;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 搳偘捦傒儌乕僔儑儞
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
facep2 = 1
sprpriority = 2

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(17) = ifelse(Command = "holdback",1,0)

[State 800, 壒傪柭傜偡]
type = playsnd
trigger1 = AnimElemtime(1) = 0 
value = 1,0

[State 800, 1]
type = HitDef
triggerall = var(18) = 0
triggerall = Animelem = 2
triggerall = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(35*1.5*const(size.xscale))]
triggerall = P2MoveType != H
triggerall = P2StateNo != 40
triggerall = P2StateNo != [150,155]
triggerall = numenemy
trigger1 = enemynear,ctrl = 1
trigger1 = var(8):= 1
trigger2 = enemynear,ctrl = 0
trigger2 = var(8):= 2
attr = S, NT
hitflag = M- 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = ifelse((!var(50)&&(Command="holdfwd"||Command="holdback"))||(var(50)&&random<500),810,860)
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 800

[State 800, 1]
type = HitDef
triggerall = var(18) = 0
triggerall = Animelem = 2
triggerall = P2BodyDist X = [ceil(-20*1.5*const(size.xscale)),ceil(35*1.5*const(size.xscale))]
trigger1 = NumTarget
trigger1 = Target,StateNo = [5600,5610]
attr = S, NT
hitflag = M 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = ifelse((!var(50)&&(Command="holdfwd"||Command="holdback"))||(var(50)&&random<500),810,860)
hitsound = S800,0
numhits = 0
guard.dist = 0
getpower = 0
givepower = 0
ID = 800

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

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

[State 800, 僗僥乕僩曄峏]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儃僨傿僗儔儉(搳偘偨懁)
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
SprPriority = 0

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
value = 811 + var(17)*10

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"||target,authorname = "BM"
trigger1 = target,name = "Hugo"
value = 812 + var(17)*10

[State 810, Throw Reversal]
type = VarSet
Triggerall = var(8) = 1
Triggerall = animelemtime(2) < 0
Trigger1 = (target,Command = "x") && (target,Command = "a")
Trigger2 = var(0) = 0
Trigger2 = (target,Command = "holdfwd") || (target,Command = "holdback") 
Trigger2 = (target,Command = "y") || (target,Command = "z") || (target,Command = "b") || (target,Command = "c")
var(8) = 0
persistent = 0

[State 810, ChangeState]
type = ChangeState
trigger1 = animelemtime(2) = 0
trigger1 = var(8) = 0
value = 830

[State -3, Explod]
type = Explod
triggerall = fvar(18) = 1
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 1
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20040
ID = 20040
pos = 10,ceil(fvar(19))
postype = left
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

;First Attack text (2p)
[State -3, Explod]
type = Explod
triggerall = fvar(18) = 1
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 2
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20041
ID = 20040
pos = -10,ceil(fvar(19))
postype = right
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, varset]
type = varset
trigger1 = animelemtime(2) = 0
var(9) = 1

[State 1200, 9]
type = Width
trigger1 = animelemtime(14) < 0
edge = ceil(60*1.5*const(size.xscale)),0

[State 1200, 9]
type = Width
trigger1 = animelemtime(14) >= 0
edge = ceil(100*1.5*const(size.xscale)),0

[State 811, turn]
type = turn
Trigger1 = var(17) = 1
Trigger1 = animelemtime(8) = 0

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

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = 0,3
channel = 0

[State 810, 壒傪柭傜偡]
type = playsnd
trigger1 = animelem = 14
value = 1,2

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && (P2StateNo = 811 || P2StateNo = 821)
pos = ceil(92*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && (P2StateNo = 811 || P2StateNo = 821)
pos = ceil(92*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && (P2StateNo = 811 || P2StateNo = 821)
pos = ceil(72*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && (P2StateNo = 811 || P2StateNo = 821)
pos = ceil(47*const(size.xscale)), ceil(-200*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && (P2StateNo = 811 || P2StateNo = 821)
pos = ceil(45*const(size.xscale)), ceil(-200*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && (P2StateNo = 811 || P2StateNo = 821)
pos = ceil(45*const(size.xscale)), ceil(-200*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && (P2StateNo = 811 || P2StateNo = 821)
pos = ceil(45*const(size.xscale)), ceil(-240*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && (P2StateNo = 811 || P2StateNo = 821)
pos = 0, ceil(-250*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && (P2StateNo = 811 || P2StateNo = 821)
pos = 0, ceil(-260*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && (P2StateNo = 811 || P2StateNo = 821)
pos = 0, ceil(-270*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && (P2StateNo = 811 || P2StateNo = 821)
pos = 0, ceil(-280*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && (P2StateNo = 811 || P2StateNo = 821)
pos = ceil(15*const(size.xscale)), ceil(-270*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13 && (P2StateNo = 811 || P2StateNo = 821)
pos = ceil(30*const(size.xscale)), ceil(-260*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 14 && (P2StateNo = 811 || P2StateNo = 821)
pos = ceil(67*const(size.xscale)), ceil(-240*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 15 && (P2StateNo = 811 || P2StateNo = 821)
pos = ceil(75*const(size.xscale)), ceil(-200*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && (P2StateNo = 812 || P2StateNo = 822)
pos = ceil(90*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && (P2StateNo = 812 || P2StateNo = 822)
pos = ceil(90*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && (P2StateNo = 812 || P2StateNo = 822)
pos = ceil(68*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && (P2StateNo = 812 || P2StateNo = 822)
pos = ceil(60*const(size.xscale)), ceil(-40*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && (P2StateNo = 812 || P2StateNo = 822)
pos = ceil(60*const(size.xscale)), ceil(-60*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && (P2StateNo = 812 || P2StateNo = 822)
pos = ceil(60*const(size.xscale)), ceil(-90*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && (P2StateNo = 812 || P2StateNo = 822)
pos = ceil(105*const(size.xscale)), ceil(-190*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && (P2StateNo = 812 || P2StateNo = 822)
pos = ceil(-30*const(size.xscale)), ceil(-220*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && (P2StateNo = 812 || P2StateNo = 822)
pos = ceil(-15*const(size.xscale)), ceil(-260*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && (P2StateNo = 812 || P2StateNo = 822)
pos = ceil(-15*const(size.xscale)), ceil(-270*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && (P2StateNo = 812 || P2StateNo = 822)
pos = ceil(-15*const(size.xscale)), ceil(-260*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && (P2StateNo = 812 || P2StateNo = 822)
pos = 0, ceil(-250*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13 && (P2StateNo = 812 || P2StateNo = 822)
pos = 0, ceil(-130*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 14 && (P2StateNo = 812 || P2StateNo = 822)
pos = ceil(68*const(size.xscale)), ceil(-90*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 15 && (P2StateNo = 812 || P2StateNo = 822)
pos = ceil(98*const(size.xscale)), ceil(-50*const(size.yscale))

[State 810, Explod]
type = Explod
trigger1 = P2stateno = 815
ID = 6700
anim = 6700
postype = p2
pos = 0,0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State -2, helper]
type = helper
trigger1 = P2stateno = 815
stateno = 7500
id = 7500
pos = 0,0
postype = p2
sprpriority = 4
helpertype = normal
ownpal = 1
keyctrl = 0 
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = null;Explod
trigger1 = P2stateno = 815
ID = 6500
anim = 6500
postype = p2
pos = 0,0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = P2stateno = 815
anim = 6920
postype = p2
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = P2stateno = 815
anim = 6930
postype = p2
pos = 0, 0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = -1
scale = const(size.xscale),const(size.yscale)

[State -2, Hitadd]
type = Hitadd
trigger1 = P2stateno = 815
value = 1
persistent = 0

[State -2, TargetLifeadd]
type = TargetLifeadd
trigger1 = P2stateno = 815
value = ceil(-160*fvar(24)*fvar(31)*(const(data.attack)*0.01))
persistent = 0

[State -2, Poweradd]
type = Poweradd
trigger1 = P2stateno = 815
value = 80
persistent = 0

[State -2, Poweradd]
type = TargetPoweradd
trigger1 = P2stateno = 815
value = 20
persistent = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = P2stateno = 815
fvar(35) = 1
ignorehitpause = 1
persistent = 0

[State -2, VarSet]
type = VarSet
trigger1 = P2stateno = 815
fvar(23) = 1.0

[State -2, VarSet]
type = VarSet
trigger1 = P2stateno = 815
fvar(24) = 1.0

[State 5110, 6]
type = PlaySnd
trigger1 = P2stateno = 815
value = S5100,1
persistent = 0
volume = 0

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 815
anim = 815
postype = p1
pos = 0,0
persistent = 0
bindtime = -1
velocity = 0, 0
accel = 0, 0
sprpriority = 2
scale = const(size.xscale),const(size.yscale)

[State 810, 2]
type = Explod
trigger1 = animelemtime(7) = 0
ID = 816
anim = 816
postype = p1
pos = 0,0
persistent = 0
bindtime = -1
velocity = 0, 0
accel = 0, 0
sprpriority = 0
scale = const(size.xscale),const(size.yscale)

[State 810, 2]
type = Explod
trigger1 = animelemtime(8) = 0
ID = 817
anim = 817
postype = p1
pos = 0,0
persistent = 0
bindtime = -1
velocity = 0, 0
accel = 0, 0
sprpriority = 0
scale = const(size.xscale),const(size.yscale)

[State 810, 2]
type = Explod
trigger1 = animelemtime(9) = 0
ID = 818
anim = 818
postype = p1
pos = 0,0
persistent = 0
bindtime = -1
velocity = 0, 0
accel = 0, 0
sprpriority = 2
scale = const(size.xscale),const(size.yscale)

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儃僨傿僗儔儉(搳偘傜傟偨懁)
[Statedef 811]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1
SprPriority = 1

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

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

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Gill"
value = 813+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State 811, turn]
type = turn
Trigger1 = animelemtime(8) = 0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = animelemtime(8) = 0
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
value = 813+(authorname="GM"&&name="Gill"&&facing=-1)*100000
elem = 8

[State 811, Velset]
type = Velset
trigger1 = animelemtime(16) = 0
x = 5.0
y = 15.0

[State 811, Velset]
type = Velset
trigger1 = Pos Y >= -30 && Vel Y > 0 && animelemtime(16) > 0
x = 1.5

[State 811, SelfState]
type = changestate
trigger1 = Pos Y >= -30 && Vel Y > 0 && animelemtime(16) > 0
value = 815

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儃僨傿僗儔儉(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 812]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 812

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

[State 811, Velset]
type = Velset
trigger1 = animelemtime(16) = 0
x = -3.0
y = 15.0

[State 811, Velset]
type = Velset
trigger1 = Pos Y >= 30 && Vel Y > 0 && animelemtime(16) > 0
x = -1.5

[State 811, changestate]
type = changestate
trigger1 = Pos Y >= 30 && Vel Y > 0 && animelemtime(16) > 0
value = 815

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儃僨傿僗儔儉(搳偘傜傟偨懁)抧柺僶僂儞僪
[Statedef 815]
type    = L
movetype= H
physics = N

[State -2, varadd]
type = varadd
Trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name="Alex"||name="Hugo"||name="Ryu"||name="Ken"||name="Gouki"||name="Ibuki"||name="Gill"
fvar(2) = 3
persistent = 0

[State -2, VarSet]
type = VarSet
Trigger1 = time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name="Alex"||name="Hugo"||name="Ryu"||name="Ken"||name="Gouki"||name="Ibuki"||name="Gill"
var(7) = 0

[State -2, VarSet]
type = VarSet
Triggerall = var(50) = 0
Triggerall = time <= 5
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name="Alex"||name="Hugo"||name="Ryu"||name="Ken"||name="Gouki"||name="Ibuki"||name="Gill"
Trigger1 = command = "quick"
var(7) = 1

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2]
type = ChangeAnim
trigger1 = time = 0
value = 5100

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 810, Envshake]
type = Envshake
trigger1 = Time = 3
time = 20
freq = 80
ampl = -4

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = SelfState
trigger1 = AnimTime = 0
value = 5101

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儃僨傿僗儔儉(搳偘傜傟偨懁)
[Statedef 821]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1
SprPriority = 2

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

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

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Gill"
value = 813+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State 811, Velset]
type = Velset
trigger1 = animelemtime(16) = 0
x = 5.0
y = 15.0

[State 811, Velset]
type = Velset
trigger1 = Pos Y >= -30 && Vel Y > 0 && animelemtime(16) > 0
x = 1.5

[State 811, changestate]
type = changestate
trigger1 = Pos Y >= -30 && Vel Y > 0 && animelemtime(16) > 0
value = 815

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儃僨傿僗儔儉(搳偘傜傟偨懁)3rd愱梡anim1
[Statedef 822]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1
SprPriority = 1

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 812

[State -2, turn]
type = turn
Trigger1 = animelemtime(8) = 0

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

[State 811, Velset]
type = Velset
trigger1 = animelemtime(16) = 0
x = -4.0
y = 15.0

[State 811, Velset]
type = Velset
trigger1 = Pos Y >= 30 && Vel Y > 0 && animelemtime(16) > 0
x = -2.0

[State 811, changestate]
type = changestate
trigger1 = Pos Y >= 30 && Vel Y > 0 && animelemtime(16) > 0
value = 815


;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;搳偘幐攕(搳偘偨懁)
[Statedef 830]
type    = S
movetype= I
physics = S
anim = 830
ctrl = 0
velset = 0,0
sprpriority = 1

[STate 3000]
type = NotHitby
trigger1 = animelemtime(5) < 0
value = SAC

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
ID = 815

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
ID = 865

[State 830, explod]
type = explod
trigger1 = time = 0
anim = 8430
pos = ceil(50*1.5*const(size.xscale)),ceil(-70*2*const(size.yscale))
postype = p1
facing = 1
sprpriority = 3
bindtime = -1
ignorehitpause = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 830, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = 4000, 0

[State 830, TargetState]
type = TargetState
trigger1 = time = 0
value = 840

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = ceil(90*1.5*const(size.xscale)), 0

[State -2, CornerPush]
type = VarSet
trigger1 = animelem = 5
fvar(1) = 10

[State -2, CornerPush]
type = VarSet
triggerall = animelem = 5
triggerall = target,authorname = "GM"||target,authorname = "BM"
trigger1 = target,name="Ryu"||target,name="Ken"||target,name="Gouki"
trigger2 = target,name="Alex"||target,name="Hugo"||target,name="Ibuki"||target,name="Gill"
fvar(1) = 15

[State 830, velset]
type = velset
trigger1 = animelem = 5
x = -6

[State 830, velset]
type = velset
trigger1 = animelem = 8
x = 0

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(8) >= 0
value = 1

[State 830, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;搳偘幐攕(搳偘傜傟偨懁)
[Statedef 840]
type    = S
movetype= H
physics = S
ctrl = 0
poweradd = 70
velset = 0,0
sprpriority = 0

[STate 840, NotHitby]
type = NotHitby
trigger1 = time < 20
value = SAC

[State 840, selfstate]
type = selfstate
Triggerall = time = 0
triggerall = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Ryu" || name = "Ken"  || name = "Gouki" || name = "Alex" || name = "Hugo" || name = "Ibuki"
trigger2 = name = "Gill"
value = 850

[State 840,ChangeAnim];僋儕僄乕僞乕僘僕儍僷儞巜掕anim
type = ChangeAnim
triggerall = Time = 20
triggerall = SelfAnimExist(5940)
trigger1 = authorname = "H乭" || authorname = "Warusaki3" || authorname = "M.M.R."
trigger2 = authorname = "Mouser" || authorname = "Nyankoro" || authorname = "ryokucha"
trigger3 = authorname = "Bad Darkness" || authorname = "Third" || authorname = "adamskie"
value = 5940

[State 840, ChangeAnim]
type = ChangeAnim
Trigger1 = anim != 5940
value = 130

[State 840, velset]
type = velset
trigger1 = time = 20
x = -10

[State 840, SelfState]
type = SelfState
trigger1 = time = 37
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僸儏乕僑乕愱梡anim(偦偺侾)
[Statedef 850]
type    = S
movetype= H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 0

[STate 850, NotHitby]
type = NotHitby
trigger1 = AnimElemtime(3) < 0
value = SAC

[State 850, ChangeAnim]
type = ChangeAnim
Trigger1 = time = 0
value = 840

[State 850, velset]
type = posset
Trigger1 = time = 0
y = 0

[State 850, velset]
type = velset
Trigger1 = AnimElemtime(3) = 0
x = -5.0
y = -5.1

[State 850, velset]
type = veladd
Trigger1 = AnimElemtime(3) >= 0
y = .60

[State 850, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemtime(3) >= 0
statetype = A

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemtime(3) > 0
value = 851

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;僸儏乕僑乕愱梡anim(偦偺俀)
[Statedef 851]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
sprpriority = 0

[State 820, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = s52, 0

[State -2, Envshake]
type = Envshake
trigger1 = time = 0
time = 10
freq = 120
ampl = -3

[STate 3000]
type = null;NotHitby
trigger1 = 1
value = SAC

[State 850, ChangeAnim]
type = ChangeAnim
Trigger1 = time = 0
value = 841

[State 850, velset]
type = posset
Trigger1 = time = 0
y = 0

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

[State 850, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僱僢僋僴儞僊儞僌(搳偘偨懁)1
[Statedef 860]
type    = S
movetype= A
physics = N
anim = 860
sprpriority = 1

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 870

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"||target,authorname = "BM"
trigger1 = target,name = "Hugo"
value = 880

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 2,>0
value = 0

[State 810, Throw Reversal]
type = VarSet
Triggerall = var(8) = 1
Triggerall = animelemtime(2) < 0
Trigger1 = (target,Command = "x") && (target,Command = "a")
Trigger2 = var(0) = 0
Trigger2 = (target,Command = "holdfwd") || (target,Command = "holdback") 
Trigger2 = (target,Command = "y") || (target,Command = "z") || (target,Command = "b") || (target,Command = "c")
var(8) = 0

[State 810, ChangeState]
type = ChangeState
trigger1 = animelemtime(2) = 0
trigger1 = var(8) = 0
value = 830

[State -3, Explod]
type = Explod
triggerall = fvar(18) = 1
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 1
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20040
ID = 20040
pos = 10,ceil(fvar(19))
postype = left
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

;First Attack text (2p)
[State -3, Explod]
type = Explod
triggerall = fvar(18) = 1
triggerall = NumExplod(20040) = 0
triggerall = var(1) = 2
triggerall = var(9) = 0
trigger1 = animelemtime(2) = 0
anim = 20041
ID = 20040
pos = -10,ceil(fvar(19))
postype = right
removetime = 60
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1
bindtime = -1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5

[State -2, varset]
type = varset
trigger1 = animelemtime(2) = 0
var(9) = 1

[State -2, Varadd]
type = Varset
trigger1 = time = 0
var(20) = 0

[State -2, Varadd]
type = Varset
trigger1 = time = 0
var(21) = 0

[State 1200, 9]
type = Width
trigger1 = 1
value = 60,0

[State 860, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && target(800),StateNo = 870
pos = ceil(90*const(size.xscale)), 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && target(800),StateNo = 870
pos = ceil(30*const(size.xscale)), ceil(-220*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && target(800),StateNo = 870
pos = ceil(30*const(size.xscale)), ceil(-230*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && target(800),StateNo = 870
pos = ceil(30*const(size.xscale)), ceil(-240*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && target(800),StateNo = 870
pos = ceil(38*const(size.xscale)), ceil(-240*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && target(800),StateNo = 880
pos = ceil(90*const(size.xscale)), 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && target(800),StateNo = 880
pos = ceil(68*const(size.xscale)), ceil(10*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && target(800),StateNo = 880
pos = ceil(68*const(size.xscale)), ceil(10*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && target(800),StateNo = 880
pos = ceil(60*const(size.xscale)), ceil(-10*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && target(800),StateNo = 880
pos = ceil(23*const(size.xscale)), ceil(-30*const(size.yscale))

[State 810, 2]
type = Explod
trigger1 = animelemtime(2) = 0
ID = 865
anim = 865
postype = p1
pos = 0,0
persistent = 0
bindtime = -1
velocity = 0, 0
accel = 0, 0
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 860, Changestate]
type = ChangeState
trigger1 = animtime = 0
value = 861

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僱僢僋僴儞僊儞僌(搳偘偨懁)2
[Statedef 861]
type    = S
movetype= A
physics = N
anim = 861
sprpriority = 1

[State 861, targetstate]
type = targetstate
trigger1 = time = 0
value = 871

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"||target,authorname = "BM"
trigger1 = target,name = "Hugo"
value = 881

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(19) = 1

[State -2, Varadd]
type = Varadd
trigger1 = var(50) = 0
trigger1 = command = "儗僶僈僠儍"
trigger2 = var(50) = 1
trigger2 = random < 300
var(19) = 1
ignorehitpause = 1

[State -2, Varadd]
type = Varadd
trigger1 = target,Command = "儗僶僈僠儍"
var(19) = -1
ignorehitpause = 1

[State -2, Varadd]
type = Varadd
trigger1 = time = 0
var(20) = 1

[State -2, Varadd]
type = Varadd
trigger1 = prevstateno != 860
trigger1 = time = 0
var(21) = 1

[State 860, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && target(800),StateNo = 871
pos = ceil(37*const(size.xscale)), ceil(-320*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && target(800),StateNo = 871
pos = ceil(30*const(size.xscale)), ceil(-320*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && target(800),StateNo = 871
pos = ceil(30*const(size.xscale)), ceil(-320*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && target(800),StateNo = 871
pos = ceil(15*const(size.xscale)), ceil(-300*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && target(800),StateNo = 881
pos = ceil(30*const(size.xscale)), ceil(-60*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && target(800),StateNo = 881
pos = ceil(23*const(size.xscale)), ceil(-60*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && target(800),StateNo = 881
pos = ceil(45*const(size.xscale)), ceil(-100*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && target(800),StateNo = 881
pos = ceil(60*const(size.xscale)), ceil(-80*const(size.yscale))

[State 811, TargetLifeadd]
type = TargetLifeadd
trigger1 = AnimElemTime(2) = 0
value = ceil((-30+var(21)*3)*fvar(24)*fvar(31)*(const(data.attack)*0.01))

[State -2, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(2) = 0
fvar(35) = 1

[State -2, Hitadd]
type = Hitadd
trigger1 = AnimElemTime(2) = 0
value = 1

[State -2, Poweradd]
type = Poweradd
trigger1 = AnimElemTime(2) = 0
value = 30

[State -2, Poweradd]
type = TargetPoweradd
trigger1 = AnimElemTime(2) = 0
value = 10

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

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

[State 1000, 3]
type = EnvShake
trigger1 = AnimElemTime(2) = 2
time = 5
freq = 80
ampl = 4

[State -2, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 8050
pos = ceil(30*const(size.xscale)),ceil(-290*const(size.yscale))
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State 5110, 6]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 860,0

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 866
anim = 866
postype = p1
pos = 0,0
persistent = 0
bindtime = -1
velocity = 0, 0
accel = 0, 0
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 860, Changestate]
type = ChangeState
triggerall = animtime = 0
trigger1 = winko
value = 863

[State 860, Changestate]
type = ChangeState
triggerall = animtime = 0
trigger1 = var(19) >= 6
trigger1 = var(20) < 8
value = 862

[State 860, Changestate]
type = ChangeState
triggerall = animtime = 0
trigger1 = var(19) >= 1
trigger1 = var(20) < 8
value = 861

[State 860, Changestate]
type = ChangeState
triggerall = animtime = 0
trigger1 = var(19) <= 0
trigger1 = var(20) < 8
trigger2 = var(20) = 8
value = 863

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僱僢僋僴儞僊儞僌(搳偘偨懁)3
[Statedef 862]
type    = S
movetype= A
physics = N
anim = 862
sprpriority = 1

[State 861, targetstate]
type = targetstate
trigger1 = time = 0
value = 872

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"||target,authorname = "BM"
trigger1 = target,name = "Hugo"
value = 882

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(19) = 1
ignorehitpause = 1

[State -2, Varadd]
type = Varadd
trigger1 = var(50) = 0
trigger1 = command = "儗僶僈僠儍"
trigger2 = var(50) = 1
trigger2 = random < 300
var(19) = 1
ignorehitpause = 1

[State -2, Varadd]
type = Varadd
trigger1 = target,Command = "儗僶僈僠儍"
var(19) = -1
ignorehitpause = 1

[State -2, Varadd]
type = Varadd
trigger1 = time = 0
var(20) = 1

[State -2, Varadd]
type = Varadd
trigger1 = prevstateno != 860
trigger1 = time = 0
var(21) = 1

[State 860, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && target(800),StateNo = 872
pos = ceil(38*const(size.xscale)), ceil(-320*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && target(800),StateNo = 872
pos = ceil(30*const(size.xscale)), ceil(-320*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && target(800),StateNo = 872
pos = ceil(30*const(size.xscale)), ceil(-320*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && target(800),StateNo = 872
pos = ceil(15*const(size.xscale)), ceil(-300*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && target(800),StateNo = 882
pos = ceil(30*const(size.xscale)), ceil(-60*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && target(800),StateNo = 882
pos = ceil(23*const(size.xscale)), ceil(-60*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && target(800),StateNo = 882
pos = ceil(45*const(size.xscale)), ceil(-100*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && target(800),StateNo = 882
pos = ceil(60*const(size.xscale)), ceil(-80*const(size.yscale))

[State 811, TargetLifeadd]
type = TargetLifeadd
trigger1 = AnimElemTime(2) = 0
value = ceil((-30+var(21)*3)*fvar(24)*fvar(31)*(const(data.attack)*0.01))

[State -2, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(2) = 0
fvar(35) = 1

[State -2, Hitadd]
type = Hitadd
trigger1 = AnimElemTime(2) = 0
value = 1

[State -2, Poweradd]
type = Poweradd
trigger1 = AnimElemTime(2) = 0
value = 30

[State -2, Poweradd]
type = TargetPoweradd
trigger1 = AnimElemTime(2) = 0
value = 10

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

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

[State 1000, 3]
type = EnvShake
trigger1 = AnimElemTime(2) = 2
time = 5
freq = 80
ampl = 4

[State -2, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 8050
pos = ceil(30*const(size.xscale)),ceil(-290*const(size.yscale))
postype = p1
sprpriority = 10
bindtime = 1
ignorehitpause = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State 5110, 6]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 860,0

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 867
anim = 867
postype = p1
pos = 0,0
persistent = 0
bindtime = -1
velocity = 0, 0
accel = 0, 0
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 860, Changestate]
type = ChangeState
triggerall = animtime = 0
trigger1 = winko
value = 863

[State 860, Changestate]
type = ChangeState
triggerall = animtime = 0
trigger1 = var(19) >= 3
trigger1 = var(20) < 8
value = 862

[State 860, Changestate]
type = ChangeState
triggerall = animtime = 0
trigger1 = var(19) >= 1
trigger1 = var(20) < 8
value = 861

[State 860, Changestate]
type = ChangeState
triggerall = animtime = 0
trigger1 = var(19) <= 0
trigger1 = var(20) < 8
trigger2 = var(20) = 8
value = 863

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僱僢僋僴儞僊儞僌(廔椆)
[Statedef 863]
type    = S
movetype= I
physics = N
anim = 863
sprpriority = 1

[State 863, targetstate]
type = targetstate
trigger1 = time = 0
value = 873

[State 810, TargetState]
type = TargetState
Trigger1 = time = 0
trigger1 = target,authorname = "GM"||target,authorname = "BM"
trigger1 = target,name = "Hugo"
value = 883

[State 820, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 2,>0
value = 1

[State 860, TargetBind]
type = TargetBind
trigger1 = animelem = 1 && target(800),StateNo = 873
pos = ceil(23*const(size.xscale)), ceil(-300*const(size.yscale))

[State 860, TargetBind]
type = TargetBind
trigger1 = animelem = 1 && target(800),StateNo = 883
pos = ceil(45*const(size.xscale)), ceil(-60*const(size.yscale))

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 868
anim = 868
postype = p1
pos = 0,0
persistent = 0
bindtime = -1
velocity = 0, 0
accel = 0, 0
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State -2, Attack_Down]
type = VarSet
trigger1 = time = 0
fvar(35) = 1

[State -2, Attack_Down]
type = VarSet
trigger1 = time = 0
fvar(33) = 0.36

[State -2, Attack_Down]
type = VarSet
trigger1 = time = 0
fvar(34) = 0.27

[State 863, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僱僢僋僴儞僊儞僌(搳偘傜傟偨懁)1
[Statedef 870]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

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

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 870+(authorname="GM"&&name="Gill"&&facing=-1)*100000

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僱僢僋僴儞僊儞僌(搳偘傜傟偨懁)2
[Statedef 871]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

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

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 871+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State -2, varadd]
type = varadd
triggerall = animelemtime(2) = 0
triggerall = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki" || name = "Ibuki"
trigger2 = name = "Alex" || name = "Gill"
fvar(2) = 3
persistent = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僱僢僋僴儞僊儞僌(搳偘傜傟偨懁)3
[Statedef 872]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

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

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 872+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State -2, varadd]
type = varadd
triggerall = animelemtime(2) = 0
triggerall = authorname = "GM"||target,authorname = "BM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki" || name = "Ibuki"
trigger2 = name = "Alex" || name = "Gill"
fvar(2) = 3
persistent = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僱僢僋僴儞僊儞僌(搳偘傜傟偨懁)4
[Statedef 873]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 873+(authorname="GM"&&name="Gill"&&facing=-1)*100000

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

[State 5030, 4]
type = ChangeState
trigger1 = animtime = 0
value = 874

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僱僢僋僴儞僊儞僌(搳偘傜傟偨懁)5
[Statedef 874]
type    = A
movetype= H
physics = N
ctrl = 0

[State -2, nothitby]
type = null;nothitby
Trigger1 = 1
value = SCA

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

[State 820, posadd]
type = posadd
trigger1 = Time = 0
y = -const(size.head.pos.Y)

[State 820, ChangeAnim2]
type = ChangeAnim
Trigger1 = Time = 0
value = 5030+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State 820, ChangeAnim2]
type = ChangeAnim
trigger1 = SelfAnimExist(5035)
Trigger1 = anim = 5030+(authorname="GM"&&name="Gill"&&facing=-1)*100000
Trigger1 = AnimTime = 0
value = 5035+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State 820, ChangeAnim2]
type = ChangeAnim
trigger1 = SelfAnimExist(5035)
Trigger1 = anim = 5035+(authorname="GM"&&name="Gill"&&facing=-1)*100000
Trigger1 = AnimTime = 0
trigger2 = !SelfAnimExist(5035)
Trigger2 = anim = 5030+(authorname="GM"&&name="Gill"&&facing=-1)*100000
Trigger2 = AnimTime = 0
value = 5050+(authorname="GM"&&name="Gill"&&facing=-1)*100000

[State 5050, 2]
type = ChangeAnim
trigger1 = anim = 5050+(authorname="GM"&&name="Gill"&&facing=-1)*100000
trigger1 = Vel Y >= 1
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5030, 2]
type = VelSet
trigger1 = Time = 0
x = -6.0
y = -8.0

[State 5030, 1]
type = veladd
trigger1 = 1
y = .60

[State 5030, 2]
type = VelSet
trigger1 = time > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 25
x = -2.0

[State 5030, 4]
type = SelfState
trigger1 = time > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 25
value = 5100


;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僱僢僋僴儞僊儞僌(搳偘傜傟偨懁)1
[Statedef 880]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

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

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 880

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僱僢僋僴儞僊儞僌(搳偘傜傟偨懁)2
[Statedef 881]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

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

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 881

[State -2, varadd]
type = varadd
trigger1 = animelemtime(2) = 0
fvar(2) = 3
persistent = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僱僢僋僴儞僊儞僌(搳偘傜傟偨懁)3
[Statedef 882]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

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

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 882

[State -2, varadd]
type = varadd
trigger1 = animelemtime(2) = 0
fvar(2) = 3
persistent = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僱僢僋僴儞僊儞僌(搳偘傜傟偨懁)4
[Statedef 883]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 883

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

[State 5030, 4]
type = ChangeState
trigger1 = animtime = 0
value = 884

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僱僢僋僴儞僊儞僌(搳偘傜傟偨懁)5
[Statedef 884]
type    = A
movetype= H
physics = N
ctrl = 0

[State -2, nothitby]
type = null;nothitby
Trigger1 = 1
value = SCA

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

[State 820, ChangeAnim2]
type = ChangeAnim
Trigger1 = Time = 0
value = 5030

[State 820, ChangeAnim2]
type = ChangeAnim
trigger1 = SelfAnimExist(5035)
Trigger1 = anim = 5030
Trigger1 = AnimTime = 0
value = 5035

[State 820, ChangeAnim2]
type = ChangeAnim
trigger1 = SelfAnimExist(5035)
Trigger1 = anim = 5035
Trigger1 = AnimTime = 0
trigger2 = !SelfAnimExist(5035)
Trigger2 = anim = 5030
Trigger2 = AnimTime = 0
value = 5050

[State 5050, 2]
type = ChangeAnim
trigger1 = anim = 5050
trigger1 = Vel Y >= 1
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5030, 2]
type = VelSet
trigger1 = Time = 0
x = -6.0
y = -8.0

[State 5030, 1]
type = veladd
trigger1 = 1
y = .60

[State 5030, 2]
type = VelSet
trigger1 = time > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 25
x = -2.0

[State 5030, 4]
type = SelfState
trigger1 = time > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 25
value = 5100


;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儔儕傾僢僩
[Statedef 900]
type     = S                     
movetype = A                     
physics  = S                     
juggle   = 0                     
velset   = 0,0                   
ctrl     = 0                     
anim     = 900   
facep2   = 1               
sprpriority = 2
;poweradd = 30

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(6) = -1
value = 30

[State 220, 僸僢僩掕媊]
type = HitDef     
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))                               
triggerall = var(23) != 900
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(9) < 0)
attr = S, NA                     
damage = ceil(160*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(39)),0
priority = 5,Hit                
animtype = hard              
guardflag = M                   
hitflag = MAF                    
getpower = 40,70
givepower = 120,0               
pausetime = 14, 19 
guard.pausetime = 14, 19                
sparkno = -1                     
guard.sparkno = -1            
sparkxy = -15, ceil(-110*const(size.yscale))               
hitsound = S2,2
guardsound = S3,0
ground.type = High               
ground.slidetime = 16             
ground.hittime  = Ifelse(p2statetype = C, 35, 33)             
guard.hittime = 17
guard.slidetime = 16
guard.ctrltime = 17
ground.velocity = -26.0*1.5*const(size.xscale)   
guard.velocity = -26.0*1.5*const(size.xscale) 
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low 
air.hittime = 33       
air.velocity = -5.0*1.5*const(size.xscale),-8.5*2*const(size.yscale)  
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*2*const(size.yscale)    
id = 900    

[State 900, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))                               
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(9) < 0)
trigger1 = P2stateno = 150||P2stateno = 152
anim = 8400
postype = p1
pos = 75,-100
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 810, posadd]
type = posadd
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(3) = 0
trigger3 = AnimElemTime(14) = 0
trigger4 = AnimElemTime(16) = 0
x = 8*1.5*const(size.xscale)

[State 810, posadd]
type = posadd
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(15) = 0
x = 16*1.5*const(size.xscale)

[State 810, posadd]
type = posadd
trigger1 = AnimElemTime(5) = 0
x = 24*1.5*const(size.xscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 85

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -110

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8030

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

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

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 200
trigger2 = prevstateno = 230
trigger3 = prevstateno = 400
trigger4 = prevstateno = 430
fvar(39) = 0.95

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(5) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = 410
trigger4 = prevstateno = 440
fvar(39) = 0.55

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(38) = 0

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 4
value = 0,3
channel = 0

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 6
value = 1,2
persistent = 0

[State 220, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(23) >= 1
value = 1

[State 220]
type = StateTypeSet
trigger1 = AnimElemTime(9) >= 0
movetype = I 

 [State 52, 4]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(23) >= 1
trigger2 = AnimTime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儕乕僾傾僞僢僋
[Statedef 910]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
anim = 910
facep2 = 1
sprpriority = 2

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

[State 920]
type = velset
trigger1 = animelemtime(2) = 0
x = 2.2*1.5*const(size.xscale)
y = -5.2*2*const(size.yscale)

[State 920]
type = veladd
trigger1 = !var(13)
trigger1 = animelemtime(2) >= 0
y = .50*2*const(size.yscale)

[State 250, PosFreeze]
type = PosFreeze
trigger1 = var(13)
ignorehitpause = 1

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

[State 920, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 5
value = 1,0

[State 615, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
triggerall = var(23) != 910
trigger1 = animelem = 5,>=0
attr = A, NA
damage = ceil(40*fvar(0)*fvar(23)*fvar(28)*fvar(31)),0
priority = 4,Hit
getpower = 20,10 
givepower = 0,0               
hitflag = MAF
guardflag = H
pausetime = 9,8
guard.pausetime = 9,8
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-76*const(size.yscale))
hitsound = S2,1
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime  = Ifelse(p2statetype = C, 14, 13)
guard.hittime = 12
guard.slidetime = 6
guard.ctrltime = 12
air.hittime = 13
ground.velocity = -10.0*1.5*const(size.xscale)
guard.velocity = -10.0*1.5*const(size.xscale)
air.velocity = -4.0*1.5*const(size.xscale),-6.5*2*const(size.yscale)
air.type = Low
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
yaccel = .50*2*const(size.yscale)
id = 910 

[State 910, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = animelem = 5,>=0 && P2stateno = 150
anim = 8400
postype = p1
pos = 55,-80
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<65,20+(abs(enemynear,Pos X-Pos X)/2),65))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -76

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8110

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

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

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger1 = !var(13)
trigger1 = AnimElemTime(2) > 0
value = 915

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儕乕僾傾僞僢僋(拝抧)
[Statedef 915]
type    = S
physics = S
ctrl = 0
anim = 915

[State 100, Playsnd]
type = Playsnd
trigger1 = time = 0
value = 52,0

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

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

[State -2, Envshake]
type = Envshake
trigger1 = time = 0
time = 10
freq = 120
ampl = -3

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

[State 52, 4]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(6) >= 0
value = 0
ctrl = 1

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 儃僨傿僾儗僗
[Statedef 920]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 920
;poweradd = 30
sprpriority = 2

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 0,3
channel = 0

[State 620, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 1,2

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(3) = -1
value = 30

[State 620, 僸僢僩掕媊]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
triggerall = var(23) != 920
trigger1 = animelemtime(3) >= 0
attr = A, NA
damage = ceil(100*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(39)),0
priority = 5,Hit
getpower = 40,70
givepower = 120,0  
animtype  = hard             
hitflag = MAF
guardflag = H
pausetime = 11,10
guard.pausetime = 11,10
sparkno = -1
guard.sparkno = -1
sparkxy = -15, ceil(-80*const(size.yscale))
hitsound = S2,2
guardsound = S3,0
ground.type = High
ground.slidetime = 6
ground.hittime = Ifelse(p2statetype=C,18,16)
guard.hittime = 15
guard.slidetime = 6
guard.ctrltime = 15
ground.velocity = -6.5*1.5*const(size.xscale)
air.velocity = -6.0*1.5*const(size.xscale),-6.5*2*const(size.yscale)
air.type = Low
air.hittime = 16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
P2facing = 1
yaccel = .50*1.5*const(size.xscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 1
id = 920

[State 920, Explod]
type = Explod
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4))) 
trigger1 = animelemtime(3) >= 0 && P2stateno = 150
anim = 8400
postype = p1
pos = 30,-80
persistent = 0
ignorehitpause = 1
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 200, hitspark x]
type = VarSet
trigger1 = P2dist X >= 0
var(42) = floor(abs(enemynear,Pos X-Pos X))

[State 200, hitspark x]
type = VarSet
trigger1 = P2dist X < 0
var(42) = -floor(abs(enemynear,Pos X-Pos X))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -80

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8030

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 3
var(27) = 0

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 600
trigger2 = prevstateno = 630
fvar(39) = 0.85

[State -2, VarSet]
type = VarSet
triggerall = numhelper(40000)
triggerall = helper(40000),var(6) = 1
triggerall = var(38)
triggerall = time = 0
trigger1 = prevstateno = 610
trigger2 = prevstateno = 640
fvar(39) = 0.7

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(38) = 0

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(6) >= 0
movetype = I 

[State 1200, Gravity]
type = VelAdd
trigger1 = !var(13)
y = Const(movement.yaccel)*const(size.yscale)

[State 610, ChangeState]
type = ChangeState
trigger1 = !var(13)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 53
