; _________________________________________
;| Guile by Jmorphman                      |
; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
;==============================================================================================
;========================================<SPECIAL MOVES>=======================================
;==============================================================================================

;=====================<SONIC BOOM==========================
[StateDef 1000]
type = S
physics = S
moveType = A
anim = 1000
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 72 * !var(20)
faceP2 = 1

[State 1000, Button Detect]
type = VarSet
trigger1 = !Time && !AILevel
var(10) = ifElse((command = "x" || command = "rlsx"), 0, ifElse((command = "y" || command = "rlsy"), 1, 2))

[State 1000, Button Detect (AI)]
type = VarSet
trigger1 = !Time && AILevel
var(10) = ifElse((P2MoveType = H || Random < 500), 2, ifElse(Random < 500, 1, 0))

[State 1000, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000,0
channel = 0

[State 1000, Sonic Boom Startup Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000,1
channel = 1

[State 1000, Sonic Boom Startup FX]
type = Explod
trigger1 = AnimElem = 3
anim = 1004
sprPriority = 3
posType = P1
scale = 0.5 * const(size.xScale),0.5
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 0

[State 1000, Projectile]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 1005
ID = 1005
name = "Sonic Boom Projectile"
posType = P1
pos = ceil(59 * const(size.xScale)), ceil(-61 * const(size.yScale))
size.xScale = 0.5
size.yScale = 0.5
ownPal = 1

[State 1000, Width]
type = Width
trigger1 = AnimElemTime(5) = 0
value = 30,0

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



;========================<EX SONIC BOOM>=============================
[StateDef 1030]
type = S
physics = N
moveType = A
anim = 1000
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -500
faceP2 = 1

[State 1030, Button Detect]
type = VarSet
trigger1 = !Time
var(10) = 3

[State 1030, Custom Combo Juggle Points Reset]
type = VarSet
trigger1 = !Time && var(20)
var(15) = 0
ignoreHitPause = 1

[State 1030, Custom Combo Reset]
type = PalFX
trigger1 = !Time
trigger1 = var(20) := -1
time = 1

[State 1030, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 24

[State 1030, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = ceil(6 * const(size.xScale)), ceil(-70 * const(size.yScale))
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1030, EX Startup Sound]
type = PlaySnd
trigger1 = !Time
value = 0,1000
channel = 1

[State 1030, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000,0
channel = 0

[State 1030, Sonic Boom Startup Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000,1
channel = 3

[State 1030, Sonic Boom Startup FX]
type = Explod
trigger1 = AnimElem = 3
anim = 1004
sprPriority = 3
posType = P1
scale = 0.5 * const(size.xScale),0.5
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 0

[State 1030, Projectile]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 1035
ID = 1005
name = "EX Sonic Boom Projectile"
posType = P1
pos = ceil(59 * const(size.xScale)), ceil(-61 * const(size.yScale))
size.xScale = 0.5
size.yScale = 0.5
ownPal = 1

[State 1030, Width]
type = Width
trigger1 = AnimElemTime(5) = 0
value = 30,0

[State 1030, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;========================<SOMERSAULT KICK>=============================
[StateDef 1100]
type = S
physics = N
moveType = A
anim = 1100
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 72 * !var(20)
faceP2 = 1

[State 1100, Button Detect]
type = VarSet
trigger1 = !Time && !AILevel
var(10) = ifElse((command = "c" || command = "rlsc"), 2, ifElse((command = "b" || command = "rlsb"), 1, 0))

[State 1100, Button Detect (AI)]
type = VarSet
trigger1 = !Time && AILevel
var(10) = ifElse((P2MoveType = H || Random < 333), 2, ifElse(Random < 500, 1, 0))

[State 1100, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(var(10) = 2, 1120, ifElse(var(10) = 1, 1110, 1100))

[State 1100, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(5) < 0 && !var(10)
trigger2 = AnimElemTime(4) < 6 && var(10) = 1
trigger3 = AnimElemTime(3) < 0 && var(10) = 2
value = SCA
time = 1

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1100,0
channel = 0

[State 1100, Jump Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1100,1
channel = 1

[State 1100, StateTypeSet: Air, Physics: None]
type = StateTypeSet
trigger1 = AnimElem = 3
stateType = A
physics = N

[State 1100, Dust Helper]
type = Helper
trigger1 = AnimElem = 3
helperType = Normal
stateNo = 8100
ID = 8100
name = "Somersault Kick Dust"
posType = P1
ownPal = 1

[State 1100, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 1.667
y = -9.333 - (var(10) * 1.333)

[State 1100, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) >= 0
y = 0.58

[State 1100, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(9) >= 0
moveType = I

[State 1100, Somersault Kick FX (Additive) Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 1105
ID = 1105
sprPriority = 3
bindTime = -1
posType = P1
scale = 0.5 * const(size.xScale),0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 0

[State 1100, Somersault Kick FX (Subtractive) Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 1106
ID = 1106
sprPriority = 3
bindTime = -1
posType = P1
scale = 0.5 * const(size.xScale),0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 0

[State 1100, HitDef 1]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
attr = A, SA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * ifElse(var(10) = 2, 126, ifElse(var(10), 119, 105)) < 7, 7, fvar(11) * ifElse(var(10) = 2, 126, ifElse(var(10), 119, 105)))), 7
getPower = ifElse(!var(13), 72, 36) * !var(20), 12 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Hard
fall.animType = Hard
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -2.16, -10.81
ground.cornerPush.velOff = 0
guard.velocity = -12.64
guard.cornerPush.velOff = 0
air.velocity = -2.16, -10.81
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 57), var(36) := -39
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120

[State 1100, HitDef 2]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5 && !MoveContact
attr = A, SA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 7
getPower = ifElse(!var(13), 72, 36) * !var(20), 12 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Back
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -2.16, -10.81
ground.cornerPush.velOff = 0
guard.velocity = -12.64
guard.cornerPush.velOff = 0
air.velocity = -2.16, -10.81
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 43), var(36) := -54
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120

[State 1100, HitDef 3]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 7 && !MoveContact
attr = A, SA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 7
getPower = ifElse(!var(13), 72, 36) * !var(20), 12 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Back
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -2.16, -10.81
ground.cornerPush.velOff = 0
guard.velocity = -12.64
guard.cornerPush.velOff = 0
air.velocity = -2.16, -10.81
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 20), var(36) := -107
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120

[State 1100, ChangeState]
type = ChangeState
trigger1 = pos y > -vel y
value = 1101


;Landing
[StateDef 1101]
type = S
anim = 1101
physics = N
moveType = I
velSet = 0,0

[State 1101, EX Flash Off]
type = VarSet
trigger1 = !Time
var(25) = 0

[State 1101, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 1101, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8102
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1101, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0

[State 1101, End]
type = ChangeState
trigger1 = AnimElemTime(2) = 2 && command = "holddown"
value = 11
ctrl = 1

[State 1101, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;========================<EX SOMERSAULT KICK>=============================
[StateDef 1130]
type = S
physics = N
moveType = A
anim = 1130
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -500
faceP2 = 1

[State 1130, Custom Combo Juggle Points Reset]
type = VarSet
trigger1 = !Time && var(20)
var(15) = 0
ignoreHitPause = 1

[State 1130, Custom Combo Reset]
type = PalFX
trigger1 = !Time
trigger1 = var(20) := -1
time = 1

[State 1130, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 11

[State 1130, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = P1
pos = ceil(17 * const(size.xScale)), ceil(-85 * const(size.yScale))
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1130, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(6) < 0
value = SCA
time = 1

[State 1130, EX Startup Sound]
type = PlaySnd
trigger1 = !Time
value = 0,1000
channel = 1

[State 1130, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1100,0
channel = 0

[State 1130, Jump Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1100,1
channel = 3

[State 1130, StateTypeSet: Air, Physics: None]
type = StateTypeSet
trigger1 = AnimElem = 3
stateType = A
physics = N

[State 1130, Dust Helper]
type = Helper
trigger1 = AnimElem = 3
helperType = Normal
stateNo = 8100
ID = 8100
name = "Somersault Kick Dust"
posType = P1
ownPal = 1

[State 1130, PosAdd]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
x = 8

[State 1130, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 2.667
y = -11.33200

[State 1130, VelSet]
type = VelSet
trigger1 = AnimElem = 9
x = 1.667

[State 1130, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) >= 0
y = 0.58

[State 1130, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(9) >= 0
moveType = I

[State 1130, Somersault Kick FX (Additive) Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 1105
ID = 1105
sprPriority = 3
bindTime = -1
posType = P1
scale = 0.5 * const(size.xScale),0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 0

[State 1130, Somersault Kick FX (Subtractive) Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 1106
ID = 1106
sprPriority = 3
bindTime = -1
posType = P1
scale = 0.5 * const(size.xScale),0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 0

[State 1130, HitDef 1]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
attr = A, SA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 105 < 7, 7, fvar(11) * 105)), 7
getPower = 0,0
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Back
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -2.16, -10.81
ground.cornerPush.velOff = 0
guard.velocity = -12.64
guard.cornerPush.velOff = 0
air.velocity = -2.16, -10.81
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 57), var(36) := -39
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120

[State 1130, HitDef 2]
type = HitDef
trigger1 = !var(16) && (var(15) < 2 || var(20))
trigger1 = AnimElem = 5
attr = A, SA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * ifElse(!MoveContact, 105, 42) < 7, 7, fvar(11) * ifElse(!MoveContact, 105, 42))), 7
getPower = 0,0
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Back
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -2.16, -10.81
ground.cornerPush.velOff = 0
guard.velocity = -12.64
guard.cornerPush.velOff = 0
air.velocity = -2.16, -10.81
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 43), var(36) := -54
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120

[State 1130, HitDef 3]
type = HitDef
trigger1 = !var(16) && (var(15) < 2 || var(20))
trigger1 = AnimElem = 7
attr = A, SA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 7
getPower = 0,0
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Back
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -2.16, -10.81
ground.cornerPush.velOff = 0
guard.velocity = -12.64
guard.cornerPush.velOff = 0
air.velocity = -2.16, -10.81
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 20), var(36) := -107
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120

[State 1130, ChangeState]
type = ChangeState
trigger1 = pos y > -vel y
value = 1101



;========================<PUNCH ZERO COUNTER>=============================
[StateDef 2900]
type = S
physics = N
moveType = A
anim = 2900
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0

[State 2900, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = SCA
time = 1
ignoreHitPause = 1

[State 2900, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4, ifElse(Random < 500, 3, 4)
channel = 0

[State 2900, Woosh]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,2
channel = 1

[State 2900, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = S, SA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 0
getpower = 0,0
givePower = 36, 36
pauseTime = 12, 12
guard.pauseTime = 12, 12
animType = DiagUp
air.animType = DiagUp
fall.animType = DiagUp
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -5.54, -5.25
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -5.54, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 135), var(36) := -79
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
kill = 0

[State 2900, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
movetype = I

[State 2900, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1




;========================<KICK ZERO COUNTER>=============================
[StateDef 2910]
type = S
physics = N
moveType = A
anim = 2910
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0

[State 2910, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
value = SCA
time = 1
ignoreHitPause = 1

[State 2910, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 3
channel = 0

[State 2910, Voice 2]
type = PlaySnd
trigger1 = AnimElem = 8
value = 4,4
channel = 0

[State 2910, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 8
value = 1,5
channel = 1

[State 2910, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3
attr = C, SA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 0
getpower = 0,0
givepower = 36, 36
pauseTime = 12,12
guard.pauseTime = 12,12
animType = DiagUp
air.animType = DiagUp
fall.animType = DiagUp
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -5.54, -5.25
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -5.54, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 96), var(36) := -24
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
kill = 0

[State 2910, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 9 && !MoveContact
attr = C, SA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 0
getpower = 0,0
givepower = 36, 36
pauseTime = 12,12
guard.pauseTime = 12,12
animType = DiagUp
air.animType = DiagUp
fall.animType = DiagUp
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -5.54, -5.25
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -5.54, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 116), var(36) := -32
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
kill = 0

[State 2910, StateTypeSet: Idle]
type = StateTypeset
trigger1= AnimElemTime(5) >= 0
moveType = I

[State 2910, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
