; Constants and state file.
; There are comments scattered through this file, so you may like to
; take a look if would like to learn more about the cns.

[Data]
life = 1045 			;Amount of life to start with
power = 3000		;Amount of maximum power
attack = 100		;attack power (more is stronger)
defence = 100		;defensive power (more is stronger)
fall.defence_up = 50	;Percentage to increase defense everytime player is knocked down
liedown.time = 60		;Time which player lies down for, before getting up
airjuggle = 15		;Number of points for juggling
sparkno = 2			;Default hit spark number for HitDefs
guard.sparkno = 40	;Default guard spark number
KO.echo = 0			;1 to enable echo on KO
volume = 100			;Volume offset (negative for softer)
IntPersistIndex = 60	;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
  				;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  				;If omitted, then it defaults to 60 and 40 for integer and float
  				;variables repectively, meaning that none are persistent, i.e. all
  				;are reset. If you want your variables to persist between matches,
  				;you need to override state 5900 from common1.cns.


[Size]
xscale = .833			;Horizontal scaling factor.
yscale = 1			;Vertical scaling factor.
ground.back = 24		;Player width (back, ground)
ground.front = 30		;Player width (front, ground)
air.back = 12		;Player width (back, air)
air.front = 12		;Player width (front, air)
height = 60			;Height of player (for opponent to jump over)
attack.dist = 160		;Default attack distance
proj.attack.dist = 90	;Default attack distance for projectiles
proj.doscale = 0		;Set to 1 to scale projectiles too   
head.pos = 4, -93	;Approximate position of head
mid.pos = 4, -55		;Approximate position of midsection
shadowoffset = 0		;Number of pixels to vertically offset the shadow
draw.offset = 0,0		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd=2.4
walk.back=-2.0
run.fwd=9,0
run.back=-6.1,-4.4
jump.neu=0,-9
jump.back=-2.9
jump.fwd=3.3
runjump.back=-4.5,-10
runjump.fwd=4.5,-10	;.
airjump.neu = 0,-8.1	;.
airjump.back = -2.55	;Air jump speeds (opt)
airjump.fwd = 2.5		;.

[Movement]
airjump.num=0
airjump.height=0
yaccel=.5
stand.friction=.85
crouch.friction=.85	;Friction coefficient when crouching

[Quotes]
victory1 = "You have the spirit of a true fighter! I never get tired of learning from you!";Ryu
victory2 = "You're like a smarmier, more annoying Ryu. Gimme the real thing!";Ken
victory3 = "Those are some legs you got there, lady! Too bad all you do with them is kick people!";Chunli
victory4 = "Wanted to get embarrassed again, old man? Happy to oblige!";Haggar
victory5 = "Please, I got no time for you army meatheads. At ease, loser!";Charlie
victory6 = "Dynamite, huh? No match for my Powerbomb, loser!";Jin S
victory7 = "The bigger they are...";Mr. X
victory8 = "Are those Illuminati freaks cloning me or something?  Jesus....";Alex
victory9 = "I've got no time for your daddy issues. Great fight, though.";Jin K
victory10 = "I'm pretty sad sometimes too pal, but you're ridiculous. Little emo jerk!";Squall
victory11 = "You might be able to teach me a thing or two. Lemme know if you wanna get serious.";Snake
victory12 = "I guess if Ryu's not around, fighting you will toughen me up just as much. Wanna go again, Supes?";Superman
victory13 = "I fought a teenage girl once who was a better ninja than you.";Sub Zero
victory14 = "Go have a donut, old timer. I got real fightin' to do.";Garret
victory15 = "Sorry about that kid. Maybe you can learn from this beating.";Lynn
victory16 = "Wow, you don't look like a cop. No time for flirtin' though.";Blaze
victory17 = "What a whack-job! I gotta deal with enough hobos in New York!";Rorschach
victory18 = "What a prick. Get it?";SubBoss
victory19 = "Scrappy little guy, gotta give you some respect.";Arthur
Victory20 = "Count the lights, then hit the gym, loser.";CM Punk
victory21 = "Calm down, kid, I only hurt you as much as I needed to.";K'
victory22 = "Silly gimmicks are for chumps, pal. You don't need 'em if you got real strength.";Skullomania
victory23 = "Look lady, this just wasn't your day. Brush it off and learn from it.";Jill
victory24 = "Not gonna lie, it was kinda painful to grab you --- more painful for you though, obviously.";Sonic
victory25 = "Hate to put so many dents in your armor there, kid, but maybe think next time before you step up to somebody like me.";Megaman
victory26 = "I've seen fancy moves like that before, but never from a guy so big. Legit impressed, Birdman.";Tizoc
victory27 = "";Terry
Victory28 = "";Wesker
victory29 = "";Axel
Victory30 = "Every once in a while, you gotta crack some skulls - literally.";Scorpion
victory31 = "";Viper
victory32 = "";Jedah
victory33 = "Down, kitty! I ain't got time to play!";Leo
victory34 = "";Koopa Troopa
victory35 = "Try that crap on somebody weaker, babe. I'm a man on a mission.";Morrigan
victory36 = "I'm a patriot, pops, that's why I took it easy on ya.";Captain America
victory37 = "";Goku
Victory38 = "";Dr. Doom
victory39 = "";Hinata
Victory40 = "";M. Bison
Victory41 = "";Final Boss
Victory42 = "";Mario
Victory43 = "";Birdie
Victory44 = "You can poke at me all day with that sword, but it ain't gonna do you no good. One Hyper Bomb, and you're done!";Strider
Victory45 = "You looked stronger than you were. What a punk.";Sol Badguy
Victory46 = "Nice suit, buddy. Does it come in men's sizes?";Snow
Victory47 = "I didn't need no enhancements to get this strong. You gotta have more than strength to beat me, anyway.";Sabotage
Victory48 = "All you little ninja guys look the same on your back, counting lights.";Ermac

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0 && matchover = 0
value = 181+random%2

[State 180, 1]
type = ChangeState
trigger1 = Time = 0 && matchover = 1
value = 183

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S60,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,150]
flag = roundnotover
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable


[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win pose 2
; CNS difficulty: basic
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S60,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,170]
flag = roundnotover
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win pose 4
; CNS difficulty: basic
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S60,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,140]
flag = roundnotover


[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Introduction Decider
; CNS difficulty: basic
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 0
value = 191+random%2
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 21
value = S64,2
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = S64,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 15
value = S64,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[state -2, helper]
type = helper
trigger1 = time = 0
ID = 194
pos = 0,0
postype = p1
stateno = 194
helpertype = normal
name = "服やぶり"
sprpriority = 1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
Size.ShadowOffset = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 193]
type = S
ctrl = 0
anim = 191
velset = 0,0


[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-----------------------
;Shirt
[Statedef 194]
type = S
velset = 0,0
anim = 192
ctrl = 0
sprpriority = 1

[State 193, ChangeAnim]
type = changeanim
trigger1 = root,anim = 191
trigger1 = root,AnimElemTime(2) < 0
trigger1 = AnimElemTime(2) = 0
value = anim
elem = 1
persistent = 1

[State 193, sprpriority]
type = sprpriority
trigger1 = animelemtime(28) = 0
value = -1

[State 8550, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = roundstate = 2

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 0, PowerAdd]
type = PowerAdd
trigger1 = animtime = 0
value = 250
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 14
value = S0,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 3				;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 200				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 26, 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 6, 6			;Time attacker pauses, time opponent shakes
sparkno = 0				;Spark anim no (Def: set above)
sparkxy = -10, -91		;X-offset for the "hit spark" rel. to p2,
					;Y-offset for the spark rel. to p1
hitsound = s5, 0			;Sound to play on hit
guardsound = s6, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
					;Y-velocity at which opponent is pushed
air.hittime = 10			;Time before opponent regains control in air

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 0 && p2bodydist x <= 15
value = 201
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I


[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 205]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 3				;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 205				;Change animation (Def: no change)
poweradd = 40			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 85, 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 10			;Time attacker pauses, time opponent shakes
sparkno = 0				;Spark anim no (Def: set above)
sparkxy = -10, -81		;X-offset for the "hit spark" rel. to p2,
					;Y-offset for the spark rel. to p1
hitsound = s5, 0			;Sound to play on hit
guardsound = s6, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 7		;Time that the opponent slides back
ground.hittime  = 16		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
					;Y-velocity at which opponent is pushed
air.hittime = 10			;Time before opponent regains control in air

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 200, Idle]
type= statetypeset
trigger1= animelemtime(7)>=0
movetype= I


[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------
;CloseLP
[StateDef 201]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 201
poweradd = 30
sprpriority = 2


[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 31
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 1
sparkxy = -10, -71
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 12
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 14

[State 201, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[StateDef 210]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 210
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(9)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 126
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18
envshake.time = 10
envshake.ampl = 2

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(4) = 0
trigger3 = animelemtime(5) = 0
x = 8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(13) = 0
trigger3 = animelemtime(14) = 0
x = -8*const(size.xscale)

[State 210, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[StateDef 211]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 211
poweradd = 40
sprpriority = 2

[State 810, posadd]
type = posadd
trigger1 = AnimElemTime(1) = 0
x = 20*const(size.xscale)

[State 810, posadd]
type = posadd
trigger1 = AnimElemTime(2) = 0
x = 10*const(size.xscale)

[State 810, posadd]
type = posadd
trigger1 = AnimElemTime(3) = 0
x = 10*const(size.xscale)
persistent = 0

[State 810, posadd]
type = posadd
trigger1 = AnimElemTime(4) = 0
x = 10*const(size.xscale)
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 117
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 14, 14
sparkno = 2
sparkxy = -10, -96
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 11
ground.hittime  = 20
ground.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 20
envshake.time = 10
envshake.ampl = 2

[State 210, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;Overhead
[StateDef 215]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 211
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 212, Vel]
type=velset
trigger1= animelemtime(3)>=0 && animelemtime(5)<=0
x=1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S0,2
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 200, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 213
ID = 213
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 25
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 45
animtype = med
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18

[State 217, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Kick
; CNS difficulty: easy
[StateDef 230]
type = S
movetype= A
physics = S
juggle  = 3
velset = 0,0
ctrl = 0
anim = 230
poweradd = 20
sprpriority = 2

[State 240, posadd]
type = posadd
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(2) = 0
x = 8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(7) = 0
x = -16*const(size.xscale)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 35
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -26
hitsound = s5, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10

[State 230, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
; Standing Light Kick
; CNS difficulty: easy
[StateDef 235]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 235
poweradd = 20
sprpriority = 2

[State 240, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
x = 8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(11) = 0
x = -8*const(size.xscale)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(8)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 87
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 12
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 12

[State 230, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 45
ctrl = 0
velset = 0,0
anim = 240

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=4
value = S52,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 240, posadd]
type = posadd
trigger1 = anim = 240
trigger1 = animelemtime(6) = 0
x = 45*const(size.xscale)
persistent = 0

[State 240, posadd]
type = posadd
trigger1 = anim = 240
trigger1 = animelemtime(1) = 0
x = -16*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = anim = 240
trigger1 = animelemtime(2) = 0
x = -8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = anim = 240
trigger1 = animelemtime(11) = 0
x = 4*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = anim = 240
trigger1 = animelemtime(12) = 0
x = 12*const(size.xscale)

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 0
trigger1 = p2bodydist x <= 10
value = 245
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(8)>=0
movetype= I

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S0,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 250, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 121
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 13, 13
sparkno = 2
sparkxy = -10, -86
hitsound = s5, 3
guardsound = s6, 0
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 20
air.fall = 1
envshake.time = 10
envshake.ampl = 2
ground.cornerpush.veloff = -15


[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 45
ctrl = 0
velset = 0,0
anim = 245

[State 240, posadd]
type = posadd
trigger1 = time = 0
x = 8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
x = 24*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(7) = 0
trigger2 = animelemtime(8) = 0
x = -16*const(size.xscale)

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 10,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 250, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 115
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = 2
sparkxy = -10, -86
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -6.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 18

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------
;Kyaku
[StateDef 241]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 241
poweradd = 0
sprpriority = 2

[State 241, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 242
ctrl = 0

;-----------------------
;KyakuLift
[StateDef 242]
type = A
movetype= A
physics = N
juggle  = 1
velset = 4,-5
ctrl = 0
anim = 242
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 242, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 52
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 243

;-------------------
;Kyakuland
[StateDef 243]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 243
poweradd = 0
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 243, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Punch
; CNS difficulty: easy
; Description: Simple crouching attack. The HitDef's guardflag parameter
;     is set to "L", meaning that the move can only be guarded low
;     (crouching), and not by standing or jumping opponents.
;     Like for all light attacks, it's a good idea to keep the slidetime
;     and hittime parameters at a smaller number, so the opponent isn't
;     stunned for too long. For all crouching attacks you have to
;     remember to set the attr parameter to indicate that it is crouching
;     attack. In this case, "C, NA" stands for "crouching, normal attack".
;     The HitDef's priority is set at 3, instead of the default of 4,
;     so this attack has a lower priority than most others, meaning the
;     player will get hit instead of trading hits with the opponent if
;     their attack collision boxes (Clsn1) intersect each other's Clsn2
;     boxes at the same time.
[StateDef 400]
type = C
movetype= A
physics = C
juggle  = 3
velset = 0,0
ctrl = 0
anim = 400
poweradd = 20
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage = 26
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -46
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 400, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Punch
[StateDef 410]
type = C
movetype= A
physics = C
juggle  = 8
velset = 0,0
ctrl = 0
anim = 410
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=3
value = S50,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 2
x = 10
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 0,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 410, 1]
type = HitDef
trigger1 = animelem = 4
attr = C, NA
damage = 122
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 13, 13
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -1,-8.5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1,-8
air.hittime = 18
fall = 1
fall.recovertime = 60
envshake.time = 10
envshake.ampl = 2

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
x = 16*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
x = 8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(4) = 0
x = 16*const(size.xscale)

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(6) = 0
x = 1.6
y = -4.0

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(6) >= 0
y = .40

[State 240, posadd]
type = posadd
trigger1 = animelemtime(6) = 0
x = 16*const(size.xscale)

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
StateType = A
physics = N

[State 420, ステート変更]
type = ChangeState
trigger1 = animelemtime(6) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 411

;---------------------------------------------------------------------------
; Jump Land
[Statedef 411]
type    = S
physics = S
ctrl = 0
anim = 47

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem = 5
value = 1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

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

[State 52, 4]
type = VelSet
trigger1 = abs(vel x) < Const(movement.stand.friction.threshold)
x = 0

[State 52, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Kick
; CNS difficulty: easy
[StateDef 430]
type = C
movetype= A
physics = C
juggle  = 3
velset = 0,0
ctrl = 0
anim = 430
poweradd = 20
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 430, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage = 26
animtype = Light
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -16
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 430, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Kick
; CNS difficulty: easy
[StateDef 440]
type = C
movetype= A
physics = C
juggle  = 8
velset = 0,0
ctrl = 0
anim = 440
poweradd = 40
sprpriority = 2

[State 240, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
x = 16*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(13) = 0
x = -16*const(size.xscale)

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(8)>=0
movetype= I

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 440, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = C, NA
damage = 113
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -16
hitsound = s5, 3
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -3,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 18

[State 440, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[StateDef 600]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 600
poweradd = 20
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 35
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
fall.recovertime = 15
pausetime = 9, 9
sparkno = 0
sparkxy = -10, -56
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[StateDef 610]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 610
poweradd = 40
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 611
ID = 611
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(7)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 610, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage = 122
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
fall.recovertime = 65
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,9
air.hittime = 20
envshake.time = 10
envshake.ampl = 2

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[StateDef 611]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 611
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 610, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 90
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
fall.recovertime = 65
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-4
air.hittime = 18

;---------------------------------------------------------------------------
; Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 630
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 52
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
fall.recovertime = 15
sparkno = 0
sparkxy = -10, -46
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 15

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[StateDef 640]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 640
poweradd = 40
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = 104
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
fall.recovertime = 25
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,3
air.hittime = 45
envshake.time = 10
envshake.ampl = 2

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[StateDef 641]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 641
poweradd = 40
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 43
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
fall.recovertime = 25
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,0
air.hittime = 45

;-------------------------
;Bodyslam
[Statedef 800]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 800, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
triggerall = p2bodydist x<= 30
trigger1 = time = 0
attr = S, NT
hitsound = s8,0
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 0
p2facing = 1
p1stateno = 810
p2stateno = 820
fall = 1
fall.recover = 0
fall.envshake.time = 20
fall.envshake.ampl = 4

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=7
value = S50,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S0,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 72, -9

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 65, -85

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 47, -110

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -20, -124

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = -6, -115

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 11, -105

[State 810, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 51, -94

[State 810, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 92, -59

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 9
value = -125

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 9
value = 821

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 820]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =


[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

;----------------------------------------------------------------------
[Statedef 821]
type = A
movetype = H
physics = N
velset = -3,15
poweradd = 40

[State 0, Turn]
type = Turn
trigger1 = time = 0
;ignorehitpause =
;persistent =


[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground


;-------------------------
;Bodyslam
[Statedef 805]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 800, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
triggerall = p2bodydist x<= 20
Trigger1 = Time = 0
attr = S, NT
hitsound = s8,0
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 0
p2facing = 1
p1stateno = 815
p2stateno = 825
fall = 1
fall.recover = 0
fall.envshake.time = 20
fall.envshake.ampl = 4

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 815]
type = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=7
value = S50,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S0,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Turn]
type = Turn
trigger1 = animelem = 5
;ignorehitpause =
;persistent =


[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 72, -9

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 65, -85

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 47, -110

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -20, -124

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = -6, -115

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 11, -105

[State 810, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 51, -94

[State 810, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 92, -59

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 9
value = -125

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 9
value = 826

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 825]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 1

[State 0, Turn]
type = Turn
trigger1 = animelem = 5
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =


[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

;----------------------------------------------------------------------
[Statedef 826]
type = A
movetype = H
physics = N
velset = -3,15
poweradd = 40

[State 0, Turn]
type = Turn
trigger1 = time = 0
;ignorehitpause =
;persistent =


[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;---------------------------
;headbutt
[Statedef 900]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 900
facep2 = 1
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S50,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 800, 音を鳴らす]
type = playsnd
trigger1 = AnimElemtime(4) = 0
value = s0,3
channel = -1

[State 800, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = Animelem = 4
trigger1 = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(90*const(size.xscale))]
attr = S, NT
hitflag = M
guardflag = M
priority = 6, Hit
pausetime = 0,0
guard.pausetime = 10,10
sparkno = -1;S8000
;guard.sparkno = 6
sparkxy = -15, ceil(-80*const(size.yscale))
p1facing = 1
p2facing = ifelse(var(13)=1,-1,1)
p1stateno = ifelse(var(13)=1,960,910)
;p2stateno = ifelse(var(13)=1,975,911)
hitsound = S8,0
guardsound = S6,0
guard.hittime = 12
guard.slidetime = 12
guard.ctrltime = 12
guard.velocity = -8.8*const(size.xscale)
guard.cornerpush.veloff = 0
numhits = 0
getpower = 0
givepower = 0
ID = 900

[State 800, 1]
type = HitDef
triggerall = var(18) = 0
triggerall = Animelem = 4
triggerall = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(90*const(size.xscale))]
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5630]
attr = S, NT
hitflag = M
guardflag = M
priority = 6, Hit
pausetime = 0,0
guard.pausetime = 10,10
sparkno = -1;S8000
;guard.sparkno = 6
sparkxy = -15, ceil(-80*const(size.yscale))
p1facing = 1
p2facing = ifelse(var(13)=0,-1,1)
p1stateno = ifelse(var(13)=0,960,910)
;p2stateno = ifelse(var(13)=0,975,911)
hitsound = S8,0
guardsound = S6,0
guard.hittime = 12
guard.slidetime = 12
guard.ctrltime = 12
guard.velocity = -8.8*const(size.xscale)
guard.cornerpush.veloff = 0
numhits = 0
getpower = 0
givepower = 0
ID = 900

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(56) = 0

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(11) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(5) >= 0
movetype = I

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------
[Statedef 910]
type    = S
movetype= A
physics = N
anim = 910
SprPriority = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S50,5
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 911

[State -2, Explod]
type = Explod
trigger1 = time = 0
anim = f0
pos = ceil(80*const(size.xscale)),ceil(-80*const(size.yscale))
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

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

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = s0,2
channel = 0

[State 810, 音を鳴らす]
type = playsnd
trigger1 = animelem = 6
value = s5,3

[State 810, posadd]
type = posadd
trigger1 = AnimElem = 2
x = ceil(16*const(size.xscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = ceil(80*const(size.xscale)), 0

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

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

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

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
pos = ceil(40*const(size.xscale)), 0

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

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 7
attr = S, NA
getpower = 70,0
givepower = 40, 0
animtype  = hard
damage = 145
priority = 5,Hit
hitflag = MAF
guardflag =
pausetime = 15,15
guard.pausetime = 15,15
sparkno = 2
guard.sparkno = 6
sparkxy = -15, ceil(-76*const(size.yscale))
hitsound = S2,2
guardsound = S3,1
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -24.0*const(size.xscale),0
ground.cornerpush.veloff = 0
persistent = 0
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
forcestand = 1
P2facing = 1
id = 910
sprpriority = -1

[State -2, Velocity]
type = VelSet
triggerall = P2Dist X > 0
trigger1 = numtarget(910)
trigger1 = target(910),movetype = H
trigger1 = target(910),stateno = [5000,5099]
trigger1 = target(910),BackEdgeBodyDist = 0
x = floor(ifelse((-15+(p2dist X)/10)>-5,-5,(-15+(p2dist X)/10)))
ignorehitpause = 0
persistent = 0

[State -2, Velocity]
type = VelSet
triggerall = vel X < 0
trigger1 = !numtarget(910)
trigger2 = target(910),gethitvar(hittime) = 0
trigger3 = abs(target(910),Pos X - Pos X) >= 185*const(size.xscale)
x = 0

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(8) >= 0
movetype = I

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------
[Statedef 911]
type    = S
movetype= H
physics = N
ctrl = 0
facep2 = 1
SprPriority = 0

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

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 911

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Hugo"
value = 912

[State 811, StateTypeSet]
type = StateTypeSet
trigger1 = authorname = "GM"
trigger1 = name = "Hugo"
Trigger1 = animelem = 4
StateType = C

[State 811, SelfState]
type = selfstate
trigger1 = p2stateno != 910
value = 0
ctrl = 1

;--------------------------
;Crosschop
[Statedef 940]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 940
poweradd = 30
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 920]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 920]
type = velset
trigger1 = animelemtime(3) = 0
x = 4.4*const(size.xscale)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 650, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage = 104
priority = 5,Hit
getpower = 40,30
givepower = 30,0
animtype  = hard
hitflag = MAF
guardflag = H
pausetime = 15,14
sparkno = 2
guard.sparkno = 6
sparkxy = -15, ceil(-52*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
guard.hittime = 15
guard.slidetime = 10
guard.ctrltime = 15
ground.velocity = -20.0*const(size.xscale)
air.velocity = -8.0*const(size.xscale),-5.0*const(size.yscale)
air.type = Low
air.hittime = 15
fall = 0
fall.xvelocity = -3.0*const(size.xscale)
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*const(size.yscale)
id = 940

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(9) >= 0
movetype = I

[State 610, Gravity]
type = veladd
trigger1 = animelemtime(3) >= 0
y = .35*const(size.yscale)

[State 610, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 941

;-------------------
;Crosschop Land
[Statedef 941]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 941

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 941, VelSet]
type = VelSet
trigger1 = Time = 0
x = 6.6*const(size.xscale)
y = 0

[State 941, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 941, VelSet]
type = VelSet
trigger1 = animelemtime(5) = 0
x = 0

[State 941, CtrlSet]
type = CtrlSet
trigger1 = AnimElemTime(6) >= 1
value = 1

[State 941, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = , NT,ST,HT
time = 1

[State 941, ChangeState]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(6) >= 1
value = 0
ctrl = 1

[State 941, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;EasyOH
[Statedef 990]
type = S
movetype = A
physics = N
juggle = 0
ctrl = 0
velset = 0,0
anim = 950
vel = 0,0
facep2 = 1
sprpriority = 2

[State 0, VarAdd]
type = VarAdd
trigger1 = animelem = 1
v = 37    ;fv =
value = -1
;ignorehitpause =
;persistent =

[State 920]
type = Posset
trigger1 = time = 0
y = 0

[State 920]
type = velset
trigger1 = animelemtime(2) = 0
x = 2.4*const(size.xscale)
y = -5.2*const(size.yscale)

[State 920]
type = veladd
trigger1 = animelemtime(2) >= 0
y = .50*const(size.yscale)

[State 920, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(2) >= 0
StateType = A

[State 920, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = s0,0

[State 615, ヒット定義]
type = HitDef
trigger1 = animelem = 1
attr = A, NA
damage = 45,3
priority = 4,Hit
getpower = 20,10
givepower = 0,0
hitflag = MAF
guardflag = H
pausetime = 9,8
guard.pausetime = 9,8
sparkno = 2
;guard.sparkno = S8400
sparkxy = -15, ceil(-77*const(size.yscale))
hitsound = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = Ifelse(p2statetype = C, 17, 15)
guard.hittime = 12
guard.slidetime = 6
guard.ctrltime = 12
ground.velocity = -10.0*const(size.xscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = -4.0*const(size.xscale),-6.5*const(size.yscale)
air.type = Low
air.hittime = 13
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*const(size.yscale)
id = 950

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(2) > 0
value = 991

;--------------------------
;EasyOH
[Statedef 991]
type    = S
physics = S
ctrl = 0
anim = 951

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

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

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

[State 52, 3]
type = CtrlSet
trigger1 = AnimElemTime(2) = 1
value = 1

[State 52, 4]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(2) >= 1
value = 0
ctrl = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;Powerbomb
[Statedef 1000]
type    = S
movetype = A
physics = S
anim = 1000
velset = 0,0
ctrl = 0
facep2 = 1
poweradd = 30

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

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

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

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

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

[State -2, posadd]
type = posadd
trigger1 = animelemtime(4) = 0
x = 14*const(size.xscale)

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

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

[State -2, posadd]
type = posadd
trigger1 = animelemtime(8) = 0
x = -5*const(size.xscale)

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

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

[State 1000, 1]
type = HitDef
triggerall = var(18) = 0
triggerall = Animelem = 3
triggerall = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(48*const(size.xscale))]
trigger1 = NumTarget
trigger1 = Target,StateNo = 13579
attr = S, ST
hitflag = M
priority = 6, Miss
sparkno = -1
p1facing = 1
p1stateno = 1050
;p2stateno = ifelse(var(13)=0,1150,1055)
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1000

[State 1000, HitDef]
type = HitDef
trigger1 = var(18) = 0
trigger1 = Animelem = 3
trigger1 = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(48*const(size.xscale))]
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 40
trigger1 = P2StateNo != [150,155]
attr = S, ST
hitflag = M-
priority = 6, Miss
sparkno = -1
p1facing = 1
p1stateno = 1050
;p2stateno = ifelse(var(13)=1,1150,1055)
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1000

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

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

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

;--------------------
;PowerbombHeavy
[Statedef 1020]
type    = S
movetype = A
physics = S
anim = 1020
velset = 0,0
ctrl = 0
facep2 = 1
poweradd = 30

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

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

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

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

[State -2, posadd]
type = posadd
trigger1 = animelemtime(4) = 0
x = 14*const(size.xscale)

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

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

[State -2, posadd]
type = posadd
trigger1 = animelemtime(8) = 0
x = -5*const(size.xscale)

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

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

[State 1000, HitDef]
type = HitDef
trigger1 = var(18) = 0
trigger1 = Animelem = 3
trigger1 = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(40*const(size.xscale))]
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 40
trigger1 = P2StateNo != [150,155]
attr = S, ST
hitflag = M-
priority = 6, Miss
sparkno = -1
p1facing = 1
p1stateno = 1050
;p2stateno = ifelse(var(13)=1,1150,1055)
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1020

[State 1000, 1]
type = HitDef
triggerall = var(18) = 0
triggerall = Animelem = 3
triggerall = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(40*const(size.xscale))]
trigger1 = NumTarget
trigger1 = Target,StateNo = 13579
attr = S, ST
hitflag = M
priority = 6, Miss
sparkno = -1
p1facing = 1
p1stateno = 1050
;p2stateno = ifelse(var(13)=0,1150,1055)
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 1020

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

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

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

;------------------
;PowerbombCapture
[Statedef 1050]
type    = S
movetype= A
physics = N
anim = 1050

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=5
value = S50,6
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && (P2StateNo = 1085||P2StateNo = 1095)
pos = ceil(120*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && (P2StateNo = 1085||P2StateNo = 1095)
pos = ceil(120*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && (P2StateNo = 1085||P2StateNo = 1095)
pos = ceil(110*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && (P2StateNo = 1085||P2StateNo = 1095)
pos = ceil(90*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && (P2StateNo = 1085||P2StateNo = 1095)
pos = ceil(90*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && (P2StateNo = 1085||P2StateNo = 1095)
pos = ceil(40*const(size.xscale)), ceil(-85*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && (P2StateNo = 1085||P2StateNo = 1095)
pos = ceil(60*const(size.xscale)), ceil(-105*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && (P2StateNo = 1085||P2StateNo = 1095)
pos = ceil(55*const(size.xscale)), ceil(-195*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && (P2StateNo = 1085||P2StateNo = 1095)
pos = ceil(20*const(size.xscale)), ceil(-140*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && (P2StateNo = 1085||P2StateNo = 1095)
pos = ceil(-5*const(size.xscale)), ceil(-160*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = animelemtime(11) >= 0  && (P2StateNo = 1085||P2StateNo = 1095)
pos = 0, ceil(-100*const(size.yscale))

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

[State 1200, Velocity]
type = VelSet
trigger1 = var(10) = [3,4]
trigger1 = AnimElemtime(9) = 0
x = 3.0
y = -15.0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S8,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 810, Explod]
type = Explod
trigger1 = var(10) = [0,4]
trigger1 = animelemtime(9) = 2
trigger2 = var(10) = [1,4]
trigger2 = animelemtime(10) = 3
trigger3 = var(10) = [2,4]
trigger3 = animelemtime(11) = 1
ID = 6250
anim = f120
postype = p1
pos = -10, 20
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = 3

[State 810, Explod]
type = Explod
trigger1 = var(10) = 0
trigger1 = animelemtime(10) = 3
trigger2 = var(10) = 1
trigger2 = animelemtime(11) = 1
trigger3 = var(10) = [2,4]
trigger3 = animelemtime(11) = 5
ID = 6200
anim = f120
postype = p1
pos = -10, 20
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = 3

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

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

;--------------------------
[Statedef 1051]
type    = S
movetype= A
physics = N
anim = 1051

[State 0, Explod]
type = Explod
triggerall = prevstateno = 3010
trigger1 = animelem = 3
anim = 7000
ID = 7000
pos = 94,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


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

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

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

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

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

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 1056
pos = ceil(80*const(size.xscale)), ceil(-125*const(size.yscale))

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

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

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

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

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

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

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

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

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && (P2StateNo = 1086||P2StateNo = 1096)
pos = ceil(60*const(size.xscale)), ceil(-80*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && (P2StateNo = 1086||P2StateNo = 1096)
pos = ceil(85*const(size.xscale)), ceil(-50*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && (P2StateNo = 1086||P2StateNo = 1096)
pos = ceil(70*const(size.xscale)), 0


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

[State -2, PowerAdd]
type = PowerAdd
trigger1 = var(10) = [0,2]
trigger1 = animelemtime(3) = 0
value = 200

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = var(10) = [0,1]
trigger1 = animelemtime(3) = 0
value = -134

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = var(10) = 2
trigger1 = animelemtime(3) = 0
value = -174

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = var(10) = 4
trigger1 = animelemtime(3) = 0
value = -174

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

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = var(10) = 3
trigger1 = animelemtime(3) = 0
value = -159

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

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

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

[State 810, Explod]
type = Explod
trigger1 = p2stateno = 1056
trigger1 = animelemtime(3) = 0
ID = 6700
anim = 6700
postype = p2
pos = 0, 25
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 5

[State 810, Explod]
type = null;Explod
trigger1 = p2stateno = 1056
trigger1 = animelemtime(3) = 0
ID = 6500
anim = 6500
postype = p2
pos = 0, 25
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -1

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

[State 810, Explod]
type = Explod
trigger1 = p2stateno = 1056
trigger1 = animelemtime(3) = 0
anim = f61
postype = p2
pos = 0, 25
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100

[State 810, Explod]
type = Explod
trigger1 = p2stateno = 1056
trigger1 = animelemtime(3) = 0
anim = f2
postype = p2
pos = 0, 25
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

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

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

;------------------------
[Statedef 1052]
type    = A
movetype= A
physics = N
anim = 42

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

[State 1200, Velocity]
type = VelSet
trigger1 = var(10) = 4
trigger1 = time = 0
x = -3.0
y = -10.8

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

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

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

[Statedef 1055]
type    = S
movetype= H
physics = N
ctrl = 0

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

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

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

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

;---------------------------
[Statedef 1056]
type    = A
movetype= H
physics = N
ctrl = 0

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

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

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

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(4) = 0
x = -3.0
y = -10.0

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

[State 811, Changestate]
type = selfstate
trigger1 = animelemtime(4) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= -15
value = 5100

;-------------------------------------
;FlashChop
[Statedef 1200]
type    = S
movetype= A
physics = N
anim = 1200
velset = 0,0
juggle = 0
ctrl = 0
poweradd = 30
sprpriority = 2
facep2 = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S51,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

[state -2, helper]
type = null;helper
trigger1 = animelemtime(3) = 0
ID = 6000
pos = 0,0
postype = p1
stateno = 6000
helpertype = normal
name = "Flash"
sprpriority = 3
ownpal = 1
keyctrl = 0
ignorehitpause = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[state -2, helper]
type = helper
trigger1 = animelemtime(6) = 0
pos = 0,0
postype = p1
stateno = 1240
ID = 1240
helpertype = normal
keyctrl = 0
name = "飛び道具破壊ヘルパー"
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

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

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

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

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

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

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 6
attr = S, SA
getpower = 40,60
givepower = 30, 0
animtype  = hard
air.animtype  = up
damage = 104,9
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.pausetime = 12,12
sparkno = 2
;guard.sparkno = 6
sparkxy = -15, ceil(-85*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = high
ground.slidetime = 13
ground.hittime = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
ground.velocity = -6.5*const(size.xscale),0
guard.velocity = -15.5*const(size.xscale)
air.type = Low
air.velocity = -5.5*const(size.xscale),-8.0*const(size.yscale)
;ground.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
forcestand = 1
P2facing = 1
id = 1200

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 810, Explod]
type = Explod
trigger1 = animelemtime(8) = 0
ID = 6250
anim = f120
postype = p1
pos = ceil(30*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
;scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(8) = 0
ID = 6250
anim = f120
postype = p1
pos = ceil(30*const(size.xscale)), ceil(-10*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
;scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(10) = 0
ID = 6250
anim = f120
postype = p1
pos = ceil(-35*const(size.xscale)), ceil(5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
;scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(10) = 0
ID = 6250
anim = f120
postype = p1
pos = ceil(-35*const(size.xscale)), ceil(-5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
;scale = const(size.xscale),const(size.yscale)

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(8) >= 0
movetype = I

[State 350, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;FlashChopHeavy
[Statedef 1220]
type    = S
movetype= A
physics = N
anim = 1220
velset = 0,0
juggle = 0
ctrl = 0
poweradd = 30
sprpriority = 2
facep2 = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S51,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

[state -2, helper]
type = null;helper
trigger1 = animelemtime(3) = 0
ID = 6000
pos = 0,0
postype = p1
stateno = 6000
helpertype = normal
name = "Flash"
sprpriority = 3
ownpal = 1
keyctrl = 0
ignorehitpause = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[state -2, helper]
type = helper
trigger1 = animelemtime(6) = 0
pos = 0,0
postype = p1
stateno = 1240
ID = 1242
helpertype = normal
keyctrl = 0
name = "飛び道具破壊ヘルパー"
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

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

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

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

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

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

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

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

[State 1100, HitDef]
type = HitDef
triggerall = enemy,pos Y >= 0
triggerall = p2name != "Mr. X"
trigger1 = animelem = 6
attr = S, SA
getpower = 40,60
givepower = 30, 0
animtype  = hard
air.animtype  = up
damage = 120,18
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.pausetime = 12,12
sparkno = 2
;guard.sparkno = S8410
sparkxy = -15, ceil(-85*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 20
guard.hittime = 17
guard.slidetime = 15
guard.ctrltime = 17
ground.velocity = -6.5*const(size.xscale)
guard.velocity = -25.5*const(size.xscale)
air.type = Low
air.velocity = -5.5*const(size.xscale),-8.0*const(size.yscale)
;ground.cornerpush.veloff = -15
;guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
forcestand = 1
P2facing = 1
id = 1220
p2stateno = 13579

[State 1100, HitDef]
type = HitDef
triggerall = enemy,pos Y >= 0
triggerall = p2name = "Mr. X"
trigger1 = animelem = 6
attr = S, SA
getpower = 40,60
givepower = 30, 0
animtype  = hard
air.animtype  = up
damage = 120,18
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.pausetime = 12,12
sparkno = 2
;guard.sparkno = S8410
sparkxy = -15, ceil(-85*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 20
guard.hittime = 17
guard.slidetime = 15
guard.ctrltime = 17
ground.velocity = -6.5*const(size.xscale)
guard.velocity = -15.5*const(size.xscale)
air.type = Low
air.velocity = -5.5*const(size.xscale),-8.0*const(size.yscale)
;ground.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
forcestand = 1
P2facing = 1
id = 1220

[State 1100, HitDef]
type = HitDef
triggerall = enemy,pos Y < 0
triggerall = p2name != "Mr. X"
trigger1 = animelem = 6
attr = S, SA
getpower = 40,60
givepower = 30, 0
animtype  = hard
air.animtype  = up
damage = 120,18
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.pausetime = 12,12
sparkno = 2
;guard.sparkno = S8410
sparkxy = -15, ceil(-85*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 20
guard.hittime = 17
guard.slidetime = 15
guard.ctrltime = 17
ground.velocity = -6.5*const(size.xscale)
guard.velocity = -15.5*const(size.xscale)
air.type = Low
air.velocity = -5.5*const(size.xscale),-8.0*const(size.yscale)
;ground.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
forcestand = 1
P2facing = 1
id = 1220

[State 1100, HitDef]
type = HitDef
triggerall = enemy,pos Y < 0
triggerall = p2name = "Mr. X"
trigger1 = animelem = 6
attr = S, SA
getpower = 40,60
givepower = 30, 0
animtype  = hard
air.animtype  = up
damage = 120,18
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.pausetime = 12,12
sparkno = 2
;guard.sparkno = S8410
sparkxy = -15, ceil(-85*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 20
guard.hittime = 17
guard.slidetime = 15
guard.ctrltime = 17
ground.velocity = -6.5*const(size.xscale)
guard.velocity = -15.5*const(size.xscale)
air.type = Low
air.velocity = -5.5*const(size.xscale),-8.0*const(size.yscale)
;ground.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
forcestand = 1
P2facing = 1
id = 1220

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 810, Explod]
type = Explod
trigger1 = animelemtime(8) = 0
ID = 6250
anim = f120
postype = p1
pos = ceil(30*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
;scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(8) = 0
ID = 6250
anim = f120
postype = p1
pos = ceil(30*const(size.xscale)), ceil(-10*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(10) = 0
ID = 6250
anim = f120
postype = p1
pos = ceil(-35*const(size.xscale)), ceil(5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
;scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(10) = 0
ID = 6250
anim = f120
postype = p1
pos = ceil(-35*const(size.xscale)), ceil(-5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
;scale = const(size.xscale),const(size.yscale)

[State -2, changestate]
type = changestate
trigger1 = var(50) = 1
trigger1 = AnimelemTime(15) = 0
trigger1 = numtarget(1220)
trigger1 = target(1220),stateno = [5600,5630]
value = 1

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(8) >= 0
movetype = I

[State 350, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------
;ChopState
[StateDef 13579]
type = S
movetype= H
physics = S
anim = 13579
ctrl = 0
poweradd = 0
sprpriority = 0


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = -5
;ignorehitpause =
;persistent =


[State 13579, end]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------
;EXChop
[statedef 1230]
type    = S
movetype= A
physics = N
anim = 1230
velset = 0,0
juggle = 0
ctrl = 0
poweradd = -500
sprpriority = 2
facep2 = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S51,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 2
add = 140,140,40
mul = 256,256,256
sinadd = 100,100,100,3
invertall = 1
color = 0
ignorehitpause = 0
;persistent = 1

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 25

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S98,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =



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

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

[state -2, helper]
type = null;helper
trigger1 = animelemtime(3) = 0
ID = 6000
pos = 0,0
postype = p1
stateno = 6000
helpertype = normal
name = "Flash"
sprpriority = 3
ownpal = 1
keyctrl = 0
ignorehitpause = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[state -2, helper]
type = helper
trigger1 = animelemtime(6) = 0
pos = 0,0
postype = p1
stateno = 1240
ID = 1243
helpertype = normal
keyctrl = 0
name = "飛び道具破壊ヘルパー"
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

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

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

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

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

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

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

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

[State 1100, HitDef]
type = HitDef
;triggerall = var(45) != 1230
trigger1 = animelem = 6
attr = S, SA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = up
damage = 45,5
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 6,6
guard.pausetime = 6,6
sparkno = 2
;guard.sparkno = S8410
sparkxy = -15, ceil(-85*const(size.yscale))
hitsound = S5,2
guardsound = S6,0
ground.type = high
ground.slidetime = 16
ground.hittime  = 16
guard.hittime = 14
guard.slidetime = 14
guard.ctrltime = 14
ground.velocity = -6.5*const(size.xscale)
guard.velocity = -15.5*const(size.xscale)
air.type = Low
air.velocity = -6.5*const(size.xscale),-8.0*const(size.yscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
forcestand = 1
P2facing = 1
id = 1230

[state -2, helper]
type = helper
trigger1 = animelemtime(7) = 0
pos = 0,0
postype = p1
stateno = 1240
ID = 1244
helpertype = normal
keyctrl = 0
name = "飛び道具破壊ヘルパー"
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1100, HitDef]
type = HitDef
;triggerall = var(45) != 1231
trigger1 = animelem = 7
attr = S, SA
getpower = 0,0
givepower = 0,0
animtype  = diagup
air.animtype  = diagup
damage = 105,8
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 8,8
guard.pausetime = 8,8
sparkno = 2;S8160
;guard.sparkno = S8410
sparkxy = -15, ceil(-85*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = high
ground.slidetime = 16
ground.hittime  = 16
guard.hittime = 14
guard.slidetime = 14
guard.ctrltime = 14
ground.velocity = -6.5*const(size.xscale),-8.0*const(size.yscale)
guard.velocity = -15.5*const(size.xscale)
air.type = Low
air.velocity = -6.5*const(size.xscale),-8.0*const(size.yscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
forcestand = 1
P2facing = 1
id = 1231

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

[State 250, PosFreeze]
type = null;PosFreeze
trigger1 = var(17)
ignorehitpause = 1

[State 810, Explod]
type = Explod
trigger1 = animelemtime(8) = 0
ID = 6250
anim = f120
postype = p1
pos = ceil(30*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
;scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(8) = 0
ID = 6250
anim = f120
postype = p1
pos = ceil(30*const(size.xscale)), ceil(-10*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
;scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(10) = 0
ID = 6250
anim = f120
postype = p1
pos = ceil(-35*const(size.xscale)), ceil(5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
;scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(10) = 0
ID = 6250
anim = f120
postype = p1
pos = ceil(-35*const(size.xscale)), ceil(-5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
;scale = const(size.xscale),const(size.yscale)

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(8) >= 0
movetype = I

[State 350, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;TurnState
[statedef 5620]
type = S
movetype = H
physics = S
poweradd = 40

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = -5
;ignorehitpause =
;persistent =


[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 5620
;elem = 1
;ignorehitpause =
;persistent =

[State 0, SelfState]
type = SelfState
trigger1 = animtime = 0
value = 0
;anim =
ctrl = 1
;ignorehitpause = 0
;persistent = 1


;---------------------
;FlashProj
[Statedef 1240]
type = S
movetype = A
ctrl = 0
anim = 1240

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

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

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

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

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

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

;----------------------
[Statedef 1245]
type = S
movetype = I
ctrl = 0
anim = 9999

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

;--------------------
[Statedef 6000]
type = S
anim = 6000
velset = 0,0
sprpriority = 3
ctrl = 0

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,animelemtime(4) < 0
value = anim
elem = 1
persistent = 1

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,animelemtime(4) >= 0
trigger1 = root,animelemtime(5) < 0
value = anim
elem = 2
persistent = 1

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,animelemtime(5) >= 0
trigger1 = root,animelemtime(6) < 0
value = anim
elem = 3
persistent = 1

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,stateno = [1200,1220]
trigger1 = root,animelemtime(6) >= 0
trigger1 = root,animelemtime(7) < 0
trigger2 = root,stateno = 1230
trigger2 = root,animelemtime(6) >= 0
trigger2 = root,animelemtime(8) < 0
value = anim
elem = 4
persistent = 1

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,stateno = [1200,1210]
trigger1 = root,animelemtime(7) >= 0
trigger1 = root,animelemtime(8) < 0
trigger2 = root,stateno = 1220
trigger2 = root,animelemtime(7) >= 0
trigger2 = root,animelemtime(9) < 0
trigger3 = root,stateno = 1230
trigger3 = root,animelemtime(8) >= 0
trigger3 = root,animelemtime(10) < 0
value = anim
elem = 5
persistent = 1

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,stateno = [1200,1210]
trigger1 = root,animelemtime(8) >= 0
trigger1 = root,animelemtime(9) < 0
trigger2 = root,stateno = 1220
trigger2 = root,animelemtime(9) >= 0
trigger2 = root,animelemtime(10) < 0
trigger3 = root,stateno = 1230
trigger3 = root,animelemtime(10) >= 0
trigger3 = root,animelemtime(11) < 0
value = anim
elem = 6
persistent = 1

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,stateno = [1200,1210]
trigger1 = root,animelemtime(9) >= 0
trigger1 = root,animelemtime(10) < 0
trigger2 = root,stateno = 1220
trigger2 = root,animelemtime(10) >= 0
trigger2 = root,animelemtime(11) < 0
trigger3 = root,stateno = 1230
trigger3 = root,animelemtime(11) >= 0
trigger3 = root,animelemtime(12) < 0
value = anim
elem = 7
persistent = 1

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,stateno = [1200,1210]
trigger1 = root,animelemtime(10) >= 0
trigger1 = root,animelemtime(11) < 0
trigger2 = root,stateno = 1220
trigger2 = root,animelemtime(11) >= 0
trigger2 = root,animelemtime(12) < 0
trigger3 = root,stateno = 1230
trigger3 = root,animelemtime(12) >= 0
trigger3 = root,animelemtime(13) < 0
value = anim
elem = 8
persistent = 1

[State 6000, ChangeAnim]
type = changeanim
trigger1 = root,stateno = [1200,1210]
trigger1 = root,animelemtime(11) >= 0
trigger2 = root,stateno = 1220
trigger2 = root,animelemtime(12) >= 0
trigger3 = root,stateno = 1230
trigger3 = root,animelemtime(13) >= 0
value = anim
elem = 9
persistent = 1

[State 1000, 7]
type = BindToRoot
trigger1 = 1
time = 1
pos = 0,0

[State 11000, DestroySelf]
type = DestroySelf
trigger1 = root,stateno = [1200,1210]
trigger1 = root,animelemtime(12) = 0
trigger2 = root,stateno = 1220
trigger2 = root,animelemtime(13) = 0
trigger3 = root,stateno = 1230
trigger3 = root,animelemtime(14) = 0
trigger4 = root,stateno != [1200,1230]
trigger5 = root,movetype = H

;-----------------
;StompStart
[StateDef 1298]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1298
poweradd = 30
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =


[State 1298, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1300
ctrl = 0

;------------------
;Stomp
[Statedef 1300]
type    = S
movetype= A
physics = S
anim = 1300
juggle = 0
ctrl = 0
poweradd = 30
sprpriority = 2
facep2 = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,9]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

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

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(2) = 0
x = 0.55*const(size.xscale)
y = -10.0*const(size.yscale)

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

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

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

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

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

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

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

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

[State 350, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s9, 1
channel = -1

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

;-----------------
;StompMid
[Statedef 1310]
type    = S
movetype= A
physics = S
anim = 1300
juggle = 0
ctrl = 0
poweradd = 30
sprpriority = 2
facep2 = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,9]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

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

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(2) = 0
x = 2.75*const(size.xscale)
y = -11.0*const(size.yscale)

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

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

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

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

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

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

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

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

[State 350, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s9, 1
channel = -1

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

;------------------
;Stompheavy
[Statedef 1320]
type    = S
movetype= A
physics = S
anim = 1300
juggle = 0
ctrl = 0
poweradd = 30
sprpriority = 2
facep2 = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,9]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

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

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(2) = 0
x = 4.95*const(size.xscale)
y = -11.5*const(size.yscale)

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

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

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

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

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

[State 350, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s9, 1
channel = -1

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

;-------------------
;EX Stomp
[Statedef 1330]
type    = S
movetype= A
physics = S
anim = 1300
juggle = 0
ctrl = 0
poweradd = -500
sprpriority = 2
facep2 = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,9]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 350, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s9, 1
channel = -1

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 2
add = 140,140,40
mul = 256,256,256
sinadd = 100,100,100,3
invertall = 1
color = 0
ignorehitpause = 0
;persistent = 1

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 25

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S98,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

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

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

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

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

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

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

[State -2, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(3) >= 0
value = 0,ceil(-15*const(size.xscale))

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

;--------------------
;StompLand1
[Statedef 1350]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1350

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,6

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

[State -2, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (13) < 0
value = ceil(-10*const(size.xscale)),ceil(-10*const(size.xscale))
ignorehitpause = 1

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

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

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

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

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

[State 1100, HitDef]
type = HitDef
triggerall = prevstateno = 1320
trigger1 = animelem = 1
attr = S, SA
animtype  = hard
damage = 160,25
priority = 5,Hit
hitflag = MA
guardflag = H
pausetime = 0,0
guard.pausetime = 10,10
sparkno = 2
;guard.sparkno = S8410+(p2dist X<=0)*5
sparkxy = -20, ceil(-47*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,10.0*const(size.yscale)
guard.slidetime = 20
guard.hittime  = 20
guard.ctrltime = 20
guard.velocity = -12.5*const(size.xscale)*ifelse(p2dist X>0,1,-1)
air.type = Low
air.hittime = 20
air.velocity = 0,10.0*const(size.yscale)
fall = 1
down.bounce = 1
air.fall = 1
air.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .50*const(size.yscale)
P2facing = ifelse(p2dist X>0,1,-1)
id = 1350

[State 1100, HitDef]
type = HitDef
triggerall = prevstateno = 1310
trigger1 = animelem = 1
attr = S, SA
animtype  = hard
damage = 140,20
priority = 5,Hit
hitflag = MA
guardflag = H
pausetime = 0,0
guard.pausetime = 10,10
sparkno = 2
;guard.sparkno = S8410+(p2dist X<=0)*5
sparkxy = -20, ceil(-47*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,10.0*const(size.yscale)
guard.slidetime = 20
guard.hittime  = 20
guard.ctrltime = 20
guard.velocity = -12.5*const(size.xscale)*ifelse(p2dist X>0,1,-1)
air.type = Low
air.hittime = 20
air.velocity = 0,10.0*const(size.yscale)
fall = 1
down.bounce = 1
air.fall = 1
air.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .50*const(size.yscale)
P2facing = ifelse(p2dist X>0,1,-1)
id = 1350

[State 1100, HitDef]
type = HitDef
triggerall = prevstateno = 1330
trigger1 = animelem = 1
attr = S, SA
animtype  = hard
damage = 140,20
priority = 5,Hit
hitflag = MA
guardflag = H
pausetime = 0,0
guard.pausetime = 10,10
sparkno = 2
;guard.sparkno = S8410+(p2dist X<=0)*5
sparkxy = -20, ceil(-47*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,10.0*const(size.yscale)
guard.slidetime = 20
guard.hittime  = 20
guard.ctrltime = 20
guard.velocity = -12.5*const(size.xscale)*ifelse(p2dist X>0,1,-1)
air.type = Low
air.hittime = 20
air.velocity = 0,10.0*const(size.yscale)
fall = 1
down.bounce = 1
air.fall = 1
air.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .50*const(size.yscale)
P2facing = ifelse(p2dist X>0,1,-1)
id = 1350
getpower = 0

[State 1100, HitDef]
type = HitDef
triggerall = prevstateno = 1300
trigger1 = animelem = 1
attr = S, SA
animtype  = hard
damage = 120,15
priority = 5,Hit
hitflag = MA
guardflag = H
pausetime = 0,0
guard.pausetime = 10,10
sparkno = 2
;guard.sparkno = S8410+(p2dist X<=0)*5
sparkxy = -20, ceil(-47*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,10.0*const(size.yscale)
guard.slidetime = 20
guard.hittime  = 20
guard.ctrltime = 20
guard.velocity = -12.5*const(size.xscale)*ifelse(p2dist X>0,1,-1)
air.type = Low
air.hittime = 20
air.velocity = 0,10.0*const(size.yscale)
fall = 1
down.bounce = 1
air.fall = 1
air.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .50*const(size.yscale)
P2facing = ifelse(p2dist X>0,1,-1)
id = 1350

[State 810, Explod]
type = Explod
trigger1 = time = 0
anim = f61
postype = p1
pos = ceil(10*const(size.xscale)), 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -100
scale = const(size.xscale),const(size.yscale)

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

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

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

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

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------
[Statedef 1355]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1355

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

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

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

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

[State -2, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (13) < 0
value = ceil(-10*const(size.xscale)),ceil(-10*const(size.xscale))
ignorehitpause = 1

[State 810, Explod]
type = null;Explod
triggerall = numtarget
trigger1 = target,stateno = [1360,1361]
trigger1 = target,time = 0
trigger2 = target,stateno = [1370,1371]
trigger2 = target,time = 5
ID = 6500
anim = 6500
postype = p2
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -1
ignorehitpause = 1

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

[State 811, TargetLifeAdd]
type = TargetLifeAdd
triggerall = numtarget
trigger1 = target,stateno = [1360,1361]
trigger1 = target,time = 0
trigger2 = target,stateno = [1370,1371]
trigger2 = target,time = 5
value = -ceil((120+20*var(10))*fvar(0)*fvar(23)*fvar(28)*fvar(31))

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

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

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

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

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

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

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

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------
[Statedef 1360]
type    = L
movetype= H
physics = N
ctrl = 0
velset = 0,0
SprPriority = -1

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

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

[State 5080, 3]
type = ChangeAnim2
trigger1 = time = 0
value = 1360

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

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

[State 5080, 4]
type = SelfState
trigger1 = animtime = 0
value = 5100

;------------------------
[Statedef 1361]
type    = L
movetype= H
physics = N
ctrl = 0
velset = 0,0
SprPriority = -1

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

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

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

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

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

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

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

;------------------------
[Statedef 1370]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0
SprPriority = -1

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

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

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

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

[State 5080, 3]
type = ChangeAnim2
trigger1 = time = 5
value = 1370

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

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

[State 5080, 4]
type = SelfState
trigger1 = anim != 5012
trigger1 = animtime = 0
value = 5100

;------------------------
[Statedef 1371]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0
SprPriority = -1

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

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

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

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

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

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

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

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

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

;-----------------------------
;Elbow
[Statedef 1400]
type    = S
movetype= A
physics = S
anim = 1400
velset = 0,0
juggle = 0
ctrl = 0
poweradd = 30
sprpriority = 2
facep2 = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

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



[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 10
attr = S, SA
getpower = 40,10
givepower = 20, 0
animtype  = hard
air.animtype  = up
damage = 100,5
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.pausetime = 10,10
sparkno = 2
;guard.sparkno = S8410
sparkxy = -15, ceil(-87*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = high
ground.slidetime = 15
ground.hittime  = Ifelse(p2statetype = C, 19, 17)
guard.hittime = 15
guard.slidetime = 15
guard.ctrltime = 15
ground.velocity = -13.5*const(size.xscale)
guard.velocity = -13.5*const(size.xscale)
air.type = Low
air.velocity = -5.5*const(size.xscale),-8.0*const(size.yscale)
;ground.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
P2facing = 1
id = 1400

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

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

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

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

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

[State 350, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s9, 0

[State 350, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s0, 2

[State 810, Explod]
type = Explod
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(7) = 0
trigger3 = animelemtime(10) = 0
ID = 6200
anim = f120
postype = p1
pos = ceil(-15*const(size.xscale)), ceil(-5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(7) = 0
trigger3 = animelemtime(10) = 0
ID = 6250
anim = f120
postype = p1
pos = ceil(-90*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(11) = 0
ID = 6200
anim = f120
postype = p1
pos = ceil(30*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(11) = 0
ID = 6200
anim = f120
postype = p1
pos = ceil(-50*const(size.xscale)), ceil(5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(13) = 0
ID = 6200
anim = f120
postype = p1
pos = ceil(40*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(13) = 0
ID = 6200
anim = f120
postype = p1
pos = ceil(-40*const(size.xscale)), ceil(5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

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

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

[State 350, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------
;ElbowHeavy
[Statedef 1420]
type    = S
movetype= A
physics = S
anim = 1420
velset = 0,0
juggle = 0
ctrl = 0
poweradd = 30
sprpriority = 2
facep2 = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

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

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 10
attr = S, SA
getpower = 40,10
givepower = 20,0
animtype  = hard
air.animtype  = up
damage = 134,15
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.pausetime = 10,10
sparkno = 2;S8160
;guard.sparkno = S8410
sparkxy = -15, ceil(-87*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = high
ground.slidetime = 15
ground.hittime  = Ifelse(p2statetype = C, 24, 22)
guard.hittime = 15
guard.slidetime = 15
guard.ctrltime = 15
ground.velocity = -13.5*const(size.xscale)
guard.velocity = -13.5*const(size.xscale)
air.type = Low
air.velocity = -5.5*const(size.xscale),-8.0*const(size.yscale)
;ground.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
P2facing = 1
id = 1420

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

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

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

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

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

[State 350, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s9, 0
channel = 0

[State 350, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s0, 2

[State 810, Explod]
type = Explod
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(7) = 0
trigger3 = animelemtime(10) = 0
ID = 6200
anim = f120
postype = p1
pos = ceil(-15*const(size.xscale)), ceil(-5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(7) = 0
trigger3 = animelemtime(10) = 0
ID = 6250
anim = f120
postype = p1
pos = ceil(-90*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(11) = 0
ID = 6200
anim = f120
postype = p1
pos = ceil(30*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(11) = 0
ID = 6200
anim = f120
postype = p1
pos = ceil(-50*const(size.xscale)), ceil(5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(13) = 0
ID = 6200
anim = f120
postype = p1
pos = ceil(40*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(13) = 0
ID = 6200
anim = f120
postype = p1
pos = ceil(-40*const(size.xscale)), ceil(5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

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

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

[State 350, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------
;EXElbow
[Statedef 1430]
type    = S
movetype= A
physics = S
anim = 1430
velset = 0,0
juggle = 5
ctrl = 0
poweradd = -500
sprpriority = 2
facep2 = 1

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

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

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 2
add = 140,140,40
mul = 256,256,256
sinadd = 100,100,100,3
invertall = 1
color = 0
ignorehitpause = 0
;persistent = 1

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 25

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S98,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[state -2, helper]
type = null;helper
trigger1 = animelemtime(10) = 0
ID = 6100
pos = 0,0
postype = p1
stateno = 6100
helpertype = normal
name = "Thrash"
sprpriority = 3
ownpal = 1
keyctrl = 0
ignorehitpause = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 5
attr = S, SA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = up
damage = 50,5
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.pausetime = 10,10
sparkno = 2;S8160
;guard.sparkno = S8410
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = Ifelse(p2statetype = C, 18, 16)
guard.hittime = 14
guard.slidetime = 14
guard.ctrltime = 14
ground.velocity = -13.5*const(size.xscale)
guard.velocity = -13.5*const(size.xscale)
air.type = Low
air.velocity = -5.5*const(size.xscale),-8.0*const(size.yscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
P2facing = 1
id = 1430

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 11
attr = S, SA
getpower = 0,0
givepower = 0,0
animtype  = up
air.animtype  = up
damage = 100,8
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 12,12
guard.pausetime = 12,12
sparkno = 2;S8160
;guard.sparkno = S8410
sparkxy = -15, ceil(-87*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = high
ground.slidetime = 15
ground.hittime  = Ifelse(p2statetype = C, 24, 22)
guard.hittime = 15
guard.slidetime = 15
guard.ctrltime = 15
ground.velocity = -4.5*const(size.xscale),-10.0*const(size.yscale)
guard.velocity = -13.5*const(size.xscale)
air.type = Low
air.velocity = -4.5*const(size.xscale),-10.0*const(size.yscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
P2facing = 1
id = 1431

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

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

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

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

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

[State 810, Explod]
type = Explod
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(7) = 0
trigger3 = animelemtime(10) = 0
ID = 6200
anim = f120
postype = p1
pos = ceil(-15*const(size.xscale)), ceil(-5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(7) = 0
trigger3 = animelemtime(10) = 0
ID = 6250
anim = f120
postype = p1
pos = ceil(-90*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(12) = 0
ID = 6200
anim = f120
postype = p1
pos = ceil(30*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(12) = 0
ID = 6200
anim = f120
postype = p1
pos = ceil(-50*const(size.xscale)), ceil(5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(14) = 0
ID = 6200
anim = f120
postype = p1
pos = ceil(40*const(size.xscale)), 0
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelemtime(14) = 0
ID = 6200
anim = f120
postype = p1
pos = ceil(-40*const(size.xscale)), ceil(5*const(size.yscale))
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

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

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

[State 350, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
;Knee
[Statedef 1600]
type    = S
movetype = A
physics = S
anim = 1600
velset = 0,0
ctrl = 0
facep2 = 1
poweradd = 30

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=1
value = S50,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

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

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

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

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

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

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

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

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,1
channel = -1

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

[State 810, Explod]
type = Explod
trigger1 = animelemtime(2) = 0
ID = 6400
anim = 6400
postype = p1
pos = ceil(-20*const(size.xscale)),0
persistent = 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = -1
scale = .5,.5

[State 1000, 1]
type = HitDef
triggerall = var(24) = 0
triggerall = fvar(30) = 0
trigger1 = Animelem = 4,>=0
trigger1 = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(70*const(size.xscale))]
attr = A, SA
hitflag = AF
pausetime = 0,0
priority = 6, Miss
sparkno = -1;S8250
sparkxy = -10, -70
p1facing = 1
p2facing = 1
;p1stateno = 1650
;p2stateno = 1660
persistent = 0
numhits = 0
hitsound = S2,7
getpower = 0
givepower = 0
ID = 1600

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

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

;-------------------------
[Statedef 1620]
type    = S
movetype = A
physics = S
anim = 1620
velset = 0,0
ctrl = 0
facep2 = 1
poweradd = 30

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=1
value = S50,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

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

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

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

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

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

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

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

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

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

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,1
channel = -1

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

[State 810, Explod]
type = Explod
trigger1 = animelemtime(2) = 0
ID = 6400
anim = 6400
postype = p1
pos = ceil(-20*const(size.xscale)),0
persistent = 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = -1
scale = .5,.5

[State 1000, 1]
type = HitDef
triggerall = var(24) = 0
triggerall = fvar(30) = 0
trigger1 = Animelem = 4,>=0
trigger1 = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(70*const(size.xscale))]
attr = A, SA
hitflag = AF
pausetime = 0,0
priority = 6, Miss
sparkno = -1;S8250
sparkxy = -10, -70
p1facing = 1
p2facing = 1
;p1stateno = 1650
;p2stateno = 1660
persistent = 0
numhits = 0
hitsound = S2,7
getpower = 0
givepower = 0
ID = 1620

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

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

;-------------------------
;EX Knee
[Statedef 1630]
type    = S
movetype = A
physics = S
anim = 1630
velset = 0,0
ctrl = 0
facep2 = 1
poweradd = -500

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

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

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

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

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

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

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

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

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 2

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 2
add = 140,140,40
mul = 256,256,256
sinadd = 100,100,100,3
invertall = 1
color = 0
ignorehitpause = 0
;persistent = 1

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 25

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S98,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 810, Explod]
type = Explod
trigger1 = animelemtime(2) = 0
ID = 6400
anim = 6400
postype = p1
pos = ceil(-20*const(size.xscale)),0
persistent = 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = -1
scale = .5,.5

[State 1000, 1]
type = HitDef
triggerall = var(24) = 0
triggerall = fvar(30) = 0
trigger1 = (Animelemtime(3) >= 0) && (Animelemtime(5) < 0)
trigger1 = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(70*const(size.xscale))]
attr = A, SA
hitflag = MAF
guardflag = M
pausetime = 0,0
guard.pausetime = 10,10
priority = 6, Miss
sparkno = -1;S8250
guard.sparkno = S8410
sparkxy = -15, -70
guardsound = S3,1
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16
guard.velocity = -10.0
p1facing = 1
p2facing = 1
;p1stateno = 1650
;p2stateno = 1660
persistent = 0
numhits = 0
hitsound = S2,7
getpower = 0
givepower = 0
ID = 1630

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

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

;-------------------------
[Statedef 1640]
type    = S
physics = S
ctrl = 0
anim = 1640

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,0

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

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

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

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

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

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

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------
[Statedef 1650]
type    = A
movetype= A
physics = N
anim = 1650
velocity = 0,0
SprPriority = 0

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

[State -2, Explod]
type = Explod
trigger1 = time = 0
anim = f2
pos = ceil(55*const(size.yscale)), ceil(-67*const(size.yscale))
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

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

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

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

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

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S9,7
channel = -1

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

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

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

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

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

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

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

;-------------------------
[Statedef 1651]
type    = S
movetype= A
physics = N
anim = 1651
SprPriority = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = S9,5

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

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

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = var(10) = 0
trigger1 = animelemtime(3) = 0
value = -120

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = var(10) = 2
trigger1 = animelemtime(3) = 0
value = -140

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

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = var(10) = 3
trigger1 = animelemtime(3) = 0
value = -140

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

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

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

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = f61
ID = 61
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = f2
ID = 61
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

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

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

;-------------------------
[Statedef 1652]
type    = A
movetype= A
physics = N
anim = 1652
SprPriority = 1

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

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

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

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

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

;-------------------------
[Statedef 1660]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

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

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

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

;-------------------------
[Statedef 1661]
type    = S
movetype= H
physics = N
ctrl = 0
SprPriority = 0

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

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

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

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

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

;-------------------------
[Statedef 1662]
type    = L
movetype= H
physics = N

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

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

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

;-------------------------
[Statedef 1663]
type    = L
movetype= H
physics = N

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

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

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

;-------------------------
[Statedef 1670]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

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

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

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

;-------------------------
[Statedef 1671]
type    = S
movetype= H
physics = N
ctrl = 0
SprPriority = 0

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

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

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

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

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

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

;-------------------------
[Statedef 1680]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

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

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

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

;-------------------------
[Statedef 1681]
type    = S
movetype= H
physics = N
ctrl = 0
SprPriority = 0

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

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

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

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

;-------------------------
[Statedef 1682]
type    = L
movetype= H
physics = N

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

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

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

;----------------------
;Hyperbomb
[Statedef 3000]
type    = S
movetype = A
physics = N
anim = 3000
juggle = 0
ctrl = 0
velset = 0,0
poweradd = 0
facep2 = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=1
value = S56,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 40
anim = 102
sound = s20,0
pos = 4,-80
move =
darken = 1
p2defmul = 1
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 35
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 150, 10, 1
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

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

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

[State -2, varset]
type = varset
trigger1 = 1
var(25) = ifelse(time<=51,1,0)

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

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

[state 3700]
type = NotHitby
trigger1 = time = 0
value = SCA
time = 54

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

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

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

[State -2, posadd]
type = posadd
trigger1 = animelemtime(4) = 0
x = 14*const(size.xscale)

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

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

[State -2, posadd]
type = posadd
trigger1 = animelemtime(8) = 0
x = -5*const(size.xscale)

[State 1000, HitDef]
type = HitDef
triggerall = var(18) = 0
triggerall = Animelem = 3
triggerall = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(68*const(size.xscale))]
trigger1 = NumTarget
trigger1 = Target,StateNo = 13579
attr = S, HT
hitflag = M
priority = 7, Miss
sparkno = -1
p1facing = 1
p1stateno = 3010
;p2stateno = 3020+var(13)*40
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 3000

[State 1000, HitDef]
type = HitDef
trigger1 = var(18) = 0
trigger1 = Animelem = 3
trigger1 = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(68*const(size.xscale))]
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 40
trigger1 = P2StateNo != [150,155]
attr = S, HT
hitflag = M-
priority = 7, Miss
sparkno = -1
p1facing = 1
p1stateno = 3010
;p2stateno = 3020+var(13)*40
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 3000

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

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

[State 920]
type = afterimage
trigger1 = AnimelemTime(8) = 0
time = 0

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

;----------------------
[Statedef 3010]
type    = S
movetype= A
physics = N
anim = 3010
SprPriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S8,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 36
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=8
value = S50,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=21
value = S50,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=36
value = S56,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = time = 0
time = 200
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 12
trigger2 = animelem = 26
anim = f61
ID = 61
pos = 15,25
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 12
trigger2 = animelem = 26
anim = f2
ID = 2
pos = 15,25
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 20
value = S0,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
trigger2 = animelem = 26
value = S9,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 3020

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

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


[State 1200, 9]
type = Width
trigger1 = animelemtime(10) < 0
trigger2 = animelemtime(15) >= 0
trigger2 = animelemtime(24) < 0
trigger3 = animelemtime(29) >= 0
trigger3 = animelemtime(33) < 0
edge = ceil(30*const(size.xscale)),ceil(40*const(size.xscale))

[State 1200, 9]
type = Width
trigger1 = animelemtime(10) >= 0
trigger1 = animelemtime(15) < 0
trigger2 = animelemtime(24) >= 0
trigger2 = animelemtime(29) < 0
edge = ceil(30*const(size.xscale)),ceil(80*const(size.xscale))

[State 1200, 9]
type = Width
trigger1 = animelemtime(33) >= 0
edge = ceil(100*const(size.xscale)),0

[State -2, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

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

[State -2, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
x = ceil(-20*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(6) = 0
x = ceil(-20*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(8) = 0
x = ceil(-20*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(11) = 0
x = ceil(-28*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(15) = 0
x = ceil(-35*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(16) = 0
x = ceil(-48*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(20) = 0
x = ceil(-30*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(22) = 0
x = ceil(-20*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(25) = 0
x = ceil(-28*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(29) = 0
x = ceil(-35*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(30) = 0
x = ceil(-48*const(size.xscale))

[State -2, posadd]
type = posadd
trigger1 = animelemtime(34) = 0
x = ceil(-30*const(size.xscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 3020
pos = ceil(100*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 3020
pos = ceil(100*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 3020
pos = ceil(100*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 3020
pos = ceil(60*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 3020
pos = ceil(30*const(size.xscale)), ceil(-60*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 3020
pos = ceil(35*const(size.xscale)), ceil(-55*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 3020
pos = ceil(30*const(size.xscale)), ceil(-65*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 3020
pos = ceil(40*const(size.xscale)), ceil(-70*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 3020
pos = ceil(25*const(size.xscale)), ceil(-75*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 3020
pos = ceil(5*const(size.xscale)), ceil(-95*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && P2StateNo = 3020
pos = ceil(-40*const(size.xscale)), ceil(-90*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && P2StateNo = 3020
pos = ceil(-80*const(size.xscale)), ceil(-25*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13 && P2StateNo = 3020
pos = ceil(-80*const(size.xscale)), ceil(-25*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 14 && P2StateNo = 3020
pos = ceil(-80*const(size.xscale)), ceil(-25*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 15 && P2StateNo = 3020
pos = ceil(-20*const(size.xscale)), ceil(-50*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 16 && P2StateNo = 3020
pos = ceil(15*const(size.xscale)), ceil(-45*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 17 && P2StateNo = 3020
pos = ceil(10*const(size.xscale)), ceil(-55*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 18 && P2StateNo = 3020
pos = ceil(30*const(size.xscale)), ceil(-50*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 19 && P2StateNo = 3020
pos = ceil(30*const(size.xscale)), ceil(-60*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 20 && P2StateNo = 3020
pos = ceil(35*const(size.xscale)), ceil(-55*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 21 && P2StateNo = 3020
pos = ceil(30*const(size.xscale)), ceil(-65*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 22 && P2StateNo = 3020
pos = ceil(40*const(size.xscale)), ceil(-70*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 23 && P2StateNo = 3020
pos = ceil(25*const(size.xscale)), ceil(-75*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 24 && P2StateNo = 3020
pos = ceil(5*const(size.xscale)), ceil(-95*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 25 && P2StateNo = 3020
pos = ceil(-40*const(size.xscale)), ceil(-90*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 26 && P2StateNo = 3020
pos = ceil(-80*const(size.xscale)), ceil(-25*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 27 && P2StateNo = 3020
pos = ceil(-80*const(size.xscale)), ceil(-25*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 28 && P2StateNo = 3020
pos = ceil(-80*const(size.xscale)), ceil(-25*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 29 && P2StateNo = 3020
pos = ceil(-40*const(size.xscale)), ceil(-25*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 30 && P2StateNo = 3020
pos = ceil(10*const(size.xscale)), ceil(-30*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 31 && P2StateNo = 3020
pos = ceil(15*const(size.xscale)), ceil(-45*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 32 && P2StateNo = 3020
pos = ceil(15*const(size.xscale)), ceil(-50*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 33 && P2StateNo = 3020
pos = ceil(15*const(size.xscale)), ceil(-65*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 34 && P2StateNo = 3020
pos = ceil(45*const(size.xscale)), ceil(-70*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 35 && P2StateNo = 3020
pos = ceil(31*const(size.xscale)), ceil(-140*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 36 && P2StateNo = 3020
pos = ceil(13*const(size.xscale)), ceil(-148*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 37 && P2StateNo = 3020
pos = ceil(5*const(size.xscale)), ceil(-155*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelemtime(38) >= 0  && P2StateNo = 3020
pos = 0, ceil(-142*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 3021
pos = ceil(70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 3021
pos = ceil(70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 3021
pos = ceil(70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 3021
pos = ceil(85*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 3021
pos = ceil(51*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 3021
pos = ceil(85*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 3021
pos = ceil(50*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 3021
pos = ceil(55*const(size.xscale)), ceil(-2*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 3021
pos = ceil(26*const(size.xscale)), ceil(-3*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 3021
pos = ceil(3*const(size.xscale)), ceil(-21*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && P2StateNo = 3021
pos = ceil(-22*const(size.xscale)), ceil(-53*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && P2StateNo = 3021
pos = ceil(-80*const(size.xscale)), ceil(-5*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13 && P2StateNo = 3021
pos = ceil(-80*const(size.xscale)), ceil(-5*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 14 && P2StateNo = 3021
pos = ceil(-80*const(size.xscale)), ceil(-5*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 15 && P2StateNo = 3021
pos = ceil(26*const(size.xscale)), ceil(-123*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 16 && P2StateNo = 3021
pos = ceil(26*const(size.xscale)), ceil(-128*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 17 && P2StateNo = 3021
pos = ceil(1*const(size.xscale)), ceil(-113*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 18 && P2StateNo = 3021
pos = ceil(23*const(size.xscale)), ceil(-100*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 19 && P2StateNo = 3021
pos = ceil(51*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 20 && P2StateNo = 3021
pos = ceil(85*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 21 && P2StateNo = 3021
pos = ceil(50*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 22 && P2StateNo = 3021
pos = ceil(55*const(size.xscale)), ceil(-2*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 23 && P2StateNo = 3021
pos = ceil(26*const(size.xscale)), ceil(-3*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 24 && P2StateNo = 3021
pos = ceil(3*const(size.xscale)), ceil(-21*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 25 && P2StateNo = 3021
pos = ceil(-22*const(size.xscale)), ceil(-53*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 26 && P2StateNo = 3021
pos = ceil(-80*const(size.xscale)), ceil(-5*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 27 && P2StateNo = 3021
pos = ceil(-80*const(size.xscale)), ceil(-5*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 28 && P2StateNo = 3021
pos = ceil(-80*const(size.xscale)), ceil(-5*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 29 && P2StateNo = 3021
pos = ceil(-63*const(size.xscale)), ceil(-5*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 30 && P2StateNo = 3021
pos = ceil(33*const(size.xscale)), ceil(-53*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 31 && P2StateNo = 3021
pos = ceil(25*const(size.xscale)), ceil(-100*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 32 && P2StateNo = 3021
pos = ceil(24*const(size.xscale)), ceil(-105*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 33 && P2StateNo = 3021
pos = ceil(51*const(size.xscale)), ceil(-71*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 34 && P2StateNo = 3021
pos = ceil(60*const(size.xscale)), ceil(-30*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 35 && P2StateNo = 3021
pos = ceil(40*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 36 && P2StateNo = 3021
pos = ceil(14*const(size.xscale)), ceil(-150*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 37 && P2StateNo = 3021
pos = ceil(-6*const(size.xscale)), ceil(-157*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelemtime(38) >= 0  && P2StateNo = 3021
pos = ceil(-4*const(size.xscale)), ceil(-70*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 3022
pos = ceil(95*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 3022
pos = ceil(95*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 3022
pos = ceil(80*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 3022
pos = ceil(32*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 3022
pos = ceil(10*const(size.xscale)), ceil(-5*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 3022
pos = ceil(26*const(size.xscale)), ceil(-8*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 3022
pos = ceil(38*const(size.xscale)), ceil(-1*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 3022
pos = ceil(46*const(size.xscale)), ceil(-14*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 3022
pos = ceil(42*const(size.xscale)), ceil(-23*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 3022
pos = ceil(16*const(size.xscale)), ceil(-36*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && P2StateNo = 3022
pos = ceil(-26*const(size.xscale)), ceil(-128*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && P2StateNo = 3022
pos = ceil(-70*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13 && P2StateNo = 3022
pos = ceil(-70*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 14 && P2StateNo = 3022
pos = ceil(-70*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 15 && P2StateNo = 3022
pos = ceil(-35*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 16 && P2StateNo = 3022
pos = ceil(12*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 17 && P2StateNo = 3022
pos = ceil(9*const(size.xscale)), ceil(-110*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 18 && P2StateNo = 3022
pos = ceil(37*const(size.xscale)), ceil(-28*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 19 && P2StateNo = 3022
pos = ceil(10*const(size.xscale)), ceil(-5*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 20 && P2StateNo = 3022
pos = ceil(26*const(size.xscale)), ceil(-8*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 21 && P2StateNo = 3022
pos = ceil(38*const(size.xscale)), ceil(-1*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 22 && P2StateNo = 3022
pos = ceil(46*const(size.xscale)), ceil(-14*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 23 && P2StateNo = 3022
pos = ceil(42*const(size.xscale)), ceil(-23*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 24 && P2StateNo = 3022
pos = ceil(16*const(size.xscale)), ceil(-36*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 25 && P2StateNo = 3022
pos = ceil(-26*const(size.xscale)), ceil(-128*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 26 && P2StateNo = 3022
pos = ceil(-70*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 27 && P2StateNo = 3022
pos = ceil(-70*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 28 && P2StateNo = 3022
pos = ceil(-70*const(size.xscale)), ceil(-118*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 29 && P2StateNo = 3022
pos = ceil(-20*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 30 && P2StateNo = 3022
pos = ceil(35*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 31 && P2StateNo = 3022
pos = ceil(30*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 32 && P2StateNo = 3022
pos = ceil(30*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 33 && P2StateNo = 3022
pos = ceil(11*const(size.xscale)), ceil(2*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 34 && P2StateNo = 3022
pos = ceil(47*const(size.xscale)), ceil(-15*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 35 && P2StateNo = 3022
pos = ceil(-8*const(size.xscale)), ceil(-227*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 36 && P2StateNo = 3022
pos = ceil(-9*const(size.xscale)), ceil(-66*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 37 && P2StateNo = 3022
pos = ceil(-12*const(size.xscale)), ceil(-75*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelemtime(38) >= 0  && P2StateNo = 3022
pos = ceil(-9*const(size.xscale)), ceil(-237*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = [3023,3024]
pos = ceil(60*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = [3023,3024]
pos = ceil(60*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = [3023,3024]
pos = ceil(50*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = [3023,3024]
pos = ceil(80*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = [3023,3024]
pos = ceil(60*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = [3023,3024]
pos = ceil(40*const(size.xscale)), ceil(-55*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = [3023,3024]
pos = ceil(60*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = [3023,3024]
pos = ceil(65*const(size.xscale)), ceil(-15*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = [3023,3024]
pos = ceil(60*const(size.xscale)), ceil(-20*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = [3023,3024]
pos = ceil(40*const(size.xscale)), ceil(-40*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && P2StateNo = [3023,3024]
pos = ceil(-30*const(size.xscale)), ceil(-25*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && P2StateNo = [3023,3024]
pos = ceil(-70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13 && P2StateNo = [3023,3024]
pos = ceil(-70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 14 && P2StateNo = [3023,3024]
pos = ceil(-70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 15 && P2StateNo = [3023,3024]
pos = ceil(-50*const(size.xscale)), ceil(-100*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 16 && P2StateNo = [3023,3024]
pos = ceil(5*const(size.xscale)), ceil(-90*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 17 && P2StateNo = [3023,3024]
pos = ceil(20*const(size.xscale)), ceil(-85*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 18 && P2StateNo = [3023,3024]
pos = ceil(25*const(size.xscale)), ceil(-55*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 19 && P2StateNo = [3023,3024]
pos = ceil(60*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 20 && P2StateNo = [3023,3024]
pos = ceil(40*const(size.xscale)), ceil(-55*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 21 && P2StateNo = [3023,3024]
pos = ceil(60*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 22 && P2StateNo = [3023,3024]
pos = ceil(65*const(size.xscale)), ceil(-15*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 23 && P2StateNo = [3023,3024]
pos = ceil(60*const(size.xscale)), ceil(-20*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 24 && P2StateNo = [3023,3024]
pos = ceil(40*const(size.xscale)), ceil(-40*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 25 && P2StateNo = [3023,3024]
pos = ceil(-30*const(size.xscale)), ceil(-25*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 26 && P2StateNo = [3023,3024]
pos = ceil(-70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 27 && P2StateNo = [3023,3024]
pos = ceil(-70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 28 && P2StateNo = [3023,3024]
pos = ceil(-70*const(size.xscale)), 0

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 29 && P2StateNo = [3023,3024]
pos = ceil(-15*const(size.xscale)), ceil(-10*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 30 && P2StateNo = [3023,3024]
pos = ceil(35*const(size.xscale)), ceil(-85*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 31 && P2StateNo = [3023,3024]
pos = ceil(20*const(size.xscale)), ceil(-55*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 32 && P2StateNo = [3023,3024]
pos = ceil(20*const(size.xscale)), ceil(-55*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 33 && P2StateNo = [3023,3024]
pos = ceil(40*const(size.xscale)), ceil(-85*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElem = 34 && P2StateNo = [3023,3024]
pos = ceil(60*const(size.xscale)), ceil(-105*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 35 && P2StateNo = [3023,3024]
pos = ceil(55*const(size.xscale)), ceil(-195*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 36 && P2StateNo = [3023,3024]
pos = ceil(20*const(size.xscale)), ceil(-140*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelem = 37 && P2StateNo = [3023,3024]
pos = ceil(-5*const(size.xscale)), ceil(-160*const(size.yscale))

[State -2, TargetBind]
type = TargetBind
trigger1 = animelemtime(38) >= 0  && P2StateNo = [3023,3024]
pos = 0, ceil(-100*const(size.yscale))

[State -2, HitAdd]
type = HitAdd
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
value = 1

[State -2, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
value = -170
kill = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
fvar(15) = 1

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(23) > 1.0
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
fvar(23) = -0.0625

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(24) > 1.0
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
fvar(24) = -0.0625

[State 5110, 6]
type = PlaySnd
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
value = S5100,1

[State -2, Envshake]
type = Envshake
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(26) = 0
time = 16
freq = 120
ampl = -8

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(36) = 0
x = 3.0
y = -18.0

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(36) >= 0
y = .75

[State -2, Explod]
type = Explod
trigger1 = animelemtime(36) = 2
trigger2 = animelemtime(37) = 1
trigger3 = animelemtime(37) = 5
ID = 6250
anim = f120
postype = p1
pos = 0, 20
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = 3

[State -2, Explod]
type = Explod
trigger1 = animelemtime(37) = 3
trigger2 = animelemtime(37) = 7
ID = 6200
anim = f120
postype = p1
pos = 0, 20
random = 0, 5
velocity = 0, 0
accel = 0, 0
bindtime = 1
sprpriority = 3

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 36
StateType = A
physics = N

[State -2, State End]
type = ChangeState
triggerall = animelemtime(36) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1051

;----------------------
[Statedef 3020]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3020

[State -2, 0]
type = ScreenBound
trigger1 = 1
value = ifelse(animelemtime(11)<0,0,1)
movecamera = 1,0

;----------------------
[Statedef 3021]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3021

[State -2, 0]
type = ScreenBound
trigger1 = 1
value = ifelse(animelemtime(11)<0,0,1)
movecamera = 1,0

;--------------------------
;BoomerangRaid
[Statedef 3100]
type    = S
movetype = A
physics = N
anim = 3100
juggle = 0
ctrl = 0
velset = 0,0
poweradd = 0
facep2 = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=1
value = S56,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=36
value = S50,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
trigger1 = prevstateno = [1200,1450]
trigger1 = var(47)
fvar(27) = 0.75
ignorehitpause = 1

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

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

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

[State -2, varset]
type = varset
trigger1 = 1
var(25) = ifelse(time<=51,1,0)

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(10) = 4

[state 3700]
type = NotHitby
trigger1 = time = 0
value = SCA
time = 53

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 30
anim = 100
sound = s20,0
pos = 0,-80
move =
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 10
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 10, 150
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = time = [1,90]
time = 5
;ignorehitpause =
;persistent =


[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 13
trigger3 = animelem = 22
trigger4 = animelem = 28
trigger5 = animelem = 36
value = s0,1

[State 1100, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(36) = 0
value = s0,3
channel = -1

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 220, ヒット定義]
type = HitDef
trigger1 = animelem = 7
attr = S, HA
damage = 50,5
priority = 7,Hit
animtype = hard
guardflag = M
hitflag = MAF
getpower = 0,0
givepower = 0,0
pausetime = 6, 6
guard.pausetime = 6, 6
sparkno = 2
;guard.sparkno = S8400
sparkxy = -15, ceil(-80*const(size.yscale))
hitsound = S5,2
guardsound = S6,0
animtype  = hard
air.animtype  = up
ground.slidetime = 18
ground.hittime  = Ifelse(p2statetype = C, 20, 18)
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16
ground.velocity = -3.5*const(size.xscale)
guard.velocity = -21.0*const(size.xscale)
air.velocity = -2.2*const(size.xscale),-11.0*const(size.yscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -25
fall = 0
fall.xvelocity = -2.2*const(size.xscale)
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
yaccel = .60*const(size.yscale)
id = 3100

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 13
attr = S, HA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = up
damage = 40,4
priority = 7,Hit
hitflag = MAF
guardflag = M
pausetime = 6,6
guard.pausetime = 6,6
sparkno = 2;S8160
;guard.sparkno = S8410
sparkxy = -15, ceil(-86*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = high
ground.slidetime = 18
ground.hittime = Ifelse(p2statetype = C, 20, 18)
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16
ground.velocity = -3.5*const(size.xscale)
guard.velocity = -21.0*const(size.xscale)
air.velocity = -2.2*const(size.xscale),-11.0*const(size.yscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -25
fall = 0
fall.xvelocity = -2.2*const(size.xscale)
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
yaccel = .60*const(size.yscale)
id = 3101

[State 220, ヒット定義]
type = HitDef
trigger1 = animelem = 22
attr = S, HA
damage = 40,5
priority = 7,Hit
animtype  = hard
air.animtype  = up
guardflag = M
hitflag = MAF
getpower = 0,0
givepower = 0,0
pausetime = 6, 6
guard.pausetime = 6, 6
sparkno = 2
;guard.sparkno = S8400
sparkxy = -15, ceil(-80*const(size.yscale))
hitsound = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = Ifelse(p2statetype = C, 20, 18)
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16
ground.velocity = -3.5*const(size.xscale)
guard.velocity = -21.0*const(size.xscale)
air.velocity = -2.2*const(size.xscale),-11.0*const(size.yscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -25
fall = 0
fall.xvelocity = -2.2*const(size.xscale)
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
yaccel = .60*const(size.yscale)
id = 3102

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 28
attr = S, HA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = up
damage = 30,4
priority = 7,Hit
hitflag = MAF
guardflag = M
pausetime = 6,6
guard.pausetime = 6,6
sparkno = 2;S8160
;guard.sparkno = S8410
sparkxy = -15, ceil(-86*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 30
air.hittime  = 18
guard.hittime = 16
guard.slidetime = 16
guard.ctrltime = 16
ground.velocity = -3.5*const(size.xscale)
guard.velocity = -21.0*const(size.xscale)
air.velocity = -2.2*const(size.xscale),-11.0*const(size.yscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -25
fall = 0
fall.xvelocity = -2.2*const(size.xscale)
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
yaccel = .60*const(size.yscale)
id = 3103

[State -2, posadd]
type = posadd
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(19) = 0
x = 16*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(20) = 0
x = 8*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(7) = 0
trigger2 = animelemtime(22) = 0
x = 6*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(13) = 0
trigger2 = animelemtime(28) = 0
x = 10*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(14) = 0
trigger2 = animelemtime(15) = 0
trigger3 = animelemtime(16) = 0
trigger4 = animelemtime(29) = 0
trigger5 = animelemtime(30) = 0
trigger6 = animelemtime(31) = 0
x = 4*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(36) = 0
x = 6*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(38) = 0
x = 14*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(39) = 0
x = 1*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(40) = 0
trigger2 = animelemtime(41) = 0
x = -8*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(42) = 0
x = -5*const(size.xscale)

[State 1000, HitDef]
type = HitDef
trigger1 = var(18) = 0
trigger1 = Animelem = 37
trigger1 = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(68*const(size.xscale))]
trigger1 = P2StateNo != 40
trigger1 = P2StateNo != [150,155]
attr = S, HT
hitflag = M-
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = ifelse(var(13)=1,-1,1)
p1stateno = ifelse(var(13)=1,3150,1050)
;p2stateno = ifelse(var(13)=1,3160,1055)
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 3105

[State 1000, HitDef]
type = HitDef
triggerall = var(18) = 0
triggerall = Animelem = 37
triggerall = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(68*const(size.xscale))]
trigger1 = NumTarget
attr = S, HT
hitflag = M
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = ifelse(var(13)=0,-1,1)
p1stateno = ifelse(var(13)=0,3150,1050)
;p2stateno = ifelse(var(13)=0,3160,1055)
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 3105

[State 1000, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(43) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(38) >= 0
movetype = I

[State 920]
type = afterimage
trigger1 = AnimelemTime(42) = 0
time = 0

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

;-----------------------------
[Statedef 3150]
type    = S
movetype= A
physics = N
anim = 3150
SprPriority = 2

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = time = [1,60]
time = 5
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=6
value = S50,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S8,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 3160

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

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

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(6) = 0
value = S0,5

[State 1200, 9]
type = Width
trigger1 = animelemtime(10) < 0
edge = ceil(30*const(size.xscale)),ceil(40*const(size.xscale))

[State 1200, 9]
type = Width
trigger1 = animelemtime(10) >= 0
edge = ceil(30*const(size.xscale)),ceil(80*const(size.xscale))

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

[State 810, posadd]
type = posadd
trigger1 = time = 0
x = -3*const(size.xscale)

[State 810, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
x = ceil(-20*const(size.xscale))

[State 810, posadd]
type = posadd
trigger1 = animelemtime(6) = 0
x = ceil(-20*const(size.xscale))

[State 810, posadd]
type = posadd
trigger1 = animelemtime(8) = 0
x = ceil(-20*const(size.xscale))

[State 810, posadd]
type = posadd
trigger1 = animelemtime(11) = 0
x = ceil(-28*const(size.xscale))

[State 810, posadd]
type = posadd
trigger1 = animelemtime(16) = 0
x = ceil(-35*const(size.xscale))

[State 810, posadd]
type = posadd
trigger1 = animelemtime(17) = 0
x = ceil(-48*const(size.xscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 3160
pos = ceil(100*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 3160
pos = ceil(100*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 3160
pos = ceil(100*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 3160
pos = ceil(60*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 3160
pos = ceil(30*const(size.xscale)), ceil(-60*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 3160
pos = ceil(35*const(size.xscale)), ceil(-55*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 3160
pos = ceil(30*const(size.xscale)), ceil(-65*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 3160
pos = ceil(40*const(size.xscale)), ceil(-70*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 3160
pos = ceil(25*const(size.xscale)), ceil(-75*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 3160
pos = ceil(5*const(size.xscale)), ceil(-95*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && P2StateNo = 3160
pos = ceil(-40*const(size.xscale)), ceil(-90*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 3162
pos = ceil(70*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 3162
pos = ceil(70*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 3162
pos = ceil(70*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 3162
pos = ceil(85*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 3162
pos = ceil(51*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 3162
pos = ceil(85*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 3162
pos = ceil(50*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 3162
pos = ceil(55*const(size.xscale)), ceil(-2*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 3162
pos = ceil(26*const(size.xscale)), ceil(-3*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 3162
pos = ceil(3*const(size.xscale)), ceil(-21*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && P2StateNo = 3162
pos = ceil(-22*const(size.xscale)), ceil(-53*const(size.yscale))

[State -2, HitAdd]
type = HitAdd
trigger1 = P2stateno = 3161
trigger2 = P2stateno = 3163
value = 1
persistent = 0

[State -2, TargetLifeadd]
type = TargetLifeadd
trigger1 = P2stateno = 3161
trigger2 = P2stateno = 3163
value = -144
persistent = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = P2stateno = 3161
trigger2 = P2stateno = 3163
fvar(15) = 1
persistent = 0

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(23) > 1.0
trigger1 = P2stateno = 5100
trigger2 = P2stateno = 3162
fvar(23) = -0.0625
persistent = 0

[State -2, VarAdd]
type = VarAdd
triggerall = fvar(24) > 1.0
trigger1 = P2stateno = 3161
trigger2 = P2stateno = 3163
fvar(24) = -0.0625
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = P2stateno = 3161
value = S9,6
volume = 255
channel = 1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
persistent = 0


[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
[Statedef 3160]
type    = A
movetype= H
physics = N
ctrl = 0
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3160

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

[State 810, velset]
type = velset
trigger1 = animelemtime(11) = 4
x = -8.0
y = 3.0

[State 810, velset]
type = veladd
trigger1 = animelemtime(11) >= 4
y = .60

[State 5110, 8]
type = VelSet
trigger1 = animelemtime(11) > 4
trigger1 = vel Y > 0
trigger1 = pos Y >= -15
x = -2.0

[State 811, Changestate]
type = Changestate
trigger1 = animelemtime(11) > 5
trigger1 = vel Y > 0
trigger1 = pos Y >= -15
value = 3161

;-------------------------
[Statedef 3161]
type    = L
movetype= H
physics = N

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = f61
ID = 61
pos = -15,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = f2
ID = 2
pos = -15,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2]
type = ChangeAnim
trigger1 = time = 0
value = 5100

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 810, Envshake]
type = Envshake
trigger1 = Time = 3
time = 16
freq = 120
ampl = -8

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = SelfState
trigger1 = AnimTime = 0
value = 5101

;----------------------
;StungunHeadbutt
[Statedef 3200]
type    = S
movetype = A
physics = S
anim = 3200
velset = 0,0
ctrl = 0
facep2 = 1
poweradd = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=1
value = S56,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
trigger1 = prevstateno = [1200,1450]
trigger1 = var(47)
fvar(27) = 0.75
ignorehitpause = 1

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

[State -2, varset]
type = varset
trigger1 = 1
var(25) = ifelse(time<=51,1,0)

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

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

[state 3700]
type = NotHitby
trigger1 = time = 0
value = SCA
time = 51

[state 3700]
type = NotHitby
trigger1 = vel Y < 0
value = SCA

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 4
time = 30
anim = 100
sound = s20,0
pos = 5,-65
move =
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 4
time = 10
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 10, 150
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = time = [11,50]
time = 5
;ignorehitpause =
;persistent =

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(7) >= 0
trigger1 = vel y < 0
x = floor((p2dist X)/15)

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(7) = 0
y = -14.5*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(7) >= 0
y = 1.0*const(size.yscale)

[State 1200, StateType]
type = StateTypeSet
trigger1 = animelemtime(7) >= 0
StateType = A
physics = N

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(7) = 0
value = 40,0

[State 1000, 1]
type = HitDef
trigger1 = var(18) = 0
trigger1 = (animelemtime(22) >= 0) && (animelemtime(22) < 4)
trigger1 = Enemynear,pos Y >= -30
trigger1 = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(70*const(size.xscale))]
trigger1 = P2MoveType != H
trigger1 = P2StateNo != [150,155]
attr = A, HT
hitflag = MA-
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3250
;p2stateno = ifelse(var(16)=0,3260,3280)
hitsound = S8,0
Persistent = 0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 3200

[State 1000, 1]
type = HitDef
triggerall = (animelemtime(22) >= 0) && (animelemtime(22) < 4)
triggerall = var(18) = 0
triggerall = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(70*const(size.xscale))]
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5630]
attr = A, HT
hitflag = M
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3250
;p2stateno = ifelse(var(16)=0,3260,3280)
hitsound = S8,0
Persistent = 0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 3200

[State 1000, ChangeState]
type = ChangeState
trigger1 = animelemtime(7) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= -15
value = 3210

;----------------------
[Statedef 3210]
type    = S
movetype = I
physics = S
ctrl = 0
anim = 3210

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,0

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

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

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

[State 1500, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(5) = 1
value = 1

[State 52, 4]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(5) = 1
value = 0
ctrl = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------
[Statedef 3250]
type    = S
movetype= A
physics = N
anim = 3250
SprPriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animtime = 0
value = S75,0
volume = 255
channel = 6
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = time = [1,90]
time = 5
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=4
trigger2 = animelem = 9
trigger3 = animelem = 14
trigger4 = animelem = 21
value = S50,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = ifelse(var(16)=0,3260,3280)

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(16) = ifelse(var(16)=0,1,0)
ignorehitpause = 1

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

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

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


[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(10) = 0
trigger3 = animelemtime(15) = 0
trigger4 = animelemtime(21) = 0
value = S5,3
channel = 0

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

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

[State 810, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(6) = 0
trigger3 = animelemtime(10) = 0
trigger4 = animelemtime(11) = 0
trigger5 = animelemtime(15) = 0
trigger6 = animelemtime(16) = 0
x = ceil(5*const(size.xscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && ((P2StateNo = 3260)||(P2StateNo = 3280))
pos = ceil(80*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3260 || P2StateNo = 3280
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
pos = ceil(50*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3260 || P2StateNo = 3280
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 13
trigger4 = AnimElem = 18
trigger5 = AnimElem = 19
pos = ceil(20*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3260 || P2StateNo = 3280
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 14
trigger4 = AnimElem = 20
pos = ceil(30*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3260 || P2StateNo = 3280
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
trigger5 = AnimElem = 15
trigger6 = AnimElem = 16
trigger7 = AnimElem = 21
pos = ceil(65*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && ((P2StateNo = 3261)||(P2StateNo = 3281))
pos = ceil(80*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3261 || P2StateNo = 3281
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
pos = ceil(40*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3261 || P2StateNo = 3281
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 13
trigger4 = AnimElem = 18
trigger5 = AnimElem = 19
pos = ceil(30*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3261 || P2StateNo = 3281
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 14
trigger4 = AnimElem = 20
pos = ceil(40*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
triggerall = P2StateNo = 3261 || P2StateNo = 3281
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
trigger5 = AnimElem = 15
trigger6 = AnimElem = 16
trigger7 = AnimElem = 21
pos = ceil(77*const(size.xscale)), 0

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(10) = 0
trigger3 = animelemtime(15) = 0
value = -40
kill = 0

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelemtime(21) = 0
value = -35

[State -2, HitAdd]
type = HitAdd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(10) = 0
trigger3 = animelemtime(15) = 0
trigger4 = animelemtime(21) = 0
value = 1

[State 5110, 6]
type = PlaySnd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(10) = 0
trigger3 = animelemtime(15) = 0
trigger4 = animelemtime(21) = 0
value = S2,6

[State -2, Explod]
type = Explod
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(10) = 0
trigger3 = animelemtime(15) = 0
anim = f2
pos = ceil(45*const(size.xscale)),ceil(-70*const(size.yscale))
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State -2, Explod]
type = Explod
trigger1 = animelemtime(21) = 0
anim = f3
pos = ceil(45*const(size.xscale)),ceil(-70*const(size.yscale))
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State -2, Envshake]
type = Envshake
trigger1 = animelemtime(12) = 0
time = 6
freq = 80
ampl = -4

[State -2, Velocity]
type = VelSet
triggerall = animelemtime(22) >= 0
triggerall = P2Dist X > 0
trigger1 = numtarget(3200)
trigger1 = target(3200),movetype = H
trigger1 = target(3200),stateno = [3260,3281]
trigger1 = target(3200),BackEdgeBodyDist = 0
x = floor(ifelse((-12+(p2dist X)/10)>-4,-4,-12+(p2dist X)/10))
persistent = 0

[State -2, Velocity]
type = VelSet
triggerall = vel X < 0
trigger1 = AnimTime = 0
trigger2 = abs(enemynear,Pos X - Pos X) >= ceil(133*const(size.xscale))
x = 0

[State -3]
type = AfterImage
trigger1 = animelemtime(27) = 0
time = 0

[State 810, State End]
type = ChangeState
trigger1 = var(50) = 1
trigger1 = AnimTime = 0
trigger1 = p2life > 0
value = 100

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
[Statedef 7600]
type    = S
movetype= H
physics = N
velset = 0,0

[State 5190, 1]
type = posset
trigger1 = time = 0
y = 0

[State 5190, 1]
type = VelSet
trigger1 = time = 15
x = -1.5
persistent = 0

[State 5190, 1]
type = VelSet
trigger1 = time = 35
x = 0

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim2
trigger1 = anim != 5950
trigger1 = Time < 35
value = 7600

[State 5030, SelfState]
type = SelfState
trigger1 = Anim = 5950
trigger1 = AnimElemTime(AnimElemNo(0)+1)=0
value = 5150

[State 5050, SelfState]
type = SelfState
trigger1 = anim != 5950
trigger1 = animtime = 0
value = 5110

;----------------------
[Statedef 3260]
type    = S
movetype= H
physics = N
ctrl = 0
;facep2 = 1
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3260

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

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(18) = 0
x = -12.0

[State 1200, VelSet]
type = VelMul
trigger1 = 1
x = .85

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(19) = 0
x = 0

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

[State 811, SelfState]
type = changestate
trigger1 = !alive
value = 7600

[State 811, ChangeState]
type = changestate
trigger1 = alive
trigger1 = animtime = 0
value = 7500

;--------------------------
;Dizzy
[Statedef 7500]
type    = S
movetype = I
physics = N
ctrl    = 0
sprpriority = 0
velset  = 0,0

[State 3280, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5300

[State 3280, SelfState]
type = SelfState
trigger1 = Time = 120
value = 0
ctrl = 1

;----------------------
[Statedef 3261]
type    = S
movetype= H
physics = N
ctrl = 0
;facep2 = 1
SprPriority = 1

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

[State -2, VarAdd]
type = VarAdd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(9) = 0
trigger3 = animelemtime(13) = 0
fvar(2) = 15

[State -2, VarAdd]
type = VarAdd
trigger1 = animelemtime(17) = 0
fvar(2) = 99999

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(19) = 0
x = -12.0

[State 1200, VelSet]
type = VelMul
trigger1 = 1
x = .85

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

[State 811, changestate]
type = selfstate
trigger1 = !alive
trigger1 = animelemtime(18) = 0
value = 5190

[State 811, SelfState]
type = selfstate
trigger1 = alive
trigger1 = fvar(2) < 72
trigger1 = animtime = 0
value = 0
ctrl = 1

;----------------------
[Statedef 3280]
type    = S
movetype= H
physics = N
ctrl = 0
;facep2 = 1
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 3260

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

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(18) = 0
x = -12.0

[State 1200, VelSet]
type = VelMul
trigger1 = 1
x = .85

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(19) = 0
x = 0

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

[State 811, SelfState]
type = changestate
trigger1 = !alive
value = 7600

[State 811, ChangeState]
type = selfstate
trigger1 = alive
trigger1 = animtime = 0
value = 0
ctrl = 1

;----------------------
[Statedef 3281]
type    = S
movetype= H
physics = N
ctrl = 0
;facep2 = 1
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Alex"
value = 3261

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Hugo"
value = 3262

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

[State -2, VarAdd]
type = VarAdd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(9) = 0
trigger3 = animelemtime(13) = 0
trigger4 = animelemtime(17) = 0
fvar(2) = 10

[State 1200, VelSet]
type = VelSet
trigger1 = animelemtime(19) = 0
x = -12.0

[State 1200, VelSet]
type = VelMul
trigger1 = 1
x = .85

[State 1200, VelSet]
type = VelSet
triggerall = authorname = "GM"
trigger1 = name = "Alex"
trigger1 = animelemtime(21) = 0
trigger2 = name = "Hugo"
trigger2 = animelemtime(22) = 0
x = 0

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

[State 811, changestate]
type = selfstate
trigger1 = !alive
trigger1 = animelemtime(18) = 0
value = 5190

[State 811, SelfState]
type = selfstate
triggerall = alive
triggerall = fvar(2) = 72
trigger1 = name = "Alex"
trigger1 = animtime = 0
trigger2 = name = "Hugo"
trigger2 = animelemtime(23) = 1
value = 5300

[State 811, SelfState]
type = selfstate
trigger1 = alive
trigger1 = fvar(2) < 72
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------
;AirDash
[Statedef 110]
type = A
physics = N
anim = 110
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 70
PalAdd      = -10,-10,-10
PalMul      = .55,.55,.55
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 11

[State 100, 1]
type = VelSet
trigger1 = 1
x = 7
y = 0.4

[State 100, 2]
type = ChangeState
trigger1 = time = 15
value = 111

;------------------------------------
;AirDash
[Statedef 111]
type = A
physics = A
anim = 111
ctrl = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 2
;ignorehitpause =
;persistent =


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 52

;---------------------------------------------------------------------------
; LauncherFollow
[Statedef 40000]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 70
PalAdd      = -10,-10,-10
PalMul      = .55,.55,.55
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 21


[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
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 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50000
ctrl = 1

;AI jump check
[State 40, 6]
type = ChangeState
trigger1 = var(59) = 1 && var(30) = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;LauncherFollowUp
[Statedef 50000]
type    = A
physics = A

[State 0, MakeDust]
type = MakeDust
trigger1 = time = 1
trigger2 = time = 4
trigger3 = time = 7
pos = 0,5
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[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, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3


;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52, Guard]
type= changestate
trigger1= inguarddist
trigger1= ctrl && command="holdback"
value= 120

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 2
value = 1
;ignorehitpause =
;persistent =


[State 52, 1]
type = VelSet
trigger1 = Time = 0
x = 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, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Run forward
[Statedef 100]
type=S
physics=N
movetype=I
anim=100
ctrl=0
velset=0,0
sprpriority=1

[State 100, vel]
type=velmul
trigger1= 1
x=.95
[State 100, vel]
type=velset
trigger1= animelem=2
x=const(velocity.run.fwd.x)

[State 100, step]
type=playsnd
trigger1= animelem=2
value=s9,1
[State 100, dust]
type=explod
trigger1= animelem=2
anim=8103
sprpriority=3
postype=p1
pos=0,ceil(pos y)
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 100, end]
type=changestate
trigger1= !animtime
value=101


;---STOP---
[Statedef 101]
type=S
physics=S
movetype=I
anim=101
ctrl=1
velset=0,0
sprpriority=1
[State 101, snd]
type=playsnd
trigger1= !time
value=s40,0
[State 101, end]
type=changestate
trigger1= !animtime
value=ifelse(command="holddown",10,0)
ctrl=1

;---------------------------------------------------------------------------
; Hop backwards
[Statedef 105]
type=S
physics=S
movetype=I
velset=0,0
anim=105
ctrl=0
sprpriority=1

[State 105, snd]
type=playsnd
trigger1= animelem=2
value=s9,0
[State 105, dust]
type=explod
trigger1= animelemtime(2)=-1
anim=8103
sprpriority=3
postype=p1
pos=0,ceil(pos y)
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 105, vel]
type=velset
trigger1= animelem=2
x=const(velocity.run.back.x)
y=const(velocity.run.back.y)
[State 105, grav]
type=veladd
trigger1= animelemtime(2)>=0
y=.6
[State 105, sts]
type=statetypeset
trigger1= animelemtime(2)>=0
statetype=A
physics=N

[State 105, land]
type=changestate
trigger1= vel y>0 && pos y>=0
value=106


;---LAND---
[Statedef 106]
type=S
physics=S
ctrl=0
anim=106
velset=0,0
[State 106, vel]
type=velset
trigger1= 1
x=0
y=0
[State 106, pos]
type=posset
trigger1= 1
y=0
[State 106, snd]
type=playsnd
trigger1= !time
value=0,53
sprpriority=-3
postype=p1
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1
[State 106, ctrl]
type=ctrlset
trigger1= time>=2
value=1
[State 106, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1
;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 =  1
text = "frontedge = %d fvar1= %f  pos x = %f "
params = var(31), fvar(2) , p2bodydist x

[State -2, VarSet]
type = VarSet
trigger1 =numhelper(1315)<1
v = 31    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State -2, Damage Dampener]; Scaling in action
type= attackmulset
triggerall=stateno = [3000,3999]
trigger1= numenemy
value= ifelse(enemynear, gethitvar(hitcount) = 0, 1, ifelse(enemynear, gethitvar(hitcount) = 1, 0.93, 0.90**enemynear, gethitvar(hitcount)))
ignorehitpause= 1


[State -2, Damage Dampener]; Scaling in action
type= attackmulset
triggerall=stateno != [3000,3999]
trigger1= numenemy
value= ifelse(enemynear, gethitvar(hitcount) = 0, 1, ifelse(enemynear, gethitvar(hitcount) = 1, 0.93, 0.85**enemynear, gethitvar(hitcount)))
ignorehitpause= 1

[State -2, Damage Dampener]; Full damage
type= attackmulset
trigger1= numenemy
trigger1= enemynear,movetype!=H || (enemynear,stateno=[120,155])
value= 1.0
ignorehitpause= 1

[State -2, VarSet]
type = VarSet
triggerall = statetype = A
trigger1 = (p2bodydist x < 50) || (p2bodydist x >90)
v = 30   ;fv = 10
value = 0

[State -2, VarSet]
type = VarSet
triggerall = statetype = A
trigger1 = p2bodydist x = [50,90]
v = 30   ;fv = 10
value = 1

[State -2, VarSet]
type = VarSet
triggerall = var(16) = 1
trigger1 = movehit
trigger1 = stateno = [200,3100]
var(16) = 0
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = var(16) = 1
triggerall = numenemy
trigger1 = enemy,ctrl = 1
trigger2 = enemy,movetype = A
var(16) = 0
ignorehitpause = 1

[State -1, AI ON]  ; Turn the AI on when
Type = VarSet
TriggerAll = Var(59) < 1 ; it is not on yet and
TriggerAll = RoundState=2 ; the fight has started and is not over yet and
Trigger1 = AILevel>0 ; the computer is playing the character
v = 59
value= 1 ; value of 1 will mean the AI is on
Ignorehitpause=1

[State -1, AI OFF] ; Turn the AI off when
Type=VarSet
Trigger1=var(59)>0  ; it is on and
Trigger1=RoundState!=2  ; the round is not started yet or is already over
Trigger2=!IsHelper  ; OR if we are a player, but
Trigger2=AILevel=0  ; the computer is not in control
v=59
value=0 ; value of 0 will mean the AI is off. values other than 0 and 1 are not used in this example, we have only one AI mode, the normal one.
Ignorehitpause=1

[State -1]
Type=VarSet
Trigger1=1
var(50)=(AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*300

[State -2, P2 Facing]
type= targetfacing
trigger1= movecontact=1 && numtarget=1
trigger1= !(target,hitshakeover) && !(target,hitfall) && (target,time<=1)
value= ifelse(p2dist x>=0, -1, 1)
ignorehitpause= 1
;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[State 0, Helper]
type = Helper
triggerall = command = "y" || command = "x"
triggerall = numhelper(8060) = 0
trigger1 = (stateno = 1010)  & movehit
trigger2 = (stateno = 1011) & movehit
helpertype = normal ;player
name = "splode"
ID = 8060
stateno = 8060
pos = 70,-30
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
size.xscale = 0.4
size.yscale = 0.4
ignorehitpause = 1
;persistent =

[State 0, Helper]
type = Helper
triggerall = command = "y" || command = "x"
triggerall = numhelper(8061) = 0
trigger1 = (stateno = 3005)  & movehit
helpertype = normal ;player
name = "splode"
ID = 8061
stateno = 8061
pos = 70,-30
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
size.xscale = 0.4
size.yscale = 0.4
ignorehitpause = 1
;persistent =

[State -2, HitPauseTime]
type = VarSet
triggerall = movehit
trigger1 = stateno = 1350
trigger1 = numtarget(1350)
var(17) = 14
ignorehitpause = 1

[State -2, HitPauseTime]
type = VarSet
triggerall = stateno = 1350
trigger1 = moveguarded
trigger2 = movehit
trigger2 = !numtarget(1350)
var(17) = 9
ignorehitpause = 1

[State -2, TargetState]
type = TargetState
triggerall = movehit
trigger1 = numtarget(1350)
value = ifelse((target,statetype=A),1370,1360)
ignorehitpause = 1

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Ryu"
value = 1

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Ken"
value = 2

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Chun Li"
value = 3

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Haggar"
value = 4

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Charlie"
value = 5

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Jin Saotome"
value = 6

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Mr. X"
value = 7

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Alex"
value = 8

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Jin Kazama"
value = 9

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Squall"
value = 10

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Solid Snake"
value = 11

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Superman"
value = 12

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Sub-Zero"
value = 13

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Garret"
value = 14

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Lynn"
value = 15

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Blaze"
value = 16

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Rorschach"
value = 17

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="SubBoss"
value = 18

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Arthur"
value = 19

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="CM Punk"
value = 20

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="K'"
value = 21

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Skullomania"
value = 22

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Jill"
value = 23

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Sonic"
value = 24

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Megaman"
value = 25

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Tizoc"
value = 26

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Terry"
value = 27

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Wesker"
value = 28

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Axel"
value = 29

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Scorpion"
value = 30

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Viper"
value = 31

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Jedah"
value = 32

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Leo"
value = 33

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Koopa Troopa"
value = 34

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Morrigan"
value = 35

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Captain America"
value = 36

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Goku"
value = 37

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Dr. Doom"
value = 38

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Hinata"
value = 39

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="M. Bison"
value = 40

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Final Boss"
value = 41

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Mario"
value = 42

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Birdie"
value = 43

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Strider"
value = 44

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Sol Badguy"
value = 45

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Snow"
value = 46

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Sabotage"
value = 47

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Ermac"
value = 48

[State 0, StopSnd]
type = StopSnd
trigger1 = p2stateno != 7500
channel = 6
;ignorehitpause =
;persistent =


[State -2, TargetState]
type = TargetState
triggerall = movehit
trigger1 = numtarget(1600)
trigger2 = numtarget(1610)
trigger3 = numtarget(1620)
trigger4 = numtarget(1630)
value = 1660
ignorehitpause = 1

;--------------------------------------
;UT Meters
;--------------------------------------
[State -3, Helper]
type = Helper
triggerall = roundstate >= 0
triggerall = teamside = 1
trigger1 = 1 && !numhelper(90000)
helpertype = normal ;player
name = "Power/Guard Meters p1"
ID = 90000
stateno = 90000
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1

[State -3, Helper]
type = Helper
triggerall = roundstate >= 0
triggerall = teamside = 2
trigger1 = 1 && !numhelper(90001)
helpertype = normal ;player
name = "Power/Guard Meters p2"
ID = 90001
stateno = 90001
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1

;This controller plays a sound everytime the player lands from a jump, or
;from a back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = s40, 0
