;================================================================================
;Hishou Ryuusei Ken 
;================================================================================
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
poweradd=  ifelse(var(51),0,-1000)     
ctrl = 0
sprpriority = 2
;=======================================;Button Check
[State 1000, VarSet]
type = VarSet
trigger1 = !time
var(5) = ifelse((helper(10371), var(0) = [1,3]),0,1) 
;=======================================;Superpause and Effects
[State 300, End MAXMODE]
type = VarSet
trigger1 = !time
var(51) = 0
ignorehitpause = 1

[State 2000, VarSet]
type = VarSet
trigger1 = time = 0 ;Superpause tick error fix.
var(6) = 30

[State 2000, VarSet]
type = VarSet
Trigger1 = numtarget(3002)
trigger1 = anim = 3003
var(6) = 36

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 0
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 220,0,10;255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 1
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State 1000: Helper]
type = Helper
triggerall = var(31) = 0
trigger1 = !numhelper(40000)
trigger1 = prevstateno = [1000,1500]
helpertype = Normal
name = "SuperCancel"
id = 40000
pos = 0, 0 ;50
postype = left
facing = 1
stateno = 40000
keyctrl = 0
ownpal = 1
ontop = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
ignorehitpause = 1
persistent = 0

[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,30]
flag = noBG
flag2 = noFG

[State 13000, EnvColor]
type = EnvColor
trigger1 = time = 1
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 2010, Pause]
Type = SuperPause
Trigger1 = time = 1
Time = 28
movetime = 28
anim = -1
sound = s3+(var(32)*2),10
Pos = 14, -88
Darken = 0
UnHittAble = 1
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15200-(var(31)*200)
pos = 50,-78
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15201-(var(31)*200)
pos = 50,-78
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State 2000, 0]
type = NotHitBy
trigger1 = anim = 3000 && animelemtime(5) < 0
trigger2 = anim = 3001 && animelemtime(6) < 0
value = SCA
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = ifelse(var(5)=0,3000,3001)

[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = !animtime
trigger1 = anim = 3000 || anim = 3001 
value = 3002

[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = !animtime
trigger1 = anim = 3002 || anim = 3003
value = anim+1

[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3004 && animelem = 4
movetype = I 
;=======================================;Movement
[State 1300, PosAdd]
type = PosAdd
triggerall = anim = 3000 || anim = 3001
trigger1 = animelem = 6
trigger2 = animelem = 9
x = 8

[State 1300, PosAdd]
type = PosAdd
triggerall = anim = 3002
trigger1 = animelem = 5
x = 16

[State 1300, PosAdd]
type = PosAdd
triggerall = anim = 3004
trigger1 = animelem = 2
x = 4

[State 1300, PosAdd]
type = PosAdd
triggerall = anim = 3004
trigger1 = animelem = 5
x = 8
;=======================================;Helpers
[State 1000: Helper]
type = helper
trigger1 = Anim = 3004
trigger1 = animelemtime(2) = 1
helpertype = Normal
id = 3005
pos = 0, 0
postype = p1
facing = 1
stateno = 3005
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 2010, Pause]
Type = SuperPause
Triggerall = numtarget(3002)
triggerall = anim = 3003
trigger1 = Animelem = 1
Time = 36
movetime = 36
anim = -1
sound = -1
Pos = 14, -88
Darken = 0
UnHittAble = 1
p2defmul = 1
ignorehitpause = 1

[State 2010, AssertSpecial]
type = AssertSpecial
Triggerall = numtarget(3002)
trigger1 = (Anim = 3003 && Animelemtime(1) >= 0) 
flag = noBG
flag2 = noFG

;=======================================;Effects
[State 3035, 1]
type = AfterImage
trigger1 = anim = 3000 && animelem = 1
trigger2 = anim = 3001 && animelem = 1
time = 999
length = 4
timegap = 2
framegap = 1
palbright = 0,0,32
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
palcolor = 0
trans = add1

[State 1000, Sound]
type = PlaySnd
triggerall = Anim = 3000 || Anim = 3001
trigger1 = animelem = 6 
trigger2 = animelem = 10
value = 4,8

[State 1000, Sound]
type = PlaySnd
trigger1 = Anim = 3004
trigger1 = animelemtime(2) = 1
value = 1000,6

[State 200, snd]
type=playsnd
triggerall = animelem = 1
trigger1 = anim = 3003
value=200,2
channel=0 
[State 200, snd]
type=playsnd
triggerall = animelem = 1
trigger1 = anim = 3004
value=200,4
channel=0 
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
triggerall = anim = 3000
trigger1 = AnimElemtime(8) >= 0 && animelemtime(9) < 0
attr = S, HA
damage = floor(58*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-68
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 11,13
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID =3000

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
triggerall = anim = 3001
trigger1 = AnimElemtime(8) >= 0 && animelemtime(9) < 0
attr = S, HA
damage = floor(58*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-68
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 11,13
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID =3000

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
triggerall = anim = 3002
trigger1 = AnimElemtime(1) >= 0 && animelemtime(2) < 0
attr = S, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-84
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 11,16
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID = 3002
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Hishou Ryuusei Ken Projectile
;================================================================================
[Statedef 3005]
type = A
movetype = A
physics = N
ctrl = 0
ownpal = 1
sprpriority = 4
;=======================================;Bind
[State 30000, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
;=======================================;Animations
[State 1000, Anim]
Type = ChangeAnim
Trigger1 = !Time && !prevstateno 
Value = 3005
ignorehitpause = 1
;=======================================;Projectile Properties
[State -2, Damage Dampener]; Scaling in action
type= attackmulset
trigger1= 1
value= ifelse(root,var(51),0.63,1)
ignorehitpause= 1
[State 1000, projs only]
type = HitBy
trigger1 = 1
value = SCA, NP, SP
ignorehitpause = 1
[State 10012, override]
type = HitOverride
trigger1 = !time
attr = SCA, AA, AP, AT
stateno = 3005
time = -1
ignorehitpause = 1
[State -2, Juggle Killer]
type = ParentVarSet
trigger1 = movehit && P2Statetype = A
var(16) = ifelse(root,var(51),60,35)
ignorehitpause = 1
persistent = 0
[State -2, Air Limiter]
type = ParentvarSet
trigger1 = MoveContact && NumTarget
var(40) = 1
ignorehitpause = 1
persistent = 0
[State -2, FlagHitToParent]
type = ParentVarSet
trigger1 = MoveHit && NumTarget
var(58) = 20
ignorehitpause = 1
persistent = 0
[State -2, VarSet]
type = ParentVarSet
trigger1 = MoveContact && NumTarget
var(9) = 1
persistent = 0
ignorehitpause=1
[State -2, VarSet];Counter Hit Reset
type = ParentVarSet
trigger1 = root,var(57) >= 22 
var(57) = 0
ignorehitpause = 1
[State 1411, VarSet]
type = ParentVarSet
trigger1 = MoveHit && NumTarget
var(18) = 12
persistent = 0
;=======================================;Effects
[State 3000, ContactSpark]
type = Explod
trigger1 = MoveContact && NumTarget
anim = (ifelse(MoveHit,(17002+(root,var(31)*10001)),(17502+(root,var(31)*10000))))
ID = 1000
pos = (ifelse(p2dist x < 0, 44, ifelse(p2dist x < 10, ceil(p2dist x), 88))),-44
postype = p1
facing = 1
bindtime = 1
removetime = -2
sprpriority = 8
shadow = 0,0,0
ownpal = 1
persistent = 0

[State -2, Helper]
type = Helper
trigger1 = !numhelper(50000) && !numhelper(50001)
trigger1 = WinKO
helpertype = normal
name = "K.O."
ID = 50001
stateno = 50000
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State 1000, Sound]
type = PlaySnd
trigger1 = MoveContact && NumTarget
value = 3+(root,var(32)*2),ifelse(MoveHit,9,13)
persistent = 0

[State 1050, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 166,94
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 13000, EnvColor]
type = EnvColor
trigger1 = numtarget(3005) && movehit
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1
persistent = 0
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = root,var(40) < 1 || root,var(57) > 0 || root,var(16) > 0
trigger1 = (animelemno(0) = [4,10])
attr = A, HP
damage = floor(167*ifelse(root,var(56),1.25,1)),8
animtype = D
air.animtype = D
ground.type = low
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = -1
sparkxy = 0, -80
hitsound = -1
guardsound = -1
guard.sparkno = -1
pausetime = 1,13
guard.pausetime = 1,13
ground.slidetime = 17
ground.hittime = 17
guard.hittime = 17
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = -19,-9
guard.velocity = -11.1796875
air.type = High
air.velocity = -19,-9
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
fall = 1
air.fall = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall.recovertime = 120
hitonce = 1
fall.envshake.time = 14
fall.envshake.freq = 180
fall.envshake.ampl = -4
id=3005
persistent = 0
p1sprpriority = 4

[State -2, P2 get hit]
type = TargetState
trigger1 = numtarget(3005) && movehit
value = 10200
persistent = 0
;=======================================;Recovery for target
[State -2, P2 Safe Fall]
type = TargetState
trigger1 = NumTarget = 1
trigger1 = Target, command = "recovery"
trigger1 = Target, pos y >= -30 && Target, vel y > 0
trigger1 = Target, Alive && Target, HitFall && Target, GetHitVar(fall.recover)
trigger1 = Target, StateNo = 5030 || Target, StateNo = 5035 || Target, StateNo = 5050 || Target, StateNo = 5071
value = 5205
ignoreHitPause = 1
;=======================================;Projectile Properties
[State 1005, PROJECTILE ACTIVE]
type = VarSet
trigger1 = !time 
var(20) = 1
;=======================================;End
[State 10002, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0 && numtarget = 0

[State 10002, Safety]
type = ChangeState
trigger1 = root,stateno != 3000
value = 3008
;================================================================================
;Hishou Ryuusei Ken SDM 
;================================================================================
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
poweradd=  ifelse(var(51),-1000,-3000)  
ctrl = 0
sprpriority = 2
;=======================================;Superpause and Effects
[State 300, End MAXMODE]
type = VarSet
trigger1 = !time
var(51) = 0
ignorehitpause = 1

[State 2000, VarSet]
type = VarSet
trigger1 = time = 0 ;Superpause tick error fix.
var(6) = 30

[State 2000, VarSet]
type = VarSet
Trigger1 = numtarget(3002)
trigger1 = anim = 3102
var(6) = 36

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 0
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 220,0,10;255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 1
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State 1000: Helper]
type = Helper
triggerall = var(31) = 0
trigger1 = !numhelper(40000)
trigger1 = prevstateno = [1000,1500]
helpertype = Normal
name = "SuperCancel"
id = 40000
pos = 0, 0 ;50
postype = left
facing = 1
stateno = 40000
keyctrl = 0
ownpal = 1
ontop = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
ignorehitpause = 1
persistent = 0

[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,30]
flag = noBG
flag2 = noFG

[State 13000, EnvColor]
type = EnvColor
trigger1 = time = 1
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 2010, Pause]
Type = SuperPause
Trigger1 = time = 1
Time = 28
movetime = 28
anim = -1
sound = s3,11+(var(32)*6)
Pos = 14, -88
Darken = 0
UnHittAble = 1
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15300-(var(31)*200)
pos = -27,-68
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15301-(var(31)*200)
pos = -27,-68
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State 2000, 0]
type = NotHitBy
trigger1 = anim = 3100 && animelemtime(5) < 0
value = SCA
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3100

[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = !animtime
trigger1 = anim = 3100 || anim = 3101 || anim = 3102
value = anim+1

[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3103 && animelem = 15
movetype = I 
;=======================================;Movement
[State 1300, PosAdd]
type = PosAdd
triggerall = anim = 3100 
trigger1 = animelem = 5
trigger2 = animelem = 6
trigger3 = animelem = 7
x = 6

[State 1300, PosAdd]
type = PosAdd
triggerall = anim = 3100
trigger1 = animelem = 11
trigger2 = animelem = 14
x = 8

[State 1300, PosAdd]
type = PosAdd
triggerall = anim = 3103
trigger1 = animelem = 1
trigger2 = animelem = 16
x = 8

[State 1300, PosAdd]
type = PosAdd
triggerall = anim = 3103
trigger1 = animelem = 3
x = 4
;=======================================;Helpers
[State 3035, 1]
type = AfterImage
trigger1 = anim = 3100 && animelem = 1
time = 999
length = 4
timegap = 2
framegap = 1
palbright = 0,0,32
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
palcolor = 0
trans = add1

[State 1000: Helper]
type = helper
trigger1 = Anim = 3103
trigger1 = animelemtime(3) = 1
helpertype = Normal
id = 3105
pos = 0, 0
postype = p1
facing = 1
stateno = 3105
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
[State 1000: Helper]
type = helper
trigger1 = Anim = 3103
trigger1 = animelemtime(8) = 1
helpertype = Normal
id = 3105
pos = 0, 0
postype = p1
facing = 1
stateno = 3106
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
[State 1000: Helper]
type = helper
trigger1 = Anim = 3103
trigger1 = animelemtime(13) = 1
helpertype = Normal
id = 3105
pos = 0, 0
postype = p1
facing = 1
stateno = 3107
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 2010, Pause]
Type = SuperPause
Triggerall = numtarget(3002)
triggerall = anim = 3102
trigger1 = Animelem = 1
Time = 36
movetime = 36
anim = -1
sound = -1
Pos = 14, -88
Darken = 0
UnHittAble = 1
p2defmul = 1
ignorehitpause = 1

[State 2010, AssertSpecial]
type = AssertSpecial
Triggerall = numtarget(3002)
trigger1 = (Anim = 3102 && Animelemtime(1) >= 0) 
flag = noBG
flag2 = noFG

;=======================================;Effects
[State 1000, Sound]
type = PlaySnd
triggerall = Anim = 3100 
trigger1 = animelem = 6 
trigger2 = animelem = 12
trigger3 = animelem = 15
value = 4,8

[State 1000, Sound]
type = PlaySnd
triggerall = Anim = 3103
trigger1 = animelemtime(3) = 1
trigger2 = animelemtime(8) = 1
trigger3 = animelemtime(13) = 1
value = 1000,6
channel = 4

[State 1000, Sound]
type = PlaySnd
trigger1 = Anim = 3004
trigger1 = animelemtime(2) = 1
value = 1000,6

[State 200, snd]
type=playsnd
triggerall = animelem = 1
trigger1 = anim = 3102
value=200,2
channel=0 
[State 200, snd]
type=playsnd
triggerall = anim = 3103
trigger1 = animelemtime(3) = 1
trigger2 = animelemtime(8) = 1
trigger3 = animelemtime(13) = 1
value=200,4
channel=0 
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
triggerall = anim = 3100
trigger1 = AnimElemtime(8) >= 0 && animelemtime(9) < 0
attr = S, HA
damage = floor(58*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-44
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 7,13
guard.pausetime = 7,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID =3000

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
triggerall = anim = 3100
trigger1 = AnimElemtime(13) >= 0 && animelemtime(14) < 0
attr = S, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-68
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 7,13
guard.pausetime = 7,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID =3000

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
triggerall = anim = 3101
trigger1 = AnimElemtime(1) >= 0 && animelemtime(2) < 0
attr = S, HA
damage = floor(8*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-84
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 11,16
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID = 3002
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = anim = 3103
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Hishou Ryuusei Ken SDM Projectile 1
;================================================================================
[Statedef 3105]
type = A
movetype = A
physics = N
ctrl = 0
ownpal = 1
sprpriority = 4
;=======================================;Bind
[State 30000, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
;=======================================;Animations
[State 1000, Anim]
Type = ChangeAnim
Trigger1 = !Time && !prevstateno 
Value = 3105
ignorehitpause = 1
;=======================================;Projectile Properties
[State -2, Damage Dampener]; Scaling in action
type= attackmulset
trigger1= 1
value= ifelse(root,var(51),0.63,1)
ignorehitpause= 1
[State 1000, projs only]
type = HitBy
trigger1 = 1
value = SCA, NP, SP
ignorehitpause = 1
[State 10012, override]
type = HitOverride
trigger1 = !time
attr = SCA, AA, AP, AT
stateno = 3107
time = -1
ignorehitpause = 1
[State -2, Juggle Killer]
type = ParentVarSet
trigger1 = movehit && P2Statetype = A
var(16) = ifelse(root,var(51),60,35)
ignorehitpause = 1
persistent = 0
[State -2, Air Limiter]
type = ParentvarSet
trigger1 = MoveContact && NumTarget
var(40) = 1
ignorehitpause = 1
persistent = 0
[State -2, FlagHitToParent]
type = ParentVarSet
trigger1 = MoveHit && NumTarget
var(58) = 20
ignorehitpause = 1
persistent = 0
[State -2, VarSet]
type = ParentVarSet
trigger1 = MoveContact && NumTarget
var(9) = 1
persistent = 0
ignorehitpause=1
[State -2, VarSet];Counter Hit Reset
type = ParentVarSet
trigger1 = root,var(57) >= 22 
var(57) = 0
ignorehitpause = 1
[State 1411, VarSet]
type = ParentVarSet
trigger1 = MoveHit && NumTarget
var(18) = 12
persistent = 0
;=======================================;Effects
[State 3000, ContactSpark]
type = Explod
trigger1 = MoveContact && NumTarget
anim = (ifelse(MoveHit,(17002+(root,var(31)*10001)),(17502+(root,var(31)*10000))))
ID = 1000
pos = (ifelse(p2dist x < 0, 44, ifelse(p2dist x < 10, ceil(p2dist x), 88))),-44
postype = p1
facing = 1
bindtime = 1
removetime = -2
sprpriority = 8
shadow = 0,0,0
ownpal = 1
persistent = 0

[State -2, Helper]
type = Helper
trigger1 = !numhelper(50000) && !numhelper(50001)
trigger1 = WinKO
helpertype = normal
name = "K.O."
ID = 50001
stateno = 50000
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State 1000, Sound]
type = PlaySnd
trigger1 = MoveContact && NumTarget
value = 3+(root,var(32)*2),ifelse(MoveHit,9,13)
persistent = 0

[State 1050, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 166,94
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 13000, EnvColor]
type = EnvColor
trigger1 = numtarget(3105) && movehit
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1
persistent = 0
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = root,var(40) < 1 || root,var(57) > 0 || root,var(16) > 0
trigger1 = (animelemno(0) = [4,10])
attr = , HA
damage = floor(175*ifelse(root,var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 1, 4
guard.pausetime = 1,4
sparkno = -1
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(root,var(32)*2), 13
guard.sparkno = s17502+(root,var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = 0
fall.yvelocity = -2.5
guard.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3105
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
Air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
persistent = 0
p1sprpriority = 4
;=======================================;Recovery for target
[State -2, P2 Safe Fall]
type = TargetState
trigger1 = NumTarget = 1
trigger1 = Target, command = "recovery"
trigger1 = Target, pos y >= -30 && Target, vel y > 0
trigger1 = Target, Alive && Target, HitFall && Target, GetHitVar(fall.recover)
trigger1 = Target, StateNo = 5030 || Target, StateNo = 5035 || Target, StateNo = 5050 || Target, StateNo = 5071
value = 5205
ignoreHitPause = 1
;=======================================;Projectile Properties
[State 1005, PROJECTILE ACTIVE]
type = VarSet
trigger1 = !time 
var(20) = 1
;=======================================;End
[State 10002, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0 && numtarget = 0

[State 10002, Safety]
type = ChangeState
trigger1 = root,stateno != 3100
value = 3008
;================================================================================
;Hishou Ryuusei Ken SDM Projectile 2
;================================================================================
[Statedef 3106]
type = A
movetype = A
physics = N
ctrl = 0
ownpal = 1
sprpriority = 4
;=======================================;Bind
[State 30000, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
;=======================================;Animations
[State 1000, Anim]
Type = ChangeAnim
Trigger1 = !Time && !prevstateno 
Value = 3105
ignorehitpause = 1
;=======================================;Projectile Properties
[State -2, Damage Dampener]; Scaling in action
type= attackmulset
trigger1= 1
value= ifelse(root,var(51),0.63,1)
ignorehitpause= 1
[State 1000, projs only]
type = HitBy
trigger1 = 1
value = SCA, NP, SP
ignorehitpause = 1
[State 10012, override]
type = HitOverride
trigger1 = !time
attr = SCA, AA, AP, AT
stateno = 3107
time = -1
ignorehitpause = 1
[State -2, Juggle Killer]
type = ParentVarSet
trigger1 = movehit && P2Statetype = A
var(16) = ifelse(root,var(51),60,35)
ignorehitpause = 1
persistent = 0
[State -2, Air Limiter]
type = ParentvarSet
trigger1 = MoveContact && NumTarget
var(40) = 1
ignorehitpause = 1
persistent = 0
[State -2, FlagHitToParent]
type = ParentVarSet
trigger1 = MoveHit && NumTarget
var(58) = 20
ignorehitpause = 1
persistent = 0
[State -2, VarSet]
type = ParentVarSet
trigger1 = MoveContact && NumTarget
var(9) = 1
persistent = 0
ignorehitpause=1
[State -2, VarSet];Counter Hit Reset
type = ParentVarSet
trigger1 = root,var(57) >= 22 
var(57) = 0
ignorehitpause = 1
[State 1411, VarSet]
type = ParentVarSet
trigger1 = MoveHit && NumTarget
var(18) = 12
persistent = 0
;=======================================;Effects
[State 3000, ContactSpark]
type = Explod
trigger1 = MoveContact && NumTarget
anim = (ifelse(MoveHit,(17002+(root,var(31)*10001)),(17502+(root,var(31)*10000))))
ID = 1000
pos = (ifelse(p2dist x < 0, 44, ifelse(p2dist x < 10, ceil(p2dist x), 88))),-68
postype = p1
facing = 1
bindtime = 1
removetime = -2
sprpriority = 8
shadow = 0,0,0
ownpal = 1
persistent = 0

[State -2, Helper]
type = Helper
trigger1 = !numhelper(50000) && !numhelper(50001)
trigger1 = WinKO
helpertype = normal
name = "K.O."
ID = 50001
stateno = 50000
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State 1000, Sound]
type = PlaySnd
trigger1 = MoveContact && NumTarget
value = 3+(root,var(32)*2),ifelse(MoveHit,9,13)
persistent = 0

[State 1050, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 166,94
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 13000, EnvColor]
type = EnvColor
trigger1 = numtarget(3105) && movehit
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1
persistent = 0
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = root,var(40) < 1 || root,var(57) > 0 || root,var(16) > 0
trigger1 = (animelemno(0) = [4,10])
attr = , HA
damage = floor(92*ifelse(root,var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 1, 4
guard.pausetime = 1,4
sparkno = -1
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(root,var(32)*2), 13
guard.sparkno = s17502+(root,var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = 0
fall.yvelocity = -2.5
guard.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3105
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
Air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
persistent = 0
p1sprpriority = 4
;=======================================;Recovery for target
[State -2, P2 Safe Fall]
type = TargetState
trigger1 = NumTarget = 1
trigger1 = Target, command = "recovery"
trigger1 = Target, pos y >= -30 && Target, vel y > 0
trigger1 = Target, Alive && Target, HitFall && Target, GetHitVar(fall.recover)
trigger1 = Target, StateNo = 5030 || Target, StateNo = 5035 || Target, StateNo = 5050 || Target, StateNo = 5071
value = 5205
ignoreHitPause = 1
;=======================================;Projectile Properties
[State 1005, PROJECTILE ACTIVE]
type = VarSet
trigger1 = !time 
var(20) = 1
;=======================================;End
[State 10002, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0 && numtarget = 0

[State 10002, Safety]
type = ChangeState
trigger1 = root,stateno != 3100
value = 3008
;================================================================================
;Hishou Ryuusei Ken SDM Projectile 3
;================================================================================
[Statedef 3107]
type = A
movetype = A
physics = N
ctrl = 0
ownpal = 1
sprpriority = 4
;=======================================;Bind
[State 30000, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
;=======================================;Animations
[State 1000, Anim]
Type = ChangeAnim
Trigger1 = !Time && !prevstateno 
Value = 3105
ignorehitpause = 1
;=======================================;Projectile Properties
[State -2, Damage Dampener]; Scaling in action
type= attackmulset
trigger1= 1
value= ifelse(root,var(51),0.63,1)
ignorehitpause= 1
[State 1000, projs only]
type = HitBy
trigger1 = 1
value = SCA, NP, SP
ignorehitpause = 1
[State 10012, override]
type = HitOverride
trigger1 = !time
attr = SCA, AA, AP, AT
stateno = 3107
time = -1
ignorehitpause = 1
[State -2, Juggle Killer]
type = ParentVarSet
trigger1 = movehit && P2Statetype = A
var(16) = ifelse(root,var(51),60,35)
ignorehitpause = 1
persistent = 0
[State -2, Air Limiter]
type = ParentvarSet
trigger1 = MoveContact && NumTarget
var(40) = 1
ignorehitpause = 1
persistent = 0
[State -2, FlagHitToParent]
type = ParentVarSet
trigger1 = MoveHit && NumTarget
var(58) = 20
ignorehitpause = 1
persistent = 0
[State -2, VarSet]
type = ParentVarSet
trigger1 = MoveContact && NumTarget
var(9) = 1
persistent = 0
ignorehitpause=1
[State -2, VarSet];Counter Hit Reset
type = ParentVarSet
trigger1 = root,var(57) >= 22 
var(57) = 0
ignorehitpause = 1
[State 1411, VarSet]
type = ParentVarSet
trigger1 = MoveHit && NumTarget
var(18) = 12
persistent = 0
;=======================================;Effects
[State 3000, ContactSpark]
type = Explod
trigger1 = MoveContact && NumTarget
anim = (ifelse(MoveHit,(17002+(root,var(31)*10001)),(17502+(root,var(31)*10000))))
ID = 1000
pos = (ifelse(p2dist x < 0, 44, ifelse(p2dist x < 10, ceil(p2dist x), 88))),-70
postype = p1
facing = 1
bindtime = 1
removetime = -2
sprpriority = 8
shadow = 0,0,0
ownpal = 1
persistent = 0

[State -2, Helper]
type = Helper
trigger1 = !numhelper(50000) && !numhelper(50001)
trigger1 = WinKO
helpertype = normal
name = "K.O."
ID = 50001
stateno = 50000
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State 1000, Sound]
type = PlaySnd
trigger1 = MoveContact && NumTarget
value = 3+(root,var(32)*2),ifelse(MoveHit,9,13)
persistent = 0

[State 1050, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 166,94
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 13000, EnvColor]
type = EnvColor
trigger1 = numtarget(3005) && movehit
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1
persistent = 0
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = root,var(40) < 1 || root,var(57) > 0 || root,var(16) > 0
trigger1 = (animelemno(0) = [4,10])
attr = , HA
damage = floor(42*ifelse(root,var(56),1.25,1)),8
animtype = D
air.animtype = D
ground.type = low
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = -1
sparkxy = 0, -80
hitsound = -1
guardsound = -1
guard.sparkno = -1
pausetime = 1,13
guard.pausetime = 1,13
ground.slidetime = 17
ground.hittime = 17
guard.hittime = 17
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = -19,-9
guard.velocity = -11.1796875
air.type = High
air.velocity = -19,-9
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
fall = 1
air.fall = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall.recovertime = 120
hitonce = 1
fall.envshake.time = 14
fall.envshake.freq = 180
fall.envshake.ampl = -4
id=3005
persistent = 0
p1sprpriority = 4

[State -2, P2 get hit]
type = TargetState
trigger1 = numtarget(3005) && movehit
value = 10200
persistent = 0
;=======================================;Recovery for target
[State -2, P2 Safe Fall]
type = TargetState
trigger1 = NumTarget = 1
trigger1 = Target, command = "recovery"
trigger1 = Target, pos y >= -30 && Target, vel y > 0
trigger1 = Target, Alive && Target, HitFall && Target, GetHitVar(fall.recover)
trigger1 = Target, StateNo = 5030 || Target, StateNo = 5035 || Target, StateNo = 5050 || Target, StateNo = 5071
value = 5205
ignoreHitPause = 1
;=======================================;Projectile Properties
[State 1005, PROJECTILE ACTIVE]
type = VarSet
trigger1 = !time 
var(20) = 1
;=======================================;End
[State 10002, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0 && numtarget = 0

[State 10002, Safety]
type = ChangeState
trigger1 = root,stateno != 3100
value = 3008
;================================================================================
;Projectile Disperse Safety
;================================================================================
[Statedef 3008]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = 1
sprpriority = 4
;=======================================;End
[State 10002, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0 && numtarget = 0
;=======================================;Recovery for target
[State -2, P2 Safe Fall]
type = TargetState
trigger1 = NumTarget = 1
trigger1 = Target, command = "recovery"
trigger1 = Target, pos y >= -30 && Target, vel y > 0
trigger1 = Target, Alive && Target, HitFall && Target, GetHitVar(fall.recover)
trigger1 = Target, StateNo = 5030 || Target, StateNo = 5035 || Target, StateNo = 5050 || Target, StateNo = 5071
value = 5205
ignoreHitPause = 1
;================================================================================
;CHOU Reppa Dan (fancy accordion music)
;================================================================================
[Statedef 3200]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
poweradd=  ifelse(var(51),0,-1000)     
ctrl = 0
sprpriority = 2
;=======================================;Button Check
[State 1000, VarSet]
type = VarSet
trigger1 = !time
var(5) = ifelse((helper(10371), var(3) = [1,3]),0,1) 
;=======================================;Superpause and Effects
[State 300, End MAXMODE]
type = VarSet
trigger1 = !time
var(51) = 0
ignorehitpause = 1

[State 2000, VarSet]
type = VarSet
trigger1 = time = 0 ;Superpause tick error fix.
var(6) = 30

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 0
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 220,0,10;255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 1
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State 1000: Helper]
type = Helper
triggerall = var(31) = 0
trigger1 = !numhelper(40000)
trigger1 = prevstateno = [1000,1500]
helpertype = Normal
name = "SuperCancel"
id = 40000
pos = 0, 0 ;50
postype = left
facing = 1
stateno = 40000
keyctrl = 0
ownpal = 1
ontop = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
ignorehitpause = 1
persistent = 0

[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,30]
flag = noBG
flag2 = noFG

[State 13000, EnvColor]
type = EnvColor
trigger1 = time = 1
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 2010, Pause]
Type = SuperPause
Trigger1 = time = 1
Time = 28
movetime = 28
anim = -1
sound = s3+(var(32)*2),10
Pos = 14, -88
Darken = 0
UnHittAble = 1
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15200-(var(31)*200)
pos = 32,-66
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15201-(var(31)*200)
pos = 32,-66
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State 2000, 0]
type = NotHitBy
trigger1 = anim = 3200 && animelemtime(4) < 0
trigger2 = anim = 3211 && animelemtime(5) < 0
value = SCA
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = ifelse(var(5)=0,3200,3210)

[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = !animtime
trigger1 = anim = 3200 || anim = 3210
value = ifelse((var(1)=0),(anim+1),(anim+21))

[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3201 || anim = 3211
trigger2 = anim = 3221 || anim = 3231
Statetype = A 
;=======================================;Movement
[State 1300, PosAdd]
type = PosAdd
triggerall = anim = 3200 || anim = 3210
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
x = 8

[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3201 && animelem = 1
trigger2 = anim = 3221 && animelem = 1
x = 3.5
y = -5.5
[State 1300, VelAdd]
type = VelAdd
trigger1 = anim = 3201 && animelemtime(1) > 0 
trigger2 = anim = 3221 && animelemtime(1) > 0 
y = 0.34375

[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3211 && animelem = 1
trigger2 = anim = 3231 && animelem = 1
x = 5
y = -6.5
[State 1300, VelAdd]
type = VelAdd
trigger1 = anim = 3211 && animelemtime(1) > 0 
trigger2 = anim = 3231 && animelemtime(1) > 0 
y = 0.34375
;=======================================;Helpers
[State 1000: Helper]
type = helper
triggerall = Anim = 3201 || Anim = 3211 || Anim = 3221 || Anim = 3231
trigger1 = animelem = 1
helpertype = Normal
id = 3205
pos = 0, 0
postype = p1
facing = 1
stateno = 3205
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State 1000, Sound]
type = PlaySnd
triggerall = Anim = 3201 || Anim = 3211 || Anim = 3221 || Anim = 3231
trigger1 = animelem = 1
value = 4,3

[State 200, snd]
type=playsnd
triggerall = var(1) = 0
triggerall = Anim = 3200 || Anim = 3210
trigger1 = animelem = 1
value=200,1
channel=0 

[State 200, snd]
type=playsnd
triggerall = var(1) = 1
triggerall = Anim = 3221 || Anim = 3231
trigger1 = animelem = 1
value=200,18
channel=0 
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3200 && animelemtime(6)>= 0 
attr = S, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 8
guard.pausetime = 6,8
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-92
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3201 || anim = 3221 
trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0 
attr = A, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 8
guard.pausetime = 6,8
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3201 || anim = 3221 
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0 
attr = A, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 8
guard.pausetime = 6,8
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3201 || anim = 3221 
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0 
attr = A, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 8
guard.pausetime = 6,8
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-54
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3201 || anim = 3221 
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0 
attr = A, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 8
guard.pausetime = 6,8
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3201 || anim = 3221 
trigger1 = animelemtime(7) >= 0 && animelemtime(8) < 0 
attr = A, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 7
guard.pausetime = 6,7
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3201 || anim = 3221 
trigger1 = animelemtime(9) >= 0 && animelemtime(10) < 0 
attr = A, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 7
guard.pausetime = 6,7
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-54
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3201 || anim = 3221 
trigger1 = animelemtime(11) >= 0 && animelemtime(12) < 0 
attr = A, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 7
guard.pausetime = 6,7
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-54
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3201 || anim = 3221 
trigger1 = animelemtime(13) >= 0 && animelemtime(14) < 0 
attr = A, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 7
guard.pausetime = 6,7
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-54
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3210 && animelemtime(6)>= 0 
attr = S, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 8
guard.pausetime = 6,8
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-92
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3211 || anim = 3231 
trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0 
attr = A, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 8
guard.pausetime = 6,8
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3211 || anim = 3231 
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0 
attr = A, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 8
guard.pausetime = 6,8
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3211 || anim = 3231 
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0 
attr = A, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 8
guard.pausetime = 6,8
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-54
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3211 || anim = 3231 
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0 
attr = A, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 8
guard.pausetime = 6,8
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3211 || anim = 3231 
trigger1 = animelemtime(7) >= 0 && animelemtime(8) < 0 
attr = A, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 8
guard.pausetime = 6,8
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3211 || anim = 3231 
trigger1 = animelemtime(9) >= 0 && animelemtime(10) < 0 
attr = A, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 7
guard.pausetime = 6,7
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-54
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3211 || anim = 3231 
trigger1 = animelemtime(11) >= 0 && animelemtime(12) < 0 
attr = A, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 7
guard.pausetime = 6,7
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-54
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3211 || anim = 3231 
trigger1 = animelemtime(13) >= 0 && animelemtime(14) < 0 
attr = A, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 7
guard.pausetime = 6,7
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-54
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0
;=======================================;End
[State 1000, 6]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0
;================================================================================
;Chou Reppa Dan Landing
;================================================================================
[Statedef 3201]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Animations
[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = anim+1
;=======================================;Movements
[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0
;=======================================;Helpers
[State 1000: Helper]
type = helper
trigger1 = animelem = 1
helpertype = Normal
id = 3206
pos = 0, 0
postype = p1
facing = 1
stateno = 3206
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State -3, land]
type = PlaySnd
trigger1 = !time
value =  (2+(var(32)*10))+var(41),2
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;================================================================================
;Chou Reppa Dan Ignite FX
;================================================================================
[Statedef 3205]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = ifelse((root,var(1)=0),3205,3235)
sprpriority = 3
;=======================================;Bind
[State 30000, BindToRoot]
type = BindToRoot
trigger1 = animelemtime(4) < 0
time = 1
;=======================================;FX
[State 1050, Trans]
type = Trans
trigger1 = 1;root, var(27)
trans = add1
ignorehitpause = 1
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
;=======================================;End
[State 10002, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != 3200
trigger2 = !animtime
;================================================================================
;Chou Reppa Dan Extinguish FX
;================================================================================
[Statedef 3206]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = ifelse((root,var(1)=0),3206,3236)
sprpriority = 3
;=======================================;FX
[State 1050, Trans]
type = Trans
trigger1 = 1;root, var(27)
trans = add1
ignorehitpause = 1
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
;=======================================;End
[State 10002, DestroySelf]
type = DestroySelf
trigger1 = !animtime
;================================================================================
;CHOU Reppa Dan SDM
;================================================================================
[Statedef 3300]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
poweradd=  ifelse(var(51),-1000,-3000)  
ctrl = 0
sprpriority = 2
;=======================================;Button Check
[State 1000, VarSet]
type = VarSet
trigger1 = !time
var(5) = ifelse((helper(10371), var(3) = [1,3]),0,1) 
;=======================================;Superpause and Effects
[State 300, End MAXMODE]
type = VarSet
trigger1 = !time
var(51) = 0
ignorehitpause = 1

[State 2000, VarSet]
type = VarSet
trigger1 = time = 0 ;Superpause tick error fix.
var(6) = 30

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 0
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 220,0,10;255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 1
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State 1000: Helper]
type = Helper
triggerall = var(31) = 0
trigger1 = !numhelper(40000)
trigger1 = prevstateno = [1000,1500]
helpertype = Normal
name = "SuperCancel"
id = 40000
pos = 0, 0 ;50
postype = left
facing = 1
stateno = 40000
keyctrl = 0
ownpal = 1
ontop = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
ignorehitpause = 1
persistent = 0

[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,30]
flag = noBG
flag2 = noFG

[State 13000, EnvColor]
type = EnvColor
trigger1 = time = 1
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 2010, Pause]
Type = SuperPause
Trigger1 = time = 1
Time = 28
movetime = 28
anim = -1
sound = s3,11+(var(32)*6)
Pos = 14, -88
Darken = 0
UnHittAble = 1
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15300-(var(31)*200)
pos = 32,-66
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15301-(var(31)*200)
pos = 32,-66
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State 2000, 0]
type = NotHitBy
trigger1 = anim = 3300 && animelemtime(6) < 0
value = SCA
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3300

[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = !animtime
trigger1 = anim = 3300 
value = ifelse(var(1)=0,(anim+1),(anim+11))

[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3301
trigger2 = anim = 3311
Statetype = A 
;=======================================;Movement
[State 1300, PosAdd]
type = PosAdd
triggerall = anim = 3300
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
x = 8

[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3301 && animelem = 1
trigger2 = anim = 3311 && animelem = 1
x = 5
y = -6.5
[State 1300, VelAdd]
type = VelAdd
trigger1 = anim = 3301 && animelemtime(1) > 0 
trigger2 = anim = 3311 && animelemtime(1) > 0 
y = 0.34375
;=======================================;Helpers
[State 1000: Helper]
type = helper
triggerall = Anim = 3301 || Anim = 3311
trigger1 = animelem = 1
helpertype = Normal
id = 3205
pos = 0, 0
postype = p1
facing = 1
stateno = 3205
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State 1000, Sound]
type = PlaySnd
triggerall = Anim = 3301 || Anim = 3311 
trigger1 = animelem = 1
value = 4,3

[State 200, snd]
type=playsnd
triggerall = var(1) = 0
triggerall = Anim = 3300 
trigger1 = animelem = 1
value=200,1
channel=0 

[State 200, snd]
type=playsnd
triggerall = var(1) = 1
triggerall = Anim = 3301 || Anim = 3311 
trigger1 = animelem = 1
value=200,18
channel=0 
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3300 && animelemtime(6)>= 0 
attr = S, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 8
guard.pausetime = 6,8
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-92
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3301 || anim = 3311 
trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0 
attr = A, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3, 4
guard.pausetime = 3,4
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3301 || anim = 3311 
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0 
attr = A, HA
damage = floor(25*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3, 4
guard.pausetime = 3,4
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3301 || anim = 3311 
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0 
attr = A, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3, 4
guard.pausetime = 3,4
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-54
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3301 || anim = 3311 
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0 
attr = A, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3, 5
guard.pausetime = 3,5
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-54
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3301 || anim = 3311 
trigger1 = animelemtime(6) >= 0 && animelemtime(7) < 0 
attr = A, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3, 5
guard.pausetime = 3,5
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3301 || anim = 3311 
trigger1 = animelemtime(8) >= 0 && animelemtime(9) < 0 
attr = A, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3, 5
guard.pausetime = 3,5
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3301 || anim = 3311 
trigger1 = animelemtime(10) >= 0 && animelemtime(11) < 0 
attr = A, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3, 5
guard.pausetime = 3,5
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3301 || anim = 3311 
trigger1 = animelemtime(12) >= 0 && animelemtime(13) < 0 
attr = A, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3, 5
guard.pausetime = 3,5
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3301 || anim = 3311 
trigger1 = animelemtime(14) >= 0 && animelemtime(15) < 0 
attr = A, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3, 5
guard.pausetime = 3,5
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3301 || anim = 3311 
trigger1 = animelemtime(16) >= 0 && animelemtime(17) < 0 
attr = A, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3, 5
guard.pausetime = 3,5
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3301 || anim = 3311 
trigger1 = animelemtime(18) >= 0 && animelemtime(19) < 0 
attr = A, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3, 5
guard.pausetime = 3,5
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-54
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3301 || anim = 3311 
trigger1 = animelemtime(20) >= 0 && animelemtime(21) < 0 
attr = A, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3, 5
guard.pausetime = 3,5
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-54
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3301 || anim = 3311 
trigger1 = animelemtime(22) >= 0 && animelemtime(23) < 0 
attr = A, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3, 5
guard.pausetime = 3,5
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-54
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3301 || anim = 3311 
trigger1 = animelemtime(22) >= 0 && animelemtime(23) < 0 
attr = A, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3, 5
guard.pausetime = 3,5
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-54
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3301 || anim = 3311 
trigger1 = animelemtime(24) >= 0 && animelemtime(25) < 0 
attr = A, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3, 5
guard.pausetime = 3,5
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-54
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3301 || anim = 3311 
trigger1 = animelemtime(26) >= 0 && animelemtime(27) < 0 
attr = A, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 3, 5
guard.pausetime = 3,5
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-54
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0
;=======================================;End
[State 1000, 6]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0
;================================================================================
;Chou Reppa Dan SDM Landing
;================================================================================
[Statedef 3301]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Animations
[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = anim+1
;=======================================;Movements
[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0
;=======================================;Helpers
[State 1000: Helper]
type = helper
trigger1 = animelem = 1
helpertype = Normal
id = 3206
pos = 0, 0
postype = p1
facing = 1
stateno = 3206
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State -3, land]
type = PlaySnd
trigger1 = !time
value =  (2+(var(32)*10))+var(41),2
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Dan Da Dan
;================================================================================
[Statedef 3400]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
poweradd=  ifelse(var(51),0,-1000)     
ctrl = 0
sprpriority = 2
;=======================================;Superpause and Effects
[State 300, End MAXMODE]
type = VarSet
trigger1 = !time
var(51) = 0
ignorehitpause = 1

[State 2000, VarSet]
type = VarSet
trigger1 = time = 0 ;Superpause tick error fix.
var(6) = 30

[State 2000, VarSet]
type = VarSet
Trigger1 = numtarget(3002)
trigger1 = anim = 3003
var(6) = 36

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 0
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 220,0,10;255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 1
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State 1000: Helper]
type = Helper
triggerall = var(31) = 0
trigger1 = !numhelper(40000)
trigger1 = prevstateno = [1000,1500]
helpertype = Normal
name = "SuperCancel"
id = 40000
pos = 0, 0 ;50
postype = left
facing = 1
stateno = 40000
keyctrl = 0
ownpal = 1
ontop = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
ignorehitpause = 1
persistent = 0

[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,30]
flag = noBG
flag2 = noFG

[State 13000, EnvColor]
type = EnvColor
trigger1 = time = 1
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 2010, Pause]
Type = SuperPause
Trigger1 = time = 1
Time = 28
movetime = 28
anim = -1
sound = s3+(var(32)*2),10
Pos = 14, -88
Darken = 0
UnHittAble = 1
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15200-(var(31)*200)
pos = 16,-64
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15201-(var(31)*200)
pos = 16,-64
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State 2000, 0]
type = NotHitBy
trigger1 = anim = 3400 
trigger1 = animelemtime(1)>=0 && animelemtime(6) < 4
value = SCA
;=======================================;Buffering
[State 1600, VarSet]
type = VarSet
trigger1 = !time
trigger1 = Helper(10371),cond(1,var(42):=0,0) || e ;Reset command
var(4) = 0

[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = anim = 3401
triggerall = numhelper(10371)
triggerall = helper(10371), fvar(1)<=2
triggerall = (helper(10371), var(0) = [1,3]) || (helper(10371), var(1) = [1,3])
var(4) = 1

[State 210, 7]
type = ChangeState
triggerall = var(4) = 1
trigger1 = anim = 3401 
trigger1 = AnimTime = 0
value = 3401
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3400

[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = !animtime
trigger1 = anim = 3400
value = anim+1
;=======================================;Movement
[State 1300, VelSet]
type = VelSet
triggerall = anim = 3401
trigger1 = animelem = 1
x = 8

[State 1300, VelMul]
type = VelMul
triggerall = anim = 3401
trigger1 = animelemtime(1) > 0 && animelemtime(3) < 0
x = 0.920822143554688

[State 1300, VelSet]
type = VelSet
triggerall = anim = 3401
trigger1 = animelem = 3
x = 0
;=======================================;Helpers
[State 1000: Helper]
type = helper
triggerall = anim = 3401
trigger1 = animelem = 4
helpertype = Normal
id = 3400
pos = 0, 0
postype = p1
facing = 1
stateno = 3425
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State 3035, 1]
type = AfterImage
trigger1 = anim = 3400 && animelem = 1
time = 999
length = 4
timegap = 2
framegap = 1
palbright = 0,0,32
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
palcolor = 0
trans = add1

[State 1000, Sound]
type = PlaySnd
triggerall = anim = 3401
trigger1 = animelem = 4
value = 1001,1
channel = 4
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
triggerall = anim = 3401
trigger1 = AnimElemtime(4) >= 0 && animelemtime(5) < 0
attr = S, HA
damage = floor(75*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -20,-82
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = up
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 11,13
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID =3000
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3420
;================================================================================
;Dan Da Dan Follow-up 1
;================================================================================
[Statedef 3401]
type = S
movetype = A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Buffering
[State 1600, VarSet]
type = VarSet
trigger1 = !time
trigger1 = Helper(10371),cond(1,var(0):=0,0) || e ;Reset command
trigger1 = Helper(10371),cond(1,var(1):=0,0) || e ;Reset command
var(4) = 0

[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = anim = 3402
triggerall = animelemtime(3) > 0 
triggerall = numhelper(10371)
triggerall = helper(10371), fvar(1)<=2
triggerall = (helper(10371), var(0) = [1,3]) || (helper(10371), var(1) = [1,3])
var(4) = 1

[State 210, 7]
type = ChangeState
triggerall = var(4) = 1
trigger1 = anim = 3402 
trigger1 = AnimTime = 0
value = 3402
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3402
;=======================================;Helpers
[State 1000: Helper]
type = helper
trigger1 = animelem = 2
helpertype = Normal
id = 3400
pos = 0, 0
postype = p1
facing = 1
stateno = 3425
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State 1000, Sound]
type = PlaySnd
triggerall = anim = 3402
trigger1 = animelem = 2
value = 1001,1
channel = 4

[State 200, snd]
type=playsnd
trigger1= animelem=2
value=200,0
channel=0  
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
triggerall = anim = 3402
trigger1 = AnimElemtime(2) >= 0 && animelemtime(3) < 0
attr = S, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -20,-82
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = up
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 3,13
guard.pausetime = 3,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID =3000
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3420
ctrl = 1
;================================================================================
;Dan Da Dan Follow-up 2
;================================================================================
[Statedef 3402]
type = S
movetype = A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Buffering
[State 1600, VarSet]
type = VarSet
trigger1 = !time
trigger1 = Helper(10371),cond(1,var(0):=0,0) || e ;Reset command
trigger1 = Helper(10371),cond(1,var(1):=0,0) || e ;Reset command
var(4) = 0

[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = anim = 3402
triggerall = animelemtime(3) > 0 
triggerall = numhelper(10371)
triggerall = helper(10371), fvar(1)<=2
triggerall = (helper(10371), var(0) = [1,3]) || (helper(10371), var(1) = [1,3])
var(4) = 1

[State 210, 7]
type = ChangeState
triggerall = var(4) = 1
trigger1 = anim = 3402 
trigger1 = AnimTime = 0
value = 3403
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3402
;=======================================;Helpers
[State 1000: Helper]
type = helper
trigger1 = animelem = 2
helpertype = Normal
id = 3400
pos = 0, 0
postype = p1
facing = 1
stateno = 3425
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State 1000, Sound]
type = PlaySnd
triggerall = anim = 3402
trigger1 = animelem = 2
value = 1001,1
channel = 4

[State 200, snd]
type=playsnd
trigger1= animelem=2
value=200,0
channel=0 
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
triggerall = anim = 3402
trigger1 = AnimElemtime(2) >= 0 && animelemtime(3) < 0
attr = S, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -20,-82
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = up
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 3,13
guard.pausetime = 3,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID =3000
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3420
ctrl = 1
;================================================================================
;Dan Da Dan Follow-up 3
;================================================================================
[Statedef 3403]
type = S
movetype = A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Buffering
[State 1600, VarSet]
type = VarSet
trigger1 = !time
trigger1 = Helper(10371),cond(1,var(0):=0,0) || e ;Reset command
trigger1 = Helper(10371),cond(1,var(1):=0,0) || e ;Reset command
var(4) = 0

[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = anim = 3402
triggerall = animelemtime(3) > 0 
triggerall = numhelper(10371)
triggerall = helper(10371), fvar(1)<=2
triggerall = (helper(10371), var(0) = [1,3]) || (helper(10371), var(1) = [1,3])
var(4) = 1

[State 210, 7]
type = ChangeState
triggerall = var(4) = 1
trigger1 = anim = 3402 
trigger1 = AnimTime = 0
value = 3404
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3402
;=======================================;Helpers
[State 1000: Helper]
type = helper
trigger1 = animelem = 2
helpertype = Normal
id = 3400
pos = 0, 0
postype = p1
facing = 1
stateno = 3425
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State 1000, Sound]
type = PlaySnd
triggerall = anim = 3402
trigger1 = animelem = 2
value = 1001,1
channel = 4

[State 200, snd]
type=playsnd
trigger1= animelem=2
value=200,0
channel=0 
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
triggerall = anim = 3402
trigger1 = AnimElemtime(2) >= 0 && animelemtime(3) < 0
attr = S, HA
damage = floor(8*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -20,-82
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = up
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 3,13
guard.pausetime = 3,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID =3000
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3420
ctrl = 1
;================================================================================
;Dan Da Dan Follow-up 4
;================================================================================
[Statedef 3404]
type = S
movetype = A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Buffering
[State 1600, VarSet]
type = VarSet
trigger1 = !time
trigger1 = Helper(10371),cond(1,var(0):=0,0) || e ;Reset command
trigger1 = Helper(10371),cond(1,var(1):=0,0) || e ;Reset command
var(4) = 0
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3402
;=======================================;Helpers
[State 1000: Helper]
type = helper
trigger1 = animelem = 2
helpertype = Normal
id = 3400
pos = 0, 0
postype = p1
facing = 1
stateno = 3425
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State 1000, Sound]
type = PlaySnd
triggerall = anim = 3402
trigger1 = animelem = 2
value = 1001,1
channel = 4

[State 200, snd]
type=playsnd
trigger1= animelem=2
value=200,0
channel=0 
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
triggerall = anim = 3402
trigger1 = AnimElemtime(2) >= 0 && animelemtime(3) < 0
attr = S, HA
damage = floor(8*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -20,-82
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = up
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 3,13
guard.pausetime = 3,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID =3000
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3420
ctrl = 1
;================================================================================
;Dan Da Dan Finish
;================================================================================
[Statedef 3420]
type = S
movetype = A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3403
;=======================================;Helpers
[State 1000: Helper]
type = helper
trigger1 = animelem = 7
helpertype = Normal
id = 3400
pos = 0, 0
postype = p1
facing = 1
stateno = 3426
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 1000: Helper]
type = helper
trigger1 = animelem = 7
helpertype = Normal
id = 3400
pos = 0, 0
postype = p1
facing = 1
stateno = 3427
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State 1000, Sound]
type = PlaySnd
trigger1 = animelem = 7
value = 1001,0
channel = 4

[State 200, snd]
type=playsnd
trigger1= animelem=1
value=200,4
channel=0 
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(7) >= 0 && animelemtime(8) < 0
attr = S, HA
damage = floor(133*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-74
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = up
air.animtype = up
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 27,28
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = -4.5,-7
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID =3000
envshake.time = 14
envshake.freq = 180
envshake.ampl = -4
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Dan Da Dan Hook FX
;================================================================================
[Statedef 3425]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = 3404
sprpriority = 3
;=======================================;Bind
[State 30000, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
;=======================================;FX
[State 1050, Trans]
type = Trans
trigger1 = 1;root, var(27)
trans = add1
ignorehitpause = 1
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
;=======================================;End
[State 10002, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != [3400,3499]
trigger2 = !animtime
;================================================================================
;Dan Da Dan Straight FX 1
;================================================================================
[Statedef 3426]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = 3405
sprpriority = 3
;=======================================;Bind
[State 30000, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
;=======================================;FX
[State 1050, Trans]
type = Trans
trigger1 = 1;root, var(27)
trans = add1
ignorehitpause = 1
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
;=======================================;End
[State 10002, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != [3400,3499]
trigger2 = !animtime

;================================================================================
;Dan Da Dan Straight FX 1
;================================================================================
[Statedef 3427]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = 3406
sprpriority = 3
;=======================================;Bind
[State 30000, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
;=======================================;FX
[State 1050, Trans]
type = Trans
trigger1 = 1;root, var(27)
trans = add1
ignorehitpause = 1
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
;=======================================;End
[State 10002, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != [3400,3499]
trigger2 = !animtime
;================================================================================
;Dan Da Dan SDM
;================================================================================
[Statedef 3450]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
poweradd=  ifelse(var(51),-1000,-3000)   
ctrl = 0
sprpriority = 2
;=======================================;Superpause and Effects
[State 300, End MAXMODE]
type = VarSet
trigger1 = !time
var(51) = 0
ignorehitpause = 1

[State 2000, VarSet]
type = VarSet
trigger1 = time = 0 ;Superpause tick error fix.
var(6) = 30

[State 2000, VarSet]
type = VarSet
Trigger1 = numtarget(3002)
trigger1 = anim = 3003
var(6) = 36

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 0
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 220,0,10;255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 1
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State 1000: Helper]
type = Helper
triggerall = var(31) = 0
trigger1 = !numhelper(40000)
trigger1 = prevstateno = [1000,1500]
helpertype = Normal
name = "SuperCancel"
id = 40000
pos = 0, 0 ;50
postype = left
facing = 1
stateno = 40000
keyctrl = 0
ownpal = 1
ontop = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
ignorehitpause = 1
persistent = 0

[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,30]
flag = noBG
flag2 = noFG

[State 13000, EnvColor]
type = EnvColor
trigger1 = time = 1
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 2010, Pause]
Type = SuperPause
Trigger1 = time = 1
Time = 28
movetime = 28
anim = -1
sound = s3,11+(var(32)*6)
Pos = 14, -88
Darken = 0
UnHittAble = 1
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15300-(var(31)*200)
pos = 16,-64
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15301-(var(31)*200)
pos = 16,-64
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State 2000, 0]
type = NotHitBy
trigger1 = anim = 3450 
trigger1 = animelemtime(1)>=0 && animelemtime(6) < 4
value = SCA
;=======================================;Buffering
[State 1600, VarSet]
type = VarSet
trigger1 = !time
trigger1 = Helper(10371),cond(1,var(42):=0,0) || e ;Reset command
var(4) = 0

[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = anim = 3451
triggerall = numhelper(10371)
triggerall = helper(10371), fvar(1)<=2
triggerall = (helper(10371), var(0) = [1,3]) || (helper(10371), var(1) = [1,3])
var(4) = 1

[State 210, 7]
type = ChangeState
triggerall = var(4) = 1
trigger1 = anim = 3451 
trigger1 = AnimTime = 0
value = 3451
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3450

[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = !animtime
trigger1 = anim = 3450
value = anim+1
;=======================================;Movement
[State 1300, VelSet]
type = VelSet
triggerall = anim = 3451
trigger1 = animelem = 1
x = 8

[State 1300, VelMul]
type = VelMul
triggerall = anim = 3451
trigger1 = animelemtime(1) > 0 && animelemtime(3) < 0
x = 0.920822143554688

[State 1300, VelSet]
type = VelSet
triggerall = anim = 3451
trigger1 = animelem = 3
x = 0
;=======================================;Helpers
[State 1000: Helper]
type = helper
triggerall = anim = 3451
trigger1 = animelem = 4
helpertype = Normal
id = 3400
pos = 0, 0
postype = p1
facing = 1
stateno = 3425
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State 3035, 1]
type = AfterImage
trigger1 = anim = 3450 && animelem = 1
time = 999
length = 4
timegap = 2
framegap = 1
palbright = 0,0,32
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
palcolor = 0
trans = add1

[State 1000, Sound]
type = PlaySnd
triggerall = anim = 3451
trigger1 = animelem = 4
value = 1001,1
channel = 4
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
triggerall = anim = 3451
trigger1 = AnimElemtime(4) >= 0 && animelemtime(5) < 0
attr = S, HA
damage = floor(83*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -20,-82
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = up
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 11,13
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID =3000
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3470
;================================================================================
;Dan Da Dan SDM Follow-up 1
;================================================================================
[Statedef 3451]
type = S
movetype = A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Buffering
[State 1600, VarSet]
type = VarSet
trigger1 = !time
trigger1 = Helper(10371),cond(1,var(0):=0,0) || e ;Reset command
trigger1 = Helper(10371),cond(1,var(1):=0,0) || e ;Reset command
var(4) = 0

[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = anim = 3452
triggerall = animelemtime(3) > 0 
triggerall = numhelper(10371)
triggerall = helper(10371), fvar(1)<=2
triggerall = (helper(10371), var(0) = [1,3]) || (helper(10371), var(1) = [1,3])
var(4) = 1

[State 210, 7]
type = ChangeState
triggerall = var(4) = 1
trigger1 = anim = 3452 
trigger1 = AnimTime = 0
value = 3452
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3452
;=======================================;Helpers
[State 1000: Helper]
type = helper
trigger1 = animelem = 2
helpertype = Normal
id = 3400
pos = 0, 0
postype = p1
facing = 1
stateno = 3425
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State 1000, Sound]
type = PlaySnd
trigger1 = animelem = 2
value = 1001,1
channel = 4

[State 200, snd]
type=playsnd
trigger1= animelem=2
value=200,0
channel=0  
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(2) >= 0 && animelemtime(3) < 0
attr = S, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -20,-82
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = up
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 3,13
guard.pausetime = 3,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID =3000
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3470
ctrl = 1
;================================================================================
;Dan Da Dan Follow-up 2
;================================================================================
[Statedef 3452]
type = S
movetype = A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Buffering
[State 1600, VarSet]
type = VarSet
trigger1 = !time
trigger1 = Helper(10371),cond(1,var(0):=0,0) || e ;Reset command
trigger1 = Helper(10371),cond(1,var(1):=0,0) || e ;Reset command
var(4) = 0

[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = animelemtime(3) > 0 
triggerall = numhelper(10371)
triggerall = helper(10371), fvar(1)<=2
triggerall = (helper(10371), var(0) = [1,3]) || (helper(10371), var(1) = [1,3])
var(4) = 1

[State 210, 7]
type = ChangeState
triggerall = var(4) = 1
trigger1 = AnimTime = 0
value = 3453
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3452
;=======================================;Helpers
[State 1000: Helper]
type = helper
trigger1 = animelem = 2
helpertype = Normal
id = 3400
pos = 0, 0
postype = p1
facing = 1
stateno = 3425
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State 1000, Sound]
type = PlaySnd
trigger1 = animelem = 2
value = 1001,1
channel = 4

[State 200, snd]
type=playsnd
trigger1= animelem=2
value=200,0
channel=0 
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(2) >= 0 && animelemtime(3) < 0
attr = S, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -20,-82
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = up
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 3,13
guard.pausetime = 3,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID =3000
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3470
ctrl = 1
;================================================================================
;Dan Da Dan Follow-up 3
;================================================================================
[Statedef 3453]
type = S
movetype = A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Buffering
[State 1600, VarSet]
type = VarSet
trigger1 = !time
trigger1 = Helper(10371),cond(1,var(0):=0,0) || e ;Reset command
trigger1 = Helper(10371),cond(1,var(1):=0,0) || e ;Reset command
var(4) = 0

[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = animelemtime(3) > 0 
triggerall = numhelper(10371)
triggerall = helper(10371), fvar(1)<=2
triggerall = (helper(10371), var(0) = [1,3]) || (helper(10371), var(1) = [1,3])
var(4) = 1

[State 210, 7]
type = ChangeState
triggerall = var(4) = 1
trigger1 = AnimTime = 0
value = 3454
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3402
;=======================================;Helpers
[State 1000: Helper]
type = helper
trigger1 = animelem = 2
helpertype = Normal
id = 3400
pos = 0, 0
postype = p1
facing = 1
stateno = 3425
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State 1000, Sound]
type = PlaySnd
trigger1 = animelem = 2
value = 1001,1
channel = 4

[State 200, snd]
type=playsnd
trigger1= animelem=2
value=200,0
channel=0 
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(2) >= 0 && animelemtime(3) < 0
attr = S, HA
damage = floor(8*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -20,-82
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = up
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 3,13
guard.pausetime = 3,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID =3000
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3420
ctrl = 1
;================================================================================
;Dan Da Dan Follow-up 4
;================================================================================
[Statedef 3454]
type = S
movetype = A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Buffering
[State 1600, VarSet]
type = VarSet
trigger1 = !time
trigger1 = Helper(10371),cond(1,var(0):=0,0) || e ;Reset command
trigger1 = Helper(10371),cond(1,var(1):=0,0) || e ;Reset command
var(4) = 0

[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = animelemtime(3) > 0 
triggerall = numhelper(10371)
triggerall = helper(10371), fvar(1)<=2
triggerall = (helper(10371), var(0) = [1,3]) || (helper(10371), var(1) = [1,3])
var(4) = 1

[State 210, 7]
type = ChangeState
triggerall = var(4) = 1
trigger1 = AnimTime = 0
value = 3455
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3402
;=======================================;Helpers
[State 1000: Helper]
type = helper
trigger1 = animelem = 2
helpertype = Normal
id = 3400
pos = 0, 0
postype = p1
facing = 1
stateno = 3425
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State 1000, Sound]
type = PlaySnd
trigger1 = animelem = 2
value = 1001,1
channel = 4

[State 200, snd]
type=playsnd
trigger1= animelem=2
value=200,0
channel=0 
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(2) >= 0 && animelemtime(3) < 0
attr = S, HA
damage = floor(8*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -20,-82
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = up
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 3,13
guard.pausetime = 3,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID =3000
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3470
ctrl = 1
;================================================================================
;Dan Da Dan Follow-up 5
;================================================================================
[Statedef 3455]
type = S
movetype = A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Buffering
[State 1600, VarSet]
type = VarSet
trigger1 = !time
trigger1 = Helper(10371),cond(1,var(0):=0,0) || e ;Reset command
trigger1 = Helper(10371),cond(1,var(1):=0,0) || e ;Reset command
var(4) = 0

[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = animelemtime(3) > 0 
triggerall = numhelper(10371)
triggerall = helper(10371), fvar(1)<=2
triggerall = (helper(10371), var(0) = [1,3]) || (helper(10371), var(1) = [1,3])
var(4) = 1

[State 210, 7]
type = ChangeState
triggerall = var(4) = 1
trigger1 = AnimTime = 0
value = 3456
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3402
;=======================================;Helpers
[State 1000: Helper]
type = helper
trigger1 = animelem = 2
helpertype = Normal
id = 3400
pos = 0, 0
postype = p1
facing = 1
stateno = 3425
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State 1000, Sound]
type = PlaySnd
trigger1 = animelem = 2
value = 1001,1
channel = 4

[State 200, snd]
type=playsnd
trigger1= animelem=2
value=200,0
channel=0 
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(2) >= 0 && animelemtime(3) < 0
attr = S, HA
damage = floor(8*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -20,-82
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = up
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 3,13
guard.pausetime = 3,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID =3000
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3470
ctrl = 1
;================================================================================
;Dan Da Dan Follow-up 6
;================================================================================
[Statedef 3456]
type = S
movetype = A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Buffering
[State 1600, VarSet]
type = VarSet
trigger1 = !time
trigger1 = Helper(10371),cond(1,var(0):=0,0) || e ;Reset command
trigger1 = Helper(10371),cond(1,var(1):=0,0) || e ;Reset command
var(4) = 0

[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = animelemtime(3) > 0 
triggerall = numhelper(10371)
triggerall = helper(10371), fvar(1)<=2
triggerall = (helper(10371), var(0) = [1,3]) || (helper(10371), var(1) = [1,3])
var(4) = 1

[State 210, 7]
type = ChangeState
triggerall = var(4) = 1
trigger1 = AnimTime = 0
value = 3457
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3402
;=======================================;Helpers
[State 1000: Helper]
type = helper
trigger1 = animelem = 2
helpertype = Normal
id = 3400
pos = 0, 0
postype = p1
facing = 1
stateno = 3425
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State 1000, Sound]
type = PlaySnd
trigger1 = animelem = 2
value = 1001,1
channel = 4

[State 200, snd]
type=playsnd
trigger1= animelem=2
value=200,0
channel=0 
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(2) >= 0 && animelemtime(3) < 0
attr = S, HA
damage = floor(8*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -20,-82
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = up
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 3,13
guard.pausetime = 3,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID =3000
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3470
ctrl = 1
;================================================================================
;Dan Da Dan Follow-up 7
;================================================================================
[Statedef 3457]
type = S
movetype = A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Buffering
[State 1600, VarSet]
type = VarSet
trigger1 = !time
trigger1 = Helper(10371),cond(1,var(0):=0,0) || e ;Reset command
trigger1 = Helper(10371),cond(1,var(1):=0,0) || e ;Reset command
var(4) = 0

[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = animelemtime(3) > 0 
triggerall = numhelper(10371)
triggerall = helper(10371), fvar(1)<=2
triggerall = (helper(10371), var(0) = [1,3]) || (helper(10371), var(1) = [1,3])
var(4) = 1

[State 210, 7]
type = ChangeState
triggerall = var(4) = 1
trigger1 = AnimTime = 0
value = 3458
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3402
;=======================================;Helpers
[State 1000: Helper]
type = helper
trigger1 = animelem = 2
helpertype = Normal
id = 3400
pos = 0, 0
postype = p1
facing = 1
stateno = 3425
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State 1000, Sound]
type = PlaySnd
trigger1 = animelem = 2
value = 1001,1
channel = 4

[State 200, snd]
type=playsnd
trigger1= animelem=2
value=200,0
channel=0 
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(2) >= 0 && animelemtime(3) < 0
attr = S, HA
damage = floor(8*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -20,-82
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = up
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 3,13
guard.pausetime = 3,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID =3000
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3470
ctrl = 1
;================================================================================
;Dan Da Dan Follow-up 8
;================================================================================
[Statedef 3458]
type = S
movetype = A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Buffering
[State 1600, VarSet]
type = VarSet
trigger1 = !time
trigger1 = Helper(10371),cond(1,var(0):=0,0) || e ;Reset command
trigger1 = Helper(10371),cond(1,var(1):=0,0) || e ;Reset command
var(4) = 0

[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = animelemtime(3) > 0 
triggerall = numhelper(10371)
triggerall = helper(10371), fvar(1)<=2
triggerall = (helper(10371), var(0) = [1,3]) || (helper(10371), var(1) = [1,3])
var(4) = 1

[State 210, 7]
type = ChangeState
triggerall = var(4) = 1
trigger1 = AnimTime = 0
value = 3459
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3402
;=======================================;Helpers
[State 1000: Helper]
type = helper
trigger1 = animelem = 2
helpertype = Normal
id = 3400
pos = 0, 0
postype = p1
facing = 1
stateno = 3425
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State 1000, Sound]
type = PlaySnd
trigger1 = animelem = 2
value = 1001,1
channel = 4

[State 200, snd]
type=playsnd
trigger1= animelem=2
value=200,0
channel=0 
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(2) >= 0 && animelemtime(3) < 0
attr = S, HA
damage = floor(8*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -20,-82
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = up
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 3,13
guard.pausetime = 3,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID =3000
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3470
ctrl = 1
;================================================================================
;Dan Da Dan Follow-up 9
;================================================================================
[Statedef 3459]
type = S
movetype = A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Buffering
[State 1600, VarSet]
type = VarSet
trigger1 = !time
trigger1 = Helper(10371),cond(1,var(0):=0,0) || e ;Reset command
trigger1 = Helper(10371),cond(1,var(1):=0,0) || e ;Reset command
var(4) = 0

[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = animelemtime(3) > 0 
triggerall = numhelper(10371)
triggerall = helper(10371), fvar(1)<=2
triggerall = (helper(10371), var(0) = [1,3]) || (helper(10371), var(1) = [1,3])
var(4) = 1

[State 210, 7]
type = ChangeState
triggerall = var(4) = 1
trigger1 = AnimTime = 0
value = 3460
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3402
;=======================================;Helpers
[State 1000: Helper]
type = helper
trigger1 = animelem = 2
helpertype = Normal
id = 3400
pos = 0, 0
postype = p1
facing = 1
stateno = 3425
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State 1000, Sound]
type = PlaySnd
trigger1 = animelem = 2
value = 1001,1
channel = 4

[State 200, snd]
type=playsnd
trigger1= animelem=2
value=200,0
channel=0 
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(2) >= 0 && animelemtime(3) < 0
attr = S, HA
damage = floor(8*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -20,-82
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = up
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 3,13
guard.pausetime = 3,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID =3000
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3470
ctrl = 1
;================================================================================
;Dan Da Dan Follow-up 4
;================================================================================
[Statedef 3460]
type = S
movetype = A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Buffering
[State 1600, VarSet]
type = VarSet
trigger1 = !time
trigger1 = Helper(10371),cond(1,var(0):=0,0) || e ;Reset command
trigger1 = Helper(10371),cond(1,var(1):=0,0) || e ;Reset command
var(4) = 0
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3402
;=======================================;Helpers
[State 1000: Helper]
type = helper
trigger1 = animelem = 2
helpertype = Normal
id = 3400
pos = 0, 0
postype = p1
facing = 1
stateno = 3425
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State 1000, Sound]
type = PlaySnd
trigger1 = animelem = 2
value = 1001,1
channel = 4

[State 200, snd]
type=playsnd
trigger1= animelem=2
value=200,0
channel=0 
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(2) >= 0 && animelemtime(3) < 0
attr = S, HA
damage = floor(8*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -20,-82
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = up
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 3,13
guard.pausetime = 3,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID =3000
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3470
ctrl = 1
;================================================================================
;Dan Da Dan Finish
;================================================================================
[Statedef 3470]
type = S
movetype = A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3453
;=======================================;Helpers
[State 1000: Helper]
type = helper
trigger1 = animelem = 7
helpertype = Normal
id = 3400
pos = 0, 0
postype = p1
facing = 1
stateno = 3426
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 1000: Helper]
type = helper
trigger1 = animelem = 7
helpertype = Normal
id = 3400
pos = 0, 0
postype = p1
facing = 1
stateno = 3427
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State 1000, Sound]
type = PlaySnd
trigger1 = animelem = 7
value = 1001,0
channel = 4

[State 200, snd]
type=playsnd
trigger1= animelem=1
value=200,4
channel=0 
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(7) >= 0 && animelemtime(8) < 0
attr = S, HA
damage = floor(133*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-74
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
animtype = up
air.animtype = up
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 27,28
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = -4.5,-7
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID =3000
envshake.time = 14
envshake.freq = 180
envshake.ampl = -4
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Zan'ei Shitou Reppa Dan
;================================================================================
[Statedef 3500]
type    = S                      
movetype= A                    
physics = N                     
juggle  = 0             
ctrl = 0                       
poweradd=  ifelse(var(51),-1000,-3000)                       
sprpriority = 2 
velset=0,0
facep2 = 1
;=======================================;Buffering
[State 1600, VarSet]
type = VarSet
trigger1 = !time
trigger1 = Helper(10371),cond(1,var(40):=0,0) || e ;Reset command
var(4) = 0

[State 1600, VarSet]
type = VarSet
trigger1 = time > 0
triggerall = anim = 3501 
triggerall = numhelper(10371)
triggerall = helper(10371), fvar(1)<=4
triggerall = helper(10371), var(16) 
var(4) = 1

[State 210, 7]
type = ChangeState
triggerall = var(4) = 1
trigger1 = anim = 3501 && animelemtime(1)>= 0 
value = 3501
;================================================================================;Superpause and Effects
[State 300, End MAXMODE]
type = VarSet
trigger1 = !time
var(51) = 0
ignorehitpause = 1

[State 2000, VarSet]
type = VarSet
trigger1 = time = 0 ;Superpause tick error fix.
var(6) = 30

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 0
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 220,0,10;255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 1
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State 1000: Helper]
type = Helper
triggerall = var(31) = 0
trigger1 = !numhelper(40000)
trigger1 = prevstateno = [1000,1500]
helpertype = Normal
name = "SuperCancel"
id = 40000
pos = 0, 0 ;50
postype = left
facing = 1
stateno = 40000
keyctrl = 0
ownpal = 1
ontop = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
ignorehitpause = 1
persistent = 0

[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,30]
flag = noBG
flag2 = noFG

[State 13000, EnvColor]
type = EnvColor
trigger1 = time = 1
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 2010, Pause]
Type = SuperPause
trigger1 = time = 1
Time = 28
movetime = 28
anim = -1
sound = s3,11+(var(32)*4)
Pos = 14, -88
Darken = 0
UnHittAble = 1
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15400+(var(31)*100)
pos = -12,-85
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15401+(var(31)*100)
pos = -12,-85
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40001)
trigger1 = time = 29
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40003)
trigger1 = time = 13
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1
ignorehitpause = 1

[State 2000, 0]
type = NotHitBy
trigger1 = anim = 3500 
value = SCA
;================================================================================;Animations and Statetype
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3500
[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = animtime = 0
trigger1 = anim = 3500 
value = anim+1
;=======================================;Effects
[State 200, snd]
type=playsnd
trigger1 = anim = 3500
trigger1= animelem=1 
value=200,11
channel=0 

[State 3303, Explod]
type = Explod
trigger1 = anim = 3501 && animelem = 1
anim = 12004
pos = -24,0
postype = p1  ;p2,front,back,left,right
sprpriority = 3
ownpal = 1
facing = 1
persistent = 0
persistent = 0

[State 200, snd]
type=playsnd
trigger1 = anim = 3501 && animelem = 1
value=1000,1
;=======================================; Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3501 && animelem = 1
x = 10

[State 1300, VelSet]
type = VelSet
trigger1 = Anim = 3501 && AnimTime = 0
x = 0
;=======================================;Helpers
[State 1000: Helper]
type = helper
trigger1 = Anim = 3501
trigger1 = animelem = 1
helpertype = Normal
id = 3500
pos = 0, 0
postype = p1
facing = 1
stateno = 3506
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Hitdef
[State 210, 1]
type = HitDef
Triggerall = Anim = 3501
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(1) >= 0 
attr = S, HA
damage = floor(175*ifelse(var(56),1.25,1)),8
animtype = Up
air.animtype = Up
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 11, 12
guard.pausetime = 11,12
sparkno = s17002+(var(31)*10000)
sparkxy = -10, -85
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13-(var(32));s2, 7
guard.sparkno = s17501+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-17.25
guard.velocity = -14.90625
air.type = High
air.velocity = -2,-17.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
p2stateno = 10030
persistent = 0
id = 3500
nochainid = 3500
;================================================================================;End
[State 220,2]
type = ChangeState
trigger1 = Anim = 3501 && AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Hiryuu Bakuha Dan
;================================================================================
[Statedef 3501]
type    = S                      
movetype= A                    
physics = N                     
juggle  = 0             
ctrl = 0                       
poweradd=  0                     
sprpriority = 2 
velset=0,0
facep2 = 1

[State 2000, 0]
type = NotHitBy
trigger1 = anim = 3502 || anim = 3503
value = SCA

[State 2000, VarSet]
type = VarSet
trigger1 = time = 0 ;Superpause tick error fix.
var(6) = 28

[State 2000, VarSet]
type = VarSet
trigger1 = time = 0 ;Superpause tick error fix.
var(49) = 29

[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,28]
flag = noBG
flag2 = noFG

[State 2010, Pause]
Type = SuperPause
trigger1 = time = 0
Time = 28
movetime = 28
anim = -1
sound = -1
Pos = 14, -88
Darken = 0
UnHittAble = 1
p2defmul = 1

[State 2000, VarSet]
type = VarSet
Trigger1 = anim = 3502
Trigger1 = animelem = 2
var(49) = 0
;================================================================================;Animations and Statetype
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3502
[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = animtime = 0
trigger1 = anim = 3502 || anim = 3503
value = anim+1

[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3503 || anim = 3504
Statetype = A 
[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3504 && animelem = 1
movetype = I 
;=======================================; Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3503 && animelem = 1
x = 16
y = -9
[State 1300, VelMul]
type = VelMul
trigger1 = anim = 3503 && animelemtime(1) > 0 
x =0.854156494140625
[State 1300, VelAdd]
type = VelAdd
trigger1 = anim = 3503 && animelemtime(1) > 0 
trigger2 = anim = 3504 && animelemtime(1) > 0 
y =0.4375

[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3504 && animelem = 1
x = 0
;=======================================;Effects
[State 1000, Sound]
type = PlaySnd
triggerall = Anim = 3502 
trigger1 = animelem = 3
value = 4,3

[State 200, snd]
type=playsnd
triggerall = Anim = 3502 
trigger1 = animelem = 3
value=200,18
channel=0 
;=======================================;Hitdef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3502 && animelemtime(3)>= 0 
attr = S, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 3, 5
guard.pausetime = 3,5
sparkno = s17002+(var(31)*10000)
sparkxy = -20,-80
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3505
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3503
trigger1 = animelemtime(1)>= 0 && animelemtime(2) < 0
attr = S, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
animtype = up
air.animtype = up
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 3, 5
guard.pausetime = 3,5
sparkno = s17002+(var(31)*10000)
sparkxy = -20,-80
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3505
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3503
trigger1 = animelemtime(3)>= 0 && animelemtime(4) < 0
attr = S, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
animtype = up
air.animtype = up
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 3, 5
guard.pausetime = 3,5
sparkno = s17002+(var(31)*10000)
sparkxy = -20,-80
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3505
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3503
trigger1 = animelemtime(5)>= 0 && animelemtime(6) < 0
attr = S, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
animtype = up
air.animtype = up
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 3, 5
guard.pausetime = 3,5
sparkno = s17002+(var(31)*10000)
sparkxy = -20,-80
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3505
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3503
trigger1 = animelemtime(7)>= 0 && animelemtime(8) < 0
attr = S, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
animtype = up
air.animtype = up
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 3, 5
guard.pausetime = 3,5
sparkno = s17002+(var(31)*10000)
sparkxy = -20,-80
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3505
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3503
trigger1 = animelemtime(9)>= 0 && animelemtime(10) < 0
attr = S, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
animtype = up
air.animtype = up
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 3, 5
guard.pausetime = 3,5
sparkno = s17002+(var(31)*10000)
sparkxy = -20,-80
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3505
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3503
trigger1 = animelemtime(11)>= 0 && animelemtime(12) < 0
attr = S, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
animtype = up
air.animtype = up
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 3, 5
guard.pausetime = 3,5
sparkno = s17002+(var(31)*10000)
sparkxy = -20,-80
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3505
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3503
trigger1 = animelemtime(13)>= 0 && animelemtime(14) < 0
attr = S, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
animtype = up
air.animtype = up
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 3, 5
guard.pausetime = 3,5
sparkno = s17002+(var(31)*10000)
sparkxy = -20,-80
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3505
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3503
trigger1 = animelemtime(15)>= 0 && animelemtime(16) < 0
attr = S, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
animtype = up
air.animtype = up
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 3, 5
guard.pausetime = 3,5
sparkno = s17002+(var(31)*10000)
sparkxy = -20,-80
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3505
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3503
trigger1 = animelemtime(17)>= 0 
attr = S, HA
damage = floor(16*ifelse(var(56),1.25,1)),8
animtype = up
air.animtype = up
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 3, 5
guard.pausetime = 3,5
sparkno = s17002+(var(31)*10000)
sparkxy = -20,-80
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3505
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0
;=======================================;End
[State 1000, 6]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0
;================================================================================
;Hiryuu Bakuha Dan Landing
;================================================================================
[Statedef 3502]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Animations
[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3505
;=======================================;Movements
[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0
;=======================================;Effects
[State -3, land]
type = PlaySnd
trigger1 = !time
value =  (2+(var(32)*10))+var(41),2
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Zan'ei Shitou Reppa Dan FX
;================================================================================
[Statedef 3506]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = 3506
sprpriority = 3
;=======================================;Bind
[State 30000, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
;=======================================;FX
[State 1050, Trans]
type = Trans
trigger1 = 1;root, var(27)
trans = add1
ignorehitpause = 1
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
;=======================================;End
[State 10002, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != 3500
;================================================================================
;Zan'ei Reppa 
;================================================================================
[Statedef 3600]
type    = S                      
movetype= A                    
physics = N                     
juggle  = 0             
ctrl = 0                       
poweradd=  ifelse(var(51),-1000,-3000)                       
sprpriority = 2 
velset=0,0
facep2 = 1
;================================================================================;Superpause and Effects
[State 300, End MAXMODE]
type = VarSet
trigger1 = !time
var(51) = 0
ignorehitpause = 1

[State 2000, VarSet]
type = VarSet
trigger1 = time = 0 ;Superpause tick error fix.
var(6) = 30

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 0
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 220,0,10;255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 1
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State 1000: Helper]
type = Helper
triggerall = var(31) = 0
trigger1 = !numhelper(40000)
trigger1 = prevstateno = [1000,1500]
helpertype = Normal
name = "SuperCancel"
id = 40000
pos = 0, 0 ;50
postype = left
facing = 1
stateno = 40000
keyctrl = 0
ownpal = 1
ontop = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
ignorehitpause = 1
persistent = 0

[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,30]
flag = noBG
flag2 = noFG

[State 13000, EnvColor]
type = EnvColor
trigger1 = time = 1
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 2010, Pause]
Type = SuperPause
trigger1 = time = 1
Time = 28
movetime = 28
anim = -1
sound = s3,11+(var(32)*4)
Pos = 14, -88
Darken = 0
UnHittAble = 1
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15400+(var(31)*100)
pos = -12,-85
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15401+(var(31)*100)
pos = -12,-85
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40001)
trigger1 = time = 29
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40003)
trigger1 = time = 13
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1
ignorehitpause = 1

[State 2000, 0]
type = NotHitBy
trigger1 = anim = 3600 
value = SCA
;================================================================================;Animations and Statetype
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3600
[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = animtime = 0
trigger1 = anim = 3600 || anim = 3601
value = anim+1
;=======================================;Effects
[State 3303, Explod]
type = Explod
trigger1 = anim = 3601 && animelem = 1
anim = 12004
pos = -24,0
postype = p1  ;p2,front,back,left,right
sprpriority = 3
ownpal = 1
facing = 1
persistent = 0
persistent = 0

[State 200, snd]
type=playsnd
trigger1 = anim = 3601 && animelem = 1
value=1000,1

[State 3035, 1]
type = AfterImage
trigger1 = anim = 3601 && animelem = 1
time = 999
length = 4
timegap = 2
framegap = 1
palbright = 0,0,32
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
palcolor = 0
trans = add1
;=======================================; Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3601 && animelem = 1
x = 10

[State 1300, VelSet]
type = VelSet
trigger1 = Anim = 3602 && animelem = 1
x = 0
;=======================================;Hitdef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3601 && animelemtime(1)>= 0 
attr = S, HA
damage = floor(75*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 11, 13
guard.pausetime = 11,12
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-44
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = 0
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3601
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 1000, 7]
type = ChangeState
trigger1 = movehit && numtarget(3601)
value = 3601
ignorehitpause = 1
;================================================================================;End
[State 220,2]
type = ChangeState
trigger1 = Anim = 3602 && AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Zan'ei Reppa Success
;================================================================================
[Statedef 3601]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
poweradd=  0  
ctrl = 0
sprpriority = 2
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3603

[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = !animtime
trigger1 = anim = 3603 
value =anim+1

[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3604
Statetype = A 
;=======================================;Movement
[State 1300, PosAdd]
type = PosAdd
triggerall = anim = 3603
trigger1 = animelem = 1
x = 16

[State 1300, PosAdd]
type = PosAdd
triggerall = anim = 3603
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
x = 8

[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3604 && animelem = 1
x = 3.5
y = -5.5
[State 1300, VelAdd]
type = VelAdd
trigger1 = anim = 3604 && animelemtime(1) > 0 
y = 0.34375
;=======================================;Helpers
[State 1000: Helper]
type = helper
triggerall = Anim = 3604
trigger1 = animelem = 1
helpertype = Normal
id = 3205
pos = 0, 0
postype = p1
facing = 1
stateno = 3205
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State 1000, Sound]
type = PlaySnd
triggerall = Anim = 3604
trigger1 = animelem = 1
value = 4,3

[State 200, snd]
type=playsnd
triggerall = Anim = 3603
trigger1 = animelem = 1
value=200,20
channel=0 
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3604 
trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0 
attr = A, HA
damage = floor(42*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 9
guard.pausetime = 6,8
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3604 
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0 
attr = A, HA
damage = floor(42*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 8
guard.pausetime = 6,8
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3604 
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0 
attr = A, HA
damage = floor(42*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 8
guard.pausetime = 6,8
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-54
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3604 
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0 
attr = A, HA
damage = floor(42*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 8
guard.pausetime = 6,8
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3604 
trigger1 = animelemtime(7) >= 0 && animelemtime(8) < 0 
attr = A, HA
damage = floor(42*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 7
guard.pausetime = 6,7
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3604 
trigger1 = animelemtime(9) >= 0 && animelemtime(10) < 0 
attr = A, HA
damage = floor(42*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 7
guard.pausetime = 6,7
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-54
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3604 
trigger1 = animelemtime(11) >= 0 && animelemtime(12) < 0 
attr = A, HA
damage = floor(42*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 13
guard.pausetime = 12,13
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-54
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3600
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3604 
trigger1 = animelemtime(13) >= 0 && animelemtime(14) < 0 
attr = A, HA
damage = floor(42*ifelse(var(56),1.25,1)),8
animtype = u
air.animtype = u
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 13
guard.pausetime = 12,13
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-54
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3600
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0
;=======================================;End
[State 1000, 6]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0
;================================================================================
;Zan'ei Reppa Landing
;================================================================================
[Statedef 3602]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Animations
[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = anim+1
;=======================================;Movements
[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0
;=======================================;Helpers
[State 1000: Helper]
type = helper
trigger1 = animelem = 1
helpertype = Normal
id = 3206
pos = 0, 0
postype = p1
facing = 1
stateno = 3206
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;Effects
[State -3, land]
type = PlaySnd
trigger1 = !time
value =  (2+(var(32)*10))+var(41),2
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1