;---------------------------------------------------------------------------
; Kikoushou
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3000

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

[State 0, VarSet]
type = VarSet
trigger1 = anim=3000
v = 45   ;fv = 10
value = 1

[State 0, Explod]
type = Explod
triggerall = anim = 3000
trigger1 = AnimElem=4
anim = 7023
ID = 7023
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .4,.4
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 7
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, NotHitBy]
type = NotHitBy
triggerall = anim = 3000
trigger1 = time = [16,71]
value = SCA
time = 1

[State 0, SuperPause]
type = SuperPause
triggerall = anim = 3000
trigger1 = animelem=7
time = 50
anim = -1
sound = s3,24+(random%2)
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000, carga]
type=helper
triggerall = anim = 3000
trigger1=animelem=7
helpertype=normal
stateno=ifelse(var(5)=1,6005,7005)
ID=7005
name="Carga"
postype=p1
pos = -37,-69
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = var(5)=0
triggerall = anim = 3000
triggerall = numhelper(7005)=0
trigger1=time >= 20
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 3000
trigger1 = AnimElem=9
value = S3,26
volume = 0
channel = 5

[State 0, Helper]
type = Helper
triggerall = anim = 3000
triggerall = NumHelper(3000)=0
trigger1 = AnimElem=10
helpertype = normal ;player
name = "Kikoushou"
ID = 3000
stateno = 3005
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=const(size.xscale)
size.yscale=const(size.yscale)
persistent=0

[State 0, Explod]
type = Explod
triggerall = anim = 3000
trigger1 = !time
anim = 3002
ID = 3005
postype = p1
bindtime = -1
removetime = -1
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1
removeongethit = 1
[State 0, RemoveExplod]
type = RemoveExplod
triggerall = anim = 3000
trigger1 = AnimElem=8
id = 3005
[State 0, Explod]
type = Explod
triggerall = anim = 3000
trigger1 = AnimElem=8
anim = 3003
ID = 3005
postype = p1
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 220, 5]
type = ChangeAnim
triggerall = NumHelper(3000)=0&&anim=3000
trigger1 = animelemtime(10)>=0&&Anim != 3001
value = 3001

[State 220, 5]
type = ChangeState
triggerall = NumHelper(3005)=0&&anim=3001
trigger1 = AnimTime=0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Senrekusen (Senretsu Kyaku + Hoyokusen)
[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3200

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

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 45   ;fv = 10
value = 1

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .4,.4
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 4
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 65
value = SCA
time = 1

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem=5
trigger2 = AnimElem=25
trigger3 = AnimElem=46
x = 15

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=8
value = S3,30
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=8
trigger2 = AnimElem=10
trigger3 = AnimElem=12
trigger4 = AnimElem=14
trigger5 = AnimElem=16
trigger6 = AnimElem=18
trigger7 = AnimElem=20
trigger8 = AnimElem=22
trigger9 = AnimElem=29
trigger10 = AnimElem=31
trigger11 = AnimElem=33
trigger12 = AnimElem=35
trigger13 = AnimElem=37
trigger14 = AnimElem=39
trigger15 = AnimElem=41
trigger16 = AnimElem=43
value = S10,3
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=47
value = S0,5
volume = 0
channel = -1

[State 0, Width]
type = Width
trigger1 = AnimElemTime(5)>=0
value = 10,0
ignorehitpause = 1

[State 225, hit]
type=hitdef
trigger1=AnimElem=9
trigger2=AnimElem=17
trigger3=AnimElem=30
trigger4=AnimElem=38
attr=S,HA
damage=15,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,-76
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity = ifelse(p2bodydist X <= 30, -4,4),0
ground.cornerpush.veloff = -4
air.type=Low
air.hittime=25
air.velocity=ifelse(p2bodydist X <= 30, -4,4),-2
air.cornerpush.veloff=-4
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=11
trigger2=AnimElem=19
trigger3=AnimElem=32
trigger4=AnimElem=40
attr=S,HA
damage=15,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,-37
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = ifelse(p2bodydist X <= 30, -4,4),0
ground.cornerpush.veloff = -4
air.type=Low
air.hittime=25
air.velocity=ifelse(p2bodydist X <= 30, -4,4),-2
air.cornerpush.veloff=-4
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=13
trigger2=AnimElem=21
trigger3=AnimElem=34
trigger4=AnimElem=42
attr=S,HA
damage=15,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,-58
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity = ifelse(p2bodydist X <= 30, -4,4),0
ground.cornerpush.veloff = -4
air.type=Low
air.hittime=25
air.velocity=ifelse(p2bodydist X <= 30, -4,4),-1.5
air.cornerpush.veloff=-4
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=15
trigger2=AnimElem=23
trigger3=AnimElem=36
trigger4=AnimElem=44
attr=S,HA
damage=15,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,-14
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = ifelse(p2bodydist X <= 30, -4,4),0
ground.cornerpush.veloff = -4
air.type=Low
air.hittime=25
air.velocity=ifelse(p2bodydist X <= 30, -4,4),-1.5
air.cornerpush.veloff=-4
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=49
attr=S,HA
damage=70,5
id=3200
animtype=Up
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,ifelse(p2bodydist X <= 10, -75,-100)
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = 0,-13.5
air.type=Low
air.hittime=18
air.velocity=-8,-7
air.cornerpush.veloff=0
yaccel=.5
p2stateno=6051
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 0, SuperPause]
type = SuperPause
trigger1 = time=1
time = 50
anim = -1
sound = s3,28+(random%2)
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time=1
helpertype=normal
stateno=ifelse(var(5)=1,6005,7005)
ID=7005
name="Carga"
postype=p1
pos = -4,-20
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = var(5)=0
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, Helper]
type = Helper
triggerall = anim = 3200
triggerall = NumHelper(3200)=0
trigger1 = AnimElem=8
trigger2 = AnimElem=29
helpertype = normal ;player
name = "Kick FX"
ID = 3200
stateno = 3205
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=const(size.xscale)
size.yscale=const(size.yscale)

[State 0, VarSet]
type = VarSet
trigger1 = AnimElemTime(52)>=0
v = 45   ;fv = 10
value = 0

[State 220, 5]
type = ChangeState
trigger1 = AnimElemTime(46)>=0
value = 3201

;---------------------------------------------------------------------------
; Senrekusen Finish (Senretsu Kyaku + Hoyokusen)
[Statedef 3201]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
;anim = 3200

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=47
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=48
value = S3,31
volume = 0
channel = 5

[State 225, hit]
type=hitdef
trigger1=!time
attr=S,HA
damage=70,5
id=3200
animtype=Up
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,ifelse(p2bodydist X <= 10, -75,-100)
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = 0,-13.5
air.type=Low
air.hittime=18
air.velocity=-8,-7
air.cornerpush.veloff=0
yaccel=.5
palfx.time = 30
palfx.add = 20,20,120
palfx.sinadd = -30,-30,80,3
envshake.time=12
envshake.ampl=3
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 0, Helper]
type = Helper
triggerall = movehit=1
trigger1 = !numhelper(3306)
helpertype = normal ;player
name = "Thunder"
ID = 3306
stateno = 3306
pos = 25,-220
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1
supermovetime=9999
pausemovetime=9999
ignorehitpause = 1
persistent=0

[State 0, Explod]
type = Explod
trigger1 = movehit=1&&numtarget
trigger1 = numhelper(3306)=1&&numexplod(3308)<3
anim = 3308
ID = 3308
pos = 0,enemynear,const(size.head.pos.y)
postype = p2  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = 1,1
random = 40,40
sprpriority = 5
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
triggerall =numtarget&&movehit=1
trigger1 = anim=3200&&animelemtime(46)>=0
value = 6051
ID = 3200
ignorehitpause = 1
persistent=0

[State 0, VarSet]
type = VarSet
trigger1 = AnimElemTime(52)>=0
v = 45   ;fv = 10
value = 0

[State 220, 5]
type = ChangeState
trigger1 = AnimTime=0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Senretsu Kyaku (Level 2)
[Statedef 3300]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3300

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

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 45   ;fv = 10
value = 1

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .4,.4
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 4
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 65
value = SCA
time = 1

[State 0, VelSet]
type = VelSet
trigger1 = AnimElemTime(5)>=0
x = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=5
trigger2 = AnimElem=13
trigger3 = AnimElem=21
trigger4 = AnimElem=29
trigger5 = AnimElem=37
trigger6 = AnimElem=45
value = S3,0+(random%5)
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=5
trigger2 = AnimElem=7
trigger3 = AnimElem=9
trigger4 = AnimElem=11
trigger5 = AnimElem=13
trigger6 = AnimElem=15
trigger7 = AnimElem=17
trigger8 = AnimElem=19
trigger9 = AnimElem=21
trigger10 = AnimElem=23
trigger11 = AnimElem=25
trigger12 = AnimElem=27
trigger13 = AnimElem=29
trigger14 = AnimElem=31
trigger15 = AnimElem=33
trigger16 = AnimElem=35
trigger17 = AnimElem=37
trigger18 = AnimElem=39
trigger19 = AnimElem=41
trigger20 = AnimElem=43
trigger21 = AnimElem=45
trigger22 = AnimElem=47
trigger23 = AnimElem=49
trigger24 = AnimElem=51
value = S10,3
volume = 0
channel = -1

[State 0, Width]
type = Width
trigger1 = AnimElemTime(5)>=0
value = 10,0
ignorehitpause = 1

[State 225, hit]
type=hitdef
trigger1=AnimElem=6
trigger2=AnimElem=14
trigger3=AnimElem=22
trigger4=AnimElem=30
trigger5=AnimElem=38
trigger6=AnimElem=46
attr=S,HA
damage=21,3
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,-76
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity = ifelse(p2bodydist X <= 30, -4,4),0
ground.cornerpush.veloff = -4
air.type=Low
air.hittime=25
air.velocity=ifelse(p2bodydist X <= 30, -4,4),-2
air.cornerpush.veloff=-4
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=8
trigger2=AnimElem=16
trigger3=AnimElem=24
trigger4=AnimElem=32
trigger5=AnimElem=40
trigger6=AnimElem=48
attr=S,HA
damage=21,3
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,-37
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = ifelse(p2bodydist X <= 30, -4,4),0
ground.cornerpush.veloff = -4
air.type=Low
air.hittime=25
air.velocity=ifelse(p2bodydist X <= 30, -4,4),-1
air.cornerpush.veloff=-4
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=10
trigger2=AnimElem=18
trigger3=AnimElem=26
trigger4=AnimElem=34
trigger5=AnimElem=42
trigger6=AnimElem=50
attr=S,HA
damage=21,3
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,-58
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity = ifelse(p2bodydist X <= 30, -4,4),0
ground.cornerpush.veloff = -4
air.type=Low
air.hittime=25
air.velocity=ifelse(p2bodydist X <= 30, -4,4),-2
air.cornerpush.veloff=-4
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=12
trigger2=AnimElem=20
trigger3=AnimElem=28
trigger4=AnimElem=36
trigger5=AnimElem=44
trigger6=AnimElem=52
attr=S,HA
damage=21,3
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,-14
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = ifelse(p2bodydist X <= 30, -4,4),0
ground.cornerpush.veloff = -4
air.type=Low
air.hittime=25
air.velocity=ifelse(p2bodydist X <= 30, -4,4),-1
air.cornerpush.veloff=-4
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 0, SuperPause]
type = SuperPause
trigger1 = AnimElem=4
time = 50
anim = -1
sound = s3,24+(random%2)
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -2000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=animelem=4
helpertype=normal
stateno=ifelse(var(5)=1,6005,7005)
ID=7005
name="Carga"
postype=p1
pos = 26,-60
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = var(5)=0
triggerall = anim = 3300
triggerall = numhelper(7005)=0
trigger1=time >= 15
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, Helper]
type = Helper
triggerall = anim = 3300
triggerall = NumHelper(3300)=0
trigger1 = AnimElem=5
helpertype = normal ;player
name = "Kick FX"
ID = 3300
stateno = 3305
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=const(size.xscale)
size.yscale=const(size.yscale)
persistent=0

[State 220, 5]
type = ChangeState
trigger1 = AnimTime=0
value = 3301

;---------------------------------------------------------------------------
; Senretsu Kyaku Finish
[Statedef 3301]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 3301

[State 0, VelMul]
type = VelMul
trigger1 = AnimElemTime(7)>=0
x = .85

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=2
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=1
value = S3,5
volume = 0
channel = 5

[State 285, hit]
type=hitdef
trigger1=!time
attr=A,NA
damage=95,10
animtype=Hard
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime=12,12
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-15,-74
hitsound=s1,10
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity=-8,-5
air.type=High
air.velocity = -8,-5
getpower=0
palfx.time = 30
palfx.add = 20,20,120
palfx.sinadd = -30,-30,80,3
envshake.time=12
envshake.ampl=3
fall=1
fall.recover=0

[State 0, Helper]
type = Helper
triggerall = movehit=1
trigger1 = !numhelper(3306)
helpertype = normal ;player
name = "Thunder"
ID = 3306
stateno = 3306
pos = 199,-75
postype = left    ;p2,front,back,left,right
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1
supermovetime=9999
pausemovetime=9999
ignorehitpause = 1
persistent=0

[State 0, Explod]
type = Explod
trigger1 = movehit=1&&numtarget
trigger1 = numhelper(3306)=1&&numexplod(3308)<3
anim = 3308
ID = 3308
pos = 0,enemynear,const(size.head.pos.y)
postype = p2  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = 1,1
random = 40,40
sprpriority = 5
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 3301
triggerall = AnimElemTime(6) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(9)>=0
statetype = S

[State 0, VarSet]
type = VarSet
trigger1 = AnimElemTime(7)>=0
v = 45   ;fv = 10
value = 0

[State 220, 5]
type = ChangeState
trigger1 = AnimTime=0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hazan Spinning Bird Kick
[Statedef 3400]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3400

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

[State 0, VarSet]
type = VarSet
trigger1 = anim=3400
v = 45   ;fv = 10
value = 1

[State 0, Explod]
type = Explod
triggerall = anim = 3400
trigger1 = AnimElem=4
anim = 7023
ID = 7023
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .4,.4
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 6
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, NotHitBy]
type = NotHitBy
triggerall = anim = 3400
trigger1 = time <= 55
value = SCA
time = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = time=1
time = 50
anim = -1
sound = s3,24
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time=1
helpertype=normal
stateno=ifelse(var(5)=1,6005,7005)
ID=7005
name="Carga"
postype=p1
pos = 2,-82
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = var(5)=0
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=6
value = S3,23
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=6
value = S0,5
volume = 0
channel = -1

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem=7
y = -3

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem=6
statetype = A
physics = N

[State 225, hit]
type=hitdef
trigger1=!time
attr=A,HA
damage=20,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=20,20
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,-83
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
air.hittime=18
ground.velocity=ifelse(p2bodydist x>20,2,0),-8
air.type=Low
air.velocity=ifelse(p2bodydist x>20,2,0),-7
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 20
envshake.ampl = 3
getpower=0

[State 220, 5]
type = ChangeState
trigger1 = AnimTime=0
value = 3401

;---------------------------------------------------------------------------
; Hazan Spinning Bird Kick (Attack)
[Statedef 3401]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 3401

[State 0, Width]
type = Width
trigger1 = 1
edge = 20,0

[State 0, Width]
type = Width
trigger1 = movehit
edge = 30,30
ignorehitpause=1

[State 7001, VelAdd]
type = VelAdd
triggerall = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.25

[State 7001, VelAdd]
type = VelAdd
triggerall = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .25

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = .95

[State 0, VelAdd]
type = VelAdd
trigger1 = time <= 17
y = -.25
[State 0, VelAdd]
type = VelMul
trigger1 = time >= 26
y = .85

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=2
trigger2 = AnimElem=6
trigger3 = AnimElem=10
trigger4 = AnimElem=14
trigger5 = AnimElem=18
trigger6 = AnimElem=22
trigger7 = AnimElem=26
trigger8 = AnimElem=30
trigger9 = AnimElem=34
trigger10 = AnimElem=38
trigger11 = AnimElem=42
trigger12 = AnimElem=46
trigger13 = AnimElem=50
value = S10,3
volume = 0
channel = -1

[State 225, hit]
type=hitdef
trigger1 = AnimElem=4
trigger2 = AnimElem=12
trigger3 = AnimElem=20
trigger4 = AnimElem=28
trigger5 = AnimElem=36
trigger6 = AnimElem=44
trigger7 = AnimElem=52
attr=A,HA
damage=21,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
p2facing = 1
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,-62
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
air.hittime=18
ground.velocity=ifelse(p2bodydist x>25,1.5,0),-10
air.type=Low
air.velocity=ifelse(p2bodydist x>25,1.5,0),ceil(vel y)-2
air.cornerpush.veloff=0
yaccel=.5
envshake.time = 6
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1 = AnimElem=8
trigger2 = AnimElem=16
trigger3 = AnimElem=24
trigger4 = AnimElem=32
trigger5 = AnimElem=40
trigger6 = AnimElem=48
attr=A,HA
damage=21,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
p2facing = -1
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,-62
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
air.hittime=18
ground.velocity=ifelse(p2bodydist x>25,1.5,0),-10
air.type=Low
air.velocity=ifelse(p2bodydist x>25,1.5,0),ceil(vel y)-2
air.cornerpush.veloff=0
yaccel=.5
envshake.time = 6
envshake.ampl = 3
getpower=0

[State 0, TargetBind]
type = TargetBind
triggerall = movehit
triggerall = (p2stateno = [5000,5999])&&p2statetype!=L
trigger1 = AnimElem=8
trigger2 = AnimElem=16
trigger3 = AnimElem=24
trigger4 = AnimElem=32
trigger5 = AnimElem=40
trigger6 = AnimElem=48
time = 2
pos = -45,-15

[State 0, TargetBind]
type = TargetBind
triggerall = movehit
triggerall = (p2stateno = [5000,5999])&&p2statetype!=L
trigger1 = AnimElem=4
trigger2 = AnimElem=12
trigger3 = AnimElem=20
trigger4 = AnimElem=28
trigger5 = AnimElem=36
trigger6 = AnimElem=44
trigger7 = AnimElem=52
time = 2
pos = 45,-15

[State 0, PlayerPush]
type = PlayerPush
trigger1 = movehit
value = 0
ignorehitpause=1

[State 220, 5]
type = ChangeState
trigger1 = AnimTime=0
value = 3402

;---------------------------------------------------------------------------
; Hazan Spinning Bird Kick (Finish)
[Statedef 3402]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset=0,0
ctrl = 0
anim = 3402

[State 0, Explod]
type = Explod
triggerall = anim = 3402
trigger1 = AnimElem=1
anim = 1205
ID = 3400
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 3402
trigger1 = AnimElem=1
value = S10,2
volume = 0
channel = -1
freqmul=1.5

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 3402
trigger1 = AnimElem=2
value = S3,31
volume = 0
channel = 5

[State 0, VelAdd]
type = VelAdd
trigger1 = time>=14
y = const(movement.yaccel)+.11

[State 225, hit]
type=hitdef
trigger1=!time
attr=A,HA
damage=70,10
animtype=Heavy
guardflag=HA
hitflag=MAF
priority=4,Hit
pausetime=15,15
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,-68
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = -2,12
air.type=Low
air.hittime=18
air.velocity=-2,12
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
fall=1
fall.recover=0
fall.yvelocity=0
;p2stateno = 5051
envshake.time = 15
envshake.ampl = 3
getpower=0

[State 0, VarSet]
type = VarSet
trigger1 = anim != 3402
v = 45
value = 0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 3402
trigger1 = AnimTime=0
value = 44

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim=44
value = 1

[State 220, 5]
type = ChangeState
triggerall = anim = 44
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
value = 1110

;---------------------------------------------------------------------------
; Air Hazan Spinning Bird Kick
[Statedef 3405]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3405

[State 0, VarSet]
type = VarSet
trigger1 = anim=3405
v = 45   ;fv = 10
value = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 6
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, NotHitBy]
type = NotHitBy
triggerall = anim = 3400
trigger1 = time <= 55
value = SCA
time = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = time=1
time = 50
anim = -1
sound = s3,24
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time=1
helpertype=normal
stateno=ifelse(var(5)=1,6005,7005)
ID=7005
name="Carga"
postype=p1
pos = -1,-95
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = var(5)=0
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=6
value = S3,23
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=6
value = S0,5
volume = 0
channel = -1

[State 225, hit]
type=hitdef
trigger1=!time
attr=A,HA
damage=20,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=20,20
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,-89
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
air.hittime=18
ground.velocity=ifelse(p2bodydist x>20,2,0),-8
air.type=Low
air.velocity=ifelse(p2bodydist x>20,2,0),-7
air.cornerpush.veloff=0
yaccel=.5
envshake.time = 20
envshake.ampl = 3
getpower=0

[State 220, 5]
type = ChangeState
trigger1 = AnimTime=0
value = 3401

;---------------------------------------------------------------------------
; Sshichisei Senkuu Kyaku
[Statedef 3500]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3500

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

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 12
y = -45

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S100,1
volume = 0
channel = -1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=2
statetype = A
physics = N

[State 0, Explod]
type = Explod
trigger1 = AnimElem=2
anim = 7023
ID = 7023
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .4,.4
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = AnimElemTime(2)>=0
value = 0

[State 105, 1]
type = VelSet
trigger1 = animelem=2
x = -12
y = -3

[State 0, VelAdd]
type = VelAdd
trigger1 = time >= 12
y = .27

[State 220, 5]
type = ChangeState
triggerall = time >= 12&&pos Y <= -30
trigger1 = BackEdgeDist <= 5
value = 3501

[State 220, 5]
type = ChangeState
triggerall = animelemtime(2)>=0
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
value = 1110
ctrl = 1

;---------------------------------------------------------------------------
; Shichisei Senkuu Kyaku
[Statedef 3501]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 3501

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S1,16
volume = 0
channel = -1

[State 0, PosAdd]
type = PosAdd
trigger1 = !time
y = 45

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 3501
trigger1 = animelem=3
value = S10,15
volume = 0
channel = 5

[State 0, VarSet]
type = VarSet
trigger1 = anim = 3501
v = 45
value = 1

[State 105, 1]
type = VelSet
triggerall = anim = 3501
trigger1 = animelem=3
x = 18
y = .5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 44
movetype = I

[State 0, AfterImage]
type = AfterImage
triggerall = anim = 3501
trigger1 = animelem = 2
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, NotHitBy]
type = NotHitBy
triggerall = anim = 3501
trigger1 = time <= 65
value = SCA
time = 1

[State 0, SuperPause]
type = SuperPause
triggerall = anim = 3501
trigger1 = time=1
time = 60
anim = -1
sound = s3,15
pos = 9999999999999999,9999999999
movetime = 60
darken = 1
p2defmul = 1
poweradd = -3000
unhittable = 1

[State 3000, carga]
type=helper
triggerall = anim = 3501
trigger1=time=1
helpertype=normal
stateno=ifelse(var(5)=1,6005,7005)
ID=7005
name="Carga"
postype=p1
pos = -1,-86
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = var(5)=0
triggerall = anim = 3501
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = anim = 44
v = 45
value = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim = 44
value = 1

[State 0, VelMul]
type = VelMul
trigger1 = anim=44
x = .75

[State 0, VelAdd]
type = VelAdd
trigger1 = anim = 44
y = const(movement.yaccel)+.11

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 3501
trigger1 = AnimTime=0
value = 44

[State 0, hit]
type=hitdef
trigger1=!time
attr=A,HT
hitflag=MAF
guardflag=MA
animtype = Heavy
priority=7,Miss
sparkno=-1
p1facing=1
p2facing=1
ground.velocity=-5,-7
air.velocity=-5,-7
ground.cornerpush.veloff=0
air.cornerpush.veloff = 0
fall.yvelocity=0
hitsound=S1,10
guardsound=S2,1
fall=1
fall.recover=0
ID=3500

[State 0, EnvColor]
type = EnvColor
trigger1 = movehit=1
value = 255,255,255
time = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit=1&&numtarget
value = 3502


[State 220, 5]
type = ChangeState
triggerall = animelemtime(3)>=0
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
value = 1110
ctrl = 1

;---------------------------------------------------------------------------
; Sshichisei Senkuu Kyaku
[Statedef 3502]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = .1,0
anim = 3502

[State 0, TargetState]
type = TargetState
triggerall=anim=3502
trigger1 = !time
value = 3510
ignorehitpause=1

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 45
value = 0

[State 0, TargetBind]
type = TargetBind
trigger1 = !time
time=1
pos = -70,-40

[State 0, PosSet]
type = PosSet
trigger1 = !time
x = 0
y = -90

;Effects, BG Rremoval, Music Removal-----------------------------
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG
flag3 = nobardisplay
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
ignorehitpause = 1

[State 0, EnvColor]
type = EnvColor
triggerall = time < 30
trigger1 = (time%5)=1
time = 1
value = 255,255,255

[State 0, EnvColor]
type = EnvColor
triggerall = time > 145
trigger1 = (time%3)=1
time = 1
value = 255,255,255
;-----------------------------------------------------------------
[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal ;player
name = "Thunder"
ID = 3525
stateno = 3525
pos = 0,-60
postype = p1
keyctrl = 0
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=45
value = S3,32
volume = 0
channel = 5
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=95
value = S3,33
volume = 0
channel = 5
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=145
value = S10,17
volume = 255
channel = -1

[State 0, Helper]
type = Helper
trigger1 = time=95
helpertype = normal ;player
name = "Kanji Symbol 1"
ID = 3522
stateno = 3522
postype = left    ;p2,front,back,left,right
keyctrl = 0
ownpal = 1
[State 0, Helper]
type = Helper
trigger1 = time=115
helpertype = normal ;player
name = "Kanji Symbol 2"
ID = 3523
stateno = 3523
postype = left    ;p2,front,back,left,right
keyctrl = 0
ownpal = 1
[State 0, Helper]
type = Helper
trigger1 = time=130
helpertype = normal ;player
name = "Kanji Symbol 3"
ID = 3524
stateno = 3524
postype = left    ;p2,front,back,left,right
keyctrl = 0
ownpal = 1
[State 0, Helper]
type = Helper
trigger1 = time=45
helpertype = normal ;player
name = "Kanji Symbol 4"
ID = 3520
stateno = 3520
postype = left    ;p2,front,back,left,right
keyctrl = 0
ownpal = 1
[State 0, Helper]
type = Helper
trigger1 = time=52
helpertype = normal ;player
name = "Kanji Symbol 5"
ID = 3521
stateno = 3521
postype = left    ;p2,front,back,left,right
keyctrl = 0
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 3540
ID = 3500
postype = left
bindtime = -1
removetime = -2
supermovetime=9999
pausemovetime=9999
scale = 1,1
sprpriority = -5
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 150
anim = 3541
ID = 3500
postype = left
bindtime = -1
removetime = -2
supermovetime=9999
pausemovetime=9999
scale = 1,1
sprpriority = -5
ownpal = 1
removeongethit = 0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time=95
trigger2 = time=125
trigger3 = time=140
trigger4 = time=55
trigger5 = time=62
value = -ceil(90*fvar(10))
kill = 0
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time=225
value = -ceil(90*fvar(10))
kill = 1
[State 0, HitAdd]
type = HitAdd
trigger1 = time=105
trigger2 = time=125
trigger3 = time=140
trigger4 = time=55
trigger5 = time=62
trigger6 = time=150
value = 1
[State 0, HitAdd]
type = VarAdd
trigger1 = time=105
trigger2 = time=125
trigger3 = time=140
trigger4 = time=55
trigger5 = time=62
trigger6 = time=150
v=28
value=1

[State 0, ChangeAnim]
type = ChangeState
trigger1 = time >= 225
value = 3503

;---------------------------------------------------------------------------
; Sshichisei Senkuu Kyaku End
[Statedef 3503]
type    = A
movetype= I
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 44

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 45
value = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time>=2
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
value = 1110

;---------------------------------------------------------------------------
; Shichisei Senkuu Kyaku
[Statedef 3505]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 3505

[State 0, VarSet]
type = VarSet
trigger1 = anim = 3505
v = 45
value = 1

[State 105, 1]
type = VelSet
triggerall = anim = 3505
trigger1 = animelem=5
x = 12
y = .25

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 3505
trigger1 = animelem=5
value = S10,15
volume = 0
channel = 5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 44
movetype = I

[State 0, AfterImage]
type = AfterImage
triggerall = anim = 3505
trigger1 = animelem = 4
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, NotHitBy]
type = NotHitBy
triggerall = anim = 3505
trigger1 = time <= 65
value = SCA
time = 1

[State 0, SuperPause]
type = SuperPause
triggerall = anim = 3505
trigger1 = time=8
time = 60
anim = -1
sound = s3,15
pos = 9999999999999999,9999999999
movetime = 60
darken = 1
p2defmul = 1
poweradd = -3000
unhittable = 1

[State 3000, carga]
type=helper
triggerall = anim = 3505
trigger1=time=8
helpertype=normal
stateno=ifelse(var(5)=1,6005,7005)
ID=7005
name="Carga"
postype=p1
pos = 15,-88
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = var(5)=0
triggerall = anim = 3505
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = anim = 44
v = 45
value = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim = 44
value = 1

[State 0, VelMul]
type = VelMul
trigger1 = anim=44
x = .75

[State 0, VelAdd]
type = VelAdd
trigger1 = anim = 44
y = const(movement.yaccel)+.11

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 3505
trigger1 = AnimTime=0
value = 44

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=44
movetype = I

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1=var(11)=1&&anim=44
x = .95

[State 0, hit]
type=hitdef
trigger1=!time
attr=A,HT
hitflag=MAF
guardflag=MA
animtype = Heavy
priority=7,Miss
sparkno=-1
p1facing=1
p2facing=1
ground.velocity=-5,-7
air.velocity=-5,-7
ground.cornerpush.veloff=0
air.cornerpush.veloff = 0
fall.yvelocity=0
hitsound=S1,10
guardsound=S2,1
fall=1
fall.recover=0
ID=3500

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit=1&&numtarget
value = 3502

[State 220, 5]
type = ChangeState
triggerall = animelemtime(5)>=0
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
value = 1110
ctrl = 1
;---------------------------------------------------------------------------
;p2state
[Statedef 3510]
type    = A				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= H				;Move-type: A-attack, I-idle, H-gethit
physics = N				;Physics: S-stand, C-crouch, A-air
juggle  = 0				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = 1		;Set layering priority to 2 (in front)

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3510

[State 0, 1]
type = VelSet
trigger1 = time = 150
x = .25
y = -.25

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = (SelfAnimExist(5030))
trigger1 = time = 150
value = 5030
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = !(SelfAnimExist(5030))
trigger1 = time = 150
value = 3510

[State 0, VelSet]
type = VelSet
trigger1 = time >= 225
x = ifelse(alive,9,3)
y = ifelse(alive,-7.5,-15)

[State 0, PalFXWiz]
type = PalFX
trigger1 = time=150
time = 75
add = 50,50,120
mul = 256,256,256
sinadd = -120,-120,-40,5

[State 3805, end]
type=SelfState
trigger1 = time >=225
value=5050
