;================================================================================
; DESPERATION MOVES
;================================================================================
;
[Statedef 3000]
type    = S                      
movetype= A                    
physics = N                     
juggle  = 0             
ctrl = 0                       
anim = ifElse((helper(10371), var(3) = [1,3]),3000,3010)
poweradd=  ifelse(var(51),0,-1000)                       
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+(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 = 4,-100
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 = 4,-100
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State 2000, 0]
type = NotHitBy
trigger1 = anim = 3000
trigger2 = anim = 3010
value = SCA

;============== Animations and Statetype
[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = !animtime
trigger1 = anim = 3000
trigger2 = anim = 3010
value = anim+1

[State 1300, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3001
trigger2 = anim = 3011
statetype = A
persistent = 0
;============== Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3001 && animelem = 1
x = 8
y = -5
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3011 && animelem = 1
x = 8
y = -6.5

[State 1300, VelAdd]
type = VelAdd
triggerall = animelemtime(1) > 0 
trigger1 = anim = 3001
trigger2 = anim = 3011 
y = 0.46875

[State 1300, VelSet]
type = PosAdd
triggerAll = anim = 3000 || anim = 3010
trigger1 = animelem = 32
trigger2 = animelem = 34
trigger3 = animelem = 41
trigger4 = animelem = 43
trigger5 = animelem = 45
x = -8
;==============Sounds and FX
[State 3303, Explod]
type = Explod
trigger1 = anim = 3000 && animelem = 51
trigger2 = anim = 3010 && animelem = 56
anim = 12004
pos = -24,0
postype = p1  ;p2,front,back,left,right
sprpriority = 3
ownpal = 1
persistent = 0

[State 200, snd]
type=playsnd
trigger1 = anim = 3000 && animelem = 1
trigger2 = anim = 3010 && animelem = 1
value=200,8
channel=0  

[State 200, snd]
type=playsnd
trigger1 = anim = 3000 && animelem = 34
trigger2 = anim = 3010 && animelem = 34
value=1000,2

[State 200, snd]
type=playsnd
trigger1 = anim = 3001 && animelem = 1
trigger2 = anim = 3011 && animelem = 1
value=1000,3

[State 3035, 1]
type = AfterImage
trigger1 = anim = 3001 || anim = 3011
trigger1 = AnimElem = 1, =4
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
;==============Hitdefs
[State 210, 1]
type = HitDef
trigger1 = anim = 3001
trigger1 = animelemtime(1) >= 0
trigger2 = anim = 3011
trigger2 = animelemtime(1) >= 0
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
attr = S, HA
damage = 0,0
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = 0, -24
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = Low
pausetime = 3,13
guard.pausetime = 3,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24
ground.velocity = -4.5,-7
guard.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7
fall.yvelocity = -3
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 = 0.5
air.fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0
id = 3000

[State 1000, 7]
type = ChangeState
trigger1 = movehit && numtarget(3000)
value = 3005
ignorehitpause = 1

[State 1000, 6]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0

;---------------------------
;Land
[Statedef 3001]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
sprpriority = 2

[State -3, AfterImage Persist]
type = AfterImageTime
trigger1 = !time
time = 1

[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3002+(cond(anim=3011,10,0))

[State 300, Land]
type = PlaySnd
trigger1 = !time
value = 2+(var(32)*10),2

[State 852, PosSet]
type = PosAdd
trigger1 = !time
x = 8

[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3002 && animelem = 1
trigger2 = anim = 3012 && animelem = 1
x = 6.625
y = 0

[State 1300, VelAdd]
type = VelMul
triggerall = animelemtime(1) > 0 
trigger1 = anim = 3002
trigger2 = anim = 3012 
x = 0.828125

[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 3005]
type = s
MoveType = A
physics = N
VelSet = 0, 0
Anim = 3005
SprPriority = 2 
ctrl=0

[State 1011, 0]
type = PosSet
trigger1 = !time
y = 0

;=============Anims and StateType
[State 1500, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3006
StateType = A
[State 1500, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3007 && animelem = 1
movetype = I
persistent = 0

[State 1500, ChangeAnim]
type = ChangeAnim
triggerall = !animtime
trigger1 = anim = 3005 && animtime = 0
trigger2 = anim = 3006 && animtime = 0
value = anim+1

[State 1251, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;============== Vels && Movement
[State 1500, VelSet]
type = VelSet
trigger1 = anim = 3005 && animelem = 1
x = 1

[State 1500, VelSet]
type = VelSet
trigger1 = anim = 3006 && animelem = 1
x = 9.53125 
y = -4
[State 1500, VelAdd] 
type = VelAdd
trigger1 = anim = 3006 && animelemtime(1)> 0
y = 0.09375
[State 1500, VelMul] 
type = VelMul
trigger1 = anim = 3006 && animelemtime(1)> 0
x = 0.953125

[State 1500, VelSet]
type = VelSet
trigger1 = anim = 3007 && animelem = 1
x = vel x 
y = vel y
[State 1500, VelAdd] 
type = VelAdd
trigger1 = anim = 3007 && animelemtime(1)> 0
y = 0.5625
[State 1500, VelMul] 
type = VelMul
trigger1 = anim = 3007 && animelemtime(1)> 0
x = 0.953125
;============== Effects && Helpers
[State 200, Slash]
type = Explod
trigger1 = anim = 3005 && animelem = 103
anim = 1302
ID = 1302
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
sprpriority = 3
removeongethit = 1

[State 0, Explod]
type = Explod
triggerall = anim = 3005
trigger1 = animelem = 6
trigger2 = animelem = 10
trigger3 = animelem = 22
trigger4 = animelem = 48
trigger5 = animelem = 62
trigger6 = animelem = 76
trigger9 = animelem = 88
anim = 17002+(var(31)*10001)
pos = 64,-64
postype = p1  
facing = 1
sprpriority = 3

[State 0, Explod]
type = Explod
triggerall = anim = 3005
trigger1 = animelem = 36
anim = 17002+(var(31)*10000)
pos = 64,-64
postype = p1  
facing = 1
sprpriority = 3

[State 5100, 10]
type = PlaySnd
triggerall = anim = 3005
trigger1 = animelem = 6
trigger2 = animelem = 10
trigger3 = animelem = 22
trigger4 = animelem = 36
trigger5 = animelem = 48
trigger6 = animelem = 62
trigger7 = animelem = 76
trigger8 = animelem = 88
value = 3+(var(32)*2),1+((random%4)*2)
channel = 4

[State 1000, 1]
type = PlaySnd
trigger1 = anim = 3006
trigger1 = animelem = 2
value = 2+(var(32)*10),4
ignorehitpause = 1
persistent = 0

[State 13000, EnvColor]
type = EnvColor
triggerall = anim = 3005
trigger1 = animelem = 8
trigger2 = animelem = 12
trigger3 = animelem = 24
trigger4 = animelem = 38
trigger5 = animelem = 50
trigger6 = animelem = 64
trigger7 = animelem = 78
trigger8 = animelem = 90
trigger9 = animelem = 105
value = 248,248,248
time = 1
under = 1
ignorehitpause = 1
persistent = 1

[State 13000, EnvColor]
type = EnvColor
triggerall = anim = 3006
trigger1 = animelem = 1
trigger2 = animelem = 7
trigger3 = animelem = 16
trigger4 = animelem = 25
value = 248,248,248
time = 1
under = 1
ignorehitpause = 1
persistent = 1

[State 1201, HitAdd]
type = HitAdd
TriggerAll = Anim = 3005
trigger1 = animelem = 6
trigger2 = animelem = 10
trigger3 = animelem = 22
trigger4 = animelem = 36
trigger5 = animelem = 48
trigger6 = animelem = 62
trigger7 = animelem = 76
trigger8 = animelem = 88
value = 1

[State -3, AfterImage Persist]
type = AfterImageTime
trigger1 = !time
time = 1

[State 3035, 1]
type = AfterImage
trigger1 = anim = 3006 
trigger1 = AnimElem = 1, =4
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
;============== Binds And TargetStates
[State 1, Width]
type = Width
triggerall = anim = 3005
trigger1 = animelemtime(1) >= 0 && animelemtime(97) < 0
edge = 80

[State 1, bind]
type = TargetBind
triggerall = anim = 3005
trigger1 = animelemtime(1) >= 0 && animelemtime(97) < 0
pos = 70, 0
ignorehitpause = 1

[State 1, fly p2]
type = TargetState
triggerall = anim = 3005
trigger1 = animelem = 1
value = 4101
ignorehitpause = 1

[State 801, high]
type = TargetState
triggerall = anim = 3005
trigger1 = animelem = 12
trigger2 = animelem = 24
trigger3 = animelem = 50
trigger4 = animelem = 64
trigger5 = animelem = 78
trigger6 = animelem = 90
value = 4100
ignorehitpause = 1

[State 801, low]
type = TargetState
triggerall = anim = 3005
trigger1 = animelem = 8
trigger2 = animelem = 38
trigger3 = animelem = 64
value = 4101
ignorehitpause = 1

[State 1201, Life Add]
type = targetlifeadd
TriggerAll = Anim = 3005
trigger1 = animelem = 6
trigger2 = animelem = 10
trigger3 = animelem = 22
trigger4 = animelem = 36
trigger5 = animelem = 48
trigger6 = animelem = 62
trigger7 = animelem = 88
value = -25
kill = 0
[State 1201, Life Add]
type = targetlifeadd
TriggerAll = Anim = 3005
trigger1 = animelem = 76
value = -16
kill = 0
[State 300, Power Add]
type = Targetpoweradd
TriggerAll = Anim = 3005
trigger1 = animelem = 6
trigger2 = animelem = 10
trigger3 = animelem = 22
trigger4 = animelem = 36
trigger5 = animelem = 48
trigger6 = animelem = 62
trigger7 = animelem = 76
trigger8 = animelem = 88
value = 16

;============== Hitdefs
[State 210, 1]
type = HitDef
triggerall = Anim = 3005
trigger1 = AnimElemtime(105) >= 0 && AnimElemtime(107) < 0 
attr = S, HA
damage = floor(108*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 13
guard.pausetime = 8,12
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-64
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
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 = 3000
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 210, 1]
type = HitDef
triggerall = anim = 3006
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) < 0
attr = A, HA
damage = floor(25*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 13
guard.pausetime = 8,12
sparkno = s17002+(var(31)*10000)
sparkxy = 0,-70
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
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 = 3000
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 = anim = 3006
trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(10) < 0
attr = A, HA
damage = floor(25*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 13
guard.pausetime = 8,12
sparkno = s17002+(var(31)*10000)
sparkxy = 0,-70
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
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 = 3000
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 = anim = 3006
trigger1 = AnimElemtime(16) >= 0 && AnimElemtime(19) < 0
attr = A, HA
damage = floor(25*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 13
guard.pausetime = 8,12
sparkno = s17002+(var(31)*10000)
sparkxy = 0,-70
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
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 = 3000
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 = anim = 3006
trigger1 = AnimElemtime(25) >= 0 && AnimElemtime(30) < 0
attr = A, HA
damage = floor(25*ifelse(var(56),1.25,1)),8
animtype = Up
air.animtype = Up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 13
guard.pausetime = 1,12
sparkno = s17002+(var(31)*10000)
sparkxy = 0,-70
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
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 = 3000
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 1000, 6]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0

;---------------------------
;Land
[Statedef 3006]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
sprpriority = 2
velset = 0,0

[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3008

[State 300, Land]
type = PlaySnd
trigger1 = !time
value = 2+(var(32)*10),2

[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Silent Flash
[Statedef 3100]
type    = S                      
movetype= A                    
physics = N                     
juggle  = 0             
ctrl = 0                       
anim = 3100
poweradd=  ifelse(var(51),0,-1000)                       
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+(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 = 12,-76
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 = 12,-76
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State 2000, 0]
type = NotHitBy
trigger1 = anim = 3100
trigger1 = animelemtime(38) < 0
value = SCA

;============== Animations and Statetype
[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = !animtime
trigger1 = anim = 3100
value = anim+1

[State 1300, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3101 && animelem = 1
MoveType = I
persistent = 0
;============== Vels && Movement
[State 1300, PosAdd]
type = PosAdd
trigger1 = anim = 3101 && animelem = 7
trigger2 = anim = 3101 && animelem = 10
trigger3 = anim = 3101 && animelem = 13
x = -8

;==============Sounds and FX
[State 200, Slash]
type = Explod
trigger1 = anim = 3100 && animelem = 38
anim = 1302
ID = 1302
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
sprpriority = 3
removeongethit = 1

[State 3035, 1]
type = AfterImage
trigger1 = anim = 3100
trigger1 = AnimElem = 1, =4
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 -3, AfterImage Persist]
type = AfterImageTime
trigger1 = anim = 3100 && movecontact = 1
time = 1
ignorehitpause = 1

[State 1000, 1]
type = PlaySnd
trigger1 = anim = 3100 && animelem = 1
value = 200,9
channel = 0
persistent = 0

[State 1000, 1]
type = PlaySnd
trigger1 = anim = 3100 && animelem = 38
value = 1000,2
;==============Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = anim = 3100
trigger1 = animelemtime(40) > 0
attr = S, HA
damage = floor(83*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = up
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = -10, -92
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = high
pausetime = 44,47
guard.pausetime = 35,37
ground.slidetime = 33
ground.hittime = 32
guard.hittime = 32
guard.slidetime = 33
guard.ctrltime = 24
ground.velocity = 0
guard.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7
fall.yvelocity = -3
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 = 0.5
air.fall = 1
fall.recover = 1
fall.recovertime = 120
id = 3100
p2stateno = 10150
envshake.time = 20
envshake.freq = 180
envshake.ampl = -4
persistent = 0

[State 1000, 7]
type = ChangeState
trigger1 = movehit && numtarget(3100)
value = 3105
ignorehitpause = 1

[State 220,2]
type = ChangeState
trigger1 = anim = 3101
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Silent Flash Success
[Statedef 3105]
type    = S                      
movetype= A                    
physics = N                     
juggle  = 0              
velset = 0,0                    
ctrl = 0                       
poweradd= 0                              
sprpriority = 2
anim = 3105

;============== Animations and Statetype
[State 1300, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3106 && animelemtime(1) >= 1
statetype = A
persistent = 1
[State 1300, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3107 && animelemtime(1) >= 1
movetype = I
persistent = 0

[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = !animtime
trigger1 = anim = 3105
trigger2 = anim = 3106
value = anim+1
;============== Vels && Movement
[State 1100, Fly]
type = VelSet
trigger1 = anim = 3106 && animelem = 1
y = -12
[State 1100, Add]
type = VelAdd
trigger1 = anim = 3106 && animelemtime(1)> 0
y = .5

[State 1100, Fly]
type = VelSet
trigger1 = anim = 3107 && animelem = 1
y = vel y
[State 1100, Add]
type = VelAdd
trigger1 = anim = 3107 && animelemtime(1)> 0
y = .5
;============== Effects
[State 3035, 1]
type = AfterImage
trigger1 = anim = 3105
trigger1 = AnimElem = 1, =4
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, 1]
type = PlaySnd
trigger1 = anim = 3106 && animelem = 2
value = 2+(var(32)*10),4
ignorehitpause = 1
persistent = 0
;==============Hitdefs
[State 210, 1]
type = HitDef
triggerall = anim = 3105
trigger1 = animelemtime(16) >= 0 
attr = S, HA
damage = floor(108*ifelse(var(56),1.25,1)),8
animtype = U
air.animtype = U
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-92
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = Low
pausetime = 11,14
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24
ground.velocity = 0,-17.25
guard.velocity = -11.1796875
air.type = High
air.velocity = 0,-17.25
fall.yvelocity = -3
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3100
p2stateno = 10030
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = anim = 3106
trigger1 = animelemtime(4) >= 0 
attr = S, HA
damage = floor(116*ifelse(var(56),1.25,1)),8
animtype = U
air.animtype = U
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-108
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = Low
pausetime = 11,14
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24
ground.velocity = -1,-17.25
guard.velocity = -11.1796875
air.type = High
air.velocity = -2,-17.25
fall.yvelocity = -3
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3100
p2stateno = 10030
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 1000, 6]
type = ChangeState
triggerall = anim = 3107
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0

;---------------------------
;Land
[Statedef 3106]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
sprpriority = 2
velset = 0,0

[State -3, AfterImage Persist]
type = AfterImageTime
trigger1 = !time
time = 1


[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3108

[State 300, Land]
type = PlaySnd
trigger1 = !time
value = 2+(var(32)*10),2

[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Illusion Dance MAX
[Statedef 3200]
type    = S                      
movetype= A                    
physics = N                     
juggle  = 0             
ctrl = 0                       
anim = 3200
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 = 2
Time = 28
movetime = 28
anim = -1
sound = s3,11+(var(32)*6)
Pos = 14, -88
Darken = 0
UnHittAble = 1
poweradd = 0
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = time = 2
anim = 15300-(var(31)*200)
pos = 4,-100
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
[State 6001, pause]
type = Explod
trigger1 = time = 2
anim = 15301-(var(31)*200)
pos = 4,-100
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State 2000, 0]
type = NotHitBy
trigger1 = anim = 3200
trigger2 = anim = 3201 
trigger2 = animelemtime(4) < 0
value = SCA

;============== Animations and Statetype
[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = !animtime
trigger1 = anim = 3200
value = anim+1

[State 1300, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3201
statetype = A
persistent = 0
;============== Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3201 && animelem = 1
x = 8
y = -6.5

[State 1300, VelAdd]
type = VelAdd
triggerall = animelemtime(1) > 0 
trigger1 = anim = 3201
y = 0.46875

[State 1300, VelSet]
type = PosAdd
triggerAll = anim = 3200 
trigger1 = animelem = 32
trigger2 = animelem = 34
trigger3 = animelem = 41
trigger4 = animelem = 43
trigger5 = animelem = 45
x = -8

;============== 

;==============Sounds and FX
[State 3303, Explod]
type = Explod
trigger1 = anim = 3200 && animelem = 51
anim = 12004
pos = -24,0
postype = p1  ;p2,front,back,left,right
sprpriority = 3
ownpal = 1
persistent = 0

[State 200, snd]
type=playsnd
trigger1 = anim = 3200 && animelem = 1
value=200,8
channel=0  

[State 200, snd]
type=playsnd
trigger1 = anim = 3200 && animelem = 34
value=1000,2

[State 200, snd]
type=playsnd
trigger1 = anim = 3201 && animelem = 1
value=1000,3

[State 3035, 1]
type = AfterImage
trigger1 = anim = 3201 
trigger1 = AnimElem = 1, =4
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
;==============Hitdefs
[State 210, 1]
type = HitDef
trigger1 = anim = 3201
trigger1 = animelemtime(1) >= 0
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
attr = S, HA
damage = 0,0
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = 0, -24
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = Low
pausetime = 3,13
guard.pausetime = 3,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24
ground.velocity = -4.5,-7
guard.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7
fall.yvelocity = -3
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 = 0.5
air.fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0
id = 3200

[State 1000, 7]
type = ChangeState
trigger1 = movehit && numtarget(3200)
value = 3205
ignorehitpause = 1

[State 1000, 6]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0

;---------------------------
;Land
[Statedef 3201]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
sprpriority = 2

[State -3, AfterImage Persist]
type = AfterImageTime
trigger1 = !time
time = 1

[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3202

[State 300, Land]
type = PlaySnd
trigger1 = !time
value = 2+(var(32)*10),2

[State 852, PosSet]
type = PosAdd
trigger1 = !time
x = 8

[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 6.625
y = 0

[State 1300, VelAdd]
type = VelMul
trigger1 = animelemtime(1) > 0 
x = 0.828125

[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 3205]
type = s
MoveType = A
physics = N
VelSet = 0, 0
Anim = 3205
SprPriority = 2 
ctrl=0

[State -3, AfterImage Persist]
type = AfterImageTime
trigger1 = !time
time = 1

[State 1011, 0]
type = PosSet
trigger1 = !time
y = 0

;=============Anims and StateType
[State 1500, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3207
StateType = A
[State 1500, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3208 
movetype = I
persistent = 0

[State 1500, ChangeAnim]
type = ChangeAnim
triggerall = !animtime
trigger1 = anim = 3205 && animtime = 0
trigger2 = anim = 3206 && animtime = 0
trigger3 = anim = 3207 && animtime = 0
value = anim+1

[State 1251, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;============== Vels && Movement
[State 1500, VelSet]
type = VelSet
trigger1 = anim = 3205 && animelem = 1
x = 1

[State 1500, VelSet]
type = VelSet
trigger1 = anim = 3206 && animelem = 1
x = 0

[State 1500, VelSet]
type = VelSet
trigger1 = anim = 3207 && animelem = 1
x = 9.53125 
y = -4
[State 1500, VelAdd] 
type = VelAdd
trigger1 = anim = 3207 && animelemtime(1)> 0
y = 0.09375
[State 1500, VelMul] 
type = VelMul
trigger1 = anim = 3207 && animelemtime(1)> 0
x = 0.953125

[State 1500, VelSet]
type = VelSet
trigger1 = anim = 3208 && animelem = 1
x = vel x 
y = vel y
[State 1500, VelAdd] 
type = VelAdd
trigger1 = anim = 3208 && animelemtime(1)> 0
y = 0.5625
[State 1500, VelMul] 
type = VelMul
trigger1 = anim = 3208 && animelemtime(1)> 0
x = 0.953125
;============== Effects && Helpers
[State 200, Slash]
type = Explod
trigger1 = anim = 3206 && animelem = 57
anim = 1302
ID = 1302
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
sprpriority = 3
removeongethit = 1

[State 0, Explod]
type = Explod
triggerall = anim = 3205
trigger1 = animelem = 6
trigger2 = animelem = 10
trigger3 = animelem = 22
trigger4 = animelem = 48
trigger5 = animelem = 62
trigger6 = animelem = 76
trigger9 = animelem = 88
anim = 17002+(var(31)*10001)
pos = 64,-64
postype = p1  
facing = 1
sprpriority = 3

[State 0, Explod]
type = Explod
triggerall = anim = 3205
trigger1 = animelem = 36
anim = 17002+(var(31)*10000)
pos = 64,-64
postype = p1  
facing = 1
sprpriority = 3

[State 5100, 10]
type = PlaySnd
triggerall = anim = 3205
trigger1 = animelem = 6
trigger2 = animelem = 10
trigger3 = animelem = 22
trigger4 = animelem = 36
trigger5 = animelem = 48
trigger6 = animelem = 62
trigger7 = animelem = 76
trigger8 = animelem = 88
value = 3+(var(32)*2),1+((random%4)*2)
channel = 4

[State 13000, EnvColor]
type = EnvColor
triggerall = anim = 3205
trigger1 = animelem = 8
trigger2 = animelem = 12
trigger3 = animelem = 24
trigger4 = animelem = 38
trigger5 = animelem = 50
trigger6 = animelem = 64
trigger7 = animelem = 78
trigger8 = animelem = 90
trigger9 = animelem = 105
value = 248,248,248
time = 1
under = 1
ignorehitpause = 1
persistent = 1

[State 13000, EnvColor]
type = EnvColor
triggerall = anim = 3207
trigger1 = animelem = 1
trigger2 = animelem = 7
trigger3 = animelem = 16
trigger4 = animelem = 25
value = 248,248,248
time = 1
under = 1
ignorehitpause = 1
persistent = 1

[State 1201, HitAdd]
type = HitAdd
TriggerAll = Anim = 3205
trigger1 = animelem = 6
trigger2 = animelem = 10
trigger3 = animelem = 22
trigger4 = animelem = 36
trigger5 = animelem = 48
trigger6 = animelem = 62
trigger7 = animelem = 76
trigger8 = animelem = 88
value = 1

[State 0, Explod]
type = Explod
triggerall = anim = 3206
trigger1 = animelem = 3
trigger2 = animelem = 7
trigger3 = animelem = 17
trigger4 = animelem = 31
trigger5 = animelem = 39
trigger6 = animelem = 45
anim = 17002+(var(31)*10001)
pos = 64,-64
postype = p1  
facing = 1
sprpriority = 3

[State 5100, 10]
type = PlaySnd
triggerall = anim = 3206
trigger1 = animelem = 3
trigger2 = animelem = 7
trigger3 = animelem = 17
trigger4 = animelem = 31
trigger5 = animelem = 39
trigger6 = animelem = 45
value = 3+(var(32)*2),9
channel = 4

[State 1000, 1]
type = PlaySnd
trigger1 = anim = 3207
trigger1 = animelem = 2
value = 2+(var(32)*10),4
ignorehitpause = 1
persistent = 0

[State 13000, EnvColor]
type = EnvColor
triggerall = anim = 3206
trigger1 = animelem = 5
trigger2 = animelem = 9
trigger3 = animelem = 19
trigger4 = animelem = 33
trigger5 = animelem = 41
trigger6 = animelem = 47
trigger7 = animelem = 59
value = 248,248,248
time = 1
under = 1
ignorehitpause = 1
persistent = 1

[State 1201, HitAdd]
type = HitAdd
TriggerAll = Anim = 3206
trigger1 = animelem = 3
trigger2 = animelem = 7
trigger3 = animelem = 17
trigger4 = animelem = 31
trigger5 = animelem = 39
trigger6 = animelem = 45
value = 1

[State 3035, 1]
type = AfterImage
trigger1 = anim = 3207 
trigger1 = AnimElem = 1, =4
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
;============== Binds And TargetStates
[State 1, Width]
type = Width
trigger1 = anim = 3205
trigger2 = anim = 3206
edge = 80

[State 1, Width]
type = Width
trigger1 = anim = 3206
trigger1 = animelemtime(1) >= 0 && animelemtime(56) < 0
edge = 80


[State 1, bind]
type = TargetBind
trigger1 = anim = 3205
trigger2 = anim = 3206
trigger2 = animelemtime(1) >= 0 && animelemtime(56) < 0
pos = 70, 0
ignorehitpause = 1

[State 1, fly p2]
type = TargetState
triggerall = anim = 3205
trigger1 = animelem = 1
value = 4101
ignorehitpause = 1

[State 801, high]
type = TargetState
triggerall = anim = 3205
trigger1 = animelem = 12
trigger2 = animelem = 24
trigger3 = animelem = 50
trigger4 = animelem = 64
trigger5 = animelem = 78
trigger6 = animelem = 90
value = 4100
ignorehitpause = 1

[State 801, low]
type = TargetState
triggerall = anim = 3205
trigger1 = animelem = 8
trigger2 = animelem = 38
trigger3 = animelem = 64
value = 4101
ignorehitpause = 1

[State 1201, Life Add]
type = targetlifeadd
TriggerAll = Anim = 3205
trigger1 = animelem = 6
trigger2 = animelem = 10
trigger3 = animelem = 22
trigger4 = animelem = 36
trigger5 = animelem = 48
trigger6 = animelem = 62
trigger7 = animelem = 88
value = -25
kill = 0
[State 1201, Life Add]
type = targetlifeadd
TriggerAll = Anim = 3205
trigger1 = animelem = 76
value = -16
kill = 0

[State 300, Power Add]
type = Targetpoweradd
TriggerAll = Anim = 3206
trigger1 = animelem = 3
trigger2 = animelem = 7
trigger3 = animelem = 17
trigger4 = animelem = 31
trigger5 = animelem = 39
trigger6 = animelem = 45
value = 16

[State 1201, Life Add]
type = targetlifeadd
TriggerAll = Anim = 3206
trigger1 = animelem = 3
trigger2 = animelem = 7
trigger3 = animelem = 17
trigger4 = animelem = 31
trigger5 = animelem = 39
trigger6 = animelem = 45
value = -25
kill = 0
[State 300, Power Add]
type = Targetpoweradd
TriggerAll = Anim = 3206
trigger1 = animelem = 3
trigger2 = animelem = 7
trigger3 = animelem = 17
trigger4 = animelem = 31
trigger5 = animelem = 39
trigger6 = animelem = 45
value = 16



[State 801, high]
type = TargetState
triggerall = anim = 3206
trigger1 = animelem = 9
trigger2 = animelem = 19
trigger3 = animelem = 41
trigger4 = animelem = 47
value = 4100
ignorehitpause = 1

[State 801, low]
type = TargetState
triggerall = anim = 3206
trigger1 = animelem = 6
trigger2 = animelem = 33
value = 4101
ignorehitpause = 1
;============== Hitdefs
[State 210, 1]
type = HitDef
triggerall = Anim = 3206
trigger1 = AnimElemtime(59) >= 0 && AnimElemtime(61) < 0 
attr = S, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 13
guard.pausetime = 8,12
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-64
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
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 = 3000
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 210, 1]
type = HitDef
triggerall = anim = 3207
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) < 0
attr = A, HA
damage = floor(25*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 13
guard.pausetime = 8,12
sparkno = s17002+(var(31)*10000)
sparkxy = 0,-70
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
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 = 3000
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 = anim = 3207
trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(10) < 0
attr = A, HA
damage = floor(25*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 13
guard.pausetime = 8,12
sparkno = s17002+(var(31)*10000)
sparkxy = 0,-70
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
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 = 3000
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 = anim = 3207
trigger1 = AnimElemtime(16) >= 0 && AnimElemtime(19) < 0
attr = A, HA
damage = floor(25*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 13
guard.pausetime = 8,12
sparkno = s17002+(var(31)*10000)
sparkxy = 0,-70
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
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 = 3000
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 = anim = 3207
trigger1 = AnimElemtime(25) >= 0 && AnimElemtime(30) < 0
attr = A, HA
damage = floor(25*ifelse(var(56),1.25,1)),8
animtype = Up
air.animtype = Up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 13
guard.pausetime = 1,12
sparkno = s17002+(var(31)*10000)
sparkxy = 0,-70
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
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 = 3000
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 1000, 6]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0

;---------------------------
;Land
[Statedef 3206]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
sprpriority = 2
velset = 0,0

[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3209

[State 300, Land]
type = PlaySnd
trigger1 = !time
value = 2+(var(32)*10),2

[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 4100]
type = S
physics = N
movetype = H
ctrl = 0
velset = 0,0
facep2 = 1

[State 2000, 0]
type = HitBy
trigger1 = 1
value = SCA,HA

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

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

[State 3100, 2]
type = Velset
trigger1 = 1;!gethitvar(isbound)
x = 0

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 0
value = 5002
[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 5002 && !animtime
value = 5007

[State 0, ChangeAnim2]
type = SelfState
trigger1 = time = 100
value = 0
ctrl = 1

[Statedef 4101]
type = S
physics = N
movetype = H
ctrl = 0
velset = 0,0
facep2 = 1

[State 2000, 0]
type = HitBy
trigger1 = 1
value = SCA,HA

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

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

[State 3100, 2]
type = Velset
trigger1 = 1;!gethitvar(isbound)
x = 0

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 0
value = 5012
[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 5012 && !animtime
value = 5017

[State 0, ChangeAnim2]
type = SelfState
trigger1 = time = 100
value = 0
ctrl = 1

;Silent Flash MAX
[Statedef 3300]
type    = S                      
movetype= A                    
physics = N                     
juggle  = 0             
ctrl = 0                       
anim = 3300
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)*6)
Pos = 14, -88
Darken = 0
UnHittAble = 1
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15300-(var(31)*200)
pos = 12,-76
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 = 12,-76
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State 2000, 0]
type = NotHitBy
trigger1 = animelemtime(43) < 0
value = SCA

;============== Animations and Statetype
[State 1300, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 115
MoveType = I
persistent = 0
;============== Vels && Movement
[State 1300, PosAdd]
type = PosAdd
trigger1 = animelem = 121
trigger2 = animelem = 124
trigger3 = animelem = 127
x = -8

;==============Sounds and FX
[State 200, Slash]
type = Explod
trigger1 = anim = 3300 && animelem = 38
trigger2 = anim = 3300 && animelem = 66
trigger3 = anim = 3300 && animelem = 88
trigger4 = anim = 3300 && animelem = 110
anim = 1302
ID = 1302
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
sprpriority = 3
removeongethit = 1

[State 3035, 1]
type = AfterImage
trigger1 = anim = 3300
trigger1 = AnimElem = 1, =4
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 -3, AfterImage Persist]
type = AfterImageTime
trigger1 = anim = 3300 && movecontact = 1
time = 1
ignorehitpause = 1

[State 1000, 1]
type = PlaySnd
trigger1 = anim = 3300 && animelem = 1
value = 200,9
channel = 0
persistent = 0

[State 1000, 1]
type = PlaySnd
trigger1 = anim = 3300 && animelem = 38
trigger2 = anim = 3300 && animelem = 66
trigger3 = anim = 3300 && animelem = 88
trigger4 = anim = 3300 && animelem = 110
value = 1000,2
channel = 4
;==============Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = animelemtime(40) > 0 && animelemtime(43) < 0
attr = S, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = up
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = -10, -92
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = high
pausetime = 44,47
guard.pausetime = 35,37
ground.slidetime = 33
ground.hittime = 32
guard.hittime = 32
guard.slidetime = 33
guard.ctrltime = 24
ground.velocity = 0
guard.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7
fall.yvelocity = -3
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 = 0.5
air.fall = 1
fall.recover = 1
fall.recovertime = 120
id = 3100
p2stateno = 10150
envshake.time = 20
envshake.freq = 180
envshake.ampl = -4
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = animelemtime(68) > 0 && animelemtime(70) < 0
attr = S, HA
damage = floor(25*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = up
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = -10, -92
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = high
pausetime = 3,4;44,47
guard.pausetime = 3,4;35,37
ground.slidetime = 33
ground.hittime = 32
guard.hittime = 32
guard.slidetime = 33
guard.ctrltime = 24
ground.velocity = 0
guard.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7
fall.yvelocity = -3
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 = 0.5
air.fall = 1
fall.recover = 1
fall.recovertime = 120
id = 3100
p2stateno = 10150
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = animelemtime(90) > 0 && animelemtime(92) < 0
attr = S, HA
damage = floor(25*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = up
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = -10, -92
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = high
pausetime = 3,4;44,47
guard.pausetime = 3,4;35,37
ground.slidetime = 33
ground.hittime = 32
guard.hittime = 32
guard.slidetime = 33
guard.ctrltime = 24
ground.velocity = 0
guard.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7
fall.yvelocity = -3
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 = 0.5
air.fall = 1
fall.recover = 1
fall.recovertime = 120
id = 3100
p2stateno = 10150
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = animelemtime(112) > 0 && animelemtime(115) < 0
attr = S, HA
damage = floor(25*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = up
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = -10, -92
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = high
pausetime = 1,4;44,47
guard.pausetime = 3,4;35,37
ground.slidetime = 33
ground.hittime = 32
guard.hittime = 32
guard.slidetime = 33
guard.ctrltime = 24
ground.velocity = 0
guard.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7
fall.yvelocity = -3
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 = 0.5
air.fall = 1
fall.recover = 1
fall.recovertime = 120
id = 3305
p2stateno = 10150
persistent = 0

[State 1000, 7]
type = ChangeState
trigger1 = movehit && numtarget(3305)
value = 3305
ignorehitpause = 1

[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Silent Flash Success
[Statedef 3305]
type    = S                      
movetype= A                    
physics = N                     
juggle  = 0              
velset = 0,0                    
ctrl = 0                       
poweradd= 0                              
sprpriority = 2
anim = 3301

[State -2, Moves That Always Juggle]
type = AssertSpecial
trigger1 = 1
flag = NoJuggleCheck

;============== Animations and Statetype
[State 1300, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3302 
statetype = A
persistent = 1
[State 1300, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3303 
movetype = I
persistent = 0

[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = !animtime
trigger1 = anim = 3301
trigger2 = anim = 3302
value = anim+1
;============== Vels && Movement
[State 1100, Fly]
type = VelSet
trigger1 = anim = 3302 && animelem = 1
y = -14
[State 1100, Add]
type = VelAdd
trigger1 = anim = 3302 && animelemtime(1)> 0
y = .5

[State 1100, Fly]
type = VelSet
trigger1 = anim = 3303 && animelem = 1
y = vel y
[State 1100, Add]
type = VelAdd
trigger1 = anim = 3303 && animelemtime(1)> 0
y = .5
;============== Effects
[State 3035, 1]
type = AfterImage
trigger1 = anim = 3301
trigger1 = AnimElem = 1, =4
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, 1]
type = PlaySnd
trigger1 = anim = 3302 && animelem = 2
value = 2+(var(32)*10),4
ignorehitpause = 1
persistent = 0
;==============Hitdefs
[State 210, 1]
type = HitDef
triggerall = anim = 3301
trigger1 = animelemtime(31) >= 0 
attr = S, HA
damage = floor(50*ifelse(var(56),1.25,1)),8
animtype = U
air.animtype = U
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-92
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = Low
pausetime = 8,15
guard.pausetime = 8,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24
ground.velocity = 0,-17.25
guard.velocity = -11.1796875
air.type = High
air.velocity = 0,-17.25
fall.yvelocity = -3
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3100
p2stateno = 10030
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = anim = 3302
trigger1 = animelemtime(7) >= 0 && animelemtime(11) < 0
attr = A, HA
damage = floor(42*ifelse(var(56),1.25,1)),8
animtype = U
air.animtype = U
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-80
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = Low
pausetime = 3,6
guard.pausetime = 3,5
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24
ground.velocity = 0,-17.25
guard.velocity = -11.1796875
air.type = High
air.velocity = 0,-17.25
fall.yvelocity = -3
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3100
p2stateno = 10030
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = anim = 3302
trigger1 = animelemtime(15) >= 0 && animelemtime(18) < 0
attr = A, HA
damage = floor(50*ifelse(var(56),1.25,1)),8
animtype = U
air.animtype = U
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-80
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = Low
pausetime = 3,6
guard.pausetime = 3,5
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24
ground.velocity = 0,-17.25
guard.velocity = -11.1796875
air.type = High
air.velocity = 0,-17.25
fall.yvelocity = -3
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3100
p2stateno = 10030
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = anim = 3302
trigger1 = animelemtime(20) >= 0 && animelemtime(22) < 0
attr = A, HA
damage = floor(50*ifelse(var(56),1.25,1)),8
animtype = U
air.animtype = U
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-80
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = Low
pausetime = 3,6
guard.pausetime = 3,5
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24
ground.velocity = 0,-17.25
guard.velocity = -11.1796875
air.type = High
air.velocity = 0,-17.25
fall.yvelocity = -3
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3100
p2stateno = 10030
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = anim = 3302
trigger1 = animelemtime(24) >= 0 && animelemtime(26) < 0
attr = A, HA
damage = floor(42*ifelse(var(56),1.25,1)),8
animtype = U
air.animtype = U
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-80
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = Low
pausetime = 3,6
guard.pausetime = 3,5
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24
ground.velocity = 0,-17.25
guard.velocity = -11.1796875
air.type = High
air.velocity = 0,-17.25
fall.yvelocity = -3
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3100
p2stateno = 10030
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = anim = 3302
trigger1 = animelemtime(28) >= 0 && animelemtime(30) < 0
attr = A, HA
damage = floor(50*ifelse(var(56),1.25,1)),8
animtype = U
air.animtype = U
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-80
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = Low
pausetime = 3,6
guard.pausetime = 3,5
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24
ground.velocity = -2,-17.25
guard.velocity = -11.1796875
air.type = High
air.velocity = -2,-17.25
fall.yvelocity = -3
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3100
p2stateno = 10030
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = anim = 3302
trigger1 = animelemtime(32) >= 0 && animelemtime(34) < 0
attr = A, HA
damage = floor(50*ifelse(var(56),1.25,1)),8
animtype = U
air.animtype = U
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-80
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = Low
pausetime = 3,5
guard.pausetime = 3,5
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24
ground.velocity = -2,-17.25
guard.velocity = -11.1796875
air.type = High
air.velocity = -2,-17.25
fall.yvelocity = -3
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3100
p2stateno = 10030
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = anim = 3302
trigger1 = animelemtime(36) >= 0 
attr = A, HA
damage = floor(42*ifelse(var(56),1.25,1)),8
animtype = U
air.animtype = U
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-80
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = Low
pausetime = 3,6
guard.pausetime = 3,5
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24
ground.velocity = -2,-17.25
guard.velocity = -11.1796875
air.type = High
air.velocity = -2,-17.25
fall.yvelocity = -3
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3100
p2stateno = 10030
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 1000, 6]
type = ChangeState
triggerall = StateType = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0

;---------------------------
;Land
[Statedef 3306]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
sprpriority = 2
velset = 0,0

[State -3, AfterImage Persist]
type = AfterImageTime
trigger1 = !time
time = 1


[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3304

[State 300, Land]
type = PlaySnd
trigger1 = !time
value = 2+(var(32)*10),2

[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;
[Statedef 3400]
type    = S                      
movetype= A                    
physics = N                     
juggle  = 0             
ctrl = 0                       
anim = 3400
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 = 12 ;Superpause tick error fix.
var(6) = 30

[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = time = [13,42]
flag = noBG
flag2 = noFG

[State 13000, EnvColor]
type = EnvColor
trigger1 = time = 13
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 2010, Pause]
Type = SuperPause
Trigger1 = time = 13
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 = 13
anim = 15400+(var(31)*100)
pos = 4,-100
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
[State 6001, pause]
type = Explod
trigger1 = time = 13
anim = 15401+(var(31)*100)
pos = 4,-100
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40001)
trigger1 = time = 43
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 = 3400
value = SCA

;============== Animations and Statetype
[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = !animtime
trigger1 = anim = 3400
value = anim+1

[State 1300, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3401
statetype = A
persistent = 0
;============== Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3401 && animelem = 1
x = 10
y = -1

[State 1300, VelAdd]
type = VelAdd
triggerall = animelemtime(1) > 0 
trigger1 = anim = 3401
y = 0.15625

;==============Sounds and FX
[State 3303, Explod]
type = Explod
trigger1 = anim = 3400 && animelem = 43
anim = 12004
pos = -24,0
postype = p1  ;p2,front,back,left,right
sprpriority = 3
ownpal = 1
persistent = 0

[State 200, snd]
type=playsnd
trigger1 = anim = 3400 && animelem = 1
value=200,11
channel=0  

[State 200, snd]
type=playsnd
trigger1 = anim = 3401 && animelem = 1
value=1000,3

[State 3035, 1]
type = AfterImage
trigger1 = anim = 3401 
trigger1 = AnimElem = 1, =4
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
;==============Hitdefs
[State 210, 1]
type = HitDef
trigger1 = anim = 3401
trigger1 = animelemtime(1) >= 0
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
attr = S, HA
damage = 0,0
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = 0, -24
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = Low
pausetime = 3,13
guard.pausetime = 3,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24
ground.velocity = -4.5,-7
guard.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7
fall.yvelocity = -3
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 = 0.5
air.fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0
id = 3000

[State 1000, 7]
type = ChangeState
trigger1 = movehit && numtarget(3000)
value = 3405
ignorehitpause = 1

[State 1000, 6]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0

;---------------------------
;Land
[Statedef 3401]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
sprpriority = 2

[State -3, AfterImage Persist]
type = AfterImageTime
trigger1 = !time
time = 1

[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3402

[State 300, Land]
type = PlaySnd
trigger1 = !time
value = 2+(var(32)*10),2

[State 852, PosSet]
type = PosAdd
trigger1 = !time
x = 10

[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 8.541564
y = 0

[State 1300, VelAdd]
type = VelMul
trigger1 = animelemtime(1) > 0 
x = 0.854156

[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
 
[StateDef 3405]
type = s
MoveType = A
physics = N
VelSet = 0, 0
Anim = 3405
SprPriority = 2 
ctrl=0

[State -3, AfterImage Persist]
type = AfterImageTime
trigger1 = !time
time = 1

[State 1011, 0]
type = PosSet
trigger1 = !time
y = 0

;=============Anims and StateType
[State 1500, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3407
StateType = A
[State 1500, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3208 
movetype = I
persistent = 0

[State 1500, ChangeAnim]
type = ChangeAnim
triggerall = !animtime
trigger1 = anim = 3405 && animtime = 0
trigger2 = anim = 3406 && animtime = 0
value = anim+1

[State 1251, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;============== Vels && Movement
[State 1500, VelSet]
type = VelSet
trigger1 = anim = 3405 && animelem = 1
x = 1

[State 1500, VelSet]
type = VelSet
trigger1 = anim = 3406 && animelem = 1
x = 0

[State 1500, VelSet]
type = VelSet
trigger1 = anim = 3407 && animelem = 1
x = 0
y = -10
[State 1500, VelAdd] 
type = VelAdd
trigger1 = anim = 3407 && animelemtime(1)> 0
y = .5

;============== Effects && Helpers
[State 200, Slash]
type = Explod
trigger1 = anim = 3406 && animelem = 47
anim = 1302
ID = 1302
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
sprpriority = 3
removeongethit = 1

[State 0, Explod]
type = Explod
triggerall = anim = 3405
trigger1 = animelem = 6
trigger2 = animelem = 10
trigger3 = animelem = 22
trigger4 = animelem = 48
trigger5 = animelem = 62
trigger6 = animelem = 76
trigger9 = animelem = 88
anim = 17002+(var(31)*10001)
pos = 64,-64
postype = p1  
facing = 1
sprpriority = 3

[State 0, Explod]
type = Explod
triggerall = anim = 3405
trigger1 = animelem = 36
anim = 17002+(var(31)*10000)
pos = 64,-64
postype = p1  
facing = 1
sprpriority = 3

[State 5100, 10]
type = PlaySnd
triggerall = anim = 3405
trigger1 = animelem = 6
trigger2 = animelem = 10
trigger3 = animelem = 22
trigger4 = animelem = 36
trigger5 = animelem = 48
trigger6 = animelem = 62
trigger7 = animelem = 76
trigger8 = animelem = 88
value = 3+(var(32)*2),1+((random%4)*2)
channel = 4

[State 13000, EnvColor]
type = EnvColor
triggerall = anim = 3405
trigger1 = animelem = 8
trigger2 = animelem = 12
trigger3 = animelem = 24
trigger4 = animelem = 38
trigger5 = animelem = 50
trigger6 = animelem = 64
trigger7 = animelem = 78
trigger8 = animelem = 90
trigger9 = animelem = 105
value = 248,248,248
time = 1
under = 1
ignorehitpause = 1
persistent = 1

[State 13000, EnvColor]
type = EnvColor
triggerall = anim = 3207
trigger1 = animelem = 1
trigger2 = animelem = 7
trigger3 = animelem = 16
trigger4 = animelem = 25
value = 248,248,248
time = 1
under = 1
ignorehitpause = 1
persistent = 1

[State 1201, HitAdd]
type = HitAdd
TriggerAll = Anim = 3405
trigger1 = animelem = 6
trigger2 = animelem = 10
trigger3 = animelem = 22
trigger4 = animelem = 36
trigger5 = animelem = 48
trigger6 = animelem = 62
trigger7 = animelem = 76
trigger8 = animelem = 88
value = 1

[State 0, Explod]
type = Explod
triggerall = anim = 3406
trigger1 = animelem = 3
trigger2 = animelem = 14
trigger3 = animelem = 19
trigger4 = animelem = 25
trigger5 = animelem = 48
anim = 17002+(var(31)*10001)
pos = 64,-64
postype = p1  
facing = 1
sprpriority = 3

[State 0, Explod]
type = Explod
triggerall = anim = 3406
trigger1 = animelem = 32
anim = 17002+(var(31)*10001)
pos = 64,-12
postype = p1  
facing = 1
sprpriority = 3

[State 5100, 10]
type = PlaySnd
triggerall = anim = 3406
trigger1 = animelem = 3
trigger2 = animelem = 14
trigger3 = animelem = 19
trigger4 = animelem = 25
trigger5 = animelem = 32
trigger6 = animelem = 48
value = 3+(var(32)*2),9
channel = 4

[State 1000, 1]
type = PlaySnd
trigger1 = anim = 3407
trigger1 = animelem = 1
value = 2+(var(32)*10),4
ignorehitpause = 1
persistent = 0

[State 13000, EnvColor]
type = EnvColor
triggerall = anim = 3406
trigger1 = animelem = 5
trigger2 = animelem = 16
trigger3 = animelem = 21
trigger4 = animelem = 27
trigger5 = animelem = 34
trigger6 = animelem = 50
value = 248,248,248
time = 1
under = 1
ignorehitpause = 1
persistent = 1

[State 1201, HitAdd]
type = HitAdd
TriggerAll = Anim = 3406
trigger1 = animelem = 3
trigger2 = animelem = 14
trigger3 = animelem = 19
trigger4 = animelem = 25
trigger5 = animelem = 32
trigger6 = animelem = 48
value = 1

[State 3035, 1]
type = AfterImage
trigger1 = anim = 3407 
trigger1 = AnimElem = 1, =4
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 5100, 10]
type = PlaySnd
triggerall = anim = 3407
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 5
trigger5 = animelem = 6
trigger6 = animelem = 7
trigger7 = animelem = 8
trigger8 = animelem = 9
value = 3+(var(32)*2),9
channel = 4
;============== Binds And TargetStates
[State 1, Width]
type = Width
trigger1 = anim = 3405
trigger2 = anim = 3406
edge = 80

[State 1, Width]
type = Width
trigger1 = anim = 3406
trigger1 = animelemtime(1) >= 0 && animelemtime(56) < 0
edge = 80


[State 1, bind]
type = TargetBind
trigger1 = anim = 3405
trigger2 = anim = 3406
trigger2 = animelemtime(1) >= 0 && animelemtime(56) < 0
pos = 70, 0
ignorehitpause = 1

[State 1, fly p2]
type = TargetState
triggerall = anim = 3405
trigger1 = animelem = 1
value = 4101
ignorehitpause = 1

[State 801, high]
type = TargetState
triggerall = anim = 3405
trigger1 = animelem = 12
trigger2 = animelem = 24
trigger3 = animelem = 50
trigger4 = animelem = 64
trigger5 = animelem = 78
trigger6 = animelem = 90
value = 4100
ignorehitpause = 1

[State 801, low]
type = TargetState
triggerall = anim = 3405
trigger1 = animelem = 8
trigger2 = animelem = 38
trigger3 = animelem = 64
value = 4101
ignorehitpause = 1

[State 1201, Life Add]
type = targetlifeadd
TriggerAll = Anim = 3405
trigger1 = animelem = 6
trigger2 = animelem = 10
trigger3 = animelem = 22
trigger4 = animelem = 36
trigger5 = animelem = 48
trigger6 = animelem = 62
trigger7 = animelem = 88
value = -25
kill = 0
[State 1201, Life Add]
type = targetlifeadd
TriggerAll = Anim = 3405
trigger1 = animelem = 76
value = -16
kill = 0

[State 300, Power Add]
type = Targetpoweradd
TriggerAll = Anim = 3406
trigger1 = animelem = 3
trigger2 = animelem = 14
trigger3 = animelem = 19
trigger4 = animelem = 25
trigger5 = animelem = 32
trigger6 = animelem = 48
value = 16

[State 1201, Life Add]
type = targetlifeadd
TriggerAll = Anim = 3406
trigger1 = animelem = 3
trigger2 = animelem = 14
trigger3 = animelem = 19
trigger4 = animelem = 25
trigger5 = animelem = 32
trigger6 = animelem = 48
value = -25
kill = 0
[State 300, Power Add]
type = Targetpoweradd
TriggerAll = Anim = 3406
trigger1 = animelem = 3
trigger2 = animelem = 14
trigger3 = animelem = 19
trigger4 = animelem = 25
trigger5 = animelem = 32
trigger6 = animelem = 48
value = 16



[State 801, high]
type = TargetState
triggerall = anim = 3406
trigger1 = animelem = 5
trigger2 = animelem = 16
trigger3 = animelem = 50
value = 4100
ignorehitpause = 1

[State 801, low]
type = TargetState
triggerall = anim = 3406
trigger1 = animelem = 21
trigger2 = animelem = 27
trigger3 = animelem = 34
value = 4101
ignorehitpause = 1
;============== Hitdefs
[State 210, 1]
type = HitDef
triggerall = anim = 3407
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 = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = Low
pausetime = 3,5
guard.pausetime = 3,5
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24
ground.velocity = 0,-17.25
guard.velocity = -11.1796875
air.type = High
air.velocity = 0,-17.25
fall.yvelocity = -3
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3100
p2stateno = 10030
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = anim = 3407
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 = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = Low
pausetime = 3,5
guard.pausetime = 3,5
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24
ground.velocity = 0,-17.25
guard.velocity = -11.1796875
air.type = High
air.velocity = 0,-17.25
fall.yvelocity = -3
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3100
p2stateno = 10030
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = anim = 3407
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
attr = A, HA
damage = floor(25*ifelse(var(56),1.25,1)),8
animtype = U
air.animtype = U
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = Low
pausetime = 3,5
guard.pausetime = 3,5
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24
ground.velocity = 0,-17.25
guard.velocity = -11.1796875
air.type = High
air.velocity = 0,-17.25
fall.yvelocity = -3
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3100
p2stateno = 10030
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = anim = 3407
trigger1 = animelemtime(6) >= 0 && animelemtime(7) < 0
attr = A, HA
damage = floor(25*ifelse(var(56),1.25,1)),8
animtype = U
air.animtype = U
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = Low
pausetime = 3,5
guard.pausetime = 3,5
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24
ground.velocity = 0,-17.25
guard.velocity = -11.1796875
air.type = High
air.velocity = 0,-17.25
fall.yvelocity = -3
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3100
p2stateno = 10030
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = anim = 3407
trigger1 = animelemtime(7) >= 0 && animelemtime(8) < 0
attr = A, HA
damage = floor(25*ifelse(var(56),1.25,1)),8
animtype = U
air.animtype = U
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = Low
pausetime = 3,5
guard.pausetime = 3,5
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24
ground.velocity = 0,-17.25
guard.velocity = -11.1796875
air.type = High
air.velocity = 0,-17.25
fall.yvelocity = -3
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3100
p2stateno = 10030
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = anim = 3407
trigger1 = animelemtime(9) >= 0 && animelemtime(11) < 0
attr = A, HA
damage = floor(25*ifelse(var(56),1.25,1)),8
animtype = U
air.animtype = U
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-80
hitsound = -1
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = Low
pausetime = 3,5
guard.pausetime = 3,5
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24
ground.velocity = 0,-17.25
guard.velocity = -11.1796875
air.type = High
air.velocity = 0,-17.25
fall.yvelocity = -3
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3100
p2stateno = 10030
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = anim = 3407
trigger1 = animelemtime(11) >= 0 && animelemtime(12) < 0
attr = A, HA
damage = floor(25*ifelse(var(56),1.25,1)),8
animtype = up
air.animtype = up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 44, 45
guard.pausetime = 11,12
sparkno = s17002+(var(31)*10001)
sparkxy = -10, -80
hitsound = s2,6
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
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
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
persistent = 0
envshake.time = 14
envshake.freq = 180
envshake.ampl = -4
fall.envshake.time = 14
fall.envshake.freq = 180
fall.envshake.ampl = -4
p2stateno = 10200
id = 3100


[State 1000, 6]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0

;---------------------------
;Land
[Statedef 3406]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
sprpriority = 2
velset = 0,0

[State -3, AfterImage Persist]
type = AfterImageTime
trigger1 = !time
time = 1

[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3408

[State 300, Land]
type = PlaySnd
trigger1 = !time
value = 2+(var(32)*10),2

[State 200, snd]
type=playsnd
trigger1 = animelem=10
value=180,0
channel = 0

[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1