15
sparkno = 0
sparkxy = -10,-80
hitsound   = S6,4
guardsound = S0,100
ground.type = High
ground.slidetime = 20
ground.hittime  = 22
ground.velocity = -16
air.velocity = -16,-1
getpower =  (Var(23)=0)* 20 
[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 250]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd =  (Var(23)=0)* 22
ctrl = 0
sprpriority = 2
[State 200, counter hit counter]
type = Varadd
trigger1 = time = 0 && var(13) = 1
v = 13
value = 1
[State 210, 1]
type = AfterImageTime
trigger1 = animtime = 0
Time = 0
[State 200, counter hit counter]
type = Varset
trigger1 = animtime = 0
v = 13
value = 0
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 250
[State 230, 1]
type = PlaySnd
trigger1 = Time = 5
value = 0, 3
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -37)
[State 230, 2]
type = HitDef
trigger1 = animelem = 8
attr = C, NA
animtype  = Medium
priority = 4, dodge
damage    = 30
guardflag = MA
pausetime = 12,12
sparkno = 0
sparkxy = -10,-67
hitsound   = S6,3
guardsound = S0,100
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5
air.velocity = -5,-1
getpower =  (Var(23)=0)* 20 
[State 200, 1]
type = velset
trigger1 = animelem = 5
x = 3
[State 200, 1]
type = velset
trigger1 = time = 19
x = 0
[State 200, 1]
type = posadd
trigger1 = animelem = 1
x = 10
[State 200, 1]
type = posadd
trigger1 = animelem = 2
x = 10
[State 200, 1]
type = posadd
trigger1 = animelem = 3
x = 10
[State 200, 1]
type = posadd
trigger1 = animelem = 4
x = 15
[State 200, 1]
type = posadd
trigger1 = animelem = 5
x = 20
[State 200, 1]
type = posadd
trigger1 = animelem = 12
trigger2 = animelem = 13
trigger3 = animelem = 14
trigger4 = animelem = 15
x = 7
[State 200, 1]
type = posadd
trigger1 = animtime = 0
x = 12
[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 251]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd =  (Var(23)=0)* 22
ctrl = 0
sprpriority = 2
[State 200, counter hit counter]
type = Varadd
trigger1 = time = 0 && var(13) = 7
v = 13
value = 1
[State 210, 1]
type = AfterImageTime
trigger1 = animtime = 0
Time = 0
[State 200, counter hit counter]
type = Varset
trigger1 = animtime = 0
v = 13
value = 0
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 251
[State 230, 1]
type = PlaySnd
trigger1 = Time = 5
value = 0, 3
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -37)
[State 230, 2]
type = HitDef
trigger1 = animelem = 8
attr = S, NA
animtype  = Medium
priority = 4, dodge
damage    = 30
guardflag = L
pausetime = 12,12
sparkno = 0
sparkxy = -10,-27
hitsound   = S6,4
guardsound = S0,100
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -.5, -7
air.velocity = -.5,-7
fall = 1
air.fall = 1
fall.recover = 0
getpower =  (Var(23)=0)* 20 
[State 200, 1]
type = velmul
trigger1 = time > 21
x = 0.68
[State 200, 1]
type = posadd
trigger1 = animelem = 1
x = 3
[State 200, 1]
type = posadd
trigger1 = animelem = 2
x = 3
[State 200, 1]
type = posadd
trigger1 = animelem = 3
x = 3
[State 200, 1]
type = posadd
trigger1 = animelem = 4
x = 3
[State 200, 1]
type = posadd
trigger1 = animelem = 5
x = 3
[State 200, 1]
type = posadd
trigger1 = animtime = 0
x = 12
[State 230, 3]
type = ChangeState
triggerall = var(30) >= 1 && var(32) = 1
trigger1 = AnimTime = 0
value = 1120
ctrl = 0
[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 252]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd =  (Var(23)=0)* 22
ctrl = 0
sprpriority = 2
[State 200, counter hit counter]
type = Varadd
trigger1 = time = 0 && var(13) = 8
v = 13
value = 1
[State 210, 1]
type = AfterImageTime
trigger1 = animtime = 0 
trigger2 = movecontact = 1
Time = 0
[State 200, counter hit counter]
type = Varset
trigger1 = animtime = 0
v = 13
value = 0
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 252
[State 230, 1]
type = PlaySnd
trigger1 = Time = 5
value = 0, 3
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -37)
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%1) = 0 && roundstate = 2 && p2life > 0
trigger1 = time = [20,44]
time = 2
movetime = 1
ignorehitpause = 1 
[State 810, Throw Sound]
type = PlaySnd
trigger1     = time = 20
value = 800, 0
[state 3451, red fadeout]
type           = BGPalFx
trigger1     = time = 20
add            = 100,100,100
mul = 300,300,300
sinadd         = -100,-100,-100,340
time = 48
ignorehitpause = 1
[State 230, 2]
type = HitDef
trigger1 = animelem = 23
attr = S, NA
animtype  = Medium
priority = 4, dodge
damage    = 100
guardflag = MA
pausetime = 35,35
sparkno = 0
sparkxy = -10,-52
hitsound   = S6,4
guardsound = S0,100
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -15, 50
air.velocity = -15,50
fall.envshake.time = 15
fall.envshake.freq = 150
fall.envshake.ampl = -20
fall.envshake.phase = 15
getpower =  (Var(23)=0)* 20 
[State 195, 5]
type = EnvShake
trigger1 = movehit = 1
ignorehitpause = 1
persistent = 0
time = 5
ampl = -10
freq = 150
phase = 15
[State 200, 1]
type = velset
trigger1 = animelem = 10
x = 0.5
y = -3
[State 200, 1]
type = veladd
trigger1 = time = [15,50]
y = 0.175
[State 200, 1]
type = velset
trigger1 = time = 51
y = 0
[State 200, 1]
type = velmul
trigger1 = time > 52
x = 0.58
[State 200, 1]
type = posadd
trigger1 = animelem = 1
x = 3
[State 200, 1]
type = posadd
trigger1 = animelem = 2
x = 3
[State 200, 1]
type = posadd
trigger1 = animelem = 3
x = 3
[State 200, 1]
type = posadd
trigger1 = animelem = 4
x = 3
[State 200, 1]
type = posadd
trigger1 = animelem = 5
x = 3
[State 200, 1]
type = posadd
trigger1 = animtime = 0
x = 12
[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd =  (Var(23)=0)* 15
ctrl = 0
sprpriority = 2
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "bladespark"
persistent = 0
pos = 0,0
postype = p1
stateno = 8400
ownpal = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 400
[State 400, 1]
type = PlaySnd
trigger1 = Time = animelem = 2
value = 0, 6
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -42)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15000
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 400, 2]
type = HitDef
trigger1 = animelem = 4
attr = C, NA
damage    = 20
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 0,5
sparkno = -1
sparkxy = -10,-42
hitsound   = S6,0
guardsound = S0,100
ground.type = Low
ground.slidetime = 4
ground.hittime  = 8
ground.velocity = -4
air.velocity = -1.5,-1
getpower =  (Var(23)=0)* 20 
[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 8400]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 8400
sprpriority = 3
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 3470, FireB]
type = Explod
trigger1 = time = [0,4]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 17,-75
random = 60,20
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [4,8]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 65,-50
random = 60,20
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 5
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1010,cancelanim]
type = Changeanim
trigger1 = parent, stateno != 400
value = 9999
[State 210, 1]
type = AfterImageTime
trigger1 = parent, stateno != 400
Time = 0
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 30
trigger2 = parent, movetype = h
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd =  (Var(23)=0)* 50
ctrl = 0
sprpriority = 2
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "bladespark"
persistent = 0
pos = 0,0
postype = p1
stateno = 8410
ownpal = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 410
[State 410, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 7
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -55)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 410, 2]
type = HitDef
trigger1 = AnimElem = 10
attr = C, NA
damage    = 40
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 0,12
sparkno = -1
sparkxy = -10,-55
hitsound   = S5,1
guardsound = S0,100
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5,0
air.velocity = -5,-1
getpower =  (Var(23)=0)* 40 
[State 200, particles]
type = Helper
trigger1 = movehit = 1 && animelem = 4
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
sparkno = -1
[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 8410]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 8410
sprpriority = 3
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 3470, FireB]
type = Explod
trigger1 = time = [5,11]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 45,-75
random = 60,60
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [3,5]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 0,-32
random = 60,15
bindtime = 1
sprpriority = 1
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [0,3]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = -30,-65
random = 20,40
bindtime = 1
sprpriority = 1
ownpal = 1
accel = 0.02,-0.05
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 5
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1010,cancelanim]
type = Changeanim
trigger1 = parent, stateno != 410
value = 9999
[State 210, 1]
type = AfterImageTime
trigger1 = parent, stateno != 410
Time = 0
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 30
trigger2 = parent, movetype = h
[Statedef 415]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd =  (Var(23)=0)* 50
ctrl = 0
sprpriority = 2
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "bladespark"
persistent = 0
pos = 0,0
postype = p1
stateno = 8415
ownpal = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 415
[State 410, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 8
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -55)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 410, 2]
type = HitDef
trigger1 = AnimElem = 11
attr = C, NA
damage    = 60
animtype  = up
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = -1
sparkxy = -10,-55
hitsound   = S6,1
guardsound = S0,100
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,-12
air.hittime = 15
air.velocity = -1,-5
fall = 1
fallanimtype = up
fall.recovertime = 65
getpower =  (Var(23)=0)* 60 
[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 8415]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 8415
sprpriority = 3
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 3470, FireB]
type = Explod
trigger1 = time = [12,18]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 65,-85
random = 60,70
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [7,12]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 45,-45
random = 30,70
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [5,10]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 10,-15
random = 60,25
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [0,5]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = -40,-25
random = 20,40
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 5
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1010,cancelanim]
type = Changeanim
trigger1 = parent, stateno != 415
value = 9999
[State 210, 1]
type = AfterImageTime
trigger1 = parent, stateno != 415
Time = 0
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 30
trigger2 = parent, movetype = h
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd =  (Var(23)=0)* 22
ctrl = 0
sprpriority = 2
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 430
[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -8)
[State 430, 2]
type = HitDef
trigger1 = animelem = 5
attr = C, NA
damage    = 20
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 6,6
sparkno = 0
sparkxy = -10,-8
hitsound   = S6,2
guardsound = S0,100
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -1,-3
down.hittime = 20
getpower =  (Var(23)=0)* 20 
[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd =  (Var(23)=0)* 70
ctrl = 0
sprpriority = 2
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 440
[State 440, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -5) && (Var(3) := -10)
[State 440, 3]
type = HitDef
trigger1 = animelem = 8
attr = C, NA
damage    = 40
hitflag = MAFD
guardflag = L
pausetime = 8,8
sparkno = 1
sparkxy = -5,-10
hitsound   = S6,3
guardsound = S0,100
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,0
air.velocity = -1.2,-3
guard.velocity = -5
fall = 0
getpower =  (Var(23)=0)* 40 
[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 450]
type    = C
movetype= A
physics = C
poweradd =  (Var(23)=0)* 70
ctrl = 0
sprpriority = 2
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 450
[State 400, 1]
type = Posadd
trigger1 = animelem = 3
x = 10
[State 400, 1]
type = Posadd
trigger1 = animelem = 4
x = 10
[State 400, 1]
type = Posadd
trigger1 = animelem = 5
x = 10
[State 400, 1]
type = Posadd
trigger1 = animelem = 6
x = 6
[State 400, 1]
type = Posadd
trigger1 = animelem = 12
x = -3
[State 400, 1]
type = Posadd
trigger1 = animelem = 13
x = -4
[State 400, 1]
type = Posadd
trigger1 = animelem = 14
x = -5
[State 440, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -5) && (Var(3) := -10)
[State 440, 3]
type = HitDef
trigger1 = animelem = 6
attr = C, NA
damage    = 80
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = 1
sparkxy = -5,-25
hitsound   = S6,4
guardsound = S0,100
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -0.5,-2
air.velocity = -0.2,1
guard.velocity = -5
fall = 1
getpower =  (Var(23)=0)* 60 
[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 600]
type    = A
movetype= A
physics = A
poweradd =  (Var(23)=0)* 11
ctrl = 0
sprpriority = 2
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "bladespark"
persistent = 0
pos = 0,0
postype = p1
stateno = 8600
ownpal = 1
[State 600, 1]
type = velmul
trigger1 = movecontact = 1
trigger1 = prevstateno = 1003 || prevstateno = 1013 || prevstateno = 1023
x = 0.5
persistent = 0
ignorehitpause = 1
[State 600, 1]
type = veladd
trigger1 = movecontact = 1
y = -0.5
persistent = 0
ignorehitpause = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 600
[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 6
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -58)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15000
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 600, 2]
type = HitDef
trigger1 = prevstateno != 4999
trigger1 = animelem = 4
persistent = 0
attr = A, NA
damage    = 20
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = -1
sparkxy = -10,-58
hitsound   = S6,0
guardsound = S0,100
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,(vel Y)
getpower =  (Var(23)=0)* 20 
[State 600, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1
[Statedef 8600]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 8600
sprpriority = 3
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 0,0
[State 3470, FireB]
type = Explod
trigger1 = time = [0,4]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = -7,-95
random = 60,20
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [4,8]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 35,-70
random = 60,20
bindtime = 1
sprpriority = 4
ownpal = 1
accel = -0.02,-0.05
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 5
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1010,cancelanim]
type = Changeanim
trigger1 = parent, stateno != 600
value = 9999
[State 210, 1]
type = AfterImageTime
trigger1 = parent, stateno != 600
Time = 0
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 30
trigger2 = parent, movetype = h
[Statedef 605]
type    = A
movetype= A
physics = A
poweradd =  (Var(23)=0)* 11
ctrl = 0
sprpriority = 2
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal
name = "bladespark"
persistent = 0
pos = 0,0
postype = p1
stateno = 8605
ownpal = 1
[State 600, 1]
type = velmul
trigger1 = movecontact = 1
trigger1 = prevstateno = 1003 || prevstateno = 1013 || prevstateno = 1023
x = 0.5
persistent = 0
ignorehitpause = 1
[State 600, 1]
type = veladd
trigger1 = movecontact = 1
y = -0.5
persistent = 0
ignorehitpause = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 605
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -58)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15001
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 600, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 7
[State 600, 2]
type = HitDef
trigger1 = prevstateno != 4999
trigger1 = animelem = 8
persistent = 0
attr = A, NA
damage    = 40
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = -1
sparkxy = -10,-58
hitsound   = S5,0
guardsound = S0,100
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,(vel Y)
getpower =  (Var(23)=0)* 20 
[State 600, 3]
type = CtrlSet
trigger1 = Time = 19
value = 1
[Statedef 8605]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 8605
sprpriority = 3
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 0,0
[State 3470, FireB]
type = Explod
trigger1 = time = [5,11]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 45,-95
random = 60,30
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [0,5]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 45,-45
random = 60,30
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 5
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1010,cancelanim]
type = Changeanim
trigger1 = parent, stateno != 605
value = 9999
[State 210, 1]
type = AfterImageTime
trigger1 = parent, stateno != 605
Time = 0
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 30
trigger2 = parent, movetype = h
[Statedef 610]
type    = A
movetype= A
physics = A
poweradd =  (Var(23)=0)* 65
ctrl = 0
sprpriority = 2
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 2
helpertype = normal
name = "bladespark"
persistent = 0
pos = 0,0
postype = p1
stateno = 8610
ownpal = 1
[State 600, 1]
type = velmul
trigger1 = movecontact = 1
trigger1 = prevstateno = 1003 || prevstateno = 1013 || prevstateno = 1023
x = 0.5
persistent = 0
ignorehitpause = 1
[State 600, 1]
type = veladd
trigger1 = movecontact = 1
y = -0.5
persistent = 0
ignorehitpause = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 610
[State 610, 2]
type = PlaySnd
trigger1 = animelem = 6
value = 0, 9
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -55)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 610, 3]
type = HitDef
trigger1 = prevstateno != 4999
trigger1 = animelem = 9
persistent = 0
attr = A, NA
damage = 60
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = -1
sparkxy = -10,-55
hitsound   = S6,1
guardsound = S0,100
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6
air.velocity = -7,9
air.fall = 1
getpower =  (Var(23)=0)* 20 
[Statedef 8610]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 8610
sprpriority = 3
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 0,0
[State 3470, FireB]
type = Explod
trigger1 = time = [0,5]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = -10,-105
random = 60,30
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [5,10]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 30,-75
random = 60,30
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [8,14]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 30,-45
random = 60,20
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 5
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1010,cancelanim]
type = Changeanim
trigger1 = parent, stateno != 610
value = 9999
[State 210, 1]
type = AfterImageTime
trigger1 = parent, stateno != 610
Time = 0
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 30
trigger2 = parent, movetype = h
[Statedef 630]
type    = A
movetype= A
physics = A
poweradd =  (Var(23)=0)* 20
ctrl = 0
sprpriority = 2
[State 600, 1]
type = velmul
trigger1 = movecontact = 1
trigger1 = prevstateno = 1003 || prevstateno = 1013 || prevstateno = 1023
x = 0.5
persistent = 0
ignorehitpause = 1
[State 600, 1]
type = veladd
trigger1 = movecontact = 1
y = -0.5
persistent = 0
ignorehitpause = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 630
[State 630, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 1
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -5) && (Var(3) := -35)
[State 630, 2]
type = HitDef
persistent = 0
trigger1 = prevstateno != 4999
trigger1 = animelem = 4
attr = A, NA
damage = 20
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = 1
sparkxy = -5,-70
hitsound   = S6,2
guardsound = S0,100
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,(vel Y)
getpower =  (Var(23)=0)* 20 
[State 600, 3]
type = CtrlSet
trigger1 = Time = 20
value = 1
[Statedef 635]
type    = A
movetype= A
physics = A
poweradd =  (Var(23)=0)* 20
ctrl = 0
sprpriority = 2
[State 600, 1]
type = velmul
trigger1 = movecontact = 1
trigger1 = prevstateno = 1003 || prevstateno = 1013 || prevstateno = 1023
x = 0.5
persistent = 0
ignorehitpause = 1
[State 600, 1]
type = veladd
trigger1 = movecontact = 1
y = -0.5
persistent = 0
ignorehitpause = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 635
[State 630, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 2
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -5) && (Var(3) := -35)
[State 630, 2]
type = HitDef
trigger1 = prevstateno != 4999
trigger1 = animelem = 7
persistent = 0
attr = A, NA
damage = 40
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = 1
sparkxy = -5,-70
hitsound   = S6,3
guardsound = S0,100
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,(vel Y)
getpower =  (Var(23)=0)* 20 
[State 600, 3]
type = CtrlSet
trigger1 = Time = 22
value = 1
[Statedef 640]
type    = A
movetype= A
physics = A
poweradd =  (Var(23)=0)* 65
ctrl = 0
sprpriority = 2
[State 600, 1]
type = velmul
trigger1 = movecontact = 1
trigger1 = prevstateno = 1003 || prevstateno = 1013 || prevstateno = 1023
x = 0.5
persistent = 0
ignorehitpause = 1
[State 600, 1]
type = veladd
trigger1 = movecontact = 1
y = -0.5
persistent = 0
ignorehitpause = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 641
[State 640, 2]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 3
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -40)
[State 640, 3]
type = HitDef
triggerall = prevstateno != 4999 && uniqhitcount = 0
trigger1 = animelem = 9
trigger2 = animelem = 10
attr = A, NA
hitflag = MAFD
damage    = 70
guardflag = HA
priority = 4
pausetime = 17,17
sparkno = 1
sparkxy = -10,-50
hitsound   = S6,4
guardsound = S0,100
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -9
air.velocity = -10,10
air.fall = 1
getpower =  (Var(23)=0)* 20 
[Statedef 645]
type    = A
movetype= A
physics = A
poweradd =  (Var(23)=0)* 65
ctrl = 0
sprpriority = 2
[State 600, 1]
type = velmul
trigger1 = movecontact = 1
trigger1 = prevstateno = 1003 || prevstateno = 1013 || prevstateno = 1023
x = 0.5
persistent = 0
ignorehitpause = 1
[State 200, counter hit counter]
type = Varadd
trigger1 = time = 0
v = 10
value = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 645
[State 820, 1]
type = velset
Trigger1 = movecontact = 1
ignorehitpause = 1
persistent = 0
y = -6
[State 820, 1]
type = velmul
Trigger1 = movecontact = 1
ignorehitpause = 1
persistent = 0
x = 1.3
[State 820, 1]
type = Changestate
Trigger1 = movecontact = 1
persistent = 0
value = 646
[State 820, 1]
type = veladd
Trigger1 = time = 0
y = 1
[State 640, 2]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 2
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := 0) && (Var(3) := 0)
[State 640, 3]
type = HitDef
trigger1 = timemod = 2,1
persistent = 1
attr = A, NA
damage    = 30
hitflag = MAFD
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 1
sparkxy = var(2), var(3)
hitsound   = S6,3
guardsound = S0,100
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
air.hittime = 20
ground.velocity = -5
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
air.recover =  0
down.velocity = 0,0
getpower =  (Var(23)=0)* 20 
[Statedef 646]
type    = A
movetype= A
physics = A
[State 820, 1]
type = Changeanim
Trigger1 = time = 0
persistent = 0
value = 645
elem = 5
[State 195, 1]
type = CtrlSet
trigger1 = Time = 8
value = 1
[Statedef 650]
type    = A
movetype= A
physics = A
poweradd =  (Var(23)=0)* 65
ctrl = 0
sprpriority = 2
[State 600, 1]
type = velmul
trigger1 = movecontact = 1
trigger1 = prevstateno = 1003 || prevstateno = 1013 || prevstateno = 1023
x = 0.5
persistent = 0
ignorehitpause = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 650
[State 820, 1]
type = veladd
Trigger1 = time = 0
Y = -2
[State 640, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 2
[State 640, 2]
type = PlaySnd
trigger1 = animelem = 5
value = 0, 3
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -40)
[State 640, 3]
type = HitDef
trigger1 = prevstateno != 4999
trigger1 = animelem = 5
attr = A, NA
damage    = 50
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 1
sparkxy = -10,-40
hitsound   = S6,3
guardsound = S0,100
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2,-4
getpower =  (Var(23)=0)* 20 
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -40)
[State 640, 3]
type = HitDef
trigger1 = prevstateno != 4999
trigger1 = animelem = 8
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 1
sparkxy = -10,-40
hitsound   = S6,4
guardsound = S0,100
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1, -10
air.velocity = -2,-4
air.fall = 1
getpower =  (Var(23)=0)* 20 
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 810
p2stateno = 820
guard.dist = 0
fall = 1
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd =  (Var(23)=0)* 60
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 932, HitCountAdd]
type = posadd
trigger1 = time < 49
x = p2bodydist X
[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 8
value = 800, 0
[state 3451, red fadeout]
type           = BGPalFx
trigger1     = animelem = 8
add            = 100,100,100
mul = 300,300,300
sinadd         = -100,-100,-100,340
time = 47
ignorehitpause = 1
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%3) = 0 && roundstate = 2 && p2life > 0
trigger1 = time = [16,44]
time = 1
movetime = 0
ignorehitpause = 1 
[State 240, 2]
type = HitDef
trigger1 = animelem = 25
attr = S, NA
animtype  = Up
damage    = 80
guardflag = MA
pausetime = 0,0
sparkno = 2
sparkxy = -10,-78
hitsound   = S6,4
guardsound = S0,100
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -0.5, -13
air.velocity = -0.5, -12
[State 810, Bind 11]
type = TargetDrop
trigger1 = AnimElem = 26
[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1
[State 932, HitCountAdd]
type = velset
trigger1 = animelem = 25
x = -3
[State 932, HitCountAdd]
type = statetypeset
trigger1 = animelem = 33
physics = S
[State 5110, 7]
type = GameMakeAnim
trigger1 = animelem = 33
value = 45
pos = 5, -8
	
[State 107, Land SOund]
type = PlaySnd
trigger1 = animelem = 33
value = 40,0
[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0
[State 820, 1]
type = velset
Trigger1 = Time = 5
x = -1
[State 106, Dust]
type = MakeDust
trigger1 = Time >= 0
pos = -15, 0
spacing = 5
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820
[State 936, 6]
type = SelfState
trigger1 = time = 50
value = 5050
[Statedef 821]
type    = A
movetype= H
physics = N
poweradd =  (Var(23)=0)* 40
[State 936, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 821
[State 936, 1]
type = PosAdd
trigger1 = time = 7
y = -60
x = -20
[State 936, 2]
type = VelSet
trigger1 = time = 6
x = -1
y = -7
[State 936, 5]
type = PosAdd
trigger1 = time = 12
y = 30
[State 936, 6]
type = SelfState
trigger1 = time = 12
value = 5050
[Statedef 900]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 910
p2stateno = 920
guard.dist = 0
fall = 1
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 910]
type    = S
movetype= A
physics = N
anim = 910
poweradd =  (Var(23)=0)* 60
sprpriority = -1
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 932, HitCountAdd]
type = velset
trigger1 = time = 12
y = -3
[State 932, HitCountAdd]
type = veladd
trigger1 = time = [12,71]
y = 0.11
[State 932, HitCountAdd]
type = velset
trigger1 = time = 72
y = 0
[State 932, HitCountAdd]
type = posadd
trigger1 = time < 84
x = 1
[State 932, HitCountAdd]
type = posset
trigger1 = time  = 72
y = 0
[State 932, HitCountAdd]
type = posadd
trigger1 = animelem = 6
x= 5
[State 932, HitCountAdd]
type = posadd
trigger1 = animelem = 7
x= 10
[state 3451, red fadeout]
type           = BGPalFx
trigger1     = animelem = 8
add            = 100,100,100
mul = 300,300,300
sinadd         = -100,-100,-100,340
time = 47
ignorehitpause = 1
[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 8
value = 800, 0
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%3) = 0 && roundstate = 2 && p2life > 0
trigger1 = time = [16,44]
time = 1
movetime = 0
ignorehitpause = 1 
[
[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1
[State 240, 2]
type = HitDef
trigger1 = animelem = 33
attr = S, NA
animtype  = DiagUp
damage    = 80
guardflag = MA
pausetime = 0,0
sparkno = 2
sparkxy = -10,-78
hitsound   = S6,4
guardsound = S0,100
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 6, -6
air.velocity = 6, -6
p2facing = -1
[State 810, Bind 11]
type = TargetDrop
trigger1 = AnimElem = 34
[State 932, HitCountAdd]
type = statetypeset
trigger1 = animelem = 37
physics = S
[State 5110, 7]
type = GameMakeAnim
trigger1 = animelem = 37
value = 45
pos = 5, -28
	
[State 107, Land SOund]
type = PlaySnd
trigger1 = animelem = 37
value = 40,0
[State 820, 1]
type = turn
trigger1 = AnimTime = 0
[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 920]
type    = A
movetype= H
physics = N
velset = 0,0
[State 820, 1]
type = velset
Trigger1 = Time = 10
x = 0.5
[State 106, Dust]
type = MakeDust
trigger1 = Time >= 0
pos = -15, 0
spacing = 5
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 920
[Statedef 921]
type    = A
movetype= H
physics = N
poweradd =  (Var(23)=0)* 40
[State 820, 1]
type = turn
Trigger1 = time = 0
[State 936, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 921
[State 936, 1]
type = PosAdd
trigger1 = time = 7
y = -60
x = -20
[State 936, 2]
type = VelSet
trigger1 = time = 6
x = -6
y = -4
[State 936, 5]
type = PosAdd
trigger1 = time = 12
y = 30
[State 936, 1]
type = PosAdd
trigger1 = time = 12
y = 60
x = 20
[State 936, 6]
type = SelfState
trigger1 = time = 12
value = 5050
[Statedef 3000]
type    = S
physics = S
movetype = I
anim = 1000
ctrl = 0
velset = 0,0
poweradd =  (Var(23)=0)* -1000
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
trigger1 = var(7) > 0
time = 2
movetime = 2
ignorehitpause = 1 
[State 40, 6]
type = turn
trigger1 = time = 0
trigger1 = prevstateno = 2300 || prevstateno = 2310 || prevstateno = 2315 || prevstateno = 2325
ignorehitpause = 1
persistent = 0
[State 107, Land SOund]
type = PlaySnd
trigger1 = animtime = 0
value = 800,13
freqmul = 1
[State 105, 9]
type = ChangeState
trigger1 = animtime = 0
value = 3001
ctrl = 1
[Statedef 3001]
type    = A
physics = N
anim = 1001
ctrl = 0
sprpriority = 1
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
trigger1 = var(7) > 0
time = 2
movetime = 2
ignorehitpause = 1 
[State 3450, Push]
type = playerpush
trigger1 = time >= 0
value = 0
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 0,4
[State 40, 4]
type = VelSet
trigger1 = time = 0
x = -(backedgedist/15)
y = -12
[State 40, 4]
type = Veladd
trigger1 = time > 0
y = 1
[State 920, 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0
[State 40, 6]
type = ChangeState
trigger1 = backedgedist < 50 && time > 11
trigger2 = time > 20
value = 3002
[Statedef 3002]
type    = A
physics = N
anim = 1002
ctrl = 0
sprpriority = 1
[State 1500, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1201
trigger2 = prevstateno = 1211
trigger3 = prevstateno = 1221
trigger4 = prevstateno = 3301
trigger5 = prevstateno = 3302
trigger6 = prevstateno = 50
trigger7 = prevstateno = 3121
value = -1000
[State 1500, 1]
type = turn
triggerall = time = 0
trigger1 = prevstateno = 1201
trigger2 = prevstateno = 1211
trigger3 = prevstateno = 1221
trigger4 = prevstateno = 3301
trigger5 = prevstateno = 3302
trigger6 = prevstateno = 3121
value = -1000
[State 1500, 1]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP, HP
time = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = animelem = 1
v = 8
range = 0, 100
[State 3450, Ikuze]
type = PlaySnd
trigger1 = animelem = 1
value = 1,3
volume = 255
channel = 0
[State 3450, Push]
type = playerpush
trigger1 = time >= 0
value = 0
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(7) = 0
trigger1 = animelem = 1
add            = 0,0,0
sinadd         = -200,-200,-200,340
time           = 53
ignorehitpause = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(7) = 1
trigger1 = animelem = 1
add            = 50,50,50
sinadd         = -200,-200,-200,340
time           = 33
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(7) > 1
trigger1 = animelem = 1
add            = 100,0,0
sinadd         = -200,-200,-200,340
time           = 33
ignorehitpause = 1
[State 3450, SuperPause]
type = Pause
triggerall = var(7) = 0
trigger1 = animelem = 1
anim = -1
pos = 28, -27
time = 53
sprpriority = 3
movetime = 2
[State 3450, Pause]
type = Pause
triggerall = var(7) > 0
trigger1 = animelem = 1
anim = -1
pos = 28, -27
time = 33
sprpriority = 3
movetime =  2
[State 3450, SuperLight] 
type = Explod
triggerall = var(7) = 0
trigger1 = animelem = 1
anim = 8000
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999
[State 3450, SuperLight] 
type = Explod
triggerall = var(7) > 0
trigger1 = animelem = 1
anim = 8001
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999
[State 3450, X-Ism]
type = PlaySnd
triggerall = var(7) = 0
trigger1 = animelem = 1
value = 11,2
volume = 200
[State 3450, The kamek sample]
type = PlaySnd
triggerall = var(7) > 0
trigger1 = animelem = 1
value = 11,1
volume = 200
[State 1500, 0]
type = Varadd
trigger1 = animelem = 1
v = 7
value = 1
[State 3450, Shadows]
type = Afterimage
trigger1 = time = 0
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
time = 9999
[State 3450, Shadows]
type = Afterimage
triggerall = animelem = 1
trigger1 = var(8) >= 90
trigger2 = var(7) >= 3
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
time = 9999
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 40,4
freqmul = 1.3
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 40,3
freqmul = 1.3
[State 40, 4]
type = VelSet
trigger1 = time = 0
y = -4
[State 40, 4]
type = Velmul
trigger1 = 1
y = 0.44
[State 920, 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0
[State 40, 6]
type = ChangeState
triggerall = time > 7
trigger1 = var(8) < 90
trigger1 = var(7) < 3
value = 3003
[State 40, 6]
type = ChangeState
triggerall = time > 7
trigger1 = var(8) >= 90
trigger2 = var(7) >= 3
value = 3003
[Statedef 3003]
type    = A
physics = N
movetype= A
ctrl = 0
sprpriority = 1
[State 1500, 1]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP, HP
time = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 3003
[State 40, 4]
type = Veladd
trigger1 = movecontact = 1 && var(11) = 1 && vel X < 6
x = 7
[State 40, 4]
type = VelSet
trigger1 = time=  0 
x = 6
y = (p2dist Y)/6
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 0,4
freqmul = 1.2
[State 40, 4]
type = posadd
trigger1 = time = 0
x = 10
[State 40, 4]
type = Velmul
trigger1 = movecontact = 1
trigger2 = p2dist Y > -10
trigger2 = p2dist Y < 10
x = 0.55
y = 0.55
[State 40, 4]
type = Veladd
trigger1 = time > 22
y = 0.44
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := 10) && (Var(3) := -50)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 3450, Push]
type = playerpush
trigger1 = time >= 0
value = 0
[State 210, 2]
type = HitDef
trigger1 = time > 0
getpower = 0
attr = A, SA
animtype  = Medium
damage    = 80
guardflag = MA
pausetime = 0,22
sparkno = 1
sparkxy = -10,-50
hitsound   = S6,1
guardsound = S0,100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,-10
air.velocity = -3,-4
air.fall = 1
kill = 0
[State 40, 6]
type = ChangeState
triggerall = var(8) < 90
triggerall = var(7) < 3
trigger1 = movecontact = 1
trigger2 = p2dist Y > -50
trigger2 = p2dist Y < 10
trigger3 = time > 5
value = 3005
[State 40, 6]
type = ChangeState
triggerall = var(8) >= 90
trigger1 = movecontact = 1
trigger2 = p2dist Y > -50
trigger2 = p2dist Y < 10
trigger3 = time > 5
value = 3008
[State 40, 6]
type = ChangeState
trigger2 = var(7) >= 3
trigger1 = movecontact = 1
trigger2 = p2dist Y > -50
trigger2 = p2dist Y < 10
trigger3 = time > 5
value = 3008
[State 40, 6]
type = ChangeState
trigger1 = pos Y > 0
value = 3004
[Statedef 3005]
type    = A
physics = N
movetype = A
anim = 3007
ctrl = 0
sprpriority = 1
[State 1500, 1]
type = NotHitBy
trigger1 = time < 2
value = SCA, NP, SP, HP
time = 1
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 12
range = -1, 1
persistent = 1
ignorehitpause = 1
[State 3470, FireB]
type = Explod
trigger1 = time > 3
trigger1 = time < 20
ignorehitpause = 1
id = 2121
anim = 2122
vel = -vel X, -vel Y
postype = p1
pos = 0,-70
random = 60,60
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time > 3
trigger1 = time < 20
ignorehitpause = 1
id = 2121
anim = 2122
vel = -vel X, -vel Y
postype = p1
pos = 0,-70
random = 60,60
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3450, Push]
type = angledraw
trigger1 = time >= 0
value = time*2
[State 3450, Push]
type = playerpush
trigger1 = time >= 0
value = 0
[State 107, Land SOund]
type = PlaySnd
trigger1 = animelem = 1
value = 800,12
channel = 1
[State 3470, FireB]
type = Explod
trigger1 = animelem = 3
anim = 6010
ignorehitpause = 1
scale = 1,1
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = animelem = 3
anim = 6011
id = 6011
ignorehitpause = 1
scale = 1,1
postype = p1
pos = -10,0
bindtime = -1
sprpriority = 3
ownpal = 1
removetime = -1
removeongethit = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 3007
[State 40, 4]
type = Velset
trigger1 = time =  0
x = 20
y = 0
[State 40, 4]
type = Veladd
trigger1 = time > 0
y = -1
[State 920, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
[State 210, 2]
type = HitDef
trigger1 = movecontact = 0
persistent = 1
attr = A, SA
animtype  = Medium
damage    = 25
getpower = 0
guardflag = MA
pausetime = 0,13
sparkno = 0
sparkxy = -10,-50
hitsound   = S6,0
guardsound = S0,100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3, (-23 -(pos Y - 280)/45)
air.velocity = -3, (-23 -(pos Y - 280)/45)
fall = 1
air.fall = 1
fall.recover = 0
kill = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 1 && var(18) = 0
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15020
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 40, 6]
type = varset
trigger1 = hitcount = 1
ignorehitpause = 1
persistent = 0
v = 18
value=  150
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 72
value = 800,32
abspan = 0
freqmul = 1
[State 40, 6]
type = ChangeState
trigger1 = time = 80
value = 3006
[Statedef 3006]
type    = A
physics = N
movetype = A
ctrl = 0
sprpriority = 1
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 1
value = 800,7
freqmul = 1.3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 12
range = -1, 1
persistent = 1
ignorehitpause = 1
[State 3470, FireB]
type = Explod
trigger1 = 1
ignorehitpause = 1
id = 2121
anim = 2121
vel = var(12), -20
postype = p1
pos = 0,-20
random = 60,60
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = 1
ignorehitpause = 1
id = 2121
anim = 2121
vel = var(12) , -5
postype = p1
pos = 0,-20
random = 60,60
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3450, Push]
type = playerpush
trigger1 = time >= 0
value = 0
[State 3470, FireB]
type = RemoveExplod
trigger1 = time = 0
id = 6011
[State 3470, FireB]
type = Explod
trigger1 = time = 0
anim = 6012
id = 6012
ignorehitpause = 1
scale = 1,1
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removetime = -1
removeongethit = 1
[State 40, 4]
type = posset
trigger1 = time =  0 && facing = 1 && numtarget > 0
x = (target, pos X + 30)
y = (target, pos Y - 250)
[State 40, 4]
type = posset
trigger1 = time =  0 && facing = -1 && numtarget > 0
x = (target, pos X - 30)
y = (target, pos Y - 250)
[State 40, 4]
type = posset
trigger1 = time =  0 && facing = 1 && numtarget = 0
x = (enemynear, pos X + 30)
y = (enemynear, pos Y - 250)
[State 40, 4]
type = posset
trigger1 = time =  0 && facing = -1 && numtarget = 0
x = (enemynear, pos X - 30)
y = (enemynear, pos Y - 250)
[State 40, 4]
type = velset
trigger1 = time =  0
x = 0
y = 25
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 3006
[State 40, 4]
type = Veladd
trigger1 = 1
y = 0.44
[State 210, 2]
type = HitDef
trigger1 = hitcount < 8
persistent = 1
attr = A, SA
animtype  = Medium
damage    = 25
getpower = 0
guardflag = MA
pausetime = 7,7
sparkno = 0
sparkxy = -10,-50
hitsound   = S6,0
guardsound = S0,100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5
air.velocity = -2.5, (Vel Y) -1.9
air.fall = 1
kill = 0
p2stateno = 3010
[State 200, particles]
type = Helper
trigger1 = hitcount = 1 && var(18) = 0
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15020
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 40, 6]
type = varset
trigger1 = hitcount = 1
ignorehitpause = 1
persistent = 0
v = 18
value=  150
[State 810, Bind 11]
type = TargetBind
trigger1 = movehit > 0
pos = -15,-5
[State 40, 4]
type = Velset
trigger1 = pos Y > 5
y = 0
[State 3470, FireB]
type = RemoveExplod
trigger1 = pos Y > 5
id = 6012
[State 40, 6]
type = ChangeState
trigger1 = pos Y > 5
value = 3007
[Statedef 3007]
type    = A
physics = N
movetype = i
ctrl = 0
anim = 3008
[State 3470, FireB]
type = Explod
trigger1 = time = [1,50]
ignorehitpause = 1
anim = 2123
postype = p1
pos = 0,-65
random = 50,50
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%3) = 0 && roundstate = 2 && p2life > 0
trigger1 = time < 20
time = 2
movetime = 1
ignorehitpause = 1 
persistent = 1
[State 932, HitCountAdd]
type = HitAdd
trigger1 = time = 0
value = 1
[State 932, HitCountAdd]
type = targetlifeadd
trigger1 = time = 0
value = -70/(var(22))
[State 810, Bind 11]
type = TargetDrop
trigger1 = time = 0
[State 3880, 1]
type = envcolor
trigger1 = time = 0
value = 255, 255, 255
under = 0
ignorehitpause = 1
persistent = 0
time = 3
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 0
value = 800, 11
[State 195, 5]
type = EnvShake
trigger1 = time = 0
persistent = 0
time = 20
ampl = -10
freq = 150
phase = 15
[State 3470, FireB]
type = Explod
trigger1 = time = 0
anim = 6013
id = 6013
ignorehitpause = 1
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
removeongethit = 0
scale = 1,1
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 40,0
[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = -12
x = -5
[State 52, 1]
type = Veladd
trigger1 = anim = 3008
y = 0.44
[State 40, 6]
type = Changeanim
trigger1 = pos Y > 5 && time > 15
value = 3009
persistent = 0
[State 107, Land SOund]
type = PlaySnd
trigger1 = pos Y > 5 && time > 15
value = 40,0
[State 3470, FireB]
type = Explod
trigger1 = pos Y > 5 && time > 15
ignorehitpause = 1
anim = 2302
vel = 0,0
scale = 0.7, 0.3
postype = p1
pos = 0,5
bindtime = 1
sprpriority = -2
ownpal = 1
accel = 0,0
[State 3470, FireB]
type = Explod
trigger1 = pos Y > 5 && time > 15
ignorehitpause = 1
anim = 2303
vel = 0,0
scale = 0.7, 0.3
postype = p1
pos = 0,-3
bindtime = 1
sprpriority = 2
ownpal = 1
accel = 0,0
[State 40, 6]
type = VelSet
trigger1 = pos Y > 5 && time > 15
x = 0
y = 0
[State 40, 6]
type = posset
trigger1 = pos Y > 5 && time > 15
y = 0
[State 1500, 1]
type = varset
trigger1 = AnimTime = 0 && anim = 3009
v = 7
value = 0
[State -2, shadowrem]
type = afterimagetime
trigger1 = AnimTime = 0 && anim = 3009
time = 0
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0 && anim = 3009
value = 0
ctrl = 12
[Statedef 3008]
type    = A
physics = N
movetype = A
anim = 3007
ctrl = 0
sprpriority = 1
[State 1500, 1]
type = NotHitBy
trigger1 = time < 2
value = SCA, NP, SP, HP
time = 1
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 12
range = -1, 1
persistent = 1
ignorehitpause = 1
[State 3470, FireB]
type = Explod
trigger1 = time > 3
trigger1 = time < 20
ignorehitpause = 1
id = 2121
anim = 2122
vel = -vel X, -vel Y
postype = p1
pos = 0,-70
random = 60,60
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time > 3
trigger1 = time < 20
ignorehitpause = 1
id = 2121
anim = 2122
vel = -vel X, -vel Y
postype = p1
pos = 0,-70
random = 60,60
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3450, Push]
type = angledraw
trigger1 = time >= 0
value = time*2
[State 3450, Push]
type = playerpush
trigger1 = time >= 0
value = 0
[State 107, Land SOund]
type = PlaySnd
trigger1 = animelem = 1
value = 800,12
channel = 1
[State 3470, FireB]
type = Explod
trigger1 = animelem = 3
anim = 6010
ignorehitpause = 1
scale = 1,1
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = animelem = 3
anim = 6011
id = 6011
ignorehitpause = 1
scale = 1,1
postype = p1
pos = -10,0
bindtime = -1
sprpriority = 3
ownpal = 1
removetime = -1
removeongethit = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 3007
[State 40, 4]
type = Velset
trigger1 = time =  0
x = 20
y = 0
[State 40, 4]
type = Veladd
trigger1 = time > 0
y = -1
[State 920, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
[State 210, 2]
type = HitDef
trigger1 = movecontact = 0
persistent = 1
attr = A, SA
animtype  = Medium
damage    = 25
getpower = 0
guardflag = MA
pausetime = 0,13
sparkno = 0
sparkxy = -10,-50
hitsound   = S6,0
guardsound = S0,100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3, (-23 -(pos Y - 280)/45)
air.velocity = -3, (-23 -(pos Y - 280)/45)
fall = 1
air.fall = 1
fall.recover = 0
kill = 0
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 1
pan = 0
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 82
value = 800,32
[State 40, 6]
type = ChangeState
trigger1 = time = 90 && movehit = 0
value = 3006
[State 40, 6]
type = ChangeState
trigger1 = time = 90 && movehit > 0
value = 3016
[Statedef 3016]
type    = A
physics = N
movetype = A
anim = 9997
ctrl = 0
sprpriority = 1
velset = 0,0
[State 3470, FireB]
type = RemoveExplod
trigger1 = time = 0
id = 6011
[State 40, 6]
type = Posset
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
x = 0
y = -240
[State 3470, FireB]
type = Explod
trigger1 = time = 0 && facing = 1
ignorehitpause = 1
id = 1212
anim = 6130
postype = p1
pos = 0,0
bindtime = 30
sprpriority = 4
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
removetime = -2
[State 3470, FireB]
type = Explod
trigger1 = time = 0 && facing = -1
ignorehitpause = 1
id = 1212
anim = 6130
postype = p1
pos = 0,0
bindtime = 30
sprpriority = 4
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
removetime = -2
[State 3450, SuperPause]
type = Pause
trigger1 = time=  0
time = 70
movetime = 70
ignorehitpause = 1
persistent = 0
[State 1500, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 920, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
[State 107, Land SOund]
type = PlaySnd
triggerall = facing = 1
trigger1 = time = 24
trigger2 = time = 40
value = 800,32
pan = 520
freqmul = 0.9
[State 107, Land SOund]
type = PlaySnd
triggerall = facing = 1
trigger1 = time = 10
trigger2 = time = 32
value = 800,32
pan = -520
freqmul = 1.1
[State 107, Land SOund]
type = PlaySnd
triggerall = facing = -1
trigger1 = time = 24
trigger2 = time = 40
value = 800,32
pan = 520
freqmul = 0.9
[State 107, Land SOund]
type = PlaySnd
triggerall = facing = -1
trigger1 = time = 10
trigger2 = time = 32
value = 800,32
pan = -520
freqmul = 1.1
[State 210, 2]
type = HitDef
trigger1 = time = 4
trigger2 = time = 18
trigger3 = time = 32
trigger4 = time = 40
trigger5 = time = 48
persistent = 1
numhits = 2
attr = A, SA
animtype  = Medium
damage    = 25
getpower = 0
guardflag = MA
pausetime = 0,13
sparkno = 0
sparkxy = 0,0
hitsound   = S6,0
guardsound = S0,100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 0
kill = 0
snap = 0,50
p2stateno = 3010
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 62
value = 800,32
pan = 0
[State 40, 6]
type = ChangeState
trigger1 = time = 70
value = 3009
[Statedef 3009]
type    = A
physics = N
movetype = A
ctrl = 0
sprpriority = 1
[State 200, particles]
type = Helper
trigger1 = hitcount = 1 && var(18) = 0
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15020
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 40, 6]
type = varset
trigger1 = hitcount = 1
ignorehitpause = 1
persistent = 0
v = 18
value=  150
[state 3451, red fadeout]
type           = BGPalFx
trigger1 = time = 0
add            = 200,200,200
sinadd         = -200,-200,-200,340
time           = 75
ignorehitpause = 1
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 1
value = 800,7
freqmul = 1.3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 12
range = -1, 1
persistent = 1
ignorehitpause = 1
[State 3470, FireB]
type = Explod
trigger1 = 1
ignorehitpause = 1
id = 2121
anim = 2121
vel = var(12), -20
postype = p1
pos = 0,-20
random = 60,60
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = 1
ignorehitpause = 1
id = 2121
anim = 2121
vel = var(12) , -5
postype = p1
pos = 0,-20
random = 60,60
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3450, Push]
type = playerpush
trigger1 = time >= 0
value = 0
[State 3470, FireB]
type = Explod
trigger1 = time = 0
anim = 6012
id = 6012
ignorehitpause = 1
scale = 1,1
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removetime = -1
removeongethit = 1
[State 40, 4]
type = velset
trigger1 = time =  0
x = 0
y = 25
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 3006
[State 40, 4]
type = Veladd
trigger1 = 1
y = 0.44
[State 920, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 1,1
[State 210, 2]
type = HitDef
trigger1 = movecontact = 0
persistent = 1
attr = A, SA
animtype  = Medium
damage    = 100
getpower = 0
guardflag = MA
pausetime = 40,40
sparkno = 0
sparkxy = -10,-50
hitsound   = S6,0
guardsound = S0,100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5
air.velocity = -2.5, (Vel Y) -1.9
air.fall = 1
kill = 0
p2stateno = 3010
[State 3470, FireB]
type = Explod
trigger1 = movecontact = 1
ignorehitpause = 1
persistent = 0
anim = 2160
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
scale = 1,1
[State 810, Throw Sound]
type = PlaySnd
trigger1 = movecontact = 1
ignorehitpause = 1
persistent = 0
value = 800, 27
[State 810, Throw Sound]
type = PlaySnd
trigger1 = movecontact = 1
ignorehitpause = 1
persistent = 0
value = 800, 28
[State 810, Throw Sound]
type = PlaySnd
trigger1 = movecontact = 1
ignorehitpause = 1
persistent = 0
value = 800, 29
[State 195, 5]
type = EnvShake
trigger1 = movecontact = 1
ignorehitpause = 1
persistent = 0
time = 10
ampl = -10
freq = 150
phase = 15
[State 200, particles]
type = Helper
trigger1 = hitcount = 1 && var(18) = 0
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15020
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 40, 6]
type = varset
trigger1 = hitcount = 1
ignorehitpause = 1
persistent = 0
v = 18
value=  150
[State 810, Bind 11]
type = TargetBind
trigger1 = movehit > 0
pos = -15,-5
[State 40, 4]
type = Velset
trigger1 = pos Y > 5
y = 0
[State 3470, FireB]
type = RemoveExplod
trigger1 = pos Y > 5
id = 6012
[State 40, 6]
type = ChangeState
trigger1 = pos Y > 5
value = 3017
[Statedef 3017]
type    = A
physics = N
movetype = i
ctrl = 0
anim = 6132
[State 932, HitCountAdd]
type = HitAdd
trigger1 = time = 0
value = 1
[State 3450, Ikuze]
type = PlaySnd
trigger1 = time = 110
value = 800, 18
volume = 255
[State 932, HitCountAdd]
type = targetlifeadd
trigger1 = time = 0
value = -120/(var(22))
[State 810, Bind 11]
type = TargetDrop
trigger1 = time = 0
[State 3880, 1]
type = envcolor
trigger1 = time = 0
value = 255, 255, 255
under = 0
ignorehitpause = 1
persistent = 0
time = 3
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 0
value = 800, 11
abspan = -300
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 0
value = 800, 11
abspan = 300
[State 195, 5]
type = EnvShake
trigger1 = time = 0
persistent = 0
time = 30
ampl = -20
freq = 150
phase = 15
[State 3470, FireB]
type = Explod
trigger1 = time = 0
anim = 6013
id = 6013
ignorehitpause = 1
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
removeongethit = 0
scale = 1.5,1.5
[State 3470, FireB]
type = Explod
trigger1 = time = 30
anim = 6133
id = 6133
ignorehitpause = 1
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
removeongethit = 1
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 40,0
[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 3470, FireB]
type = Explod
trigger1 = pos Y > 5 && time > 15
ignorehitpause = 1
anim = 2302
vel = 0,0
scale = 0.7, 0.3
postype = p1
pos = 0,5
bindtime = 1
sprpriority = -2
ownpal = 1
accel = 0,0
[State 3470, FireB]
type = Explod
trigger1 = pos Y > 5 && time > 15
ignorehitpause = 1
anim = 2303
vel = 0,0
scale = 0.7, 0.3
postype = p1
pos = 0,-3
bindtime = 1
sprpriority = 2
ownpal = 1
accel = 0,0
[State 1500, 1]
type = varset
trigger1 = AnimTime = 0
v = 7
value = 0
[State -2, shadowrem]
type = afterimagetime
trigger1 = AnimTime = 0
time = 0
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 3010]
type    = A
movetype= H
physics = N
velset = 0,0
[State 920, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
[State 5070, 1]
type = ChangeAnim 
trigger1 = 1
value = 5070
[State 5070, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 3011
[State 5070, 3]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140
[Statedef 3011]
type    = A
movetype= H
physics = N
[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 0
y = 0
[State 5071, 2]
type = VelAdd
trigger1 = 1
y = 0.44
[State 5071, 3]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 3012
[Statedef 3012]
type    = L
movetype= H
physics = N
velset = 0,0
[State 5071, 1]
type = Posset
trigger1 = 1
y = 0
ignorehitpause = 1
[State 5080, 3]
type = ChangeAnim
trigger1 = time = 0
value = 5080
[State 5080, 4]
type = ChangeState
trigger1 = time = 20
value = 3013
[Statedef 3013]
type    = L
movetype= H
physics = C
[State 5080, 3]
type = ChangeAnim
trigger1 = time = 0
value = 5110
[State 5081, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
[State 5081, 2]
type = VelSet
trigger1 = HitOver
x = 0
[State 5081, 3]
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1
[State 5081, 4]
type = SelfState
trigger1 = time = 90
value = 5120
trigger1 = alive = 1
ctrl = 0
[State 1955, 9]
type = SelfState
trigger1 = time = 90
trigger1 = alive= 0
value = 5150
ctrl = 1
[Statedef 3100]
type    = S
physics = S
movetype = A
anim = 3100
ctrl = 0
velset = 0,0
poweradd =  (Var(23)=0)* -1000
[State 40, 6]
type = turn
trigger1 = time = 0
trigger1 = prevstateno = 2300 || prevstateno = 2310 || prevstateno = 2315 || prevstateno = 2315
ignorehitpause = 1
persistent = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = animelem = 1
v = 8
range = 0, 100
[State 1955, 9]
type = Changestate
triggerall = time = 0
trigger1 = var(8) >= 90
trigger2 = var(7) > 1
value = 3150
ctrl = 1
[State 1500, 1]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP, HP
time = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 3450, Ikuze]
type = PlaySnd
trigger1 = animelem = 4
value = 1,3
volume = 255
channel = 0
[State 3450, Push]
type = playerpush
trigger1 = time >= 0
value = 0
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(7) = 0
trigger1 = animelem = 4
add            = 0,0,0
sinadd         = -200,-200,-200,340
time           = 75
ignorehitpause = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(7) = 1
trigger1 = animelem = 4
add            = 50,50,50
sinadd         = -200,-200,-200,340
time           = 75
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(7) > 1
trigger1 = animelem = 4
add            = 100,0,0
sinadd         = -200,-200,-200,340
time           = 75
ignorehitpause = 1
[State 3450, SuperPause]
type = Pause
triggerall = var(7) = 0
trigger1 = animelem = 1
anim = -1
pos = 28, -27
time = 53
sprpriority = 3
movetime = 7
[State 3450, Pause]
type = Pause
triggerall = var(7) > 0
trigger1 = animelem = 1
anim = -1
pos = 28, -27
time = 33
sprpriority = 3
movetime = 7
[State 3450, SuperLight] 
type = Explod
triggerall = var(7) = 0
trigger1 = animelem = 4
anim = 8000
pos = -72, -84
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999
[State 3450, SuperLight] 
type = Explod
triggerall = var(7) > 0
trigger1 = animelem = 4
anim = 8001
pos = -72, -84
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999
[State 3450, X-Ism]
type = PlaySnd
triggerall = var(7) = 0
trigger1 = animelem = 4
value = 11,2
volume = 200
[State 3450, The kamek sample]
type = PlaySnd
triggerall = var(7) > 0
trigger1 = animelem = 4
value = 11,1
volume = 200
[State 1500, 0]
type = Varadd
trigger1 = animelem = 4
v = 7
value = 1
[State 3450, Shadows]
type = Afterimage
trigger1 = time = 0
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
time = 9999
[State 3450, Shadows]
type = Afterimage
triggerall = animelem = 1
trigger1 = var(8) >= 90
trigger2 = var(7) >= 3
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
time = 9999
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%1) = 0 && roundstate = 2 && p2life > 0
trigger1 = time = [9,25]
time = 2
movetime = 1
ignorehitpause = 1 
[State 107, Land SOund]
type = PlaySnd
trigger1 = animelem = 6
value = 800,3
[State 107, Land SOund]
type = PlaySnd
trigger1 = animelem = 6
value = 800,5
[State 3470, FireB]
type = Explod
trigger1 = animelem = 8
ignorehitpause = 1
anim = 3103
vel = 0
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
removetime = 40
pausemovetime = 9999
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 3100
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := 0) && (Var(3) := -65)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15001
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 105, 9]
type = ChangeState
trigger1 = animtime = 0
value = 3121
ctrl = 1
[Statedef 3121]
type    = A
physics = N
movetype = A
ctrl = 0
sprpriority = 1
[State 11001, NotHitBy]
type = Playerpush
trigger1 = 1
value = 0
[State 1500, 1]
type = posadd
trigger1 = time = 0
x = 8
y = 15
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "fire vacuum"
pos = 0,0
postype = p1
stateno =3200
ownpal = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 3101
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := 0) && (Var(3) := -75)
[State 200, particles]
type = Helper
trigger1 = hitcount = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 2
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 3
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 4
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 5
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 6
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 7
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 8
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 9
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 10
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 11
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 0,4
[State 40, 4]
type = VelSet
trigger1 = time = 0
x = 3
y = -3
[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 4 && anim = 3101
trigger2 = AnimElem = 9 && anim = 3101
value = 0, 6
volume = -70
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 2
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 3
range = -80, -20
[State 1510, 4]
type = HitDef
trigger1 = AnimElem = 5 && anim = 3101
trigger2 = AnimElem = 10 && anim = 3101
attr = S, SA
damage = 25, 5
animtype = Diagup
getpower=   0
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,2
sparkxy = var(2), var(3)
sparkno = -1
hitsound = S6,0
guardsound = S0,100
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1.3, -8
air.velocity = -1.3,(Vel Y - 1)
air.juggle = 4
fall = 1
fall.recover = 0
[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 3 && anim = 3102
value = 0, 8
[State 1510, 4]
type = HitDef
trigger1 = AnimElem = 4 && anim = 3102
attr = S, SA
damage = 40, 10
animtype = Diagup
getpower=   0
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 0, 12
sparkxy = 0, -80
sparkno = -1
hitsound = S6,1
guardsound = S0,100
guard.velocity = 0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -10, -4
air.velocity = -10,-4
air.juggle = 4
fall = 1
fall.recover = 0
[State 1510, 3]
type = VelAdd
trigger1 = Time >= 0
y = .10
[State 1510, 5]
type = ChangeAnim
trigger1 = vel y > 2 && animelem = 11
value = 3102
persistent = 0
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 28
type = ChangeState
value = 3004
[Statedef 3004]
type    = S
physics = N
ctrl = 0
anim = 3004
[State 11001, NotHitBy]
type = Playerpush
trigger1 = 1
value = 0
[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
value = 45
pos = 5, -8
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 40,0
[State 52, 1]
type = Velmul
trigger1 = 1
x = 0.58
[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0
[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 1500, 1]
type = varset
trigger1 = AnimTime = 0
v = 7
value = 0
[State -2, shadowrem]
type = afterimagetime
trigger1 = AnimTime = 0
time = 0
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 3200]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 9101
sprpriority = 3
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 0,0
[State 3470, FireB]
type = Explod
trigger1 = anim = 9101 && time > 10
trigger1 = animelem = 4 || animelem = 5 || animelem = 6 || animelem = 7
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 70,-75
random = 40,90
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = anim = 9101 && time > 10
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 0,-140
random = 90,40
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = anim = 9101 && time > 10
trigger1 = animelem = 10 || animelem = 11 || animelem = 1 || animelem = 2
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = -80,-75
random = 40,90
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = anim = 9101 && time > 10
trigger1 = animelem = 3 || animelem = 4 || animelem = 5 || animelem = 6
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 0,-20
random = 90,40
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 5
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,cancelanim]
type = Changeanim
trigger1 = parent, anim = 3102
value = 9102
ignorehitpause = 1
persistent=  0
[State 1010,cancelanim]
type = Destroyself
trigger1 = parent, stateno != 3100 && parent, stateno != 3121
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 90
trigger2 = parent, movetype = h
[Statedef 3150]
type    = S
physics = S
movetype = A
anim = 1110
ctrl = 0
velset = 0,0
[State 3450, Push]
type = playerpush
trigger1 = time >= 0
value = 0
[State 1500, 1]
type = NotHitBy
trigger1 = time < 88
value = SCA, NP, SP, HP
time = 1
[State 3450, Ikuze]
type = PlaySnd
trigger1 = animelem = 5
value = 1,3
volume = 255
channel = 0
[State 3450, Push]
type = playerpush
trigger1 = time >= 0
value = 0
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(7) = 0
trigger1 = animelem = 1
add            = 0,0,0
sinadd         = -200,-200,-200,340
time           = 80
ignorehitpause = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(7) = 1
trigger1 = animelem = 1
add            = 50,50,50
sinadd         = -200,-200,-200,340
time           = 80
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(7) > 1
trigger1 = animelem = 1
add            = 100,0,0
sinadd         = -200,-200,-200,340
time           = 80
ignorehitpause = 1
[State 3450, SuperPause]
type = Pause
trigger1 = animelem = 1
anim = -1
pos = 28, -27
time = 80
sprpriority = 3
movetime = 80
[State 3450, SuperLight] 
type = Explod
triggerall = var(7) = 0
trigger1 = animelem = 5
anim = 8000
pos = -43, -81
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999
[State 3450, SuperLight] 
type = Explod
triggerall = var(7) > 0
trigger1 = animelem = 5
anim = 8001
pos = -43, -81
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999
[State 3450, X-Ism]
type = PlaySnd
triggerall = var(7) = 0
trigger1 = animelem = 5
value = 11,2
volume = 200
[State 3450, The kamek sample]
type = PlaySnd
triggerall = var(7) > 0
trigger1 = animelem = 5
value = 11,1
volume = 200
[State 1500, 0]
type = Varadd
trigger1 = animelem = 5
v = 7
value = 1
[State 3450, Shadows]
type = Afterimage
trigger1 = time = 0
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
time = 9999
[State 3450, Shadows]
type = Afterimage
triggerall = animelem = 1
trigger1 = var(8) >= 90
trigger2 = var(7) >= 3
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
time = 9999
[State 107, Land SOund]
type = PlaySnd
trigger1     = time = 60
value = 800,21
freqmul = 1
[State 107, Land SOund]
type = PlaySnd
trigger1     = time = 80
value = 800,22
freqmul = 1
abspan = 255
[State 107, Land SOund]
type = PlaySnd
trigger1     = time = 82
value = 800,22
freqmul = 1
abspan = -255
[State 195, 5]
type = EnvShake
trigger1 = time = 80
persistent = 0
time = 5
ampl = -20
freq = 150
phase = 15
[State 200, particles]
type = Helper
trigger1 = hitcount = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 2
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 3
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 4
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 5
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 6
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 7
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 8
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 9
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 10
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 11
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 12
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 13
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 14
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 15
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[state 3451, red fadeout]
type           = BGPalFx
trigger1 = movecontact = 1
add            = 200,200,200
mul = 300,300,300
sinadd         = -200,-200,-200,20
time = 5
ignorehitpause = 1
persistent     = 1
[State 920, 1]
type = screenbound
trigger1 = time > 80
trigger1 = movecontact > 0
value = 0
movecamera = 0,0
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%1) = 0 && roundstate = 2 && p2life > 0
trigger1 = movecontact > 0
trigger1 = time < 110
time = 3
movetime = 0
ignorehitpause = 1 
[State 1510, 4]
type = HitDef
trigger1 = time < 100
ignorehitpause = 0
persistent = 1
attr = S, SA
damage = 30,10
animtype = Diagup
getpower=    0
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 0, 0
sparkxy = 0, -80
sparkno = -1
hitsound = S6,1
guardsound = S0,100
guard.velocity = 0
ground.type = High
air.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -10, -3
air.velocity = -10,-3
air.juggle = 4
fall = 1
fall.recover = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 1 && var(18) = 0
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15020
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 40, 6]
type = varset
trigger1 = hitcount = 1
ignorehitpause = 1
persistent = 0
v = 18
value=  150
[State 3470, FireB]
type = Explod
trigger1 = time = 7
ignorehitpause = 1
anim = 2302
vel = 0,0
scale = 1, 0.5
postype = p1
pos = -20,1
bindtime = 1
sprpriority = -2
ownpal = 1
accel = 0,0
facing = -1
supermovetime = 9999
pausemovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 7
ignorehitpause = 1
anim = 2303
vel = 0,0
scale = 1, 0.5
postype = p1
pos = -20,1
bindtime = 1
sprpriority = 2
ownpal = 1
accel = 0,0
supermovetime = 9999
pausemovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 60
ignorehitpause = 1
anim = 6045
vel = 0,0
scale = 1,1
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0,0
facing = 1
supermovetime = 9999
pausemovetime = 9999
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 2
range = -40,0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 3
range = -100, -50
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15001
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 3470, FireB]
type = Explod
trigger1 = time = 80
ignorehitpause = 1
persistent = 1
id = 6043
anim = 6044
vel = 0,0
postype = p1
pos = 0,0
random = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3450, Ikuze]
type = PlaySnd
trigger1 = time = 127
value = 800, 18
volume = 255
[State 3450, Ikuze]
type = PlaySnd
trigger1 = time = 127
value = 0, 7
volume = 255
[State 1500, 1]
type = posadd
trigger1 = animtime = 0
x = -8
[State 1500, 1]
type = varset
trigger1 = AnimTime = 0
v = 7
value = 0
[State -2, shadowrem]
type = afterimagetime
trigger1 = AnimTime = 0
time = 0
[State 105, 9]
type = ChangeState
trigger1 = animtime = 0
trigger1 = backedgedist < 10
value = 3151
ctrl = 0
[State 105, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 3151]
type    = S
physics = N
anim = 100
sprpriority = 1
[State 100, 4]
type = Posset
trigger1 = 1
y = 0
[State 920, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
[State 100, 4]
type = Changeanim
trigger1 = anim = 100 && animtime = 0
value = 101
[State 100, 1]
type = VelSet
trigger1 = time = 0
x = 20
[State 100, 1]
type = VelSet
trigger1 = frontedgedist < 360
x = 10
[State 107, Land SOund]
type = PlaySnd
trigger1 = animelem = 4 || animelem = 11
value = 40,4
[State 5110, 7]
type = GameMakeAnim
trigger1 = animelem = 4 || animelem = 11
value = 46
pos = 5, 0
[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 100, 3]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
[State 100, 4]
type = ChangeState
trigger1 = backedgedist > 10
value = 0
ctrl = 1
[Statedef 3152]
type    = S
physics = N
movetype = A
anim = 1112
ctrl = 0
[State 3450, Push]
type = playerpush
trigger1 = time >= 0
value = 0
[State 1500, 1]
type = velset
trigger1 = time = 0
y = 0
[State 1500, 1]
type = velmul
trigger1 = time > 3
x = 0.8
[State 1500, 1]
type = NotHitBy
trigger1 = time < 8
value = SCA, NP, SP, HP
time = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := 0) && (Var(3) := -65)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15001
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 105, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 3300]
type    = A
physics = N
anim = 3300
ctrl = 0
sprpriority = 1
poweradd =  (Var(23)=0)* -1000
[State 1500, 1]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP, HP
time = 1
[State 3470, FireB]
type = RemoveExplod
trigger1 = time = 0
id = 6012
[State 181, Randomizer]
type = VarRandom
trigger1 = animelem = 1
v = 8
range = 0, 100
[State 3450, Ikuze]
type = PlaySnd
trigger1 = animelem = 1
value = 1,3
volume = 255
channel = 0
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(7) = 0
trigger1 = animelem = 1
add            = 0,0,0
sinadd         = -200,-200,-200,340
time           = 53
ignorehitpause = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(7) = 1
trigger1 = animelem = 1
add            = 50,50,50
sinadd         = -200,-200,-200,340
time           = 53
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(7) > 1
trigger1 = animelem = 1
add            = 100,0,0
sinadd         = -200,-200,-200,340
time           = 53
ignorehitpause = 1
[State 3450, SuperPause]
type = Pause
triggerall = var(7) = 0
trigger1 = animelem = 1
anim = -1
pos = 28, -27
time = 53
sprpriority = 3
movetime = 11
[State 3450, Pause]
type = Pause
triggerall = var(7) > 0
trigger1 = animelem = 1
anim = -1
pos = 28, -27
time = 53
sprpriority = 3
movetime = 11
[State 3450, SuperLight] 
type = Explod
triggerall = var(7) = 0
trigger1 = animelem =1
anim = 8000
pos = 0,-70
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999
[State 3450, SuperLight] 
type = Explod
triggerall = var(7) > 0
trigger1 = animelem = 1
anim = 8001
pos = 0,-70
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999
[State 3450, X-Ism]
type = PlaySnd
triggerall = var(7) = 0
trigger1 = animelem = 1
value = 11,2
volume = 200
[State 3450, The kamek sample]
type = PlaySnd
triggerall = var(7) > 0
trigger1 = animelem = 1
value = 11,1
volume = 200
[State 1500, 0]
type = Varadd
trigger1 = time = 0
v = 7
value = 1
[State 3450, Shadows]
type = Afterimage
trigger1 = animelem = 1 && var(7) = 1
time = 9999
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3450, Shadows]
type = Afterimage
triggerall = animelem = 1
trigger1 = var(8) >= 90
trigger2 = var(7) >= 3
time = 9999
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 200, counter hit counter]
type = Varadd
trigger1 = time = 0
v = 11
value = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 10
helpertype = normal
name = "fire vacuum"
pos = 0,-70
postype = p1
stateno =3305
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 0,4
[State 40, 4]
type = Velset
trigger1 = time = 0
x = 0
y = 0
[State 40, 6]
type = turn
trigger1 = command = "holdback" && animtime = 0
trigger2 = animtime = 0 && p2bodydist x < 0 && var(30) >= 1
[State 3450, Push]
type = playerpush
trigger1 = 1
value = 0
[State 40, 6]
type = ChangeState
triggerall = animtime = 0
trigger1 = var(8) < 90
trigger1 = var(7) < 3
value = 3301
[State 40, 6]
type = Posset
trigger1 = pos Y > 20 && time = 0
y = 21
[State 40, 6]
type = ChangeState
trigger1 = pos Y > 20
value = 3004
[State 40, 6]
type = ChangeState
triggerall = animtime = 0
trigger1 = var(8) >= 90
trigger2 = var(7) >= 3
value = 3303
[Statedef 3301]
type    = A
physics = N
movetype = A
ctrl = 0
sprpriority = 1
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time < 26
value = SCA, NP, SP
time = 1
[State 40, 6]
type = Varset
trigger1 = time = 0
v = 9
value = 0
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 6,6
channel = 1
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 1
pan = 0
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "fire vacuum"
pos = 0,-70
postype = p1
stateno =1206
ownpal = 1
size.xscale = 0.85
size.yscale = 0.85
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "fire vacuum"
pos = 0,-70
postype = p1
stateno = 3307
ownpal = 1
size.xscale = 1
size.yscale = 1
[State 3450, Push]
type = playerpush
trigger1 = time < 25
value = 0
[State 40, 4]
type = VelAdd
trigger1 = time > 25
y = 0.44
[State 200, recover]
type = ChangeAnim
trigger1 = time = 25
value = 5040
[State 40, 4]
type = turn
trigger1 = time = 25 && movecontact = 1
trigger1 = p2bodydist X < 0
persistent=  1
ignorehitpause = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 3306
[State 40, 4]
type = VelSet
trigger1 = time = 0
x = 13
[State 200, particles]
type = Helper
trigger1 = hitcount = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 210, 2]
type = HitDef
trigger1 = var(8) >= 90
trigger2 = var(7) >= 3
attr = A, SA
animtype  = Medium
damage    = 15,10
getpower = 0
guardflag = MA
pausetime = 0,0
sparkno = 1
sparkxy = -10,-50
hitsound   = S6,1
guardsound = S0,100
ground.type = High
air.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -10,-1
[State 210, 2]
type = HitDef
trigger1 = var(8) < 90
trigger1 = var(7) < 3
attr = A, SA
animtype  = Medium
damage    = 15,10
getpower = 0
guardflag = MA
pausetime = 0,5
sparkno = 1
sparkxy = -10,-50
hitsound   = S6,1
guardsound = S0,100
ground.type = High
air.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2,-2
[State 200, particles]
type = Helper
trigger1 = hitcount = 1 && var(18) = 0
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15020
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 40, 6]
type = varset
trigger1 = hitcount = 1
ignorehitpause = 1
persistent = 0
v = 18
value=  150
[State 40, 6]
type = afterimagetime
trigger1 = pos Y > 20
time = 0
[State 40, 6]
type = varset
trigger1 = pos Y > 20
v = 7
value = 0
[State 40, 6]
type = ChangeState
trigger1 = pos Y > 20
value = 3004
[State 40, 6]
type = ChangeState
trigger1 = movecontact = 1
value = 3302
[Statedef 3302]
type    = A
physics = N
movetype = A
ctrl = 0
sprpriority = 1
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time < 26
value = SCA, NP, SP
time = 1
[State 1000, 5]
type = velset
trigger1 = time > 4
x = 16
ignorehitpause = 1
[State 1000, 5]
type = velset
trigger1 = time  = 0
x = 1
ignorehitpause = 1
[State 40, 6]
type = Varadd
trigger1 = time = 0
v = 9
value = 1
[State 3450, Push]
type = playerpush
trigger1 =1
value = 0
[State 40, 4]
type = VelAdd
trigger1 = movecontact = 0
trigger1 = time > 25
y = 0.44
[State 200, recover]
type = ChangeAnim
trigger1 = movecontact = 0
trigger1 = time = 25
value = 5040
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 3306
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 2
range = -25,5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 3
range = -65,-35
[State 200, particles]
type = Helper
trigger1 = hitcount = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15004
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15004
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 210, 2]
type = HitDef
trigger1 = time > 3
trigger1 = var(9)  = 1 || var(9) = 3 || var(9) = 5 || var(9) = 7 || var(9) = 9
attr = A, SA
animtype  = Heavy
damage    = 35,10
getpower = 0
guardflag = MA
pausetime = 0,5
sparkno = 1
sparkxy = var(2), var(3)
hitsound   = S6,1
guardsound = S0,100
ground.type = High
air.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-8
[State 210, 2]
type = HitDef
trigger1 = time > 3
trigger1 = var(9)  = 2 || var(9) = 4 || var(9) = 6 || var(9) = 8 
attr = A, SA
animtype  = Heavy
damage    = 45,10
getpower = 0
guardflag = MA
pausetime = 0,5
sparkno = 1
sparkxy = var(2), var(3)
hitsound   = S6,1
guardsound = S0,100
ground.type = Low
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-8
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
[State 210, 2]
type = HitDef
trigger1 = time > 3
trigger1 = var(9)  = 10
attr = A, SA
animtype  = Heavy
damage    = 50,10
getpower = 0
guardflag = MA
pausetime = 0,5
sparkno = 1
sparkxy = var(2), var(3)
hitsound   = S6,1
guardsound = S0,100
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4.5, -8
air.velocity = -4.5,-8
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
[State 40, 6]
type = afterimagetime
trigger1 = pos Y > 20
time = 0
[State 40, 6]
type = varset
trigger1 = pos Y > 20
v = 7
value = 0
[State 40, 6]
type = ChangeState
trigger1 = pos Y > 20
value = 1004
[State 40, 6]
type = ChangeState
trigger1 = movecontact = 1 && var(9) < 11
value = 3302
[Statedef 3303]
type    = A
physics = N
movetype = A
ctrl = 0
sprpriority = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 1
ignorehitpause = 1
persistent = 1
id = 6021
anim = 60211
vel = 0,0
postype = p1
pos = 20, -75
random = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 4
ignorehitpause = 1
persistent = 1
id = 6022
anim = 60211
vel = 0,0
postype = p1
pos = 20, -75
random = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 7
ignorehitpause = 1
persistent = 1
id = 6023
anim = 60211
vel = 0,0
postype = p1
pos = 20, -75
random = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 10
ignorehitpause = 1
persistent = 1
id = 6024
anim = 60211
vel = 0,0
postype = p1
pos = 20, -75
random = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 13
ignorehitpause = 1
persistent = 1
id = 6025
anim = 60211
vel = 0,0
postype = p1
pos = 20, -75
random = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6021
scale = -0.5 - (.01*(time-1)), -0.5 - (.01*(time-1))
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6022
scale = -0.5 - (.01*(time-4)), -0.5 - (.01*(time-4))
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6023
scale = -0.5 - (.01*(time-7)), -0.5 - (.01*(time-7))
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6024
scale = -0.5 - (.01*(time-10)), -0.5 - (.01*(time-10))
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6025
scale = -0.5 - (.01*(time-13)), -0.5 - (.01*(time-13))
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[state 3451, red fadeout]
type           = BGPalFx
trigger1     = 1
add            = -50,-50,-50
mul = 300,300,300
time = 2
ignorehitpause = 1
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 800,36
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 1
pan = 0
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "fire vacuum"
pos = 0,-70
postype = p1
stateno =1206
ownpal = 1
size.xscale = 0.85
size.yscale = 0.85
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "fire vacuum"
pos = 0,-70
postype = p1
stateno = 3308
ownpal = 1
size.xscale = 1
size.yscale = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "fire vacuum"
pos = 0,-70
postype = p1
stateno = 3309
ownpal = 1
size.xscale = 1
size.yscale = 1
[State 920, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
[State 1000, 5]
type = velset
trigger1 = time  = 0
x = 30
ignorehitpause = 1
[State 40, 6]
type = Varadd
trigger1 = time = 0
v = 9
value = 1
[State 3450, Push]
type = playerpush
trigger1 = 1
value = 0
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 3306
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 2
range = -25,5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 3
range = -65,-35
[State 200, particles]
type = Helper
trigger1 = hitcount = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15004
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15004
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 210, 2]
type = HitDef
trigger1 = movecontact = 0
attr = A, SA
animtype  = Heavy
damage    = 85,10
getpower = 0
guardflag = MA
pausetime = 0,5
sparkno = 1
sparkxy = var(2), var(3)
hitsound   = S6,1
guardsound = S0,100
ground.type = Low
air.type = Low
ground.slidetime = 32
ground.hittime  = 35
ground.velocity = -1.5,-7.5
air.velocity = -2.5,-5.5
fall = 1
air.fall = 1
fall.recover = 0
kill = 0
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 100 && facing = 1
value = 800, 24
abspan = 100
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 100 && facing = -1
value = 800, 24
abspan = -100
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 100
value = 800, 7
abspan = 0
[State 40, 6]
type = ChangeState
trigger1 = time = 120
value = 3304
[Statedef 3304]
type    = A
physics = N
movetype = A
ctrl = 0
sprpriority = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 6
ignorehitpause = 1
persistent = 1
id = 6021
anim = 60211
vel = 0,0
postype = p1
pos = 20, -75
random = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 26
ignorehitpause = 1
persistent = 1
id = 6022
anim = 60211
vel = 0,0
postype = p1
pos = 20, -75
random = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 46
ignorehitpause = 1
persistent = 1
id = 6023
anim = 60211
vel = 0,0
postype = p1
pos = 20, -75
random = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 66
ignorehitpause = 1
persistent = 1
id = 6024
anim = 60211
vel = 0,0
postype = p1
pos = 20, -75
random = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 86
ignorehitpause = 1
persistent = 1
id = 6025
anim = 60211
vel = 0,0
postype = p1
pos = 20, -75
random = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6021
scale = -0.5 - (.01*(time-6)), -0.5 - (.01*(time-6))
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6022
scale = -0.5 - (.01*(time-26)), -0.5 - (.01*(time-26))
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6023
scale = -0.5 - (.01*(time-46)), -0.5 - (.01*(time-46))
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6024
scale = -0.5 - (.01*(time-66)), -0.5 - (.01*(time-66))
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6025
scale = -0.5 - (.01*(time-86)), -0.5 - (.01*(time-86))
[State 200, particles]
type = Helper
trigger1 = hitcount = 1 && var(18) = 0
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15020
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 40, 6]
type = varset
trigger1 = hitcount = 1
ignorehitpause = 1
persistent = 0
v = 18
value=  150
[State 3470, FireB]
type = Explod
trigger1 = timemod = 6,5
trigger2 = time > 69
ignorehitpause = 1
persistent = 1
id = 2010
anim = 2010
postype = p1
pos = 50,-70
random = 0,0
bindtime = 10
sprpriority = 4
ownpal = 1
accel = -0.01,0
scale = 0.7, 0.7
[State 200, 1]
type = PlaySnd
trigger1 = Time = 70
value = 8, 7
channel = 0
[State 200, 1]
type = PlaySnd
trigger1 = Time = 70
value = 8, 7
channel = 1
freqmul = 1.1
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 0
pan = 0
[State 920, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
[State 40, 6]
type = afterimagetime
trigger1 = time = 0
time = 0
ignorehitpause = 1
persistent = 0
[State 3450, Shadows]
type = Afterimage
trigger1 = time = 5
time = 9999
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
ignorehitpause = 1
persistent = 0
[State 3450, Shadows]
type = Afterimage
triggerall = time = 5
trigger1 = var(8) >= 90
trigger2 = var(7) >= 3
time = 9999
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
ignorehitpause = 1
persistent = 0
[State 181, Randomizer]
type = turn
trigger1 = 1
ignorehitpause = 1
persistent = 0
[State 40, 4]
type = velset
trigger1 = time =  0
x = 20
[State 40, 4]
type = velset
trigger1 = time =  5
x = 2
[State 40, 4]
type = posset
trigger1 = time =  0 && facing = 1 && numtarget > 0
x = (target, pos X - 80)
[State 40, 4]
type = posset
trigger1 = time =  0 && facing = -1 && numtarget > 0
x = (target, pos X + 80)
[State 40, 4]
type = posset
trigger1 = time =  0 && facing = 1 && numtarget = 0
x = (enemynear, pos X + 30)
[State 40, 4]
type = posset
trigger1 = time =  0 && facing = -1 && numtarget = 0
x = (enemynear, pos X - 30)
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 18
value = 800, 23
abspan = 200
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 19
value = 800, 23
abspan = -200
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 20
helpertype = normal
name = "final boom"
persistent = 0
pos = 0,0
postype = p1
stateno = 3310
ownpal = 1
[State 195, 5]
type = EnvShake
trigger1 = time = 33
ignorehitpause = 1
persistent = 0
time = 20
ampl = -30
freq = 150
phase = 15
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 12
range = -9, 9
persistent = 1
ignorehitpause = 1
[State 3470, FireB]
type = Explod
trigger1 = timemod = 2,1
trigger1 = var(9) =  0
ignorehitpause = 1
id = 2121
anim = 2121
vel =(( (-vel X)/1) + (var(12))), (((-vel Y)/1) + (var(12)))
postype = p1
pos = 0,-70
random = 60,60
bindtime = 1
sprpriority = 4
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = timemod = 2,1
trigger1 = var(9) = 0
ignorehitpause = 1
id = 2121
anim = 2121
vel =(( (-vel X)/1) + (var(12))), (((-vel Y)/1) + (var(12)))
postype = p1
pos = 0,-70
random = 60,60
bindtime = 1
sprpriority = 4
ownpal = 1
[State 3450, Push]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 2152
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 2
range = -25,5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 3
range = -65,-35
[state 3451, red fadeout]
type           = BGPalFx
trigger1     = time = 0
add            = -70,-70,-70
mul = 300,300,300
sinadd         = 70,70,70,340
time = 47
ignorehitpause = 1
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%1) = 0 && roundstate = 2 && p2life > 0
trigger1 = time = [0,70]
time = 1
movetime = 0
ignorehitpause = 1 
[State 210, 2]
type = HitDef
trigger1 = movecontact = 0
attr = A, SA
animtype  = Heavy
damage    = 15,10
getpower = 0
hitflag = MAFD
guardflag = MA
pausetime = 0,50
sparkno = 1
sparkxy = var(2), var(3)
guardsound = S0,100
ground.type = High
air.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = 0,-2
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 3010
p1sprpriority = 1
kill = 0
[State 40, 6]
type = velset
trigger1 = time = 70
x = 25
[State 40, 6]
type = ChangeState
trigger1 = time = 150
value = 3306
[Statedef 3306]
type    = A
physics = N
movetype= A
ctrl = 0
sprpriority = 1
[State 40, 6]
type = turn
trigger1 = time = 0
[State 3470, FireB]
type = RemoveExplod
trigger1 = time = 0
id = 2010
[State 820, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
[State 40, 4]
type = posset
trigger1 = time = 0 && facing = 1
x = -280
y = -50
[State 40, 4]
type = posset
trigger1 = time = 0 && facing = -1
x = 280
y = -50
[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6,8
channel = 1
freqmul = 0.8
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 1
pan = 0
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 1003
[State 40, 4]
type = VelSet
trigger1 = time = 0
x = 13
y = 3
[State 200, particles]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =10001
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 40, 4]
type = posadd
trigger1 = time = 0
x = 10
[State 40, 4]
type = Velmul
trigger1 = time > 20
x = 0.98
[State 40, 4]
type = Veladd
trigger1 = time > 12
y = 0.44
[State 40, 6]
type = velmul
trigger1 = time = 0
x = 0.5
y = 0.5
[State 40, 6]
type = velmul
trigger1 = time = [1,10]
x = 1.05
y = 1.00
[State 40, 6]
type = velmul
trigger1 = time = [10,20]
x = 0.95
y = 0.95
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -50)
[State 11001, NotHitBy]
type = Playerpush
trigger1 = 1
value = 0
[State 40, 6]
type = varset
trigger1 = pos Y > 0
v = 7
value = 0
[State 40, 6]
type = afterimagetime
trigger1 = pos Y > 0
time = 0
[State 40, 6]
type = ChangeState
trigger1 = pos Y > 0
value = 1004
[Statedef 3400]
type    = S
physics = S
movetype = A
anim = 3315
ctrl = 0
velset = 0,0
poweradd =  (Var(23)=0)* -1000
[State 40, 6]
type = turn
trigger1 = time = 0
trigger1 = prevstateno = 2300 || prevstateno = 2310 || prevstateno = 2315 || prevstateno = 2325
ignorehitpause = 1
persistent = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = animelem = 1
v = 8
range = 0, 100
[State 3450, Ikuze]
type = PlaySnd
trigger1 = animelem = 9
value = 1,3
volume = 255
channel = 0
[State 3450, Push]
type = playerpush
trigger1 = time >= 0
value = 1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(7) = 0
trigger1 = animelem = 9
add            = 0,0,0
sinadd         = -200,-200,-200,340
time           = 53
ignorehitpause = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(7) = 1
trigger1 = animelem = 1
add            = 50,50,50
sinadd         = -200,-200,-200,340
time           = 39
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(7) > 1
trigger1 = animelem = 1
add            = 100,0,0
sinadd         = -200,-200,-200,340
time           = 39
ignorehitpause = 1
[State 3450, SuperPause]
type = Pause
triggerall = var(7) = 0
trigger1 = animelem = 9
anim = -1
pos = 28, -27
time = 53
sprpriority = 3
movetime = 29
[State 3450, Pause]
type = Pause
triggerall = var(7) > 0
trigger1 = animelem = 1
anim = -1
pos = 28, -27
time = 39
sprpriority = 3
movetime = 39
[State 3450, SuperLight] 
type = Explod
triggerall = var(7) = 0
trigger1 = animelem = 9
anim = 8000
pos = -22, -42
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999
[State 3450, SuperLight] 
type = Explod
triggerall = var(7) > 0
trigger1 = animelem = 9
anim = 8001
pos = -22, -42
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999
[State 3450, X-Ism]
type = PlaySnd
triggerall = var(7) = 0
trigger1 = animelem = 9
value = 11,2
volume = 200
[State 3450, The kamek sample]
type = PlaySnd
triggerall = var(7) > 0
trigger1 = animelem = 9
value = 11,1
volume = 200
[State 1500, 0]
type = Varadd
trigger1 = animelem = 9
v = 7
value = 1
[State 3450, Shadows]
type = Afterimage
trigger1 = time = 0
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
time = 9999
[State 3450, Shadows]
type = Afterimage
triggerall = animelem = 1
trigger1 = var(8) >= 90
trigger2 = var(7) >= 2
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
time = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = [44,49]
ignorehitpause = 1
id = 2123
anim = 2123
postype = p1
pos = 40,-30
random = 40,70
bindtime = 1
sprpriority = 4
ownpal = 1
vel = -4,0
accel = 0.1,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [44,49]
ignorehitpause = 1
id = 2123
anim = 2123
postype = p1
pos = 40,-30
random = 40,70
bindtime = 1
sprpriority = 4
ownpal = 1
vel = -4,0
accel = 0.2,-0.05
[State 3470, FireB]
type = Explod
trigger1 = time = [44,49]
ignorehitpause = 1
id = 2123
anim = 2123
postype = p1
pos = 40,-30
random = 40,70
bindtime = 1
sprpriority = 4
ownpal = 1
vel = -4,0
accel = 0.3,-0.05
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time < 48
value = SCA, NP, SP, HP
time = 1
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time = [48,58]
value = , AP
time = 1
[State 3450, Push]
type = playerpush
trigger1 = time >= 0
value = 0
[State 107, Land SOund]
type = PlaySnd
trigger1 = animelem = 24
trigger1 = var(7) < 3
trigger1 = var(8) < 90
value = 800,8
channel = 1
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 1
pan = 0
[State 3470, FireB]
type = Explod
trigger1 = time = 42
ignorehitpause = 1
anim = 2304
vel = 0,0
scale = 1.2,1.2
postype = p1
pos = 0,0
bindtime = 1
sprpriority = -2
ownpal = 1
accel = 0,0
[State 3470, FireB]
type = Explod
trigger1 = time = 42
ignorehitpause = 1
anim = 2305
vel = 0,0
scale = 1.2,1.2
postype = p1
pos = 0,-10
bindtime = 1
sprpriority = 2
ownpal = 1
accel = 0,0
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 5
trigger1 = var(7) < 3
trigger1 = var(8) < 90
helpertype = normal
name = "fire vacuum"
pos = 0,0
postype = p1
stateno =2301
ownpal = 1
[State 107, 2]
type = velset
trigger1 = animelem = 24
x = 65
[State 820, 1]
type = screenbound
trigger1 = animelem = 24, >= 0
value = 0
movecamera = 0,0
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -55)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15003
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 410, 2]
type = HitDef
trigger1 = AnimElem = 26
attr = C, NA
damage    = 90
getpower = 0
animtype  = Heavy
hitflag = MAF
guardflag = M
pausetime = 0,16
sparkno = -1
sparkxy = -10,-55
hitsound   = S6,1
guardsound = S0,100
ground.type = Low
ground.slidetime = 100
ground.hittime  = 100
ground.velocity = 13,0
air.hittime = 50
air.velocity = 5, (-9.3-(((p2bodydist Y))*0.02))
p2stateno = 3450
kill = 0
p2facing = 1
air.fall = 1
fall.recover = 0
[State 107, 2]
type = PosAdd
trigger1 = (animelem = 27, > 0) && movecontact = 0
x = 70
persistent=  0
ignorehitpause = 1
[State 105, 9]
type = ChangeAnim
trigger1 = (animelem = 27, > 0) && movecontact = 0
value = 3315
elem = 28
ctrl = 0
persistent = 0
ignorehitpause = 1
[State 107, 2]
type = velset
trigger1 = animelem = 27
x = 0
[State 1500, 0]
type = Varset
trigger1 = animelem = 36
v = 7
value = 0
[State 210, 1]
type = AfterImageTime
trigger1 = animelem = 36
Time = 0
[State 105, 9]
type = ChangeState
trigger1 = movehit = 1
value = 3409
ctrl = 0
[State 105, 9]
type = ChangeState
trigger1 = moveguarded = 1
value = 3430
ctrl = 0
[State 105, 9]
type = ChangeState
triggerall = animelem = 20
trigger1 = var(8) >= 90
trigger2 = var(7) >= 3
value = 3440
ctrl = 0
[State 105, 9]
type = ChangeState
trigger1 = animelem = 36
value = 0
ctrl = 1
[Statedef 3409]
type    = A
physics = N
movetype = A
anim = 9999
ctrl = 0
sprpriority = -1
[State 105, 9]
type = ChangeState
trigger1 = time = 30
value = 3410
ctrl = 0
[Statedef 3410]
type    = A
physics = N
movetype = A
anim = 3310
ctrl = 0
sprpriority = -1
velset = 0,-1
[State 820, 1]
type = turn
trigger1 = time = 0
[State 3470, FireB]
type = Explod
trigger1 = time = [0,10]
ignorehitpause = 1
persistent = 1
anim = 6015
vel = 0,0
postype = p1
pos = 50, (-50+time*3)
random = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
accel = -0.03,0
facing = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 18
ignorehitpause = 1
persistent = 1
id = 6020
anim = 6020
vel = 0,0
postype = p1
pos = 20, -85
random = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6020
scale = 1.2 - (.08*time), 1.2 - (.08*time)
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 2123
vel = 0, -5
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 0
value = 800, 0
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 15
value = 800, 10
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 0
value = 800, 6
[state 3451, red fadeout]
type           = BGPalFx
trigger1     = time = 4
add            = 30,30,30
mul = 300,300,300
sinadd         = -150,-150,-150,680
time = 90
ignorehitpause = 1
[State 820, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
[State 40, 4]
type = veladd
trigger1 = 1
y = 0.03
[State 40, 4]
type = posadd
trigger1 = time =  0 
y = -10
[State 40, 4]
type = posadd
trigger1 = time =  0
x = (p2dist x -200)
[State 1500, 1]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP, HP
time = 2
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%1) = 0 && roundstate = 2 && p2life > 0
trigger1 = time = [4,27]
trigger2 = time = [32, 44]
time = 2
movetime = 0
ignorehitpause = 1 
[State 40, 4]
type = posadd
trigger1 = time =  [27,32]
x = 33
y = 2
[State 3450, Push]
type = playerpush
trigger1 = time >= 0
value = 0
[State 107, 2]
type = veladd
trigger1 = time < 27
x = -0.2
[State 107, 2]
type = veladd
trigger1 = time > 32
x = 0.2
[State 107, 2]
type = velset
trigger1 = animelem = 1
x = 8
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -55)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 410, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = C, NA
damage    = 70
getpower = 0
animtype  = Back
hitflag = MAF
guardflag = M
pausetime = 0,6
sparkno = -1
sparkxy = -10,-55
hitsound = -1
guardsound = S0,100
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0,0
air.hittime = 50
air.velocity = 0, (-5.6-(((p2bodydist Y))*0.02))
p1sprpriority = -1
p2stateno = 3450
kill = 0
p2facing = 1
air.fall = 1
fall.recover = 0
numhits = 0
[State 3880, 1]
type = envcolor
trigger1 = movecontact = 1
value = 0, 0, 0
under = 0
ignorehitpause = 1
persistent = 0
time = 10
[State 40, 6]
type = changestate
trigger1 = animtime = 0
trigger2 = movecontact = 1
value = 3430
ctrl = 0
[Statedef 3420]
type    = A
physics = N
movetype = A
anim = 3320
ctrl = 0
sprpriority = -1
velset = 0,-1
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 0
value = 800, 0
[state 3451, red fadeout]
type           = BGPalFx
trigger1     = time = 0
add            = 100,100,100
mul = 300,300,300
sinadd         = -100,-100,-100,180
time = 21
ignorehitpause = 1
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 0
value = 800, 7
[State 40, 4]
type = veladd
trigger1 = 1
y = 0.05
[State 820, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
[State 820, 1]
type = turn
trigger1 = time = 0
[State 40, 4]
type = posset
trigger1 = time =  0 
y = -10
[State 40, 4]
type = posadd
trigger1 = time =  0
x = (p2dist x -90)
[State 40, 4]
type = posadd
trigger1 = time = [21,23]
x = 33
y = 3
[State 1500, 1]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP, HP
time = 2
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%3) = 0 && roundstate = 2 && p2life > 0
trigger1 = time = [4,21]
time = 2
movetime = 1
ignorehitpause = 1 
[State 3450, Push]
type = playerpush
trigger1 = time >= 0
value = 0
[State 107, 2]
type = veladd
trigger1 = time < 18
x = -0.25
[State 107, 2]
type = veladd
trigger1 = time > 21
x = 0.25
[State 107, 2]
type = velset
trigger1 = animelem = 1
x = 8
[State 410, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = C, NA
damage    = 70
getpower = 0
animtype  = Back
hitflag = MAF
guardflag = M
pausetime = 16,16
sparkno = 2
sparkxy = -10,-55
hitsound   = S6,4
guardsound = S0,100
ground.type = Low
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 8,0
air.hittime = 50
air.velocity = 8, (-4.5-(((p2bodydist Y))*0.02))
p1sprpriority = -1
p2stateno = 3450
kill = 0
p2facing = 1
air.fall = 1
fall.recover = 0
[State 40, 6]
type = changestate
trigger1 = animtime = 0
value = 3430
ctrl = 0
[Statedef 3430]
type    = A
physics = N
movetype = A
anim = 3330
ctrl = 0
sprpriority = 1
velset = 0,0
[State 3470, FireB]
type = RemoveExplod
trigger1 = time = 0
ignorehitpause = 1
persistent = 1
id = 1111
[State 3880, 1]
type = envcolor
trigger1     = time = 10
value = 255, 255, 255
under = 0
ignorehitpause = 1
persistent = 0
time = 1
[state 3451, red fadeout]
type           = BGPalFx
trigger1     = time = 10
add            = 100,100,100
mul = 300,300,300
sinadd         = -100,-100,-100,80
time = 1
ignorehitpause = 1
persistent     = 0
[State 107, 2]
type = PosAdd
trigger1 = movecontact = 1
x = 50
persistent=  0
ignorehitpause = 1
[State 107, 2]
type = velset
trigger1 = movecontact = 1
x = 0
persistent=  0
ignorehitpause = 1
[State 820, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
[State 820, 1]
type = turn
trigger1 = time = 0
[State 40, 4]
type = posset
trigger1 = time =  0 
y = 0
[State 40, 4]
type = posadd
trigger1 = time =  0
x = (p2dist x -170)
[State 1500, 1]
type = NotHitBy
trigger1 = time < 10
value = SCA, NP, SP, HP
time = 2
[State 3450, Push]
type = playerpush
trigger1 = time >= 0
value = 0
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 800,9
[State 107, 2]
type = velset
trigger1 = time = 0
x = 40
[State 107, 2]
type = velset
trigger1 = animelem = 6
x = 0
[State 3470, FireB]
type = Explod
trigger1 = animelem = 6
ignorehitpause = 1
anim = 2306
vel = 6,0
scale = 1, 0.6
postype = p1
pos = -30,9
bindtime = 1
sprpriority = 2
ownpal = 1
accel = 0,0
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -55)
[State 200, particles]
type = Helper
trigger1 = numtarget > 0
trigger1 = time = 0
trigger1 = target, stateno = 3450
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (-10)), (-55)
postype = p1
stateno =15003
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = numtarget > 0
trigger1 = time = 2
trigger1 = target, stateno = 3450
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (-17)), (-65)
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = numtarget > 0
trigger1 = time = 4
trigger1 = target, stateno = 3450
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (-23)), (-80)
postype = p1
stateno =15001
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = numtarget > 0
trigger1 = time = 6
trigger1 = target, stateno = 3450
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (10)), (-42)
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = numtarget > 0
trigger1 = time = 8
trigger1 = target, stateno = 3450
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (-20)), (-54)
postype = p1
stateno =15003
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 810, Throw Sound]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = time = 0
trigger1 = target, stateno = 3450
value = 6, 0
pan = 50
[State 810, Throw Sound]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = time = 2
trigger1 = target, stateno = 3450
value = 5, 0
pan = 50
[State 810, Throw Sound]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = time = 4
trigger1 = target, stateno = 3450
value = 6, 1
pan = 50
[State 810, Throw Sound]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = time = 6
trigger1 = target, stateno = 3450
value = 5, 0
pan = 50
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 8
trigger1 = numtarget > 0
trigger1 = target, stateno = 3450
value = 6, 1
pan = 50
[State 410, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage    = 160
getpower = 0
animtype  = Heavy
hitflag = MAF
guardflag = M
pausetime = 0,46
sparkno = -1
sparkxy = -10,-55
hitsound   = S6,1
guardsound = S0,100
ground.type = low
air.type = low
fall.animtype = Hard
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = -10,-4
air.hittime = 50
air.velocity =  -10, -4
p1sprpriority = 1
p2stateno = 3450
fall = 1
air.fall = 1
fall.recover = 0
numhits = 5
kill = 0
[State 107, 2]
type = targetlifeadd
trigger1 = time = 10
value = -1
absolute = 1
[State 1500, 0]
type = Varset
trigger1 = animtime = 0
v = 7
value = 0
[State 210, 1]
type = AfterImageTime
trigger1 = animtime = 0
Time = 0
[State 40, 6]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 3440]
type    = A
physics = N
movetype = A
anim = 3440
ctrl = 0
sprpriority = -2
velset = 0,0
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause
triggerall = (GameTime%3) = 0 && roundstate = 2 && p2life > 0
trigger1 = time > 3
time = 2
movetime = 2
ignorehitpause = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 6
anim = 6025
id = 6011
ignorehitpause = 1
scale = 1,1
postype = p1
pos = -10,0
bindtime = -1
sprpriority = 3
ownpal = 1
removetime = -1
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999
[state 6006, silence]
type = assertspecial
trigger1 = time > 3
flag = nofg
ignorehitpause = 1
persistent = 1
flag2 = nobardisplay
flag3 = nomusic
[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 2
value = 800,15
freqmul = 1
volume = 255
abspan = -255
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 800,15
freqmul = 1
volume = 255
abspan = 255
[State 3880, 1]
type = envcolor
trigger1 = time = 3
value = 0, 0, 0
under = 0
ignorehitpause = 1
persistent = 0
time = 40
[State 3470, FireB]
type = Explod
trigger1 = time = 10 && facing = 1
ignorehitpause = 1
persistent = 1
id = 2222
anim = 6024
vel = 0,0
postype = left
facing = -1
pos = 130,110
random = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
scale = 2, 1
pausemovetime = 9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 70 && facing = 1
ignorehitpause = 1
persistent = 1
id = 2222
anim = 6024
vel = 0,0
postype = left
facing = -1
pos = 130,110
random = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
scale = 2, 1
pausemovetime = 9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 10 && facing = -1
ignorehitpause = 1
persistent = 1
id = 2222
anim = 6024
vel = 0,0
postype = left
facing = 1
pos = 130,110
random = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
scale = 2, 1
pausemovetime = 9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 70 && facing = -1
ignorehitpause = 1
persistent = 1
id = 2222
anim = 6024
vel = 0,0
postype = left
facing = 1
pos = 130,110
random = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
scale = 2, 1
pausemovetime = 9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 6
ignorehitpause = 1
persistent = 1
id = 1111
anim = 6022
vel = 0,0
postype = left
pos = -50,0
random = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
ontop = 1
scale = 2, 1
[State 3470, FireB]
type = Explod
trigger1 = time = 10
ignorehitpause = 1
persistent = 1
id = 6021
anim = 6021
vel = 0,0
postype = p1
pos = 20, -65
random = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 30
ignorehitpause = 1
persistent = 1
id = 6022
anim = 6021
vel = 0,0
postype = p1
pos = 20, -65
random = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 50
ignorehitpause = 1
persistent = 1
id = 6023
anim = 6021
vel = 0,0
postype = p1
pos = 20, -65
random = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 70
ignorehitpause = 1
persistent = 1
id = 6024
anim = 6021
vel = 0,0
postype = p1
pos = 20, -65
random = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 90
ignorehitpause = 1
persistent = 1
id = 6025
anim = 6021
vel = 0,0
postype = p1
pos = 20, -65
random = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6021
scale = -1.2 - (.01*(time-90)), -1.2 - (.01*(time-90))
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6022
scale = -1.2 - (.01*(time-110)), -1.2 - (.01*(time-110))
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6023
scale = -1.2 - (.01*(time-130)), -1.2 - (.01*(time-130))
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6024
scale = -1.2 - (.01*(time-150)), -1.2 - (.01*(time-150))
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6025
scale = -1.2 - (.01*(time-170)), -1.2 - (.01*(time-170))
[State 107, Land SOund]
type = PlaySnd
trigger1     = time = 9
value = 800,14
freqmul = 1
volume = -255
abspan = -255
[State 107, Land SOund]
type = PlaySnd
trigger1     = time = 10
value = 800,14
freqmul = 1
volume = -255
abspan = 255
[state 3451, red fadeout]
type           = BGPalFx
trigger1     = animelem = 4
add            = 80,80,80
mul = 300,300,300
sinadd         = 100,100,100,500
time = 300
ignorehitpause = 1
persistent     = 0
[State 820, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 1,1
[State 40, 4]
type = posadd
trigger1 = animelem = 4
x = (p2dist x -70)
[State 1500, 1]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP, HP
time = 2
[State 3450, Push]
type = playerpush
trigger1 = time >= 0
value = 0
[State 107, 2]
type = velset
trigger1 = time = 0
x = 0
[State 107, 2]
type = velset
trigger1 = animelem = 2
x = 0.8
[State 3470, FireB]
type = Explod
trigger1 = animelem = 6
ignorehitpause = 1
anim = 2306
vel = 6,0
scale = 1, 0.6
postype = p1
pos = -30,9
bindtime = 1
sprpriority = 2
ownpal = 1
accel = 0,0
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -55)
[State 410, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, SA
damage    = 0
getpower = 0
animtype  = Heavy
hitflag = MAF
guardflag = M
pausetime = 20,282
sparkno = -1
sparkxy = -10,-55
guardsound = S0,100
ground.type = low
air.type = low
fall.animtype = Hard
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 10,-4
air.hittime = 50
air.velocity =  10, -4
p1sprpriority = -2
p2stateno = 3460
fall = 0
air.fall = 0
fall.recover = 0
kill = 0
[State 3470, FireB]
type = RemoveExplod
trigger1 = animtime = 0
id = 6011
[State 40, 6]
type = changestate
trigger1 = animtime = 0 && movehit = 0
value = 3430
ctrl = 0
[State 40, 6]
type = changestate
trigger1 = animtime = 0 && movehit > 0
value = 3441
ctrl = 0
[Statedef 3441]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 3441
[state 6006, silence]
type = assertspecial
trigger1 = time < 211
flag = nofg
ignorehitpause = 1
persistent = 1
flag2 = nobardisplay
flag3 = nomusic
[state 3451, red fadeout]
type           = BGPalFx
trigger1     = time = 1
add            = -150,-150,-150
mul = 300,300,300
sinadd         = 150,150,150,600
time = 150
ignorehitpause = 1
persistent     = 0
[State 3470, FireB]
type = Explod
trigger1 = time = 120
anim = 6026
ignorehitpause = 1
scale = 1,1
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
facing = -1
removeongethit = 1
[State 3470, FireB]
type = RemoveExplod
trigger1 = time = 0
ignorehitpause = 1
persistent = 1
id = 1111
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 40
value = 800,17
freqmul = 1
abspan = -255
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 42
value = 800,17
freqmul = 1
abspan = 255
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 800,15
freqmul = 1
volume = 255
abspan = -255
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 1
value = 800,15
freqmul = 1
volume = 255
abspan = 255
[State 3470, FireB]
type = Explod
trigger1 = time = 120
ignorehitpause = 1
anim = 2304
vel = 0,0
scale = 0.7,1.2
postype = p1
pos = 0,0
bindtime = 1
sprpriority = -2
ownpal = 1
accel = 0,0
[State 3470, FireB]
type = Explod
trigger1 = time = 120
ignorehitpause =1
anim = 2305
vel = 0,0
scale = 0.7,1.2
postype = p1
pos = 0,-10
bindtime = 1
sprpriority = 2
ownpal = 1
accel = 0,0
[State 3470, FireB]
type = Explod
trigger1 = time = 40
ignorehitpause = 1
persistent = 1
anim = 6023
vel = 0,0
postype = left
pos = 0,0
random = 0,0
bindtime = -1
sprpriority = 4
ownpal = 1
pausemovetime =9999
supermovetime = 9999
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 40
ignorehitpause = 1
persistent = 1
id = 6029
anim = 6020
vel = 0,0
postype = left
pos = 160, 120
random = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
pausemovetime =9999
supermovetime = 9999
ontop = 1
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6029
scale = 1.2 - (.1*(time-25)), 1.2 - (.1*(time-25))
[State 3880, 1]
type = envcolor
trigger1 = time < 121
value = 0, 0, 0
under = 0
ignorehitpause = 1
persistent = 1
time = 1
[state 3451, red fadeout]
type           = BGPalFx
trigger1     = time = 0
add            = 100,100,100
mul = 300,300,300
sinadd         = 100,100,100,500
time = 1
ignorehitpause = 1
persistent     = 0
[State 3470, FireB]
type = Explod
trigger1 = time = 211
ignorehitpause = 1
persistent = 1
id = 6020
anim = 6020
vel = 0,0
postype = p2
pos = 20, -85
random = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6020
scale = 1.2 - (.1*(time-195)), 1.2 - (.1*(time-195))
[State 200, particles]
type = Helper
trigger1 = numtarget > 0
trigger1 = AnimElem = 13
trigger1 = target, stateno = 3460
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (-10)), (-55)
postype = p1
stateno =15003
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = numtarget > 0
trigger1 = AnimElem = 13
trigger1 = target, stateno = 3460
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (-17)), (-65)
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = numtarget > 0
trigger1 = AnimElem = 13
trigger1 = target, stateno = 3460
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (-23)), (-80)
postype = p1
stateno =15001
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = numtarget > 0
trigger1 = AnimElem = 13
trigger1 = target, stateno = 3460
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (10)), (-42)
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = numtarget > 0
trigger1 = AnimElem = 13
trigger1 = target, stateno = 3460
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (-20)), (-54)
postype = p1
stateno =15003
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 410, 2]
type = HitDef
trigger1 = numtarget > 0
trigger1 = target, stateno = 3460
trigger1 = AnimElem = 13
attr = C, NA
damage    = 350
getpower = 0
animtype  = Heavy
hitflag = MAF
guardflag = M
pausetime = 0,0
sparkno = -1
sparkxy = -10,-55
hitsound   = S6,1
guardsound = S0,100
ground.type = low
air.type = low
fall.animtype = Hard
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 10,-4
air.hittime = 50
air.velocity =  10, -4
fall = 1
air.fall = 1
fall.recover = 0
kill = 1
numhits = 10
[State 195, 5]
type = EnvShake
trigger1 = movecontact = 1
persistent = 0
time = 10
ampl = -10
freq = 150
phase = 15
[State 3880, 1]
type = envcolor
trigger1 = numtarget > 0
trigger1 = target, stateno = 3460
trigger1 = AnimElem = 13
value = 255, 255, 255
under = 1
ignorehitpause = 1
persistent = 0
time = 3
[State 107, Land SOund]
type = PlaySnd
trigger1     = animelem = 12
value = 800,18
freqmul = 1
[State 107, Land SOund]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target, stateno = 3460
trigger1 = AnimElem = 13
value = 800,16
freqmul = 1
volume = 255
[State 40, 4]
type = posadd
trigger1 = time < 5
x = 90
[State 1500, 0]
type = Varset
trigger1 = animtime = 0
v = 7
value = 0
[State 40, 6]
type = turn
trigger1 = animtime = 0
[State 210, 1]
type = AfterImageTime
trigger1 = animtime = 0
Time = 0
[State 40, 6]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 3450]
type    = S
movetype= H
physics = N
velset = 0,0
[State 820, 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0
[State 5000, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)
[State 5000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030
[State 5000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)
[State 5000, 4]
type = ChangeAnim
trigger1 = Time > 0
value = anim
[State 5000, 5]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a
[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 3451
[State 5000, 7]
type = SelfState
trigger1 = HitShakeOver
value = 5030
[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square
[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3
[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
[Statedef 3451]
type    = S
movetype= H
physics = N
[State 820, 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0
[State 40, 6]
type = velmul
trigger1 = 1
x = 0.95
[State 5001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
[State 5001, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10
[State 5001, 4]
type = VelSet
trigger1 = HitOver
x = 0
[State 5001, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1
[State 5001, 6]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1
[Statedef 3460]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 2
[State 1500, 1]
type = NotHitBy
trigger1 = time < 148
value = SCA, NP, SP, HP
time = 1
[State 5001, 6]
type = posset
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
y = 0
[State 5001, 6]
type = posadd
trigger1 = backedgedist >= 100
trigger1 = p2dist X < 150
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
x = -150
[State 5001, 6]
type = posadd
trigger1 = backedgedist < 100
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
x = 100
[State 820, 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1,1
[State 5000, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)
[State 5000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030
[State 5000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)
[State 5000, 4]
type = ChangeAnim
trigger1 = Time > 0
value = anim
[State 5000, 5]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a
[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 3461
[State 5000, 7]
type = SelfState
trigger1 = HitShakeOver
value = 5030
[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square
[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3
[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
[Statedef 3461]
type    = S
movetype= H
physics = N
[State 820, 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0
[State 40, 6]
type = velmul
trigger1 = 1
x = 0.95
[State 5001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
[State 5001, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10
[State 5001, 4]
type = VelSet
trigger1 = HitOver
x = 0
[State 5001, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1
[State 5001, 6]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1
[Statedef 1000]
type    = S
physics = S
movetype = I
anim = 1000
ctrl = 0
velset = 0,0
[State 107, Land SOund]
type = PlaySnd
trigger1 = animtime = 0
value = 800,13
freqmul = 1
[State 105, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1001
ctrl = 1
[Statedef 1001]
type    = A
physics = N
anim = 1001
ctrl = 0
sprpriority = 1
[State 40, 4]
type = VelSet
trigger1 = time = 0
x = -(backedgedist/15)
y = -12
[State 40, 4]
type = Veladd
trigger1 = time > 0
y = 1
[State 920, 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0
[State 40, 6]
type = ChangeState
trigger1 = backedgedist < 50 && time > 11
trigger2 = time > 20
value = 1002
[Statedef 1002]
type    = A
physics = N
anim = 1002
ctrl = 0
sprpriority = 1
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 40,4
freqmul = 1.3
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 40,3
freqmul = 1.3
[State 40, 4]
type = VelSet
trigger1 = time = 0
y = -4
[State 40, 4]
type = Velmul
trigger1 = 1
y = 0.44
[State 920, 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0
[State 40, 6]
type = ChangeState
trigger1 = time > 7
value = 1003
[Statedef 10001]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 9999
sprpriority = 3
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 0,0
[State 3470, FireB]
type = Explod
trigger1 = parent,movecontact = 0
trigger1 = random <= 600
ignorehitpause = 1
id = 2121
anim = 2121
scale = 0.5,0.5
postype = p1
pos = -10,-100
random = 20,70
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
vel = ((-parent,vel x)/2), ((-parent,vel y)/2)
[State 3470, FireB]
type = Explod
trigger1 = parent,movecontact = 0
trigger1 = random <= 600
ignorehitpause = 1
id = 2121
anim = 2121
scale = 0.5,0.5
postype = p1
pos = -10,-100
random = 20,70
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
vel = ((-parent,vel x)/3), ((-parent,vel y)/3)
[State 3470, FireB]
type = Explod
trigger1 = parent,movecontact = 0
trigger1 = random <= 600
ignorehitpause = 1
id = 2121
anim = 2121
scale = 0.5,0.5
postype = p1
pos = -10,-100
random = 20,70
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
vel = ((-parent,vel x)/4), ((-parent,vel y)/4)
[State 3470, FireB]
type = Explod
trigger1 = parent,movecontact = 0
trigger1 = random <= 600
ignorehitpause = 1
id = 2121
anim = 2121
scale = 0.5,0.5
postype = p1
pos = -10,-100
random = 20,70
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
vel = ((-parent,vel x)/5), ((-parent,vel y)/5)
[State 3470, FireB]
type = changeanim
trigger1 = time = 0 && parent,vel y > 3
ignorehitpause = 1
persisent = 0
value = 6001
[State 3470, FireB]
type = changeanim
trigger1 = time = 0 && parent,vel y <=3 && parent,vel y >= -3
ignorehitpause = 1
persisent = 0
value = 6002
[State 3470, FireB]
type = changeanim
trigger1 = time = 0 && parent,vel y < -3
ignorehitpause = 1
persisent = 0
value = 6003
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = animtime = 0
trigger2 = parent, anim != 1003
[Statedef 1003]
type    = A
physics = N
movetype= A
ctrl = 1
sprpriority = 1
[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 10
channel = 1
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 1
pan = 0
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 1003
[State 40, 4]
type = VelSet
triggerall = p2dist Y > -420
trigger1 = time=  0
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = command != "holdfwd"
x = (p2dist X)/18
y = (p2dist Y)/18
[State 40, 4]
type = VelSet
triggerall = p2dist Y <= -420
trigger1 = time=  0
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = command != "holdfwd"
x = (p2dist X)/18
y = -13
[State 40, 4]
type = VelSet
trigger1 = time=  0
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = command = "holdfwd"
x = 10
y = 0
[State 40, 4]
type = VelSet
trigger1 = time=  0
trigger1 = command = "holdup"
x = 8
y = -8
[State 40, 4]
type = VelSet
trigger1 = time=  0
trigger1 = command = "holddown"
x = 8
y = 8
[State 200, particles]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =10001
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 0,4
freqmul = 1.2
[State 40, 4]
type = posadd
trigger1 = time = 0
x = 10
[State 40, 4]
type = Velmul
trigger1 = time > 20
x = 0.98
[State 40, 4]
type = Veladd
trigger1 = time > 12
y = 0.44
[State 40, 6]
type = velmul
trigger1 = time = 0
x = 0.5
y = 0.5
[State 40, 6]
type = velmul
trigger1 = time = [1,10]
x = 1.05
y = 1.00
[State 40, 6]
type = velmul
trigger1 = time = [10,20]
x = 0.95
y = 0.95
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -50)
[State 11001, NotHitBy]
type = Playerpush
trigger1 = 1
value = 0
[State 40, 6]
type = ChangeState
trigger1 = pos Y > 0
value = 1004
[Statedef 1007]
type    = A
physics = N
movetype= A
ctrl = 0
sprpriority = 1
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 5 || animelem = 9
value = 0, 0
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 1007
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 0,4
freqmul = 1.2
[State 40, 4]
type = Velmul
trigger1 = time >= 0
x = 0.98
[State 40, 4]
type = Veladd
trigger1 = time = 0
y = -3
[State 40, 4]
type = Veladd
trigger1 = time >= 0
y = 0.44
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -50)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 210, 2]
type = HitDef
trigger1 = (animelem = 6 || animelem = 10) && hitcount < 4
attr = A, SA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 5,5
sparkno = 0
sparkxy = -10,-50
hitsound   = S6,0
guardsound = S0,100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -6.5, (Vel Y) -3
air.fall = 1
[State 210, 2]
type = HitDef
trigger1 = (animelem = 6 || animelem = 10) && hitcount >= 4
attr = A, SA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 5,5
sparkno = 0
sparkxy = -10,-50
hitsound   = S6,0
guardsound = S0,100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -6.5,-5
air.fall = 1
[State 40, 6]
type = ChangeState
trigger1 = time > 20 && vel Y < 0 && movecontact = 0
value = 50
[State 40, 6]
type = ChangeState
trigger1 = pos Y > 0
value = 1004
[Statedef 1017]
type    = A
physics = N
movetype= A
ctrl = 0
sprpriority = 1
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 5 || animelem = 9
value = 0, 0
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 1007
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 0,4
freqmul = 1.2
[State 40, 4]
type = Velmul
trigger1 = time >= 0
x = 0.98
[State 40, 4]
type = Veladd
trigger1 = time = 0
y = -5
[State 40, 4]
type = Veladd
trigger1 = time >= 0
y = 0.44
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -50)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 210, 2]
type = HitDef
trigger1 = (animelem = 6 || animelem = 10) && hitcount < 4
attr = A, SA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 5,5
sparkno = 0
sparkxy = -10,-50
hitsound   = S6,0
guardsound = S0,100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -6.5, (Vel Y) -3
air.fall = 1
[State 210, 2]
type = HitDef
trigger1 = (animelem = 6 || animelem = 10) && hitcount >= 4
attr = A, SA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 5,5
sparkno = 0
sparkxy = -10,-50
hitsound   = S6,0
guardsound = S0,100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -6.5,-5
air.fall = 1
[State 40, 6]
type = ChangeState
trigger1 = time > 20 && vel Y < 0 && movecontact = 0
value = 50
[State 40, 6]
type = ChangeState
trigger1 = pos Y > 0
value = 1004
[Statedef 1027]
type    = A
physics = N
movetype= A
ctrl = 0
sprpriority = 1
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 5 || animelem = 9
value = 0, 0
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 1007
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 0,4
freqmul = 1.2
[State 40, 4]
type = Velmul
trigger1 = time >= 0
x = 0.98
[State 40, 4]
type = Veladd
trigger1 = time = 0
y = -7
[State 40, 4]
type = Veladd
trigger1 = time >= 0
y = 0.44
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -50)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 210, 2]
type = HitDef
trigger1 = (animelem = 6 || animelem = 10) && hitcount < 4
attr = A, SA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 5,5
sparkno = 0
sparkxy = -10,-50
hitsound   = S6,0
guardsound = S0,100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -6.5, (Vel Y) -3
air.fall = 1
[State 210, 2]
type = HitDef
trigger1 = (animelem = 6 || animelem = 10) && hitcount >= 4
attr = A, SA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 5,5
sparkno = 0
sparkxy = -10,-50
hitsound   = S6,0
guardsound = S0,100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -6.5,-5
air.fall = 1
[State 40, 6]
type = ChangeState
trigger1 = time > 20 && vel Y < 0 && movecontact = 0
value = 50
[State 40, 6]
type = ChangeState
trigger1 = pos Y > 0
value = 1004
[Statedef 1004]
type    = S
physics = N
ctrl = 0
anim = 1004
[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
value = 45
pos = 5, -8
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 40,0
[State 52, 1]
type = Velmul
trigger1 = 1
x = 0.88
[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0
[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1010]
type    = S
physics = S
movetype = I
anim = 1000
ctrl = 0
velset = 0,0
[State 107, Land SOund]
type = PlaySnd
trigger1 = animtime = 0
value = 800,13
freqmul = 1
[State 105, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1011
ctrl = 1
[Statedef 1011]
type    = A
physics = N
anim = 1001
ctrl = 0
sprpriority = 1
[State 40, 4]
type = VelSet
trigger1 = time = 0
x = -(backedgedist/15)
y = -12
[State 40, 4]
type = Veladd
trigger1 = time > 0
y = 1
[State 920, 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0
[State 40, 6]
type = ChangeState
trigger1 = backedgedist < 50 && time > 11
trigger2 = time > 20
value = 1012
[Statedef 1012]
type    = A
physics = N
anim = 1002
ctrl = 0
sprpriority = 1
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 40,4
freqmul = 1.3
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 40,3
freqmul = 1.3
[State 40, 4]
type = VelSet
trigger1 = time = 0
y = -4
[State 40, 4]
type = Velmul
trigger1 = 1
y = 0.44
[State 920, 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0
[State 40, 6]
type = ChangeState
trigger1 = time > 7
value = 1013
[Statedef 1013]
type    = A
physics = N
movetype= A
ctrl = 1
sprpriority = 1
[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 10
channel = 1
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 1
pan = 0
[State 200, particles]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =10001
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 1003
[State 40, 4]
type = VelSet
triggerall = p2dist Y > -420
trigger1 = time=  0
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = command != "holdfwd"
x = (p2dist X)/16
y = (p2dist Y)/16
[State 40, 4]
type = VelSet
triggerall = p2dist Y <= -420
trigger1 = time=  0
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = command != "holdfwd"
x = (p2dist X)/16
y = -13
[State 40, 4]
type = VelSet
trigger1 = time=  0
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = command = "holdfwd"
x = 12
y = 0
[State 40, 4]
type = VelSet
trigger1 = time=  0
trigger1 = command = "holdup"
x = 9
y = -9
[State 40, 4]
type = VelSet
trigger1 = time=  0
trigger1 = command = "holddown"
x = 9
y = 9
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 0,4
freqmul = 1.2
[State 40, 4]
type = posadd
trigger1 = time = 0
x = 10
[State 40, 4]
type = Velmul
trigger1 = time > 20
x = 0.98
[State 40, 4]
type = Veladd
trigger1 = time > 12
y = 0.44
[State 40, 6]
type = velmul
trigger1 = time = 0
x = 0.6
y = 0.6
[State 40, 6]
type = velmul
trigger1 = time = [1,10]
x = 1.05
y = 1.00
[State 40, 6]
type = velmul
trigger1 = time = [10,20]
x = 0.95
y = 0.95
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -50)
[State 11001, NotHitBy]
type = Playerpush
trigger1 = 1
value = 0
[State 40, 6]
type = ChangeState
trigger1 = pos Y > 0
value = 1004
[Statedef 1020]
type    = S
physics = S
movetype = I
anim = 1000
ctrl = 0
velset = 0,0
[State 107, Land SOund]
type = PlaySnd
trigger1 = animtime = 0
value = 800,13
freqmul = 1
[State 105, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1021
ctrl = 1
[Statedef 1021]
type    = A
physics = N
anim = 1001
ctrl = 0
sprpriority = 1
[State 40, 4]
type = VelSet
trigger1 = time = 0
x = -(backedgedist/15)
y = -12
[State 40, 4]
type = Veladd
trigger1 = time > 0
y = 1
[State 920, 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0
[State 40, 6]
type = ChangeState
trigger1 = backedgedist < 50 && time > 11
trigger2 = time > 20
value = 1022
[Statedef 1022]
type    = A
physics = N
anim = 1002
ctrl = 0
sprpriority = 1
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 40,4
freqmul = 1.3
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 40,3
freqmul = 1.3
[State 40, 4]
type = VelSet
trigger1 = time = 0
y = -4
[State 40, 4]
type = Velmul
trigger1 = 1
y = 0.44
[State 920, 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0
[State 40, 6]
type = ChangeState
trigger1 = time > 7
value = 1023
[Statedef 1023]
type    = A
physics = N
movetype= A
ctrl = 1
sprpriority = 1
[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 10
channel = 1
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 1
pan = 0
[State 200, particles]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =10001
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 1003
[State 40, 4]
type = VelSet
triggerall = p2dist Y > -420
trigger1 = time=  0
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = command != "holdfwd"
trigger2 = time = 0 && var(30) >= 1
x = (p2dist X)/14
y = (p2dist Y)/14
[State 40, 4]
type = VelSet
triggerall = p2dist Y <= -420
trigger1 = time=  0
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = command != "holdfwd"
trigger2 = time = 0 && var(30) >= 1
x = (p2dist X)/14
y = -13
[State 40, 4]
type = VelSet
trigger1 = time=  0 && var(30) <= 0
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = command = "holdfwd"
x = 14
y = 0
[State 40, 4]
type = VelSet
trigger1 = time=  0 && var(30) <= 0
trigger1 = command = "holdup"
x = 10
y = -10
[State 40, 4]
type = VelSet
trigger1 = time=  0 && var(30) <= 0
trigger1 = command = "holddown"
x = 10
y = 10
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 0,4
freqmul = 1.2
[State 40, 4]
type = posadd
trigger1 = time = 0
x = 10
[State 40, 4]
type = Velmul
trigger1 = time > 20
x = 0.98
[State 40, 4]
type = Veladd
trigger1 = time > 12
y = 0.44
[State 40, 6]
type = velmul
trigger1 = time = 0
x = 0.7
y = 0.7
[State 40, 6]
type = velmul
trigger1 = time = [1,10]
x = 1.05
y = 1.00
[State 40, 6]
type = velmul
trigger1 = time = [10,20]
x = 0.95
y = 0.95
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -50)
[State 11001, NotHitBy]
type = Playerpush
trigger1 = 1
value = 0
[State 40, 6]
type = ChangeState
trigger1 = pos Y > 0
value = 1004
[Statedef 1100]
type    = S
physics = S
movetype = A
ctrl = 0
velset = 0,0
juggle = 10
poweradd =  (Var(23)=0)* 70
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 2
helpertype = normal
name = "fire vacuum"
pos = 0,0
postype = p1
stateno =8101
ownpal = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 1100
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := 0) && (Var(3) := -65)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15001
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 400, 1]
type = PlaySnd
trigger1 = animelem = 8
value = 0, 7
[State 1500, 3]
type = HitDef
trigger1 = animElem = 9
attr = S, SA
damage = 25, 10
animtype = Medium
getpower =  (Var(23)=0)* 30 
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,6
sparkxy = var(2), var(3)
sparkno = -1
hitsound = S6,0
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0, -9
air.velocity = 0, -9
fall.animtype = Hard
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 1500, 1]
type = posadd
trigger1 = time > 6
x = 2
[State 105, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1101
ctrl = 1
[Statedef 1101]
type    = A
physics = N
movetype = A
ctrl = 0
sprpriority = 1
[State 1500, 1]
type = posadd
trigger1 = time = 0
y = 15
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 1101
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 6
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := 0) && (Var(3) := -75)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15001
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 2
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15001
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 3
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15001
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 40, 4]
type = VelSet
trigger1 = time = 0
x = 4
y = -7.5
[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 4 && anim = 1101
trigger2 = AnimElem = 9 && anim = 1101
value = 0, 6
volume = -50
[State 1510, 4]
type = HitDef
trigger1 = AnimElem = 5 && anim = 1101
trigger2 = AnimElem = 10 && anim = 1101
attr = S, SA
damage = 20, 5
animtype = Diagup
getpower =  (Var(23)=0)* 30 
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,2
sparkxy = var(2), var(3)
sparkno = -1
hitsound = S6,0
guardsound = S0,100
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1.3, -8
air.velocity = -1.3,(Vel Y - 3)
fall = 1
fall.recover = 1
[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 3 && anim = 1102
value = 0, 8
[State 1510, 4]
type = HitDef
trigger1 = AnimElem = 4 && anim = 1102
attr = S, SA
damage = 30, 10
animtype = Diagup
getpower =  (Var(23)=0)* 30 
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 0, 12
sparkxy = 0, -80
sparkno = -1
hitsound = S6,1
guardsound = S0,100
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity =-2, -4
air.velocity = -2,-4
fall = 1
fall.recover = 0
[State 1510, 2]
type = VelMul
trigger1 = Time >= 0
x = .88
[State 1510, 3]
type = VelAdd
trigger1 = Time >= 0
y = .44
[State 1510, 5]
type = ChangeAnim
trigger1 = vel y < 2 && animtime = 0
value = 1102
persistent = 0
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 28
type = ChangeState
value = 1004
[Statedef 8101]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 8100
sprpriority = 3
[State 3470, FireB]
type = Explod
trigger1 = anim = 8101 && time > 10
trigger1 = animelem = 4 || animelem = 5 || animelem = 6 || animelem = 7
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 70,-75
random = 40,90
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = anim = 8101 && time > 10
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 0,-140
random = 90,40
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = anim = 8101 && time > 10
trigger1 = animelem = 10 || animelem = 11 || animelem = 1 || animelem = 2
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = -80,-75
random = 40,90
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = anim = 8101 && time > 10
trigger1 = animelem = 3 || animelem = 4 || animelem = 5 || animelem = 6
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 0,-20
random = 90,40
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 0,0
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 5
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,cancelanim]
type = Changeanim
trigger1 = parent, anim = 1101
value = 8101
ignorehitpause = 1
persistent=  0
[State 1010,cancelanim]
type = Changeanim
trigger1 = parent, anim = 1102
value = 8102
ignorehitpause = 1
persistent=  0
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1010,cancelanim]
type = Destroyself
trigger1 = parent, stateno != 1100 && parent, stateno != 1101 && parent, stateno != 1110 && parent, stateno != 1111 && parent, stateno != 1120 && parent, stateno != 1121 && parent, stateno != 4999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 90
trigger2 = parent, movetype = h
[Statedef 1110]
type    = S
physics = S
movetype = A
ctrl = 0
velset = 0,0
juggle = 10
poweradd =  (Var(23)=0)* 70
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 2
helpertype = normal
name = "fire vacuum"
pos = 0,0
postype = p1
stateno =8101
ownpal = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 1100
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := 0) && (Var(3) := -65)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15001
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 2
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15001
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 3
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15001
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 400, 1]
type = PlaySnd
trigger1 = animelem = 8
value = 0, 7
[State 1500, 3]
type = HitDef
trigger1 = animElem = 9
attr = S, SA
damage = 25, 10
animtype = Medium
getpower =  (Var(23)=0)* 30 
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,6
sparkxy = var(2), var(3)
sparkno = -1
hitsound = S6,0
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0, -9
air.velocity = 0, -9
fall.animtype = Hard
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 1500, 1]
type = posadd
trigger1 = time > 6
x = 9
[State 105, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1111
ctrl = 1
[Statedef 1111]
type    = A
physics = N
movetype = A
ctrl = 0
sprpriority = 1
[State 1500, 1]
type = posadd
trigger1 = time = 0
y = 15
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 1101
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 6
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := 0) && (Var(3) := -75)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 2
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 3
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 40, 4]
type = VelSet
trigger1 = time = 0
x = 6
y = -8.5
[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 4 && anim = 1101
trigger2 = AnimElem = 9 && anim = 1101
value = 0, 6
volume = -50
[State 1510, 4]
type = HitDef
trigger1 = AnimElem = 5 && anim = 1101
trigger2 = AnimElem = 10 && anim = 1101
attr = S, SA
damage = 20, 5
animtype = Diagup
getpower =  (Var(23)=0)* 30 
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,2
sparkxy = var(2), var(3)
sparkno = -1
hitsound = S6,0
guardsound = S0,100
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1.3, -8
air.velocity = -1.3,(Vel Y - 3)
fall = 1
fall.recover = 1
[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 3 && anim = 1102
value = 0, 8
[State 1510, 4]
type = HitDef
trigger1 = AnimElem = 4 && anim = 1102
attr = S, SA
damage = 30, 10
animtype = Diagup
getpower =  (Var(23)=0)* 30 
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 0, 12
sparkxy = 0, -80
sparkno = -1
hitsound = S6,1
guardsound = S0,100
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2, -4
air.velocity = -2,-4
fall = 1
fall.recover = 0
[State 1510, 2]
type = VelMul
trigger1 = Time >= 0
x = .88
[State 1510, 3]
type = VelAdd
trigger1 = Time >= 0
y = .44
[State 1510, 5]
type = ChangeAnim
trigger1 = vel y < 3 && animtime = 0
value = 1102
persistent = 0
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 28
type = ChangeState
value = 1004
[Statedef 1120]
type    = S
physics = S
movetype = A
ctrl = 0
velset = 0,0
juggle = 10
poweradd =  (Var(23)=0)* 70
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 2
helpertype = normal
name = "fire vacuum"
pos = 0,0
postype = p1
stateno =8101
ownpal = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 1100
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := 0) && (Var(3) := -65)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 2
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 3
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 400, 1]
type = PlaySnd
trigger1 = animelem = 8
value = 0, 7
[State 1500, 3]
type = HitDef
trigger1 = animElem = 9
attr = S, SA
damage = 25, 10
animtype = Medium
getpower =  (Var(23)=0)* 30 
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,6
sparkxy = var(2), var(3)
sparkno = -1
hitsound = S6,0
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0, -9
air.velocity = 0, -9
fall.animtype = Hard
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 1500, 1]
type = posadd
trigger1 = time > 6
x = 2
[State 105, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1121
ctrl = 1
[Statedef 1121]
type    = A
physics = N
movetype = A
ctrl = 0
sprpriority = 1
[State 1500, 1]
type = posadd
trigger1 = time = 0
y = 15
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 1101
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 6
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := 0) && (Var(3) := -75)
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 2
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 3
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 4
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 5
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 6
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 40, 4]
type = VelSet
trigger1 = time = 0
x = 8
y = -11.5
[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 4 && anim = 1101
trigger2 = AnimElem = 9 && anim = 1101
value = 0, 6
volume = -50
[State 1510, 4]
type = HitDef
trigger1 = AnimElem = 5 && anim = 1101
trigger2 = AnimElem = 10 && anim = 1101
attr = S, SA
damage = 20, 5
animtype = Diagup
getpower =  (Var(23)=0)* 30 
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,2
sparkxy = var(2), var(3)
sparkno = -1
hitsound = S6,0
guardsound = S0,100
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1.3, -8
air.velocity = -1.3,(Vel Y - 3)
fall = 1
fall.recover = 1
[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 3 && anim = 1102
value = 0, 8
[State 1510, 4]
type = HitDef
trigger1 = AnimElem = 4 && anim = 1102
attr = S, SA
damage = 30, 10
animtype = Diagup
getpower =  (Var(23)=0)* 30 
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 0, 12
sparkxy = 0, -80
sparkno = -1
hitsound = S6,1
guardsound = S0,100
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2, -4
air.velocity = -2,-4
fall = 1
fall.recover = 0
[State 1510, 2]
type = VelMul
trigger1 = Time >= 0
x = .88
[State 1510, 3]
type = VelAdd
trigger1 = Time >= 0
y = .44
[State 1510, 5]
type = ChangeAnim
trigger1 = vel y > 2 && animtime = 0
value = 1102
persistent = 0
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 28
type = ChangeState
value = 1004
[Statedef 1200]
type    = A
physics = N
anim = 1200
ctrl = 0
sprpriority = 1
poweradd =  (Var(23)=0)* 70
[State 200, counter hit counter]
type = Varadd
trigger1 = time = 0
v = 11
value = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "fire vacuum"
pos = 0,-70
postype = p1
stateno =1205
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 0,4
[State 40, 4]
type = Velmul
trigger1 = time > 0
x = 0.9
y = 0.9
[State 40, 6]
type = turn
trigger1 = command = "holdback" && animtime = 0 && var(30) <= 0
trigger2 = animtime = 0 && p2bodydist x < 0 && var(30) >= 1 && var(11) = 2
[State 40, 6]
type = ChangeState
trigger1 = animtime = 0
value = 1201
[State 40, 6]
type = ChangeState
trigger1 = pos Y > 20
value = 1004
[Statedef 1201]
type    = A
physics = N
movetype = A
ctrl = 0
sprpriority = 1
[State 200, particles]
type = Helper
trigger1 = hitcount = 1 && var(18) = 0
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15020
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 40, 6]
type = varset
trigger1 = hitcount = 1
ignorehitpause = 1
persistent = 0
v = 18
value=  150
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 6,8
channel = 1
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 1
pan = 0
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "fire vacuum"
pos = 10,-70
postype = p1
stateno =1206
ownpal = 1
size.xscale = 0.65
size.yscale = 0.65
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "fire vacuum"
pos = 70,-70
postype = p1
stateno =1207
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
[State 40, 4]
type = VelAdd
trigger1 = time > 25
y = 0.44
[State 200, recover]
type = ChangeAnim
trigger1 = time = 25
value = 5040
[State 40, 4]
type = Ctrlset
trigger1 = time = 25
value= 1
[State 40, 4]
type = turn
trigger1 = time = 25 && movecontact = 1
trigger1 = p2bodydist X < 0
persistent=  1
ignorehitpause = 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 1202
[State 40, 4]
type = VelSet
trigger1 = time = 0
x = 7
[State 210, 2]
type = HitDef
trigger1 = timemod = 4,3
attr = A, SA
animtype  = Medium
damage    = 15,10
guardflag = MA
pausetime = 3,5
sparkno = 1
sparkxy = -10,-50
hitsound   = S6,1
guardsound = S0,100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -0.5*(Vel X), 2*(Vel Y)
air.fall = 1
getpower =  (Var(23)=0)* 30 
[State 40, 6]
type = ChangeState
trigger1 = pos Y > 20
value = 1004
[Statedef 1205]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1210
sprpriority = 3
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 0,-70
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .55,.55,.55
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 25
[Statedef 1300]
type = S
ctrl = 0
anim = 1450
velset = 0,0
movetype = I
physics = S
sprpriority = 2
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 0
value = 800, 10
freqmul = 2
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
persistent = 1
id = 6027
anim = 6027
vel = 0,0
postype = p1
pos = 0, 0
random = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[state 6005, skin fadeout]
type  = PalFx
trigger1 = time = 0
time = 8
add = 115,80,80
sinadd = -115,-80,-80,32
[State 1500, reversal]
type=reversaldef
trigger1 = Time = [4,25]
reversal.attr=SCA, NP, SP, HP
p1stateno=1301
pausetime=5,15
hitsound=s6,5
numhits=0
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time = [4,25]
slot = 1
time = 1
stateno = 1301
attr = SCA, NA, SA, NP, SP, HP
ignorehitpause = 1
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1301]
type = S
ctrl = 0
anim = 1451
velset = 0,0
movetype = A
physics = S
sprpriority = 2
[State 195, 5]
type = EnvShake
trigger1 = time = 5
ignorehitpause = 1
persistent = 0
time = 5
ampl = -10
freq = 150
phase = 15
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 5
value = 800, 30
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 5
value = 800, 31
channel = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 5
ignorehitpause = 1
persistent = 1
id = 6020
anim = 6020
vel = 0,0
postype = p1
pos = 0, -50
random = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 210, 2]
type = HitDef
trigger1 = movecontact = 0 && time > 5
attr = A, SA
animtype  = Heavy
damage    = 50
getpower = 0
guardflag = MA
pausetime = 0,10
sparkno = 1
sparkxy = var(2), var(3)
guardsound = S0,100
ground.type = Low
air.type = Low
ground.slidetime = 32
ground.hittime  = 35
ground.velocity = -2,-8
air.velocity = -2,-8
fall = 1
air.fall = 1
fall.recover = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 1 && var(18) = 0
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15020
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 40, 6]
type = varset
trigger1 = hitcount = 1
ignorehitpause = 1
persistent = 0
v = 18
value=  150
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6020
scale = 1.2 - (.08*(time+13)), 1.2 - (.08*(time+13))
[State 3470, FireB]
type = Explod
trigger1 = time < 2
ignorehitpause = 1
id = 1455
anim = 1455
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 195, 2]
type = ChangeState
trigger1 = time = 20
value = 1302
ctrl = 0
[Statedef 1302]
type = A
ctrl = 0
anim = 1452
velset = 0,0
movetype = I
physics = N
sprpriority = 2
[State 810, mobility restore]
type = posset
trigger1 = time = 0
x = -100
y = -50
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 1
pan = 0
[State 5201, 1]
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5
[State 810, mobility restore]
type = velset
trigger1 = time = 10
y = -2 + enemynear, vel Y
[State 810, mobility restore]
type = veladd
trigger1 = time > 10
y = 0.44
[State 810, mobility restore]
type = ctrlset
trigger1 = time > 10
value = 1
[State 3470, FireB]
type = Explod
trigger1 = time <2
ignorehitpause = 1
id = 1456
anim = 1456
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = time =5
ignorehitpause = 1
id = 1457
anim = 1457
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
[State 40, 6]
type = ChangeState
trigger1 = pos Y > 20
value = 1004
[Statedef 1310]
type = S
ctrl = 0
anim = 1450
velset = 0,0
movetype = I
physics = S
sprpriority = 2
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 0
value = 800, 10
freqmul = 2
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
persistent = 1
id = 6027
anim = 6027
vel = 0,0
postype = p1
pos = 0, 0
random = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[state 6005, skin fadeout]
type  = PalFx
trigger1 = time = 0
time = 8
add = 115,80,80
sinadd = -115,-80,-80,32
[State 1500, reversal]
type=reversaldef
trigger1 = Time = [4,25]
reversal.attr=SCA, NP, SP, HP
p1stateno=1311
pausetime=5,15
hitsound=s6,5
numhits=0
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time = [4,25]
slot = 1
time = 1
stateno = 1311
attr = SCA, NA, SA, NP, SP, HP
ignorehitpause = 1
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1311]
type = S
ctrl = 0
anim = 1451
velset = 0,0
movetype = A
physics = S
sprpriority = 2
[State 195, 5]
type = EnvShake
trigger1 = time = 5
ignorehitpause = 1
persistent = 0
time = 5
ampl = -10
freq = 150
phase = 15
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 5
value = 800, 30
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 5
value = 800, 31
channel = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 5
ignorehitpause = 1
persistent = 1
id = 6020
anim = 6020
vel = 0,0
postype = p1
pos = 0, -50
random = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 210, 2]
type = HitDef
trigger1 = movecontact = 0 && time > 5
attr = A, SA
animtype  = Heavy
damage    = 50
getpower = 0
guardflag = MA
pausetime = 0,10
sparkno = 1
sparkxy = var(2), var(3)
guardsound = S0,100
ground.type = Low
air.type = Low
ground.slidetime = 32
ground.hittime  = 35
ground.velocity = -2,-8
air.velocity = -2,-8
fall = 1
air.fall = 1
fall.recover = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 1 && var(18) = 0
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15020
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 40, 6]
type = varset
trigger1 = hitcount = 1
ignorehitpause = 1
persistent = 0
v = 18
value=  150
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6020
scale = 1.2 - (.08*(time+13)), 1.2 - (.08*(time+13))
[State 3470, FireB]
type = Explod
trigger1 = time < 2
ignorehitpause = 1
id = 1455
anim = 1455
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 195, 2]
type = ChangeState
trigger1 = time = 20
value = 1312
ctrl = 0
[Statedef 1312]
type = A
ctrl = 0
anim = 1452
velset = 0,0
movetype = I
physics = N
sprpriority = 2
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 1
pan = 0
[State 810, mobility restore]
type = posset
trigger1 = time = 0
x = 100
y = -50
[State 5201, 1]
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5
[State 810, mobility restore]
type = velset
trigger1 = time = 10
y = -2 + enemynear, vel Y
[State 810, mobility restore]
type = veladd
trigger1 = time > 10
y = 0.44
[State 810, mobility restore]
type = ctrlset
trigger1 = time > 10
value = 1
[State 3470, FireB]
type = Explod
trigger1 = time < 2
ignorehitpause = 1
id = 1456
anim = 1456
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 5
ignorehitpause = 1
id = 1457
anim = 1457
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
[State 40, 6]
type = ChangeState
trigger1 = pos Y > 20
value = 1004
[Statedef 3305]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3305
sprpriority = 3
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 0,-70
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .55,.55,.55
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 60
[Statedef 1320]
type = S
ctrl = 0
anim = 1450
velset = 0,0
movetype = I
physics = S
sprpriority = 2
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 0
value = 800, 10
freqmul = 2
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
persistent = 1
id = 6027
anim = 6027
vel = 0,0
postype = p1
pos = 0, 0
random = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[state 6005, skin fadeout]
type  = PalFx
trigger1 = time = 0
time = 8
add = 115,80,80
sinadd = -115,-80,-80,32
[State 1500, reversal]
type=reversaldef
trigger1 = Time = [4,25]
reversal.attr=SCA, NP, SP, HP
p1stateno=1321
pausetime=5,15
hitsound=s6,5
numhits=0
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time = [4,25]
slot = 1
time = 1
stateno = 1321
attr = SCA, NA, SA, NP, SP, HP
ignorehitpause = 1
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1321]
type = S
ctrl = 0
anim = 1451
velset = 0,0
movetype = A
physics = S
sprpriority = 2
[State 195, 5]
type = EnvShake
trigger1 = time = 5
ignorehitpause = 1
persistent = 0
time = 5
ampl = -10
freq = 150
phase = 15
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 5
value = 800, 30
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 5
value = 800, 31
channel = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 5
ignorehitpause = 1
persistent = 1
id = 6020
anim = 6020
vel = 0,0
postype = p1
pos = 0, -50
random = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 210, 2]
type = HitDef
trigger1 = movecontact = 0 && time > 5
attr = A, SA
animtype  = Heavy
damage    = 50
getpower = 0
guardflag = MA
pausetime = 0,10
sparkno = 1
sparkxy = var(2), var(3)
guardsound = S0,100
ground.type = Low
air.type = Low
ground.slidetime = 32
ground.hittime  = 35
ground.velocity = -2,-8
air.velocity = -2,-8
fall = 1
air.fall = 1
fall.recover = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 1 && var(18) = 0
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15020
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 40, 6]
type = varset
trigger1 = hitcount = 1
ignorehitpause = 1
persistent = 0
v = 18
value=  150
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6020
scale = 1.2 - (.08*(time+13)), 1.2 - (.08*(time+13))
[State 3470, FireB]
type = Explod
trigger1 = time < 2
ignorehitpause = 1
id = 1455
anim = 1455
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 195, 2]
type = ChangeState
trigger1 = time = 20
value = 1322
ctrl = 0
[Statedef 1322]
type = A
ctrl = 0
anim = 1452
velset = 0,0
movetype = I
physics = N
sprpriority = 2
[State 40, 4]
type = posset
trigger1 = time =  0 && facing = 1
x = (enemynear, pos X + 30)
y = (enemynear, pos Y - 10)
[State 40, 4]
type = posset
trigger1 = time =  0 && facing = -1
x = (enemynear, pos X - 30)
y = (enemynear, pos Y - 10)
[State 5201, 1]
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 1
pan = 0
[State 810, mobility restore]
type = velset
trigger1 = time = 10
y = -3 + enemynear, vel Y
[State 810, mobility restore]
type = veladd
trigger1 = time > 10
y = 0.44
[State 810, mobility restore]
type = ctrlset
trigger1 = time > 10
value = 1
[State 3470, FireB]
type = Explod
trigger1 = time < 2
ignorehitpause = 1
id = 1456
anim = 1456
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 5
ignorehitpause = 1
id = 1457
anim = 1457
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
[State 40, 6]
type = ChangeState
trigger1 = pos Y > 20
value = 1004
[Statedef 1330]
type = S
ctrl = 0
anim = 1450
velset = 0,0
movetype = I
physics = S
sprpriority = 2
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 0
value = 800, 10
freqmul = 2
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
persistent = 1
id = 6027
anim = 6027
vel = 0,0
postype = p1
pos = 0, 0
random = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[state 6005, skin fadeout]
type  = PalFx
trigger1 = time = 0
time = 8
add = 115,80,80
sinadd = -115,-80,-80,32
[State 1500, reversal]
type=reversaldef
trigger1 = Time = [4,25]
reversal.attr=SCA, NP, SP, HP
p1stateno=1331
pausetime=5,15
hitsound=s6,5
numhits=0
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time = [4,25]
slot = 1
time = 1
stateno = 1331
attr = SCA, NA, SA, NP, SP, HP
ignorehitpause = 1
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1331]
type = S
ctrl = 0
anim = 1451
velset = 0,0
movetype = A
physics = S
sprpriority = 2
poweradd =  (Var(23)=0)* -500
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
trigger1 = time = 0
time = 40
movetime = 40
ignorehitpause = 1 
persistent = 0
[State 195, 5]
type = EnvShake
trigger1 = time = 5
ignorehitpause = 1
persistent = 0
time = 5
ampl = -10
freq = 150
phase = 15
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 5
value = 800, 30
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 5
value = 800, 31
channel = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 5
ignorehitpause = 1
persistent = 1
id = 6020
anim = 6020
vel = 0,0
postype = p1
pos = 0, -50
random = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 210, 2]
type = HitDef
trigger1 = movecontact = 0 && time > 5
attr = A, SA
animtype  = Heavy
damage    = 50,10
getpower = 0
guardflag = MA
pausetime = 0,10
sparkno = 1
sparkxy = var(2), var(3)
guardsound = S0,100
ground.type = Low
air.type = Low
ground.slidetime = 32
ground.hittime  = 35
ground.velocity = -2,-8
air.velocity = -2,-8
fall = 1
air.fall = 1
fall.recover = 0
[State 200, particles]
type = Helper
trigger1 = hitcount = 1 && var(18) = 0
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15020
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 40, 6]
type = varset
trigger1 = hitcount = 1
ignorehitpause = 1
persistent = 0
v = 18
value=  150
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6020
scale = 1.2 - (.08*(time+13)), 1.2 - (.08*(time+13))
[State 3470, FireB]
type = Explod
trigger1 = time < 2
ignorehitpause = 1
id = 1455
anim = 1455
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 195, 2]
type = ChangeState
trigger1 = time = 20
value = 1332
ctrl = 0
[Statedef 1332]
type = A
ctrl = 0
anim = 1452
velset = 0,0
movetype = I
physics = N
sprpriority = 2
[State 40, 4]
type = posset
trigger1 = time =  0 && facing = 1
x = (enemynear, pos X + 30)
y = (enemynear, pos Y - 10)
[State 40, 4]
type = posset
trigger1 = time =  0 && facing = -1
x = (enemynear, pos X - 30)
y = (enemynear, pos Y - 10)
[State 5201, 1]
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 1
pan = 0
[State 810, mobility restore]
type = velset
trigger1 = time = 10
y = -3 + enemynear, vel Y
[State 810, mobility restore]
type = veladd
trigger1 = time > 10
y = 0.44
[State 810, mobility restore]
type = ctrlset
trigger1 = time > 10
value = 1
[State 3470, FireB]
type = Explod
trigger1 = time < 2
ignorehitpause = 1
id = 1456
anim = 1456
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 5
ignorehitpause = 1
id = 1457
anim = 1457
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 4
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 40, 6]
type = ChangeState
trigger1 = pos Y > 20
value = 1004
[Statedef 1206]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1211
sprpriority = 3
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .55,.55,.55
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 50
[Statedef 1207]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2001
sprpriority = 3
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 1
range = -3, 3
persistent = 1
ignorehitpause = 1
[State 1010,NotHitBy]
type = turn
trigger1 = facing != parent, facing
[State 3470, FireB]
type = Explod
trigger1 = parent, anim = 1202
ignorehitpause = 1
id = 2121
anim = 2121
vel = -5, var(1)
postype = p1
pos = -20,0
random = 60,60
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = parent, anim = 1202
trigger1 = timemod = 6,5
ignorehitpause = 1
id = 2010
anim = 2010
postype = p1
pos = 0,0
random = 0,0
bindtime = 10
sprpriority = 4
ownpal = 1
accel = -0.01,0
scale = 0.7, 0.7
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 40,-70
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1010,changeanim]
type = changeanim
trigger1 = parent, anim != 1202
value = 2002
persistent = 0
ignorehitpause = 1
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 50
trigger1 = parent, anim != 1202 && parent, anim != 5040 && parent, anim != 3306
trigger2 = time = 100
trigger3 = anim = 2002 && animtime = 0
[Statedef 1208]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 3
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 0,-70
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 100
[Statedef 3307]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2001
sprpriority = 3
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 1
range = -9, 9
persistent = 1
ignorehitpause = 1
[State 3470, FireB]
type = Explod
trigger1 = parent, anim = 3306
ignorehitpause = 1
id = 2121
anim = 2121
vel = -5, var(1)
postype = p1
pos = -20,0
random = 60,60
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = parent, anim = 3306
trigger1 = timemod = 6,5
ignorehitpause = 1
id = 2010
anim = 2010
postype = p1
pos = 0,0
random = 0,0
bindtime = 10
sprpriority = 4
ownpal = 1
accel = -0.01,0
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 40,-70
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1010,changeanim]
type = changeanim
trigger1 = parent, anim != 3306
value = 2002
persistent = 0
ignorehitpause = 1
[State 3700, dissipate]
type = Destroyself
trigger1 = anim = 2002 && animtime = 0
[Statedef 3308]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2001
sprpriority = 3
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 1
range = -9, 9
persistent = 1
ignorehitpause = 1
[State 3470, FireB]
type = Explod
trigger1 = parent, anim = 3306
ignorehitpause = 1
id = 2121
anim = 2121
vel = -5, var(1)
postype = p1
pos = -20,0
random = 60,60
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 3470, FireB]
type = Explod
trigger1 = parent, anim = 3306
trigger1 = timemod = 2,1
ignorehitpause = 1
id = 2010
anim = 2010
postype = p1
pos = 0,0
random = 0,0
bindtime = 10
sprpriority = 4
ownpal = 1
accel = -0.01,0
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 40,-70
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1010,changeanim]
type = changeanim
trigger1 = parent, anim != 3306
value = 2002
persistent = 0
ignorehitpause = 1
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 100
[Statedef 3309]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 9998
sprpriority = 3
[State 200, particles]
type = Helper
trigger1 = hitcount = 1 && var(18) = 0
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15020
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 40, 6]
type = varset
trigger1 = hitcount = 1
ignorehitpause = 1
persistent = 0
v = 18
value=  150
[State 920, 1]
type = screenbound
trigger1 = time < 80
value = 1
movecamera = 0,0
[State 8200, noshadow]
type = velset
trigger1 = time = 20
x = 5
[State 8200, noshadow]
type = veladd
trigger1 = time > 20
x = 0.44
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 1
range = -9, 9
persistent = 1
ignorehitpause = 1
[State 3470, FireB]
type = Explod
trigger1 = time = [20,85]
trigger1 = timemod = 3,2
ignorehitpause = 1
anim = 2160
postype = p1
pos = 20,0
random = 0,150
bindtime = 1
sprpriority = 4
ownpal = 1
scale = 0.5,0.5
[State 3470, FireB]
type = Explod
trigger1 = time = 20
ignorehitpause = 1
persistent = 1
id = 6021
anim = 6020
vel = 0,0
postype = p1
pos = 0,0
random = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 30
ignorehitpause = 1
persistent = 1
id = 6022
anim = 6020
vel = 0,0
postype = p1
pos = 0,0
random = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 40
ignorehitpause = 1
persistent = 1
id = 6023
anim = 6020
vel = 0,0
postype = p1
pos = 0,0
random = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 50
ignorehitpause = 1
persistent = 1
id = 6024
anim = 6020
vel = 0,0
postype = p1
pos = 0,0
random = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 60
ignorehitpause = 1
persistent = 1
id = 6025
anim = 6020
vel = 0,0
postype = p1
pos = 0,0
random = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 70
ignorehitpause = 1
persistent = 1
id = 6026
anim = 6020
vel = 0,0
postype = p1
pos = 0,0
random = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 80
ignorehitpause = 1
persistent = 1
id = 6027
anim = 6020
vel = 0,0
postype = p1
pos = 0,0
random = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
pausemovetime =9999
supermovetime = 9999
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6021
scale = -0.5 - (.02*(time-20)), -0.5 - (.02*(time-20))
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6022
scale = -0.5 - (.02*(time-30)), -0.5 - (.02*(time-30))
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6023
scale = -0.5 - (.02*(time-40)), -0.5 - (.02*(time-40))
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6024
scale = -0.5 - (.02*(time-50)), -0.5 - (.02*(time-50))
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6025
scale = -0.5 - (.02*(time-60)), -0.5 - (.02*(time-60))
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6026
scale = -0.5 - (.02*(time-70)), -0.5 - (.02*(time-70))
[State 3470, FireB]
type = Modifyexplod
trigger1 = 1
ignorehitpause = 1
persistent = 1
id = 6027
scale = -0.5 - (.02*(time-80)), -0.5 - (.02*(time-80))
[State 191, 5]
type = EnvShake
trigger1 = time = 20
trigger2 = time = 30
trigger3 = time = 40
trigger4 = time = 50
trigger5 = time = 59
trigger6 = time = 67
trigger7 = time = 74
trigger8 = time = 80
trigger9 = time = 85
ignorehitpause = 1
time = 5
ampl = 9
freq = 180
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 74
trigger3 = time = 85
value = 800, 27
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 40
trigger2 = time = 50
trigger3 = time = 67
value = 800, 29
[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 20
trigger2 = time = 59
trigger3 = time = 80
value = 800, 28
[State 210, 2]
type = HitDef
trigger1 = time > 20
trigger1 = time < 70
trigger1 = timemod = 7,6
attr = A, SA
animtype  = Heavy
damage    = 20/(root,var(22)),10
getpower = 0
guardflag = MA
pausetime = 0,0
sparkno = 1
sparkxy = var(2), var(3)
guardsound = S0,100
ground.type = Low
air.type = Low
ground.slidetime = 32
ground.hittime  = 35
ground.velocity = -8,-1
air.velocity = -8,-1
fall = 1
air.fall = 1
fall.recover = 0
kill = 0
[State 210, 2]
type = HitDef
trigger1 = time > 70
trigger1 = timemod = 7,6
attr = A, SA
animtype  = Heavy
damage    = 20/(root,var(22)),10
getpower = 0
guardflag = MA
pausetime = 0,0
sparkno = 1
sparkxy = var(2), var(3)
guardsound = S0,100
ground.type = Low
air.type = Low
ground.slidetime = 32
ground.hittime  = 35
ground.velocity = 2.5,-7
air.velocity = 2.5,-6
fall = 1
air.fall = 1
fall.recover = 0
kill = 0
[State 1000, bind]
type = Bindtoparent
trigger1 = time = 0
value = 1
pos = 40,-70
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = anim = 2002 && animtime = 0
trigger2 = time = 100
[Statedef 3310]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2151
sprpriority = 5
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 210, 2]
type = HitDef
trigger1 = time = [5,10]
trigger1 = movecontact = 0
numhits = 5
attr = A, SA
animtype  = Heavy
damage    = 105,10
getpower = 0
guardflag = MA
pausetime = 0,43
sparkno = 1
sparkxy = var(2), var(3)
hitsound   = S6,1
guardsound = S0,100
ground.type = Low
air.type = Low
ground.slidetime = 32
ground.hittime  = 35
ground.velocity = 12,-8
air.velocity = 12,-8
fall = 1
air.fall = 1
fall.recover = 0
p1sprpriority = 4
[State 1000, bind]
type = Bindtoparent
trigger1 = time = 0
value = 1
pos = -40,-70
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = animtime = 0
[Statedef 1210]
type    = A
physics = N
anim = 1200
ctrl = 0
sprpriority = 1
poweradd =  (Var(23)=0)* 70
[State 200, counter hit counter]
type = Varadd
trigger1 = time = 0
v = 11
value = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "fire vacuum"
pos = 0,-70
postype = p1
stateno =1205
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 0,4
[State 40, 4]
type = Velmul
trigger1 = time > 0
x = 0.9
y = 0.9
[State 40, 6]
type = turn
trigger1 = command = "holdback" && animtime = 0 && var(30) <= 0
trigger2 = animtime = 0 && p2bodydist x < 0 && var(30) >= 1 && var(11) = 2
[State 40, 6]
type = ChangeState
trigger1 = animtime = 0
value = 1211
[State 40, 6]
type = ChangeState
trigger1 = pos Y > 20
value = 1004
[Statedef 1211]
type    = A
physics = N
movetype = A
ctrl = 0
sprpriority = 1
[State 200, particles]
type = Helper
trigger1 = hitcount = 1 && var(18) = 0
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15020
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 40, 6]
type = varset
trigger1 = hitcount = 1
ignorehitpause = 1
persistent = 0
v = 18
value=  150
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 6,8
channel = 1
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 1
pan = 0
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "fire vacuum"
pos = 10,-70
postype = p1
stateno =1206
ownpal = 1
size.xscale = 0.65
size.yscale = 0.65
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "fire vacuum"
pos = 30,-70
postype = p1
stateno =1207
ownpal = 1
size.xscale = 1
size.yscale = 0.7
[State 3450, Push]
type = playerpush
trigger1 = time < 25
value = 0
[State 40, 4]
type = VelAdd
trigger1 = time > 25
y = 0.44
[State 200, recover]
type = ChangeAnim
trigger1 = time = 25
value = 5040
[State 40, 4]
type = Ctrlset
trigger1 = time = 25
value= 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 1202
[State 40, 4]
type = VelSet
trigger1 = time = 0
x = 8
[State 210, 2]
type = HitDef
trigger1 = timemod = 4,3
attr = A, SA
animtype  = Medium
damage    = 20,10
guardflag = MA
pausetime = 3,5
sparkno = 1
sparkxy = -10,-50
hitsound   = S6,1
guardsound = S0,100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -1.2*(Vel X), 1.8*(Vel Y)
air.fall = 1
getpower =  (Var(23)=0)* 20 
[State 40, 6]
type = ChangeState
trigger1 = pos Y > 20
value = 1004
[Statedef 1220]
type    = A
physics = N
anim = 1200
ctrl = 0
sprpriority = 1
poweradd =  (Var(23)=0)* 70
[State 200, counter hit counter]
type = Varadd
trigger1 = time = 0
v = 11
value = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "fire vacuum"
pos = 0,-70
postype = p1
stateno =1205
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 0,4
[State 40, 4]
type = Velmul
trigger1 = time > 0
x = 0.9
y = 0.9
[State 40, 6]
type = turn
trigger1 = command = "holdback" && animtime = 0 && var(30) <= 0
trigger2 = animtime = 0 && p2bodydist x < 0 && var(30) >= 1 && var(11) = 2
[State 40, 6]
type = ChangeState
trigger1 = animtime = 0
value = 1221
[State 40, 6]
type = ChangeState
trigger1 = pos Y > 20
value = 1004
[Statedef 1221]
type    = A
physics = N
movetype = A
ctrl = 0
sprpriority = 1
[State 200, particles]
type = Helper
trigger1 = hitcount = 1 && var(18) = 0
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15020
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 40, 6]
type = varset
trigger1 = hitcount = 1
ignorehitpause = 1
persistent = 0
v = 18
value=  150
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 0
value = 6,8
channel = 1
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 1
pan = 0
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "fire vacuum"
pos = 10,-70
postype = p1
stateno =1206
ownpal = 1
size.xscale = 0.65
size.yscale = 0.65
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "fire vacuum"
pos = 30,-70
postype = p1
stateno =1207
ownpal = 1
size.xscale = 1
size.yscale = 0.7
[State 3450, Push]
type = playerpush
trigger1 = time < 25
value = 0
[State 40, 4]
type = VelAdd
trigger1 = time > 25
y = 0.44
[State 200, recover]
type = ChangeAnim
trigger1 = time = 25
value = 5040
[State 40, 4]
type = Ctrlset
trigger1 = time = 25
value= 1
[State 200,2]
type = ReversalDef
trigger1 = prevstateno != 4999
trigger1 = 1
attr = S,SA
reversal.attr = SCA,NA,SA
p1stateno = 4999
pausetime = 17,15
sparkno = -1
hitsound   = S800,2
[State 200, changeanim for counter cancel]
type = ChangeAnim
trigger1 = (time = 0) && (prevstateno != 4999)
value = 1202
[State 40, 4]
type = VelSet
trigger1 = time = 0
x = 10
[State 210, 2]
type = HitDef
trigger1 = timemod = 4,3
attr = A, SA
animtype  = Medium
damage    = 25,10
guardflag = MA
pausetime = 3,5
sparkno = 1
sparkxy = -10,-50
hitsound   = S6,1
guardsound = S0,100
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-8
air.fall = 1
getpower =  (Var(23)=0)* 20 
[State 40, 6]
type = ChangeState
trigger1 = pos Y > 20
value = 1004
[Statedef 2300]
type    = S
physics = N
movetype = A
anim = 2315
ctrl = 0
sprpriority = 1
velset = 0,0
poweradd =  (Var(23)=0)* 70
[State 3450, Shadows]
type = Afterimage
trigger1 = time = 0
length = 11
PalBright   =   1,  1,  1
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.5,0.5,0.5
FrameGap = 3
Trans = Add
time = 30
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 5
value = , AP
time = 1
[State 3470, FireB]
type = Explod
trigger1 = time = [11,29]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 40,-30
random = 40,70
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 11
value = 800,4
channel = 1
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 1
pan = 0
[State 3470, FireB]
type = Explod
trigger1 = time = 11
ignorehitpause = 1
anim = 2302
vel = 0,0
scale = 1, 0.5
postype = p1
pos = 0,0
bindtime = 1
sprpriority = -2
ownpal = 1
accel = 0,0
[State 3470, FireB]
type = Explod
trigger1 = time = 11
ignorehitpause = 1
anim = 2303
vel = 0,0
scale = 1, 0.5
postype = p1
pos = 0,-8
bindtime = 1
sprpriority = 2
ownpal = 1
accel = 0,0
[State 3470, FireB]
type = Explod
trigger1 = TIME = 21
ignorehitpause = 1
anim = 2306
vel = 6,0
scale = 1, 0.5
postype = p1
pos = -30,9
bindtime = 1
sprpriority = 2
ownpal = 1
accel = 0,0
trans = addalpha
alpha = 156,256
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "fire vacuum"
pos = 0,0
postype = p1
stateno =2301
ownpal = 1
[State 107, 2]
type = velset
trigger1 = animelem = 18
x = 25
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15003
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -55)
[State 410, 2]
type = HitDef
trigger1 = AnimElem = 20
attr = C, NA
damage    = 80
animtype  = Back
hitflag = MAF
guardflag = M
pausetime = 0,12
sparkno = -1
sparkxy = -10,-55
hitsound   = S6,1
guardsound = S0,100
ground.type = Low
ground.slidetime = 40
ground.hittime  = 15
ground.velocity = 14,0
air.hittime = 50
air.velocity = 6,-2
getpower =  (Var(23)=0)* 100 
[State 3450, Push]
type = playerpush
trigger1 = 1
value = 0
[State 40, 6]
type = turn
trigger1 = animtime = 0
ignorehitpause = 1
persistent = 0
[State 107, 2]
type = PosAdd
trigger1 = animelem = 22 && movecontact = 0
x = 70
persistent=  0
[State 107, 2]
type = PosAdd
trigger1 = movecontact = 1
x = ((p2bodydist X) + 120)
persistent=  0
[State 107, 2]
type = velset
trigger1 = animelem = 22
x = 2
[State 107, 2]
type = velmul
trigger1 = time > 21
x = 0.88
[State 40, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 2310]
type    = S
physics = N
movetype = A
anim = 2315
ctrl = 0
sprpriority = 1
velset = 0,0
poweradd =  (Var(23)=0)* 70
[State 3450, Shadows]
type = Afterimage
trigger1 = time = 0
length = 11
PalBright   =   1,  1,  1
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.5,0.5,0.5
FrameGap = 3
Trans = Add
time = 30
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 5
value = , AP
time = 1
[State 3470, FireB]
type = Explod
trigger1 = time = [11,29]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 40,-30
random = 40,70
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 11
value = 800,4
channel = 1
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 1
pan = 0
[State 3470, FireB]
type = Explod
trigger1 = time = 11
ignorehitpause = 1
anim = 2302
vel = 0,0
scale = 1, 0.6
postype = p1
pos = 0,0
bindtime = 1
sprpriority = -2
ownpal = 1
accel = 0,0
[State 3470, FireB]
type = Explod
trigger1 = time = 11
ignorehitpause = 1
anim = 2303
vel = 0,0
scale = 1, 0.6
postype = p1
pos = 0,-8
bindtime = 1
sprpriority = 2
ownpal = 1
accel = 0,0
[State 3470, FireB]
type = Explod
trigger1 = TIME = 21
ignorehitpause = 1
anim = 2306
vel = 6,0
scale = 1, 0.5
postype = p1
pos = -30,9
bindtime = 1
sprpriority = 2
ownpal = 1
accel = 0,0
trans = addalpha
alpha = 156,256
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "fire vacuum"
pos = 0,0
postype = p1
stateno =2301
ownpal = 1
[State 107, 2]
type = velset
trigger1 = animelem = 18
x = 35
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15003
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -55)
[State 410, 2]
type = HitDef
trigger1 = AnimElem = 20
attr = C, NA
damage    = 80
animtype  = Back
hitflag = MAF
guardflag = M
pausetime = 0,14
sparkno = -1
sparkxy = -10,-55
hitsound   = S6,1
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = 17,0
air.hittime = 50
air.velocity = 6,-2
getpower =  (Var(23)=0)* 100 
[State 3450, Push]
type = playerpush
trigger1 = 1
value = 0
[State 40, 6]
type = turn
trigger1 = animtime = 0
ignorehitpause = 1
persistent = 0
[State 107, 2]
type = PosAdd
trigger1 = animelem = 22 && movecontact = 0
x = 70
persistent=  0
[State 107, 2]
type = PosAdd
trigger1 = movecontact = 1
x = ((p2bodydist X) + 120)
persistent=  0
[State 107, 2]
type = velset
trigger1 = animelem = 22
x = 3
[State 107, 2]
type = velmul
trigger1 = time > 21
x = 0.88
[State 40, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 2315]
type    = S
physics = N
movetype = A
anim = 2315
ctrl = 0
sprpriority = 1
velset = 0,0
poweradd =  (Var(23)=0)* 70
[State 3450, Shadows]
type = Afterimage
trigger1 = time = 0
length = 11
PalBright   =   1,  1,  1
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.5,0.5,0.5
FrameGap = 3
Trans = Add
time = 30
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 5
value = , AP
time = 1
[State 3470, FireB]
type = Explod
trigger1 = time = [11,29]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 40,-30
random = 40,70
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 11
value = 800,4
channel = 1
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 1
pan = 0
[State 3470, FireB]
type = Explod
trigger1 = time = 11
ignorehitpause = 1
anim = 2302
vel = 0,0
scale = 1, 0.7
postype = p1
pos = 0,0
bindtime = 1
sprpriority = -2
ownpal = 1
accel = 0,0
[State 3470, FireB]
type = Explod
trigger1 = TIME = 21
ignorehitpause = 1
anim = 2306
vel = 6,0
scale = 1, 0.7
postype = p1
pos = -30,9
bindtime = 1
sprpriority = 2
ownpal = 1
accel = 0,0
trans = addalpha
alpha = 156,256
[State 3470, FireB]
type = Explod
trigger1 = time = 11
ignorehitpause = 1
anim = 2303
vel = 0,0
postype = p1
pos = 0,-8
bindtime = 1
sprpriority = 2
ownpal = 1
accel = 0,0
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "fire vacuum"
pos = 0,0
postype = p1
stateno =2301
ownpal = 1
[State 107, 2]
type = velset
trigger1 = animelem = 18
x = 45
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15003
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -55)
[State 410, 2]
type = HitDef
trigger1 = AnimElem = 20
attr = C, NA
damage    = 80
animtype  = Back
hitflag = MAF
guardflag = M
pausetime = 0,16
sparkno = -1
sparkxy = -10,-55
hitsound   = S6,1
guardsound = S0,100
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 19,0
air.hittime = 50
air.velocity = 6,-2
getpower =  (Var(23)=0)* 100 
[State 3450, Push]
type = playerpush
trigger1 = 1
value = 0
[State 40, 6]
type = turn
trigger1 = animtime = 0
ignorehitpause = 1
persistent = 0
[State 107, 2]
type = PosAdd
trigger1 = animelem = 22 && movecontact = 0
x = 70
persistent=  0
[State 107, 2]
type = PosAdd
trigger1 = movecontact = 1
x = ((p2bodydist X) + 120)
persistent=  0
[State 107, 2]
type = velset
trigger1 = animelem = 22
x = 4
[State 107, 2]
type = velmul
trigger1 = time > 21
x = 0.88
[State 40, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 2325]
type    = S
physics = N
movetype = A
anim = 2315
ctrl = 0
sprpriority = 1
velset = 0,0
poweradd =  (Var(23)=0)* -500
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
trigger1 = time = 0
time = 20
movetime = 20
ignorehitpause = 1 
persistent = 0
[State 3450, Shadows]
type = Afterimage
trigger1 = time = 0
length = 11
PalBright   =   1,  1,  1
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.5,0.5,0.5
FrameGap = 3
Trans = Add
time = 30
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time < 30
value = SCA
time = 1
[State 3470, FireB]
type = Explod
trigger1 = time = [11,29]
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 40,-30
random = 40,70
bindtime = 1
sprpriority = 4
ownpal = 1
accel = 0.02,-0.05
pausemovetime = 9999
supermovetime = 9999
[State 107, Land SOund]
type = PlaySnd
trigger1 = time = 11
value = 800,4
[State 3470, FireB]
type = Explod
trigger1 = time = 11
ignorehitpause = 1
anim = 2302
vel = 0,0
scale = 1, 0.7
postype = p1
pos = 0,0
bindtime = 1
sprpriority = -2
ownpal = 1
accel = 0,0
pausemovetime = 9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = TIME = 21
ignorehitpause = 1
anim = 2306
vel = 6,0
scale = 1, 0.7
postype = p1
pos = -30,9
bindtime = 1
sprpriority = 2
ownpal = 1
accel = 0,0
trans = addalpha
alpha = 156,256
pausemovetime = 9999
supermovetime = 9999
[State 3470, FireB]
type = Explod
trigger1 = time = 11
ignorehitpause = 1
anim = 2303
vel = 0,0
postype = p1
pos = 0,-8
bindtime = 1
sprpriority = 2
ownpal = 1
accel = 0,0
pausemovetime = 9999
supermovetime = 9999
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "fire vacuum"
pos = 0,0
postype = p1
stateno =2301
ownpal = 1
[State 107, 2]
type = velset
trigger1 = animelem = 18
x = 55
[State 200, particles]
type = Helper
trigger1 = moveguarded = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15010
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, particles]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "dot"
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15003
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 200, sparkxy set]
type = Null
trigger1 = time = 0
trigger1 = (Var(2) := -10) && (Var(3) := -55)
[State 410, 2]
type = HitDef
trigger1 = AnimElem = 20
attr = C, NA
damage    = 120
animtype  = Back
hitflag = MAF
guardflag = M
pausetime = 0,16
sparkno = -1
sparkxy = -10,-55
hitsound   = S6,1
guardsound = S0,100
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 16,0
air.hittime = 50
air.velocity = 6,-2
[State 3450, Push]
type = playerpush
trigger1 = time < 23
value = 0
[State 40, 6]
type = turn
trigger1 = animtime = 0
ignorehitpause = 1
persistent = 0
[State 107, 2]
type = PosAdd
trigger1 = animelem = 22 && movecontact = 0
x = 70
persistent=  0
[State 107, 2]
type = PosAdd
trigger1 = movecontact = 1
x = ((p2bodydist X) + 120)
persistent=  0
[State 107, 2]
type = velset
trigger1 = animelem = 22
x = 4
[State 107, 2]
type = velmul
trigger1 = time > 21
x = 0.88
[State 40, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 2301]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2301
sprpriority = 3
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 40
trigger2 = parent, movetype = H
[Statedef 2302]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2302
sprpriority = 3
[State 3470, FireB]
type = Explod
trigger1 = time < 7
ignorehitpause = 1
anim = 2111
vel = (IfElse(random < 500, -(random/450),-(random/250))),-random/950
scale = 0.35, 0.35
postype = p1
pos = 0,0
random = 60,10
bindtime = 1
sprpriority = 2
ownpal = 1
accel = 0,-0.1
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 40
trigger2 = parent, movetype = H
[Statedef 40001]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 2111
[State 600, 1]
type = Posset
trigger1 = pos Y > 0
y = 0
[State 4000,varset]
type = varset
trigger1 = rootdist X < 40
trigger2 = rootdist X > -40
v = 10
value = 0
[State 4000,varset]
type = varadd
trigger1 = rootdist X < -40
v = 10
value = 1
[State 4000,varset]
type = varadd
trigger1 = rootdist X > 40
v = 10
value = -1
[State 4000,varset]
type = varset
trigger1 = var(10) = 1
v = 11
value = 1
[State 4000,varset]
type = varset
trigger1 = var(10) = -1
v = 11
value = -1
[State 40, 6]
type = sprpriority
trigger1 = root, var(24) != 100
trigger1 = 1
ignorehitpause = 1
persistent = 1
value = 3*(var(11))
[State -2, Display]
type = DisplaytoClipboard
trigger1 = 1
text = "var 10 : %d | var 11: %d | rootdist x: %d | rootdist y: %d"
params = var(10) , var(11), ceil(rootdist x), ceil(rootdist y)
ignorehitpause = 1
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 3470, FireB]
type = Explod
trigger1 = timemod = 4,3
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 0,0
random = 20,20
bindtime = 1
sprpriority = 4*(var(11))
ownpal = 1
accel = 0.02,-0.05
vel = -vel x/5, -vel y/5
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 20
PalBright = 1, 1, 1
PalContrast = 255, 255, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 0
[State 4000,velset]
type = turn
trigger1 = (root,facing) != facing
[State 4000,velset]
type = velset
trigger1 = time = 0
trigger1 = prevstateno != 4010 && prevstateno != 4011
x = 10
y = 0
[State 4000,velset]
type = veladd
trigger1 = time < 10
trigger1 = prevstateno = 4010 || prevstateno = 4011
y = -1
[State 4000,velset]
type = veladd
trigger1 = rootdist y > 50
y = 1
[State 4000,velset]
type = veladd
trigger1 = rootdist y < 50
y = -1
[State 4000,velset]
type = veladd
trigger1 = rootdist x > 0
x = 1
[State 4000,velset]
type = veladd
trigger1 = rootdist x < 0
x = -1
[State 4000,velset]
type = velmul
trigger1 = vel X < -8 || vel X > 8
x = 0.9
[State 4000,velset]
type = velmul
trigger1 = vel y < -8 || vel y > 8
y = 0.9
[State 4000,velset]
type = velmul
trigger1 = rootdist x < 10
trigger1 = rootdist x > -10
trigger1 = vel X > -8 || vel X < 8
x = 1.1
[State 4000,velset]
type = velmul
trigger1 = rootdist y < 40
trigger1 = rootdist y > -60
trigger1 = vel y > -8 || vel y < 8
y = 1.1
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
ignorehitpause = 1
persistent = 1
[State 3701, dissipate]
type = changestate	
triggerall = rootdist x > -50
triggerall = rootdist y < 100
triggerall = rootdist y > -100
trigger1 = (root, stateno = 200) || (root, stateno = 205) || (root, stateno = 206) || (root, stateno = 207) || (root, stateno = 210)
trigger2 = (root, stateno = 211) || (root, stateno = 230) || (root, stateno = 235) || (root, stateno = 236) || (root, stateno = 237)
trigger3 = (root, stateno = 240) || (root, stateno = 241) || (root, stateno = 400) || (root, stateno = 410)
trigger4 = (root, stateno = 430) || (root, stateno = 440) || (root, stateno = 450) || (root, stateno = 600) || (root, stateno = 605)
trigger5 = (root, stateno = 610) || (root, stateno = 630) || (root, stateno = 635) || (root, stateno = 640)
value = 4010
ignorehitpause = 1
presistent = 1
[State 3702, dissipate]
type = Destroyself
triggerall = root, stateno != 1400
trigger1 = root, var(23) <= 0
[State 3702, dissipate]
type = changestate
trigger1 = root, var(24) = 100
value= 40002
[Statedef 40002]
type    = S
movetype= I
physics = N
ctrl = 0
sprpriority = 5
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
id = 3010
anim = 3010
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 5
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
[state 6005, white fadeout]
type           = BGPalFx
trigger1    = time = 0
add            = -50,-50,-50
sinadd         = 50,5,50,200
time           = 48
ignorehitpause = 1
persistent     = 0
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 7
PalBright = 1, 1, 1
PalContrast = 255, 255, 255
PalAdd = 0, 0, 0
PalMul = .70,.70,.70
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
ignorehitpause = 1
persistent = 1
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 600, 1]
type = PlaySnd
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
value = 800,35
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
trigger1 = time = 0
time = 50
movetime = 0
ignorehitpause = 1 
persistent = 0
[State 3702, dissipate]
type = changestate
trigger1 = time = 0
value= 4000
[Statedef 4000]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 3000
[State 600, 1]
type = Posset
trigger1 = pos Y > 0
y = 0
[State 3470, FireB]
type = Explod
trigger1 = pos Y > -10
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 0,10
random = 20,20
bindtime = 1
sprpriority = 3
ownpal = 1
accel = 0.02,-0.05
vel = vel x/5, -0.5
[State 3470, FireB]
type = Explod
trigger1 = pos Y > -10
ignorehitpause = 1
id = 3001
anim = 3001
postype = p1
pos = 0,10
bindtime = 1
sprpriority = 3
ownpal = 1
[State 4000,varset]
type = varset
trigger1 = rootdist X < 40
trigger2 = rootdist X > -40
v = 10
value = 0
[State 4000,varset]
type = varadd
trigger1 = rootdist X < -40
v = 10
value = 1
[State 4000,varset]
type = varadd
trigger1 = rootdist X > 40
v = 10
value = -1
[State 4000,varset]
type = varset
trigger1 = var(10) = 1
v = 11
value = 1
[State 4000,varset]
type = varset
trigger1 = var(10) = -1
v = 11
value = -1
[State 40, 6]
type = sprpriority
trigger1 = 1
ignorehitpause = 1
persistent = 1
value = 3*(var(11))
[State -2, Display]
type = DisplaytoClipboard
trigger1 = 1
text = "var 10 : %d | var 11: %d | rootdist x: %d | rootdist y: %d"
params = var(10) , var(11), ceil(rootdist x), ceil(rootdist y)
ignorehitpause = 1
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 3470, FireB]
type = Explod
trigger1 = 1
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 0,0
random = 20,20
bindtime = 1
sprpriority = 4*(var(11))
ownpal = 1
accel = 0.02,-0.05
vel = -vel x/5, -vel y/5
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 20
PalBright = 1, 1, 1
PalContrast = 255, 255, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 0
[State 4000,velset]
type = turn
trigger1 = (root,facing) != facing
[State 4000,velset]
type = velset
trigger1 = time = 0
trigger1 = prevstateno != 4010 && prevstateno != 4011 && prevstateno != 40002 && prevstateno != 4021
x = 10
y = 0
[State 4000,velset]
type = veladd
trigger1 = time < 10
trigger1 = prevstateno = 4010 || prevstateno = 4011 || prevstateno = 40002
y = -1
[State 4000,velset]
type = veladd
trigger1 = time = 0
trigger1 = prevstateno = 4021
y = -10
[State 4000,velset]
type = veladd
trigger1 = rootdist y > 50
y = 1
[State 4000,velset]
type = veladd
trigger1 = rootdist y < 50
y = -1
[State 4000,velset]
type = veladd
trigger1 = rootdist x > 0
x = 1
[State 4000,velset]
type = veladd
trigger1 = rootdist x < 0
x = -1
[State 4000,velset]
type = velmul
trigger1 = vel X < -8 || vel X > 8
x = 0.9
[State 4000,velset]
type = velmul
trigger1 = vel y < -8 || vel y > 8
y = 0.9
[State 4000,velset]
type = velmul
trigger1 = rootdist x < 10
trigger1 = rootdist x > -10
trigger1 = vel X > -8 || vel X < 8
x = 1.1
[State 4000,velset]
type = velmul
trigger1 = rootdist y < 40
trigger1 = rootdist y > -60
trigger1 = vel y > -8 || vel y < 8
y = 1.1
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
ignorehitpause = 1
persistent = 1
[State 3701, dissipate]
type = changestate	
triggerall = root, var(23) > 0
triggerall = rootdist x > -50
triggerall = rootdist y < 100
triggerall = rootdist y > -100
trigger1 = (root, stateno = 200) || (root, stateno = 205) || (root, stateno = 206) || (root, stateno = 207) || (root, stateno = 210)
trigger2 = (root, stateno = 211) || (root, stateno = 230) || (root, stateno = 235) || (root, stateno = 236) || (root, stateno = 237)
trigger3 = (root, stateno = 240) || (root, stateno = 241) || (root, stateno = 400) || (root, stateno = 410)
trigger4 = (root, stateno = 430) || (root, stateno = 440) || (root, stateno = 450) || (root, stateno = 600) || (root, stateno = 605)
trigger5 = (root, stateno = 610) || (root, stateno = 630) || (root, stateno = 635) || (root, stateno = 640)
value = 4010
ignorehitpause = 1
presistent = 1
[State 3701, dissipate]
type = changestate	
triggerall = root, var(23) > 0
trigger1 = (root, stateno = 2300) || (root, stateno = 2310) || (root, stateno = 2315) 
trigger1 = root, time < 30
value = 4020
ignorehitpause = 1
presistent = 1
[State 3702, dissipate]
type = Changeanim
triggerall = root, stateno != 1400
trigger1 = root, var(23) <= 0
trigger2 = root, power <= 0
value = 3011
persistent = 0
ignorehitpause = 1
[State 3702, dissipate]
type = Destroyself
triggerall = root, stateno != 1400
trigger1 = anim = 3011 && animtime = 0
[Statedef 4010]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3000
sprpriority = 3
[State 600, 1]
type = varset
trigger1 = time = 0
v = 20
value = 0
[State 600, 1]
type = varadd
trigger1 = 1
v = 20
value = 1
[State 600, 1]
type = Posset
trigger1 = pos Y > 0
y = 0
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 4011
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3470, FireB]
type = Explod
trigger1 = pos Y > -5
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 0,10
random = 20,20
bindtime = 1
sprpriority = 3
ownpal = 1
accel = 0.02,-0.05
vel = -2, -vel y/5
[State 3470, FireB]
type = Explod
trigger1 = pos Y > -10
ignorehitpause = 1
id = 3001
anim = 3001
postype = p1
pos = 0,10
bindtime = 1
sprpriority = 3
ownpal = 1
[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 800,33
channel = 1
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 1
pan = 0
[State 210, 2]
type = HitDef
trigger1 = root,stateno != 415
trigger1 = movecontact = 0
attr = S, NA
animtype  = Medium
damage    = 20/(root,var(22)),10
guardflag = MA
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = S800,34
guardsound = S0,100
ground.type = Low
ground.slidetime = 22
ground.hittime  = 25
ground.velocity = -2, 0
air.velocity = -2, (root, vel Y)
getpower =  (root,Var(23)=0)* 20 
[State 3470, FireB]
type = Explod
trigger1 = movecontact > 0
ignorehitpause = 1
persistent = 0
id = 3002
anim = 3002
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
scale = 2.5,2.5
[State 200, particles]
type = Helper
triggerall = root, numhelper(778) = 0
trigger1 = hitcount = 1 && root,var(18) = 0
helpertype = normal
name = "dot"
id = 778
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15020
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 40, 6]
type = parentvarset
trigger1 = hitcount = 1
ignorehitpause = 1
persistent = 0
v = 18
value=  150
[State -2, Display]
type = DisplaytoClipboard
trigger1 = 1
text = "p2dist x : %d | p2dist y: %d | rootdist x: %d | rootdist y: %d"
params = ceil(p2dist x) , ceil(p2dist y), ceil(rootdist x), ceil(rootdist y)
ignorehitpause = 1
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 3470, FireB]
type = Explod
trigger1 = time < 15
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 0,0
random = 20,20
bindtime = 1
sprpriority = 3
ownpal = 1
accel = 0.02,-0.05
vel = -vel x/5, -vel y/5
[State 3470, FireB]
type = Explod
trigger1 = time >= 15
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 0,0
random = 20,20
bindtime = 1
sprpriority = -3
ownpal = 1
accel = 0.02,-0.05
vel = -vel x/5, -vel y/5
[State 40, 6]
type = sprpriority
trigger1 = time = 15
ignorehitpause = 1
persistent = 0
value = -3
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 5
PalBright = 1, 1, 1
PalContrast = 255, 255, 255
PalAdd = 0, 0, 0
PalMul = .70,.70,.70
FrameGap = 1
Trans = Add
time = 9999
[State 4000,velset]
type = turn
trigger1 = (root,facing) != facing
[State 4000,velset]
type = velset
trigger1 = time = 0
x = 60
[State 4000,velset]
type = velmul
trigger1 = time = 0
y = 2
[State 4000,velset]
type = velmul
trigger1 = time < 10
x = 0.9
[State 4000,velset]
type = veladd
trigger1 = rootdist y > 50
y = 1
[State 4000,velset]
type = veladd
trigger1 = rootdist y < 50
y = -1
[State 4000,velset]
type = veladd
trigger1 = rootdist x > 50
x = 2
[State 4000,velset]
type = veladd
trigger1 = rootdist x < 50
x = -2
[State 4000,velset]
type = velmul
trigger1 = vel X < -10 || vel X > 10
x = 0.9
[State 4000,velset]
type = velmul
trigger1 = vel y < -10 || vel y > 10
y = 0.9
[State 3700, dissipate]
type = changestate
trigger1 = var(20) > 10
trigger1 = rootdist x > 10
trigger1 = rootdist y < 50
value = 4000
[Statedef 4011]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3000
sprpriority = 3
[State 600, 1]
type = varadd
trigger1 = 1
v = 20
value = 1
[State 600, 1]
type = Posset
trigger1 = pos Y > 0
y = 0
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 4011
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3470, FireB]
type = Explod
trigger1 = pos Y > -5
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 0,10
random = 20,20
bindtime = 1
sprpriority = 3
ownpal = 1
accel = 0.02,-0.05
vel = -2, -vel y/5
[State 3470, FireB]
type = Explod
trigger1 = pos Y > -10
ignorehitpause = 1
id = 3001
anim = 3001
postype = p1
pos = 0,10
bindtime = 1
sprpriority = 3
ownpal = 1
[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 800,33
channel = 1
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 1
pan = 0
[State 210, 2]
type = HitDef
trigger1 = root,stateno != 415
trigger1 = movecontact = 0
attr = S, NA
animtype  = Medium
damage    = 20
guardflag = MA
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = S800,34
guardsound = S0,100
ground.type = Low
ground.slidetime = 22
ground.hittime  = 25
ground.velocity = -2, 0
air.velocity = -2, (root, vel Y)
[State 3470, FireB]
type = Explod
trigger1 = movecontact > 0
ignorehitpause = 1
persistent = 0
id = 3002
anim = 3002
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
scale = 2.5,2.5
[State 200, particles]
type = Helper
triggerall = root, numhelper(778) = 0
trigger1 = hitcount = 1 && root,var(18) = 0
helpertype = normal
name = "dot"
id = 778
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15020
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 40, 6]
type = parentvarset
trigger1 = hitcount = 1
ignorehitpause = 1
persistent = 0
v = 18
value=  150
[State -2, Display]
type = DisplaytoClipboard
trigger1 = 1
text = "p2dist x : %d | p2dist y: %d | rootdist x: %d | rootdist y: %d"
params = ceil(p2dist x) , ceil(p2dist y), ceil(rootdist x), ceil(rootdist y)
ignorehitpause = 1
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 3470, FireB]
type = Explod
trigger1 = time < 15
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 0,0
random = 20,20
bindtime = 1
sprpriority = 3
ownpal = 1
accel = 0.02,-0.05
vel = -vel x/5, -vel y/5
[State 3470, FireB]
type = Explod
trigger1 = time >= 15
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 0,0
random = 20,20
bindtime = 1
sprpriority = -3
ownpal = 1
accel = 0.02,-0.05
vel = -vel x/5, -vel y/5
[State 40, 6]
type = sprpriority
trigger1 = time = 15
ignorehitpause = 1
persistent = 0
value = -3
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 7
PalBright = 1, 1, 1
PalContrast = 255, 255, 255
PalAdd = 0, 0, 0
PalMul = .70,.70,.70
FrameGap = 1
Trans = Add
time = 9999
[State 4000,velset]
type = turn
trigger1 = (root,facing) != facing
[State 4000,velset]
type = velmul
trigger1 = var(20) < 10
x = 0.9
[State 4000,velset]
type = veladd
trigger1 = rootdist y > 50
y = 1
[State 4000,velset]
type = veladd
trigger1 = rootdist y < 50
y = -1
[State 4000,velset]
type = veladd
trigger1 = rootdist x > 50
x = 2
[State 4000,velset]
type = veladd
trigger1 = rootdist x < 50
x = -2
[State 4000,velset]
type = velmul
trigger1 = vel X < -10 || vel X > 10
x = 0.9
[State 4000,velset]
type = velmul
trigger1 = vel y < -10 || vel y > 10
y = 0.9
[State 3700, dissipate]
type = changestate
trigger1 = var(20) > 10
trigger1 = rootdist x > 10
trigger1 = rootdist y < 50
value = 4000
[Statedef 4020]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 3000
[State 600, 1]
type = Posset
trigger1 = pos Y > 0
y = 0
[State 3470, FireB]
type = Explod
trigger1 = pos Y > -10
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 0,10
random = 20,20
bindtime = 1
sprpriority = 3
ownpal = 1
accel = 0.02,-0.05
vel = vel x/5, -0.5
[State 3470, FireB]
type = Explod
trigger1 = pos Y > -10
ignorehitpause = 1
id = 3001
anim = 3001
postype = p1
pos = 0,10
bindtime = 1
sprpriority = 3
ownpal = 1
[State 4000,varset]
type = varset
trigger1 = rootdist X < 40
trigger2 = rootdist X > -40
v = 10
value = 0
[State 4000,varset]
type = varadd
trigger1 = rootdist X < -40
v = 10
value = 1
[State 4000,varset]
type = varadd
trigger1 = rootdist X > 40
v = 10
value = -1
[State 4000,varset]
type = varset
trigger1 = var(10) = 1
v = 11
value = 1
[State 4000,varset]
type = varset
trigger1 = var(10) = -1
v = 11
value = -1
[State 40, 6]
type = sprpriority
trigger1 = 1
ignorehitpause = 1
persistent = 1
value = 3*(var(11))
[State -2, Display]
type = DisplaytoClipboard
trigger1 = 1
text = "var 10 : %d | var 11: %d | rootdist x: %d | rootdist y: %d"
params = var(10) , var(11), ceil(rootdist x), ceil(rootdist y)
ignorehitpause = 1
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 3470, FireB]
type = Explod
trigger1 = 1
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 0,0
random = 20,20
bindtime = 1
sprpriority = 4*(var(11))
ownpal = 1
accel = 0.02,-0.05
vel = -vel x/5, -vel y/5
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 20
PalBright = 1, 1, 1
PalContrast = 255, 255, 255
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 0
[State 4000,velset]
type = velset
trigger1 = time = 0
x = -2
y = 0
[State 4000,velset]
type = veladd
trigger1 = rootdist y > 50
y = 1
[State 4000,velset]
type = veladd
trigger1 = rootdist y < 50
y = -1
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
ignorehitpause = 1
persistent = 1
[State 3701, dissipate]
type = changestate	
trigger1 = time = 30
trigger2 = root, time = 30
value = 4021
ignorehitpause = 1
presistent = 1
[Statedef 4021]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3012
sprpriority = 3
[State 3470, FireB]
type = Explod
trigger1 = 1
ignorehitpause = 1
id = 2121
anim = 2121
postype = p1
pos = 0,0
random = 20,20
bindtime = 1
sprpriority = 4*(var(11))
ownpal = 1
accel = 0.02,-0.05
vel = -vel x/5, -vel y/5
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 7
PalBright = 1, 1, 1
PalContrast = 255, 255, 255
PalAdd = 0, 0, 0
PalMul = .70,.70,.70
FrameGap = 1
Trans = Add
time = 9999
[State 600, 1]
type = varadd
trigger1 = 1
v = 20
value = 1
[State 600, 1]
type = Posset
trigger1 = pos Y > 0
y = 0
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA
ignorehitpause = 1
[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 800,33
channel = 1
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 1
pan = 0
[State 210, 2]
type = HitDef
trigger1 = root,stateno != 415
trigger1 = movecontact = 0
attr = S, NA
animtype  = Hard
damage    = 20
guardflag = MA
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = S800,34
guardsound = S0,100
ground.type = Low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -13, 0
air.velocity = -13, (root, vel Y)
[State 3470, FireB]
type = Explod
trigger1 = movecontact > 0
ignorehitpause = 1
persistent = 0
id = 3002
anim = 3002
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
scale = 2.5,2.5
[State 200, particles]
type = Helper
triggerall = root, numhelper(778) = 0
trigger1 = hitcount = 1 && root,var(18) = 0
helpertype = normal
name = "dot"
id = 778
pos = Floor((p2dist X) - (var(2))), (var(3))
postype = p1
stateno =15020
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 40, 6]
type = parentvarset
trigger1 = hitcount = 1
ignorehitpause = 1
persistent = 0
v = 18
value=  150
[State -2, Display]
type = DisplaytoClipboard
trigger1 = 1
text = "p2dist x : %d | p2dist y: %d | rootdist x: %d | rootdist y: %d"
params = ceil(p2dist x) , ceil(p2dist y), ceil(rootdist x), ceil(rootdist y)
ignorehitpause = 1
[State 8200, noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 4000,velset]
type = velset
trigger1 = time = 0
x = 35
y = 0
[State 3700, dissipate]
type = changestate
trigger1 = time = 7
value = 4000
[Statedef 9999]
type = A
ctrl = 0
anim = 9999
sprpriority = -5
movetype = I
physics = N
[State 2100, 1]
type = Pause
trigger1 = time = 0
time = 5
movetime = 5
[State 191, 5]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 5
ampl = 2
freq = 180
[state 9999, varset]
type = varset
trigger1       = root, stateno = [0,1000]
trigger1 = time = 0
v = 42
value = 0
[state 9999, varset]
type = varset
trigger1       = root, stateno = [1000,3000]
trigger1 = time = 0
v = 42
value = 1
[state 9999, varset]
type = varset
trigger1 = var(28) < 3
trigger1       = root, stateno >= 3000
trigger1 = time = 0
v = 42
value = 2
[state 9999, varset]
type = varset
trigger1 = var(28) >= 3
trigger1 = root, stateno >= 3000
trigger1 = time = 0
v = 42
value = 3
[state 6005, white fadeout]
type           = BGPalFx
triggerall     = time = 0
trigger1       = var(42) = 1
add            = 255,255,255
sinadd         = -255,-255,-255,50
time           = 12
ignorehitpause = 1
persistent     = 0
[state 6005, white fadeout]
type           = BGPalFx
triggerall     = time = 0
trigger1       = var(42) = 2
add            = 255,255,255
time           = 10
ignorehitpause = 1
persistent     = 0
pausemovetime = 9999
[state 6005, white fadeout]
type           = BGPalFx
triggerall     = time = 10
trigger1       = var(42) = 2
add            = 255,255,255
sinadd         = -255,-255,-255,50
time           = 12
ignorehitpause = 1
persistent     = 0
pausemovetime = 9999
[state 6005, red fadeout]
type           = BGPalFx
triggerall     = time = 0
trigger1       = var(42) = 3
add            = 312,-512,-512
time           = 10
ignorehitpause = 1
[state 6005, red fadeout]
type           = BGPalFx
triggerall     = time = 10
trigger1       = var(42) = 3
add            = 312,-512,-512
sinadd         = -312,512,512,50
time           = 12
ignorehitpause = 1
[state 6006, silence]
type = assertspecial
trigger1 = time <= 42
trigger1       = var(42) = 3
flag = nofg
[state 6006, effect]
type = Playsnd
trigger1 = time = 0
trigger1       = var(42) = 3 || root,stateno = 3845
trigger2       = var(42) = 3 || root,stateno = 3850
value = 0,13
channel = 0
persistent = 0
volume = 255
ignorehitpause = 1
abspan = 0
[state 6006, effect]
type = Playsnd
trigger1 = time = 0
trigger1       = var(42) = 3 || root,stateno = 3845
trigger2       = var(42) = 3 || root,stateno = 3850
value = 0,13
persistent = 0
volume = 255
ignorehitpause = 1
abspan = 0
[state 6006, effect]
type = Playsnd
trigger1 = time = 0
trigger1       = var(42) = 3 || root,stateno = 3845
trigger2       = var(42) = 3 || root,stateno = 3850
value = 0,13
persistent = 0
volume = 255
ignorehitpause = 1
abspan = 0
[State 6008]
type = DestroySelf
trigger1 = roundstate = 0
[StateDef 9998]
anim = 9999
ctrl = 0
[State 9998, precaution]
type = selfstate
trigger1 = !ishelper
value = 0
[State 9998, destroy]
type = destroyself
trigger1 = ((root,ID)!=(parent,ID))||!(root,alive)
trigger2 = roundstate!=2
trigger3 = root,var(30)
[State 9998, dunnowhatthehellthisisfor]
type = turn
trigger1 = facing!=root,facing
[State 9741, pausecheck]
type = varset
trigger1 = (root,movecontact)&&!(root,ctrl)
trigger2 = (facing!=root,facing)
var(0) = 1
[State 9998, initialize]
type=parentvarset
triggerall = !var(0)
trigger1 = (root,command="up")||(root,command="down")||(root,command="back")||(root,command="fwd")
trigger2 = (root,command="a")||(root,command="b")||(root,command="c")||(root,command="x")
trigger3 = (root,command="y")||(root,command="z")||(root,command="start")
var(30) = 1
[State 9998, kill]
type=parentvarset
trigger1 = (command="up")&&(root,command="up")
trigger2 = (command="down")&&(root,command="down")
trigger3 = (command="back")&&(root,command="back")
trigger4 = (command="fwd")&&(root,command="fwd")
trigger5 = (command="a")&&(root,command="a")
trigger6 = (command="b")&&(root,command="b")
trigger7 = (command="c")&&(root,command="c")
trigger8 = (command="x")&&(root,command="x")
trigger9 = (command="y")&&(root,command="y")
trigger10 = (command="z")&&(root,command="z")
trigger11 = (command="start")&&(root,command="start")
var(30) = -1
[State 9998, unpausecheck]
type=varset
trigger1 = root,ctrl
var(0) = 0
[Statedef 9997]
type = S
physics = S
sprpriority = 0
ctrl = 0
[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0
[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0
[State 0, 3]
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0
[State 0, 4]
type = ChangeState
trigger1 = !alive
value = 5050
[State 0, 4]
type = ChangeState
trigger1 = var(32) = 1
trigger1 = time = 9
value = 41
[State 0, 4] 
type = ChangeState
trigger1 = time = 50
trigger2 = p2dist X < 0
value = 0
ctrl = 0
[Statedef 9996]
type    = C
physics = C
anim = 11
sprpriority = 0
ctrl = 0
[State 11, 1]
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11
[State 0, 4] 
type = ChangeState
trigger1 = life < 600
value = 12
ctrl = 1
[Statedef 0]
type = S
physics = S
sprpriority = 0
[State 0, 1]
type = ChangeAnim
triggerall = power < 3000
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0
[State 0, 1]
type = ChangeAnim
triggerall = power >= 3000
trigger1 = Anim != 2 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 2
[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0
[State 0, 3]
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0
[State 0, 4]
type = ChangeState
trigger1 = !alive
value = 5050
[Statedef 20]
type    = S
physics = S
sprpriority = 0
[State 107, Land SOund]
type = PlaySnd
trigger1 = animelem = 11 || animelem = 25
value = 40,3
[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)
[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
trigger2 = var(30) >= 1
x = const(velocity.walk.back.x)
[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20
[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21
[Statedef 21]
type    = S
physics = S
sprpriority = 0
[State 107, Land SOund]
type = PlaySnd
trigger1 = animelem = 11 || animelem = 25
value = 40,3
[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
trigger2 = var(30) >= 1
x = const(velocity.walk.fwd.x)
[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)
[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20
[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
facep2=1
[State 107, Land SOund]
type = PlaySnd
trigger1 = animtime = 0
value = 800,26
channel = 0
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 0
pan = 0
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd" && var(30) <= 0
sysvar(1) = 1
[State 40, 3]
type = VarSet
trigger1 = command = "holdback" && var(30) <= 0
sysvar(1) = -1
[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
[Statedef 41]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
facep2=1
[State 107, Land SOund]
type = PlaySnd
trigger1 = animtime = 0
value = 800,26
channel = 0
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 0
pan = 0
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 40, 2]
type = VarSet
trigger1 = 1
sysvar(1) = 1
[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
[Statedef 42]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
facep2=1
[State 107, Land SOund]
type = PlaySnd
trigger1 = animtime = 0
value = 800,26
channel = 0
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 0
pan = 0
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 40, 2]
type = VarSet
trigger1 = 1
sysvar(1) = -1
[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
[Statedef 45]
type    = A
physics = N
anim = 40
ctrl = 0
sprpriority = 1
[State 107, Land SOund]
type = PlaySnd
trigger1 = animtime = 0
value = 800,26
channel = 0
freqmul = 0.9
[State 107, Land SOund]
type = PlaySnd
trigger1 = animtime = 0
value = 800,26
channel = 1
freqmul = 1.1
[State 3450, Shadows]
type = Afterimage
trigger1 = time = 0
length = 8
PalBright   =   1,  1,  1
PalContrast = 108,108,108
PalAdd      =   0,  0,  0
PalMul      =  0.5,0.5,0.5
FrameGap = 2
Trans = Add
time = 22
[State 40, 4]
type = VelSet
trigger1 = Animtime = 0
y = -10
[State 40, 4]
type = VelSet
trigger1 = command = "holdfwd"
x = 5.5
[State 40, 4]
type = VelSet
trigger1 = command = "holdback"
trigger2 = var(30) >= 1
x = -5
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 46
ctrl = 1
[Statedef 46]
type    = A
physics = A
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 0
pan = 0
[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 52, 53))
[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3
[Statedef 60]
type    = S
physics = S
movetype = A
anim = 60
ctrl = 0
velset = 0,0
[State 3450, Push]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1
[State 170, 1]
type = HitBy
trigger1 = Time = 0
value=SCA,AT
time = 25
[State 3450, Shadows]
type = Afterimage
trigger1 = time = 0
length = 11
PalBright   =   1,  1,  1
PalContrast = 88,88,88
PalAdd      =   0,  0,  0
PalMul      =  0.5,0.5,0.5
FrameGap = 3
Trans = Add
time = 25
[State 105, 2]
type = Posadd
trigger1 = time = [12,24]
x = -6
[State 107, Land SOund]
type = PlaySnd
trigger1 = Time = 3
trigger2 = Time = 12
value = 0,3
[State 105, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 61]
type    = S
physics = S
movetype = A
anim = 61
ctrl = 0
velset = 0,0
[State 3450, Push]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1
[State 170, 1]
type = HitBy
trigger1 = Time = 0
value=SCA,AT
time = 25
[State 3450, Shadows]
type = Afterimage
trigger1 = time = 0
length = 11
PalBright   =   1,  1,  1
PalContrast = 88,88,88
PalAdd      =   0,  0,  0
PalMul      =  0.5,0.5,0.5
FrameGap = 3
Trans = Add
time = 25
[State 105, 2]
type = Posadd
trigger1 = time = [10,24]
x = 7
[State 107, Land SOund]
type = PlaySnd
trigger1 = Time = 3
trigger2 = Time = 12
value = 0,3
[State 105, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1
[State 100, 4]
type = Changeanim
trigger1 = anim = 100 && animtime = 0
value = 101
[State 100, 1]
type = VelSet
trigger1 = anim = 100
x = 5
[State 100, 1]
type = Veladd
triggerall = anim = 100
trigger1 = animelem = 3
trigger2 = animelem = 4
x = 2
[State 100, 1]
type = VelSet
trigger1 = anim = 101
x = 10
[State 100, 1]
type = posadd
triggerall = anim = 101
trigger1 = animelem = 1
trigger2 = animelem = 8
x = 10
[State 107, Land SOund]
type = PlaySnd
trigger1 = anim = 101
trigger1 = animelem = 4 || animelem = 11
value = 40,4
[State 5110, 7]
type = explod
trigger1 = animelem = 4 || animelem = 11
anim = 103
pos = 5, 0
random = 3,3
sprpriority = 4
[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 100, 3]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd" && var(30) <= 0
value = 0
[Statedef 105]
type    = S
physics = S
movetype = A
anim = 105
ctrl = 0
velset = 0,0
[State 105, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 105, 9]
type = ChangeState
trigger1 = animtime = 0
value = 106
ctrl = 0
[Statedef 106]
type = A
physics = N
movetype = A
anim = 106
velset = -5.5, -3.6
[State 107, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 800,25
channel = 0
[State 107, Land SOund]
type = SndPan
trigger1 = 1
channel = 0
pan = 0
[State 1500, 1]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP, HP
time = 1
[State 107, 2]
type = PosAdd
trigger1 = Time = 0
x = -40
[State 106, 1]
type = Gravity
trigger1 = 1
[State 106, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 107
[Statedef 107]
type    = S
physics = S
movetype = I
anim = 107
ctrl = 1
[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
value = 45
pos = 5, -8
	
[State 107, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 40,0
[State 107, 1]
type = velset
trigger1 = time = 0
y = 0
[State 107, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 107, SlideSound]
type = PlaySnd
trigger1 = time = 0
value = 0, 11
volume = -50
[State 106, Dust]
type = MakeDust
trigger1 = Time >= 0
pos = -15, 0
spacing = 5
[State 106, 4]
type = CtrlSet
trigger1 = animtime = -2
value = 1
[State 106, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 15000]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 9999
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 10
range = 0, 100
[State 3470, FireB]
type = Explod
trigger1 = time = 0
trigger1 = var(10) >= 0 && var(10) < 25
ignorehitpause = 1
anim = 13000
vel = 0,0
scale = 0.6,0.6
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
trigger1 = var(10) >= 25 && var(10) < 50
ignorehitpause = 1
anim = 13001
vel = 0,0
scale = 0.6,0.6
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
trigger1 = var(10) >= 50 && var(10) < 75
ignorehitpause = 1
anim = 13002
vel = 0,0
scale = 0.6,0.6
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
trigger1 = var(10) >= 75 && var(10) <= 100
ignorehitpause = 1
anim = 13003
vel = 0,0
scale = 0.6,0.6
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/200,-(random/200))),(IfElse(random <= 500,random/200,-(random/200)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/200,-(random/200))),(IfElse(random <= 500,random/200,-(random/200)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/200,-(random/200))),(IfElse(random <= 500,random/200,-(random/200)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/200,-(random/200))),(IfElse(random <= 500,random/200,-(random/200)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/200,-(random/200))),(IfElse(random <= 500,random/200,-(random/200)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/200,-(random/200))),(IfElse(random <= 500,random/200,-(random/200)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/200,-(random/200))),(IfElse(random <= 500,random/200,-(random/200)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/200,-(random/200))),(IfElse(random <= 500,random/200,-(random/200)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 3700, dissipate]
type = destroyself
trigger1 = time > 2
[Statedef 15001]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 9999
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 10
range = 0, 100
[State 3470, FireB]
type = Explod
trigger1 = time = 0
trigger1 = var(10) >= 0 && var(10) < 25
ignorehitpause = 1
anim = 13004
vel = 0,0
scale = 0.7,0.7
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
trigger1 = var(10) >= 25 && var(10) < 50
ignorehitpause = 1
anim = 13005
vel = 0,0
scale = 0.7,0.7
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
trigger1 = var(10) >= 50 && var(10) < 75
ignorehitpause = 1
anim = 13006
vel = 0,0
scale = 0.7,0.7
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
trigger1 = var(10) >= 75 && var(10) <= 100
ignorehitpause = 1
anim = 13007
vel = 0,0
scale = 0.7,0.7
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/150,-(random/150))),(IfElse(random <= 500,random/150,-(random/150)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/150,-(random/150))),(IfElse(random <= 500,random/150,-(random/150)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/150,-(random/150))),(IfElse(random <= 500,random/150,-(random/150)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/150,-(random/150))),(IfElse(random <= 500,random/150,-(random/150)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/150,-(random/150))),(IfElse(random <= 500,random/150,-(random/150)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/150,-(random/150))),(IfElse(random <= 500,random/150,-(random/150)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/150,-(random/150))),(IfElse(random <= 500,random/150,-(random/150)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/150,-(random/150))),(IfElse(random <= 500,random/150,-(random/150)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 3700, dissipate]
type = destroyself
trigger1 = time > 2
[Statedef 15002]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 9999
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 10
range = 0, 100
[State 3470, FireB]
type = Explod
trigger1 = time = 0
trigger1 = var(10) >= 0 && var(10) < 25
ignorehitpause = 1
anim = 13008
vel = 0,0
scale = 0.8,0.8
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
trigger1 = var(10) >= 25 && var(10) < 50
ignorehitpause = 1
anim = 13009
vel = 0,0
scale = 0.8,0.8
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
trigger1 = var(10) >= 50 && var(10) < 75
ignorehitpause = 1
anim = 13010
vel = 0,0
scale = 0.8,0.8
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
trigger1 = var(10) >= 75 && var(10) <= 100
ignorehitpause = 1
anim = 13011
vel = 0,0
scale = 0.8,0.8
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/100,-(random/100))),(IfElse(random <= 500,random/150,-(random/100)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/100,-(random/100))),(IfElse(random <= 500,random/150,-(random/100)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/100,-(random/100))),(IfElse(random <= 500,random/150,-(random/100)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/100,-(random/100))),(IfElse(random <= 500,random/150,-(random/100)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/100,-(random/100))),(IfElse(random <= 500,random/150,-(random/100)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/100,-(random/100))),(IfElse(random <= 500,random/150,-(random/100)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/100,-(random/100))),(IfElse(random <= 500,random/150,-(random/100)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/100,-(random/100))),(IfElse(random <= 500,random/150,-(random/100)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 3700, dissipate]
type = destroyself
trigger1 = time > 2
[Statedef 15003]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 9999
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 10
range = 0, 100
[State 3470, FireB]
type = Explod
trigger1 = time = 0
trigger1 = var(10) >= 0 && var(10) < 25
ignorehitpause = 1
anim = 13000
vel = 0,0
scale = 1.2,1.2
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
trigger1 = var(10) >= 25 && var(10) < 50
ignorehitpause = 1
anim = 13001
vel = 0,0
scale = 1.2,1.2
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
trigger1 = var(10) >= 50 && var(10) < 75
ignorehitpause = 1
anim = 13002
vel = 0,0
scale = 1.2,1.2
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
trigger1 = var(10) >= 75 && var(10) <= 100
ignorehitpause = 1
anim = 13003
vel = 0,0
scale = 1.2,1.2
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/80,-(random/80))),(IfElse(random <= 80,random/150,-(random/80)))
scale = 1,1
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/80,-(random/80))),(IfElse(random <= 80,random/150,-(random/80)))
scale = 1,1
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/80,-(random/80))),(IfElse(random <= 80,random/150,-(random/80)))
scale = 1,1
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/80,-(random/80))),(IfElse(random <= 80,random/150,-(random/80)))
scale = 1,1
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/80,-(random/80))),(IfElse(random <= 80,random/150,-(random/80)))
scale = 1,1
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/80,-(random/80))),(IfElse(random <= 80,random/150,-(random/80)))
scale = 1,1
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/80,-(random/80))),(IfElse(random <= 80,random/150,-(random/80)))
scale = 1,1
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/80,-(random/80))),(IfElse(random <= 80,random/150,-(random/80)))
scale = 1,1
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 3700, dissipate]
type = destroyself
trigger1 = time > 2
[Statedef 15004]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 9999
sprpriority = 5
[State 5201, 1]
type = Turn
trigger1 = Time = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 10
range = 0, 100
[State 3470, FireB]
type = Explod
trigger1 = time = 0
trigger1 = var(10) >= 0 && var(10) < 25
ignorehitpause = 1
anim = 13008
vel = 0,0
scale = 0.8,0.8
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
trigger1 = var(10) >= 25 && var(10) < 50
ignorehitpause = 1
anim = 13009
vel = 0,0
scale = 0.8,0.8
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
trigger1 = var(10) >= 50 && var(10) < 75
ignorehitpause = 1
anim = 13010
vel = 0,0
scale = 0.8,0.8
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
trigger1 = var(10) >= 75 && var(10) <= 100
ignorehitpause = 1
anim = 13011
vel = 0,0
scale = 0.8,0.8
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/100,(random/150))),(IfElse(random <= 500,random/150,-(random/100)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/100,(random/150))),(IfElse(random <= 500,random/150,-(random/100)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/100,(random/150))),(IfElse(random <= 500,random/150,-(random/100)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/100,(random/150))),(IfElse(random <= 500,random/150,-(random/100)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/100,(random/150))),(IfElse(random <= 500,random/150,-(random/100)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/100,(random/150))),(IfElse(random <= 500,random/150,-(random/100)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/100,(random/150))),(IfElse(random <= 500,random/150,-(random/100)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = (IfElse(random <= 500,random/100,(random/150))),(IfElse(random <= 500,random/150,-(random/100)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 3700, dissipate]
type = destroyself
trigger1 = time > 2
[Statedef 15005]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 9999
sprpriority = 5
[state 6005, skin fadeout]
type  = PalFx
trigger1 = time = 0
time = 24
add = 0,0,0
sinadd = 155,15,15,100
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 0,-50
[State 3470, FireB]
type = Explod
trigger1 = 1
ignorehitpause = 1
anim = 2111
vel = (IfElse(parent,vel X < 0,random/150,-(random/150))),(IfElse(parent,vel Y < 0,random/150,-(random/150)))
scale = 0.35, 0.35
postype = p1
pos = 0,0
random = 50,70
bindtime = 1
sprpriority = 2
ownpal = 1
accel = 0.1,-0.1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 3700, dissipate]
type = destroyself
trigger1 = time > 5
[Statedef 15006]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
[State 610, 4]
type = ChangeAnim2
trigger1 = 1
value = parent,anim
elem = parent,AnimElemNo(0)
[State 194, 1]
type = AssertSpecial
trigger1 = 1
flag = invisible
[State 70002, Afterimage]
type = AfterImage
trigger1 = 1
length = 2
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .55,.55,.55
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1000, bind]
type = Bindtoparent
trigger1 = -1
value = 1
pos = 1,5
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 3700, dissipate]
type = destroyself
trigger1 = time = 30
trigger2 = facing != parent, facing
[Statedef 15010]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 9999
sprpriority = 5
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = -(random/150),(IfElse(random <= 500,random/150,-(random/150)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = -(random/150),(IfElse(random <= 500,random/150,-(random/150)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = -(random/150),(IfElse(random <= 500,random/150,-(random/150)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = -(random/150),(IfElse(random <= 500,random/150,-(random/150)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = -(random/150),(IfElse(random <= 500,random/150,-(random/150)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = -(random/150),(IfElse(random <= 500,random/150,-(random/150)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = -(random/150),(IfElse(random <= 500,random/150,-(random/150)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
[State 3470, FireB]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 2122
vel = -(random/150),(IfElse(random <= 500,random/150,-(random/150)))
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 3700, dissipate]
type = destroyself
trigger1 = time > 30
[Statedef 15020]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 9999
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 10
range = 0, 100
[State 3470, FireB]
type = Explod
triggerall = enemynear, stateno = 5000 || enemynear, stateno = 5020 || enemynear, stateno = 5030 || enemynear, stateno = 5001
trigger1 = timemod = 3,2
trigger1 = var(10) >= 0 && var(10) < 25
ignorehitpause = 1
anim = 6016
postype = p2
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+30
random = 40,(enemynear,const(size.height))
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
vel = (-(enemynear,vel X)/5) , -0.3
[State 3470, FireB]
type = Explod
triggerall = enemynear, stateno = 5000 || enemynear, stateno = 5020 || enemynear, stateno = 5030 || enemynear, stateno = 5001
trigger1 = timemod = 3,2
trigger1 = var(10) >= 25 && var(10) < 50
ignorehitpause = 1
anim = 6017
postype = p2
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+30
random = 40,(enemynear,const(size.height))
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
scale = 0.65,0.65
vel = (-(enemynear,vel X)/5) , -0.3
[State 3470, FireB]
type = Explod
triggerall = enemynear, stateno = 5000 || enemynear, stateno = 5020 || enemynear, stateno = 5030 || enemynear, stateno = 5001
trigger1 = timemod = 3,2
trigger1 = var(10) >= 50 && var(10) < 75
ignorehitpause = 1
anim = 6018
postype = p2
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+30
random = 40,(enemynear,const(size.height))
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
scale = 0.5,0.5
vel = (-(enemynear,vel X)/5) , -0.3
[State 3470, FireB]
type = Explod
triggerall = enemynear, stateno = 5000 || enemynear, stateno = 5020 || enemynear, stateno = 5030 || enemynear, stateno = 5001
trigger1 = timemod = 3,2
trigger1 = var(10) >= 75 && var(10) <= 100
ignorehitpause = 1
anim = 6019
postype = p2
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+30
random = 40,(enemynear,const(size.height))
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
vel = (-(enemynear,vel X)/5) , -0.3
[State 3470, FireB]
type = Explod
triggerall = enemynear, stateno = 5050 || enemynear, stateno = 5035
trigger1 = var(10) >= 0 && var(10) < 25
ignorehitpause = 1
anim = 6016
postype = p2
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+30
random = 20,(enemynear,const(size.height))
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
vel = (-(enemynear,vel X)/5) , (-(enemynear,vel y)/5)
[State 3470, FireB]
type = Explod
triggerall = enemynear, stateno = 5050 || enemynear, stateno = 5035
trigger1 = var(10) >= 25 && var(10) < 50
ignorehitpause = 1
anim = 6016
postype = p2
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+30
random = (enemynear,const(size.height)),(enemynear,const(size.height))
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
scale = 0.65,0.65
vel = (-(enemynear,vel X)/5) , (-(enemynear,vel y)/5)
[State 3470, FireB]
type = Explod
triggerall = enemynear, stateno = 5050 || enemynear, stateno = 5035
trigger1 = var(10) >= 50 && var(10) < 75
ignorehitpause = 1
anim = 6016
postype = p2
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+30
random = (enemynear,const(size.height)),(enemynear,const(size.height))
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
scale = 0.5,0.5
vel = (-(enemynear,vel X)/5) , (-(enemynear,vel y)/5)
[State 3470, FireB]
type = Explod
triggerall = enemynear, stateno = 5050 || enemynear, stateno = 5035
trigger1 = var(10) >= 75 && var(10) <= 100
ignorehitpause = 1
anim = 6016
postype = p2
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+30
random = (enemynear,const(size.height)),(enemynear,const(size.height))
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
vel = (-(enemynear,vel X)/5) , (-(enemynear,vel y)/5)
[State 3470, FireB]
type = Explod
triggerall = timemod = 3,2
triggerall = var(10) >= 0 && var(10) < 25
trigger1 = enemynear, stateno = 5100 || enemynear, stateno = 5101 || enemynear, stateno = 5110 || enemynear, stateno = 3012
trigger2 = enemynear, stateno = 3013 || enemynear, stateno = 5150
ignorehitpause = 1
anim = 6016
postype = p2
pos=(enemynear,const(size.mid.pos.x)),5
random = (enemynear,const(size.height)+60), 20
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
vel = (-(enemynear,vel X)/5) , -0.3
[State 3470, FireB]
type = Explod
triggerall = timemod = 3,2
triggerall = var(10) >= 25 && var(10) < 50
trigger1 = enemynear, stateno = 5100 || enemynear, stateno = 5101 || enemynear, stateno = 5110 || enemynear, stateno = 3012
trigger2 = enemynear, stateno = 3013 || enemynear, stateno = 5150
ignorehitpause = 1
anim = 6017
postype = p2
pos=(enemynear,const(size.mid.pos.x)),5
random = (enemynear,const(size.height)+60), 20
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
scale = 0.65, 0.65
vel = (-(enemynear,vel X)/5) , -0.3
[State 3470, FireB]
type = Explod
triggerall = timemod = 3,2
triggerall = var(10) >= 50 && var(10) < 75
trigger1 = enemynear, stateno = 5100 || enemynear, stateno = 5101 || enemynear, stateno = 5110 || enemynear, stateno = 3012
trigger2 = enemynear, stateno = 3013 || enemynear, stateno = 5150
ignorehitpause = 1
anim = 6018
postype = p2
pos=(enemynear,const(size.mid.pos.x)),5
random = (enemynear,const(size.height)+60), 20
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
scale = 0.5, 0.5
vel = (-(enemynear,vel X)/5) , -0.3
[State 3470, FireB]
type = Explod
triggerall = timemod = 3,2
triggerall = var(10) >= 75 && var(10) <= 100
trigger1 = enemynear, stateno = 5100 || enemynear, stateno = 5101 || enemynear, stateno = 5110 || enemynear, stateno = 3012
trigger2 = enemynear, stateno = 3013 || enemynear, stateno = 5150
ignorehitpause = 1
anim = 6019
postype = p2
pos=(enemynear,const(size.mid.pos.x)),5
random = (enemynear,const(size.height)+60), 20
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
vel = (-(enemynear,vel X)/5) , -0.3
[State 11001, posfollow]
type= posadd
trigger1 = 1
x = ceil(p2dist x)
y = ceil(p2dist y)
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 3700, dissipate]
type = destroyself
trigger1 = root, var(18) <= 0
trigger2 = enemynear,ctrl || enemynear,movetype!=H
[Statedef 120]
type=U
physics=U
[State 120, anim]
type=changeanim
trigger1=!time
value=120+(statetype=C)+(statetype=A)*2
[State 120, sts]
type=statetypeset
trigger1=!time&&statetype=S
physics=S
[State 120, sts]
type=statetypeset
trigger1=!time&&statetype=C
physics=C
[State 120, sts]
type=statetypeset
trigger1=!time&&statetype=A
physics=A
[State 120, Hi to Lo]
type=statetypeset
trigger1=var(30)<=0&&statetype=S&&command="holddown"
trigger2=var(30)>=1&&statetype=S&&(enemynear,movetype=A)&&(enemynear,statetype=C)
trigger3=var(30)>=1&&(enemynear,movetype=A)&&(enemynear,hitdefattr=C,AA,AP)
statetype=C
physics=C
[State 120, Lo to Hi]
type=statetypeset
trigger1=var(30)<=0&&statetype=C&&command!="holddown"
trigger2=var(30)>=1&&statetype=C&&(enemynear,movetype=A)&&(enemynear,statetype!=C)
statetype=S
physics=S
[State 120, end]
type=changestate
trigger1=!animtime
value=130+(statetype=C)+(statetype=A)*2
[State 120, stop]
type=changestate
trigger1=var(59)<=0&&command!="holdback"
trigger2=var(59)>=1
trigger2=enemynear,movetype!=A&&p2bodydist x>=80&&(p2bodydist y!=[-75,75])&&!(enemy,numproj)
trigger3=!inguarddist
value=140
[Statedef 130]
type=S
physics=S
[State 130, anim]
type=changeanim
trigger1=anim!=130
value=130
[State 130, Hi to Lo]
type=changestate
trigger1=var(30)<=0&&command="holddown"
trigger2=var(30)>=1&&(enemynear,movetype=A)&&(enemynear,statetype=C)
value=131
[State 130, Stop Guarding]
type=changeState
trigger1=var(30)<=0&&command!="holdback"
trigger2=var(30)>=1
trigger2=enemynear,movetype!=A&&p2bodydist x>=80&&(p2bodydist y!=[-75,75])&&!(enemy,numproj)
trigger3=!inguarddist
value=140
[Statedef 131]
type=C
physics=C
[State 131, anim]
type=changeanim
trigger1=anim!=131
value=131
[State 131, Lo to Hi]
type=changestate
trigger1=var(30)<=0&&statetype=C&&command!="holddown"
trigger2=var(30)>=1&&statetype=C&&(enemynear,movetype=A)&&(enemynear,statetype!=C)
value=130
[State 131, Stop Guarding]
type=changestate
trigger1=var(30)<=0&&command!="holdback"
trigger2=var(30)>=1
trigger2=enemynear,movetype!=A&&p2bodydist x>=80&&(p2bodydist y!=[-75,75])&&!(enemy,numproj)
trigger3=!inguarddist
value=140
[Statedef 132]
type=A
physics=N
[State 132, anim]
type=changeanim
trigger1=anim!=132
value=132
[State 132, grav]
type=veladd
trigger1=1
y=const(movement.yaccel)
[State 132, var]
type=varset
trigger1=1
sysvar(0)=(pos y>=0)&&(vel y>0)
[State 132, vel]
type=velset
trigger1=sysvar(0)
y=0
[State 132, pos]
type=posset
trigger1=sysvar(0)
y=0
[State 132, end]
type=changestate
triggerall=sysvar(0)
triggerall=inguarddist
trigger1=var(30)<=0&&command!="holdback"
trigger2=var(30)>=1
trigger2=enemynear,movetype!=A&&p2bodydist x>=80&&(p2bodydist y!=[-75,75])&&!(enemy,numproj)
value=130
[State 132, end]
type=changeState
trigger1=sysvar(0)
value=52
[State 132, stop guarding]
type=changestate
trigger1=var(30)<=0&&command!="holdback"
trigger2=var(30)>=1
trigger2=enemynear,movetype!=A&&p2bodydist x>=80&&(p2bodydist y!=[-75,75])&&!(enemy,numproj)
trigger3=!inguarddist
value=140
[Statedef 140]
type = U
physics = U
ctrl = 1
[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2
[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S
[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C
[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A
[State 140, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
trigger2 = var(30) >= 1 && statetype = S && p2statetype = C
statetype = C
physics = C
[State 140, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
trigger2 = var(30) >= 1 && statetype = C && p2statetype != C
statetype = S
physics = S
[State 140, 5]
type=changestate
trigger1=!animtime
value=(statetype=C)*11+(statetype=A)*51
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0
[State 150, 1]
type = varset
trigger1 = anim = 130 && time = 4
ignorehitpause = 1
persistent = 0
v = 1
value = 1
[State 150, 1]
type = varset
trigger1 = anim = 1300 && time = 4
ignorehitpause = 1
persistent = 0
v = 1
value = 0
[State 150, 1]
type = ChangeAnim
trigger1 = var(1) = 0 && time < 22
value = 130
elem = time
ignorehitpause = 1
persistent = 0
[State 150, 1]
type = ChangeAnim
trigger1 = var(1) = 1 && time < 22
value = 1300
elem = time
ignorehitpause = 1
persistent = 0
[State 5100, 10]
type = PlaySnd
trigger1 = var(1) = 0 && time = 0
value = 7,0
[State 5100, 10]
type = PlaySnd
trigger1 = var(1) = 1 && time = 0
value = 7,1
[State 150, 1]
type = ChangeAnim
triggerall = var(1) = 0 && time < 22
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
trigger2 = var(30) >= 0 && var(42) > 50
trigger3 = var(30) >= 0 && var(42) > 12 && random < 200
trigger4 = var(30) >= 0 && var(20) > 0
value = 1300
elem = time
ignorehitpause = 1
persistent = 0
[State 150, 1]
type = ChangeAnim
triggerall = var(1) = 1 && time < 22
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
trigger2 = var(30) >= 0 && var(42) > 50
trigger3 = var(30) >= 0 && var(42) > 12 && random < 200
trigger4 = var(30) >= 0 && var(20) > 0
value = 130
elem = time
ignorehitpause = 1
persistent = 0
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
trigger2 = var(30) >= 0 && var(42) > 50
trigger3 = var(30) >= 0 && var(42) > 12 && random < 200
trigger4 = var(30) >= 0 && var(20) > 0
ignorehitpause = 1
persistent = 0
time = 10
movetime = 0
[State 200, particles]
type = Helper
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
trigger2 = var(30) >= 0 && var(42) > 50
trigger3 = var(30) >= 0 && var(42) > 12 && random < 200
trigger4 = var(30) >= 0 && var(20) > 0
ignorehitpause = 1
persistent = 0
helpertype = normal
name = "dot"
id = 12
pos = 0, -65
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 150, 1]
type = varset
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = var(30) >= 0 && var(42) > 50 && p2dist X < 250 && random < 300
trigger3 = var(30) >= 0 && var(42) > 12 && random < 200 && p2dist X < 250 && random < 300
trigger4 = var(30) >= 0 && var(20) > 0 && p2dist X < 250 && random < 300
ignorehitpause = 1
persistent = 0
v = 21
value = 1
[State 150, 1]
type = varset
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = var(30) >= 0 && var(42) > 50
trigger3 = var(30) >= 0 && var(42) > 12 && random < 200
trigger4 = var(30) >= 0 && var(20) > 0
ignorehitpause = 1
persistent = 0
v = 21
value = 2
[State 150, 1]
type = varadd
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
trigger2 = var(30) >= 0 && var(42) > 50
trigger3 = var(30) >= 0 && var(42) > 12 && random < 200
trigger4 = var(30) >= 0 && var(20) > 0
ignorehitpause = 1
persistent = 0
v = 20
value = 1
[State 200, 1]
type = PlaySnd
triggerall = var(20) <= 2
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
trigger2 = var(30) >= 0 && var(42) > 50
trigger3 = var(30) >= 0 && var(42) > 12 && random < 200
trigger4 = var(30) >= 0 && var(20) > 0
ignorehitpause = 1
persistent = 0
value = 800, 2
[State 5100, 10]
type = PlaySnd
trigger1 = var(20) > 2
value = 6,5
ignorehitpause = 1
persistent = 0
[State 5201, 5]
type = PalFX
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
trigger2 = var(30) >= 0 && var(42) > 50
trigger3 = var(30) >= 0 && var(42) > 12 && random < 200
trigger4 = var(30) >= 0 && var(20) > 0
ignorehitpause = 1
persistent = 0
time = 3
add = 128,128,128
[State 150, 2]
type = ChangeState
triggerall = power > 500
trigger1 = var(20) > 2
trigger1 = var(21) = 1
ignorehitpause = 1
value = 1331
[State 150, 2]
type = ChangeState
triggerall = power > 500
trigger1 = var(20) > 2
trigger1 = var(21) = 2
ignorehitpause = 1
value = 2325
[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151
[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3
[Statedef 151]
type    = S
movetype= H
physics = S
[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0
[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1
[State 151, 4]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 130
ctrl = 1
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0
[State 150, 1]
type = varset
trigger1 = anim = 131 && time = 4
ignorehitpause = 1
persistent = 0
v = 1
value = 1
[State 150, 1]
type = varset
trigger1 = anim = 1310 && time = 4
ignorehitpause = 1
persistent = 0
v = 1
value = 0
[State 5100, 10]
type = PlaySnd
trigger1 = var(1) = 0 && time = 0
value = 7,0
[State 5100, 10]
type = PlaySnd
trigger1 = var(1) = 1 && time = 0
value = 7,1
[State 150, 1]
type = ChangeAnim
trigger1 = var(1) = 0 && time < 22
value = 131
elem = time
ignorehitpause = 1
persistent = 0
[State 150, 1]
type = ChangeAnim
trigger1 = var(1) = 1 && time < 22
value = 1310
elem = time
ignorehitpause = 1
persistent = 0
[State 150, 1]
type = ChangeAnim
trigger1 = var(1) = 0 && time < 22
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
value = 1310
elem = time
ignorehitpause = 1
persistent = 0
[State 150, 1]
type = ChangeAnim
trigger1 = var(1) = 1 && time < 22
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
value = 131
elem = time
ignorehitpause = 1
persistent = 0
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
ignorehitpause = 1
persistent = 0
time = 10
movetime = 0
[State 200, particles]
type = Helper
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
ignorehitpause = 1
persistent = 0
helpertype = normal
name = "dot"
id = 12
pos = 0, -40
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 150, 1]
type = varset
trigger1 = command = "a" || command = "b" || command = "c"
ignorehitpause = 1
persistent = 0
v = 21
value = 1
[State 150, 1]
type = varset
trigger1 = command = "x" || command = "y" || command = "z"
ignorehitpause = 1
persistent = 0
v = 21
value = 2
[State 150, 1]
type = varadd
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
ignorehitpause = 1
persistent = 0
v = 20
value = 1
[State 200, 1]
type = PlaySnd
trigger1 = var(20) <= 2
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
ignorehitpause = 1
persistent = 0
value = 800, 2
[State 5100, 10]
type = PlaySnd
trigger1 = var(20) > 2
value = 6,5
ignorehitpause = 1
persistent = 0
[State 5201, 5]
type = PalFX
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
ignorehitpause = 1
persistent = 0
time = 3
add = 128,128,128
[State 150, 2]
type = ChangeState
triggerall = power > 500
trigger1 = var(20) > 2
trigger1 = var(21) = 1
ignorehitpause = 1
value = 1331
[State 150, 2]
type = ChangeState
triggerall = power > 500
trigger1 = var(20) > 2
trigger1 = var(21) = 2
ignorehitpause = 1
value = 2325
[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 153
[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4
[Statedef 153]
type    = C
movetype= H
physics = C
[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0
[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1
[State 153, 4]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 131
ctrl = 1
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0
[State 5100, 10]
type = PlaySnd
trigger1 = var(1) = 0 && time = 0
value = 7,0
[State 5100, 10]
type = PlaySnd
trigger1 = var(1) = 1 && time = 0
value = 7,1
[State 150, 1]
type = varset
trigger1 = anim = 132 && time = 4
ignorehitpause = 1
persistent = 0
v = 1
value = 1
[State 150, 1]
type = varset
trigger1 = anim = 1320 && time = 4
ignorehitpause = 1
persistent = 0
v = 1
value = 0
[State 150, 1]
type = ChangeAnim
trigger1 = var(1) = 0 && time < 22
value = 132
elem = time
ignorehitpause = 1
persistent = 0
[State 150, 1]
type = ChangeAnim
trigger1 = var(1) = 1 && time < 22
value = 1320
elem = time
ignorehitpause = 1
persistent = 0
[State 150, 1]
type = ChangeAnim
trigger1 = var(1) = 0 && time < 22
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
value = 1320
elem = time
ignorehitpause = 1
persistent = 0
[State 150, 1]
type = ChangeAnim
trigger1 = var(1) = 1 && time < 22
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
value = 132
elem = time
ignorehitpause = 1
persistent = 0
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
ignorehitpause = 1
persistent = 0
time = 10
movetime = 0
[State 200, particles]
type = Helper
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
ignorehitpause = 1
persistent = 0
helpertype = normal
name = "dot"
id = 12
pos = 0, -40
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 150, 1]
type = varset
trigger1 = command = "a" || command = "b" || command = "c"
ignorehitpause = 1
persistent = 0
v = 21
value = 1
[State 150, 1]
type = varset
trigger1 = command = "x" || command = "y" || command = "z"
ignorehitpause = 1
persistent = 0
v = 21
value = 2
[State 150, 1]
type = varadd
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
ignorehitpause = 1
persistent = 0
v = 20
value = 1
[State 200, 1]
type = PlaySnd
trigger1 = var(20) <= 2
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
ignorehitpause = 1
persistent = 0
value = 800, 2
[State 5100, 10]
type = PlaySnd
trigger1 = var(20) > 2
value = 6,5
ignorehitpause = 1
persistent = 0
[State 5201, 5]
type = PalFX
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
ignorehitpause = 1
persistent = 0
time = 3
add = 128,128,128
[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155
[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4
[Statedef 155]
type    = A
movetype= H
physics = N
[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)
[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1
[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)
[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0
[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0
[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command != "holdback"
value = 52
[State 155, 8]
type = ChangeState
trigger1 = sysvar(0)
value = 130
[Statedef 4999]
type    = U
movetype= H
physics = U
ctrl = 1
[State 191, Wood 1]
type = Explod
trigger1 = time = 0 && numexplod(1712) = 0
ignorehitpause = 1
persistent = 0
anim = F42
postype = p1
pos = ceil(p2dist X/2), -ceil(70 -(p2dist Y/2))
scale = 1,1
id = 1712
sprpriority = 5
[State 200, particles]
type = Helper
trigger1 = time = 0 && numhelper(12) = 0
helpertype = normal
name = "dot"
id = 12
pos = ceil(p2dist X/2), -ceil(70 -(p2dist Y/2))
postype = p1
stateno =15002
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0
[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 3
[State 4999, 0]
type = varset
trigger1 = time <= 0
v = 5
value = AnimElemNo(0)
ignorehitpause = 1
[State 4999, 1]
type = changeanim
trigger1 = 1
value = Anim
elem = Var(5)
[State 4999, 2]
type = PosFreeze
trigger1 = 1
[State 5000, if dead]
type = SelfState
trigger1 = Life <= 0
value = ifelse(StateType = A, 5020,5000)
[State 5000, still kicking]
type = SelfState
trigger1 = (Time >= floor(GetHitVar(HitTime)/2)) && (Life > 0)
value = Var(4)
ctrl = 1
[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0
[State 5000, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)
[State 5000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030
[State 5000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)
[State 5000, 4]
type = ChangeAnim
trigger1 = Time > 0
value = anim
[State 5000, 5]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
type = a
[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5001
[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030
[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square
[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3
[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
[Statedef 5001]
type    = S
movetype= H
physics = S
[State 5000, ChangeAnim]
type = ChangeAnim
trigger1 = var(6) > 0
value = Anim
elem = var(5)
[State 5000, dead]
type = ChangeState
trigger1 = var(6) > 0
trigger1 = life <= 0
value = ifelse(statetype = A, 5020,5000)
[State 5000, still alive change]
type = ChangeState
trigger1 = var(6) > 0
trigger1 = (Time >= floor(GetHitVar(HitTime)/2)) && (Life > 0)
value = Var(4)
[State 5001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
[State 5001, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10
ignorehitpause = 1
[State 5001, 3]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6
[State 5001, 4]
type = VelSet
trigger1 = HitOver
x = 0
[State 5001, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1
[State 5001, 6]
type = ChangeState
trigger1 = HitOver
value = 0
ctrl = 1
[Statedef 5010]
type    = C
movetype= H
physics = N
velset = 0,0
[State 5010, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)
[State 5010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030
[State 5010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)
[State 5010, 4]
type = ChangeAnim
trigger1 = Time > 0
value = anim
[State 5010, 5]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5011
[State 5010, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 5030
[State 5010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square
[State 5010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3
[State 5010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
[Statedef 5011]
type    = C
movetype= H
physics = C
[State 5011, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
[State 5011, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)
[State 5011, 3]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6
[State 5011, 4]
type = VelSet
trigger1 = HitOver
x = 0
[State 5011, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1
[State 5011, 6]
type = ChangeState
trigger1 = HitOver
value = 11
ctrl = 1
[Statedef 5020]
type    = A
movetype= H
physics = N
velset = 0,0
[State 5020, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)
[State 5020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030
[State 5020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)
[State 5020, 4]
type = ChangeAnim
trigger1 = Time > 0
value = anim
[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 5030
[State 5020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square
[State 5020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3
[State 5020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0
[State 5030, 1]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
[State 5030, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040
[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5050
[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035
[Statedef 5035]
type    = A
movetype= H
physics = N
[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035
[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5035, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040
[State 5035, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5050
[Statedef 5040]
type    = A
movetype= H
physics = N
[State 5040, 1]
type = ChangeState
trigger1 = !Alive
value = 5050
[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040
[State 5040, 3]
type = CtrlSet
trigger1 = HitOver
value = 1
[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I
[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
[Statedef 5050]
type    = A
movetype= H
physics = N
[State 5050, 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050
[State 5050, 2]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0
[State 5050, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5050, 4]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200
[State 5050, 5]
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210
[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100
[Statedef 5070]
type    = A
movetype= H
physics = N
velset = 0,0
[State 5070, 1]
type = ChangeAnim 
trigger1 = 1
value = 5070
[State 5070, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 5071
[State 5070, 3]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140
[Statedef 5071]
type    = A
movetype= H
physics = N
[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
[State 5071, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5071, 3]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110
[Statedef 5080]
type    = L
movetype= H
physics = N
velset = 0,0
[State 5080, 1]
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)
[State 5080, 2]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10
[State 5080, 3]
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030
[State 5080, 3]
type = ChangeAnim
trigger1 = 1
value = sysvar(2)
[State 5080, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5081
[State 5080, 5]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 5030
[Statedef 5081]
type    = L
movetype= H
physics = C
[State 5081, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
[State 5081, 2]
type = VelSet
trigger1 = HitOver
x = 0
[State 5081, 3]
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1
[State 5081, 4]
type = ChangeState
trigger1 = HitOver
value = 5110
[Statedef 5100]
type    = L
movetype= H
physics = N
[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1
[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0
[State 5100, Var]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)
[State 5100, 2]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100
[State 5100, 3]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)
[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0
[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0
[State 5100, 6]
type = VelMul
trigger1 = Time = 0
x = 0.75
[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110
[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3
[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1 &&  (sysvar(1) <= 14)
value = 40,5
[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1 &&  (sysvar(1) > 14)
value = 40,5
[State 5100, 11]
type = PosFreeze
trigger1 = 1
[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101
[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20
[Statedef 5101]
type    = L
movetype= H
physics = N
[State 5101, 1]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160
[State 5101, 2]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)
[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0
[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20
[State 5101, 5]
type = VelAdd
trigger1 = 1
y = .4
[State 5101, 6]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110
[Statedef 5110]
type    = L
movetype= H
physics = N
[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0
[State 5110, 1]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)
[State 5110, 2]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170
[State 5110, 3]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)
[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0
[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0
[State 5110, Var]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)
[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1 &&  (sysvar(1) <= 14)
value = 40,5
[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1 &&  (sysvar(1) > 14)
value = 40,5
[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0
[State 5110, 9]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)
[State 5110, 10]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110
[State 5110, 11]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150
[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0
[State 5110, 13]
type = VelMul
trigger1 = 1
x = 0.85
[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine
[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine
[Statedef 5120]
type    = L
movetype= I
physics = N
[State 5120, 1a]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120
[State 5120, 1b]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)
[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0
[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1
[State 5120, 5]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12
[State 5120, 6]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3
[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3
[State 5150, 1]
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140
[State 5150, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)
[State 5150, 4]
type = ChangeAnim
persistent = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10
[State 5150, 5]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110
[State 5150, 6]
type = VelMul
trigger1 = 1
x = 0.85
[State 5150, 7]
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0
[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[Statedef 5200]
type    = A
movetype= H
physics = N
[State 5200, 1]
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
value = 5050
[State 5200, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5200, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5201
[Statedef 5201]
type    = A
movetype= H
physics = A
anim = 5200
[State 5201, 1]
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5
[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -.15
y = -3.5
[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0
[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 5201, 5]
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128
[State 5201, 6]
type = GameMakeAnim
trigger1 = Time = 1
value = 60
pos = 0, 0
under = 1
[Statedef 5210]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0
[State 5210, 1]
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128
[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4
[State 5210, 2]
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20
[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
x = .8
y = .8
[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
y = -4.5
[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
trigger1 = Vel Y > 0
y = .5
[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -3
y = -2
[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -2
y = -1
[State 5210, 2]
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdup"
y = -2
[State 5210, 2]
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holddown"
y = 1.5
[State 5210, 2]
type = VelMul
trigger1 = Time = 4
trigger1 = Command = "holdfwd"
x = 1
[State 5210, 2]
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdback"
x = -1
[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15
[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1
[State 5210, 5]
type = VelAdd
trigger1 = Time >= 4
y = .35
[State 5210, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47
[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
value = 45
pos = 5, -8
[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0
[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 5900]
type = S
[State 5900, 1]
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0
[State 5900, 2]
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0
[State 5900, 3]
type = ChangeState
trigger1 = roundno = 1
value = 190
[Statedef -2]
[State -2, defence equalizer]
type = Defencemulset
trigger1 = enemynear, const(data.defence) > 100
trigger1 = enemynear, const(data.attack) >= 100
value = (enemynear, const(data.defence))/100
[State 3470, varset] 
type = varset
trigger1 = power <= 0
v = 23
value = 0
[State 3470, varset] 
type = varadd
trigger1 = var(23) > 0
v = 23
value = -1
[State 200, power deplete]
type = poweradd
trigger1 = var(23) > 0
trigger1 = numhelper(777) >=  1
ignorehitpause = 1
persistent = 1
value = -5
[State -2, ai memory]
type = Varadd
trigger1 = enemynear, movetype = i
v = 40
value = 1
[State -2, ai memory]
type = Varset
trigger1 = enemynear, movetype != i
v = 40
value = 0
[State -2, how did he hit me from so far]
type = Varadd
trigger1 = var(42) = 1
trigger1= p2dist X > 250
v = 41
value = 1
[State -2, wtf ow]
type = Varadd
trigger1 = movetype = h
v = 42
value = 1
[State -2, whew]
type = Varset
trigger1 = movetype != h
v = 42
value = 0
[State -2, ai memory]
type = Varadd
trigger1 = facing = enemy,facing
v = 43
value = 1
[State -2, ai memory]
type = Varset
trigger1 = facing != enemy,facing
v = 43
value = 0
[State -2, wtf ow]
type = Varset
trigger1 = stateno = 450
v = 44
value = 100
[State -2, whew]
type = Varadd
trigger1 = stateno != 450 && var(44) > 0
v = 44
value = -1
[State -2, ai mode]
type = Varrandom
trigger1 = var(31) = 0 && numtarget = 0
v = 33
range = 0,100
[State -2, ai mode]
type = Varset
trigger1 = var(31) = 0 && numtarget = 0
trigger1 = var(33) >= 0
trigger1 = var(33) < 25
v = 32
value = 1
[State -2, ai mode]
type = Varset
trigger1 = var(31) = 0 && numtarget = 0
trigger1 = var(33) >= 25
trigger1 = var(33) < 50
v = 32
value = 2
[State -2, ai mode]
type = Varset
trigger1 = var(31) = 0 && numtarget = 0
trigger1 = var(33) >=50
trigger1 = var(33) < 75
v = 32
value = 3
[State -2, ai mode]
type = Varset
trigger1 = var(31) = 0 && numtarget = 0
trigger1 = var(33) >= 75
trigger1 = var(33) <= 100
v = 32
value = 4
[State -2, ai mode override for facing]
type = Varset
trigger1 = var(43) > 15 && numtarget = 0
v = 32
value = 1
[State -2, wuss mode]
type = Varset
trigger1 = power >= 2000 && life >= 600 && p2life <= 200
v = 32
value = 0
[State -2, ai mode counter]
type = Varset
trigger1 = var(31) = 0 && numtarget = 0
v = 31
value = 200
[State -2, ai mode]
type = Varadd
trigger1 = var(31) > 0
v = 31
value = -1
[State -2, Varset1]
type = Varset
trigger1 = movetype != H && stateno != 4999
v = 4
value = stateno
[State -2, Varset1]
type = Varset
trigger1 = stateno = 0
trigger2 = ctrl
v = 20
value = 0
[State -2, Varset1]
type = Varset
trigger1 = pos Y > 0
trigger2 = statetype = S || statetype = C
v = 10
value = 0
[State -2, Varset1]
type = Varset
trigger1 = pos Y > 0
trigger2 = statetype = S || statetype = C
v = 11
value = 0
[State -2, Varset1]
type = Varadd
trigger1 = var(18) > 0
v = 18
value = -1
[State -2, Varset1]
type = Varset
trigger1 = enemynear,ctrl || enemynear,movetype!=H
v = 18
value = 0
[State -2, shadowrem]
type = afterimagetime
trigger1 = movetype = H
time = 0
[State -2, shadowrem]
type = Varset
trigger1 = movetype = H
v = 11
value = 0
[State -2, shadowrem]
type = Varset
trigger1 = movetype = H
v = 7
value = 0
[State -2, Display]
type = DisplaytoClipboard
trigger1 = 1
text = "frontedgedist: %d | p2dist x : %d | p2dist y: %d | ai mode: %d | var(23): %d"
params = ceil(frontedgedist), ceil(p2dist x) , ceil(p2dist y), var(32), var(23)
ignorehitpause = 1
[State -2, CountDown]
type = VarAdd 
trigger1 = Var(6) > 0
var(6) = -1 
ignorehitpause = 1
[State -2, throwhitrelease]
type = TargetDrop
trigger1 = movetype = H && prevstateno = 810
trigger2 = movetype = H && prevstateno = 910
[State -2, Set Up For Count]
type = VarSet
trigger1 = p2movetype = H
trigger1 = !Var(15)
v = 15
value = 1
[State -2, Keep Track Of Hit Count]
type = VarSet
trigger1 = UniqHitCount > 0
trigger1 = Var(15)
v = 16
value = UniqHitCount
[State -2, Add To Total Hit Count]
type = VarSet
triggerall = Var(15)
trigger1 = UniqHitCount < Var(16)
trigger2 = p2movetype != H
v = 17
value = Var(17) + Var(16)
[State -2, Add Helper Hits To Total Hit Count]
type = VarSet
triggerall = Var(15)
trigger1 = Var(19) != 0
trigger2 = p2movetype != H
v = 17
value = Var(17) + Var(19)
[State -2, Keep Track of Helper Hit Count]
type = VarSet
trigger1 = Var(19) != 0
trigger1 = Var(15)
v = 19
value = 0
[State -2, Projectile Hits]
type = VarSet
triggerall = Var(15)
trigger1 = ProjHit = 1
v = 17
value = Var(17) + 1
[State -2, Reset Current Hit Count]
type = VarSet
trigger1 = UniqHitCount < Var(16)
trigger1 = Var(15)
v = 16
value = UniqHitCount
[State -2, Combo Is Finished]
type = VarSet
trigger1 = p2movetype != H
trigger1 = Var(15)
v = 16
value = 0
[State -2, Reset]
type = VarSet
triggerall = Var(15)
trigger1 = p2movetype != H
v = 15
value = 0
[State -2, Reset]
type = VarSet
trigger1 = p2movetype != H
v = 14
value = 0
[State -2, Reset]
type = VarSet
trigger1 = !NumHelper(9990)
trigger1 = !Var(15)
trigger1 = Var(17) > 0
v = 17
value = 0
[State -2, Beam Attackmulset]
type = VarSet
trigger1 = var(17) < 6
v = 22
value = 1
[State -2, Beam Attackmulset]
type = VarSet
trigger1 = var(17) = [6,10]
v = 22
value = 2
[State -2, Beam Attackmulset]
type = VarSet
trigger1 = var(17) = [11,15]
v = 22
value = 3
[State -2, Beam Attackmulset]
type = VarSet
trigger1 = var(17) > 15
v = 22
value = 4
[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = Var(15)
trigger1 = Var(17) < 4
value = 1
[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = Var(15)
trigger1 = Var(17) = [4,6]
value = 0.6
[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = Var(15)
trigger1 = Var(17) = [7,9]
value = 0.55
[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = Var(15)
trigger1 = Var(17) = [10,12]
value = 0.5
[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = Var(15)
trigger1 = Var(17) = [13,15]
value = 0.44
[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = Var(15)
trigger1 = Var(17) = [16,19]
value = 0.4
[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = Var(15)
trigger1 = Var(17) = [20,23]
value = 0.35
[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = Var(15)
trigger1 = Var(17) = [25,28]
value = 0.3
[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = Var(15)
trigger1 = Var(17) = [29,32]
value = 0.25
[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = Var(15)
trigger1 = Var(17) >= 33
value = 0.2
[State 2100, 1]
type = Playerpush
trigger1 = winko
value = 0
[State 210, KO Screen 1]
type = helper
trigger1 = winko
trigger1 = numhelper(9999) = 0
helpertype = normal
name = "lookatdaflashyfxduhh..."
id = (9999)
pos = 0,0
bindtime = -1
postype = left
stateno = 9999
keyctrl = 0
ignorehitpause = 1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
[Statedef -3]
[State -3, reset]
type = varset
trigger1 = var(30) && (!alive || roundstate!=2)
var(30) = 0
ignorehitpause = 1
[State -3, initialize]
type = helper
trigger1 = !numhelper(9998) && roundstate=2 && alive && !var(30)
helpertype = normal
name = "AI"
stateno = 9998
ID = 9998
pos = 9999,9999
keyctrl = 1
pausemovetime = 999999
supermovetime = 999999
persistent=0
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
value = 40, 0
[State 170, 1]
type = Explod
triggerall = Time = 112
triggerall = WinPerfect
triggerall = StateNo = [180,189]
trigger1 = !NumPartner
trigger2 = NumPartner
trigger2 = ID < Partner, ID
trigger3 = NumPartner
trigger3 = ID > Partner, ID
trigger3 = Partner, Life = 0
anim = F7777
postype = Left
pos = 160,0
scale = .5,.5
ontop = 1
[State 170, 1]
type = PlaySnd
triggerall = Time = 118
triggerall = WinPerfect
triggerall = StateNo = [180,189]
trigger1 = !NumPartner
trigger2 = NumPartner
trigger2 = ID < Partner, ID
trigger3 = NumPartner
trigger3 = ID > Partner, ID
trigger3 = Partner, Life = 0
value = F7777,0
[State 170, 0]
type = PlaySnd
triggerall = Time = 132
triggerall = DrawGame
triggerall = Facing = 1
triggerall = StateNo = [170,179]
trigger1 = !NumPartner
trigger2 = NumPartner
trigger2 = ID < Partner, ID
trigger3 = NumPartner
trigger3 = ID > Partner, ID
trigger3 = Partner, Life = 0
value = F7777, 90