;Var(0)  = ジャストディフェンス硬直時間
;Var(1)  = 
;Var(2)  = 
;Var(3)  = ジャンプ管理1（距離）
;Var(4)  = ジャンプ管理2（高さ）
;Var(5)  = 強弱管理
;Var(6)  = 　　　　使用済み
;Var(7)  = Cグルーヴパワー量による攻撃力変動
;Var(8)  = 残りライフ量による攻撃力変動
;Var(9)  = 相手残りライフ量による攻撃力変動
;Var(10) = ブロッキング前入力
;Var(11) = ブロッキング下入力
;Var(12) = モード判定用
;Var(13) = 瞬獄殺KO判定用
;Var(14) = SグルーヴパワーMAX残り時間
;Var(15) = NグルーヴパワーMAX残り時間
;Var(16) = オリコン残り時間
;Var(17) = オリコン時ヒット数用
;Var(18) = オリコンOn/Off
;Var(19) = オリコン時残りゲージ量
;Var(20) = グルーヴ判定
;Var(21) = KグルーヴパワーMAXによる攻撃力変動
;Var(22) = 強制fall=0時juggle判別用
;Var(23) = 追い討ち用
;Var(24) = グルーヴによるパワー増加量変動
;Var(25) = ジャストディフェンス入力
;Var(26) = 前ラウンド勝敗判定
;Var(27) = KOボイス判定
;Var(28) = 　　　　使用済み
;Var(29) = 　　　　使用済み
;Var(30) = 
;Var(31) = Kグルーヴライフ残量によるパワー増加量変動
;Var(32) = roundstate3時間経過
;Var(33) = 
;Var(34) = 前ブロッキング入力後ニュートラルに戻したか否か
;Var(35) = 下ブロッキング入力後ニュートラルに戻したか否か
;Var(36) = Hit判定
;Var(37) = gethitvar(hitshaketime)
;Var(38) = カウンターヒットエフェクト表示位置（X軸）（攻撃）
;Var(39) = カウンターヒットエフェクト表示位置（Y軸）（攻撃）
;Var(40) = コンボ制限用1
;Var(41) = カウンターヒット用
;Var(42) = コンボ制限用2
;Var(43) = Kグルーヴ怒りMAX中判定
;Var(44) = 残像再発生用
;Var(45) = 食らい判定再出現用
;var(46) = GetHitVar(damage)
;Var(47) = MAXヒット数
;Var(48) = プレイヤー状態
;Var(49) = 相手状態
;Var(50) = グルーヴポイント
;var(51) = ラウンド開始からの経過時間
;Var(52) = キャラ判別
;var(53) = 相手ライフ（ダメージ前）
;var(54) = コンプリートボーナス用
;var(55) = コンプリートボーナス用2
;var(56) = matchover時間経過
;var(57) = 相手動作によるゲージ消去判定
;Var(58) = ファーストストライク判定
;Var(59) = AI判定

;fvar(0)  = コンボ補正
;fvar(1)  = ガード中State判定
;fvar(2)  = 投げ抜け判定
;fvar(3)  = グルーヴポイント表示On/Off
;fvar(4)  = 
;fvar(5)  = ボーナスメッセージアイコン表示一段目有無
;fvar(6)  = ボーナスメッセージアイコン表示二段目有無
;fvar(7)  = ボーナスメッセージアイコン表示三段目有無
;fvar(8)  = アイコン種類
;fvar(9)  = フィニッシュヒット判定
;fvar(10) = 攻撃力補正
;fvar(11) = roundstate4経過時間
;fvar(12) = ライフ
;fvar(13) = KグルーヴパワーMAX残り時間
;fvar(14) = パーフェクト判定
;fvar(15) = カウンターヒットメッセージ用
;fvar(16) = DoubleRes設定（ゲージのみ）
;fvar(17) = 
;fvar(18) = 
;fvar(19) = KOボイス種類判定
;fvar(20) = やられ時にゲージ消去をする相手動作の判定
;fvar(21) = パワー溜まった時の音用
;fvar(22) = リバーサル判定用1
;fvar(23) = リバーサル判定用2
;fvar(24) = GP表示背景色変化用
;fvar(25) = 燃焼、感電エフェクト用
;fvar(26) = 空中コンボ用
;fvar(27) = 
;fvar(28) = 
;fvar(29) = 
;fvar(30) = 
;fvar(31) = 
;fvar(32) = 
;fvar(33) = 
;fvar(34) = 
;fvar(35) = 
;fvar(36) = 強制停止中ガード不能時間
;fvar(37) = メッセージアイコンの表示Y座標補正
;fvar(38) = 空中復帰誘導
;fvar(39) = ゲームシステム判別

[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = -100
IntPersistIndex = 0
FloatPersistIndex = 0

[Size]
xscale = .5      		;水平方向の縮尺（通常１）
yscale = .5			;垂直方向の縮尺（通常１）
ground.back = 15		;キャラの幅(後方,地上)
ground.front = 15		;キャラの幅(前方,地上)
air.back = 15			;キャラの幅(後方,空中)
air.front = 15		;キャラの幅(前方,空中)
height = 60			;キャラの高さ
attack.dist = 160		;攻撃をした時相手がガード体制に入る最低距離
proj.attack.dist = 90	;攻撃をした時相手がガード体制に入る最低距離（飛び道具）
proj.doscale = 0		;上で設定した縮尺を飛び道具にも適用するか（１でＯＮ）   
head.pos = 16, -87		;頭の大体の座標
mid.pos = 0, -64		;体の中心の大体の座標
shadowoffset = 0		;影の垂直方向のオフセット
draw.offset = 0,0		;使用しない

[Velocity]
walk.fwd  = 3.47		;前進の速度
walk.back = -2.53		;後退の速度
run.fwd  = 5.33, 0		;前ダッシュの速度（ホップする時はyを-にする）
run.back = -4.8,-4.5		;後ダッシュの速度（ホップする時はyを-にする）
jump.neu = 0,-9.1		;垂直ジャンプの速度
jump.back = -3.6		;後ジャンプの速度
jump.fwd = 3.2		;前ジャンプの速度
runjump.back = -5.81,-9.4	;後ダッシュしながらのジャンプ速度(オプション)
runjump.fwd = 5.04,-9.4	;前ダッシュしながらのジャンプ速度(オプション)
airjump.neu = 0,-6.5		;２段ジャンプ以降の垂直ジャンプの速度(オプション)
airjump.back = -2.8		;２段ジャンプ以降の後ジャンプの速度(オプション)
airjump.fwd = 2.8		;２段ジャンプ以降の前ジャンプの速度

[Movement]
airjump.num = 0		;空中でジャンプする回数
airjump.height = 28		;空中でジャンプする最低限の高さ
yaccel = .47			;重力
stand.friction = .85		;立ち状態の摩擦係数
crouch.friction = .82	;屈み状態の摩擦係数

;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0
velset = 0,0

[State 0, 2]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

;---------------------------------------------------------------------------
;歩き
[Statedef 20]
type    = S
physics = S
sprpriority = 0
ctrl = 1

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd" && !var(59)
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback" && !var(59)
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20; && Anim != 5
;trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21; && Anim != 5
;trigger2 = Anim = 5 && AnimTime = 0
value = 21

;---------------------------------------------------------------------------
;ジャンプ開始
[Statedef 40]
type    = S
physics = S
anim = ifelse((!var(20) || var(20) = 1),40,50)
ctrl = 0
velset = 0,0

[State 40, HitBy]
type = HitBy
trigger1 = 1
value = SCA, NA,SA,HA,NP,SP,HP

[State 40, Dust]
type = Helper
trigger1 = AnimTime = 0
id = 8020
name = "jump Effect"
pos = 0,0
postype = P1
stateno = 8020
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = const(size.xscale),const(size.yscale)
[State 40, 1]
type = VarSet
triggerall = !var(59)
trigger1 = Time = 0
sysvar(1) = command = "holdfwd"-command = "holdback"

[State 40, 1]
type = VarSet
triggerall = PrevStateNo != 100 && PrevStateNo != 101
triggerall = var(59) = 1
trigger1 = Random = [0,80]
sysvar(1) = 0

[State 40, 2]
type = VarSet
triggerall = PrevStateNo != 100 && PrevStateNo != 101
triggerall = var(59) = 1
trigger1 = Random = [81,750]
sysvar(1) = 1

[State 40, 3]
type = VarSet
triggerall = PrevStateNo != 100 && PrevStateNo != 101
triggerall = var(59) = 1
trigger1 = Random = [751,999]
sysvar(1) = -1

[State 40, 4]
type = VarSet
trigger1 = Time = 0
var(3) = 0

[State 40, 4]
type = VarSet
triggerall = Time = 0
triggerall = !var(59)
trigger1 = (PrevStateNo = 100 || PrevStateNo = 101) && sysvar(1) = 1
trigger2 = Command = "longjump"
trigger3 = Command = "longjump" && Command = "holdfwd"
trigger4 = Command = "longjump" && Command = "holdback"
var(3) = 1

[State 40, 4]
type = VarSet
triggerall = var(59) = 1
triggerall = Time = 0
trigger1 = PrevStateNo = 100 || PrevStateNo = 101
trigger2 = Random = [0,420]
var(3) = 1

[State 40, 4]
type = VarSet
trigger1 = Time = 0
var(4) = 0

[State 40, 5]
type = VarSet
triggerall = !var(59)
triggerall = var(20) = 2 || var(20) = 3 || var(20) = 4 || var(20) = 5 || var(20) = 6
trigger1 = command != "holdup"
var(4) = 1

[State 40, 5]
type = VarSet
triggerall = var(59) = 1
triggerall = var(20) = 2 || var(20) = 3 || var(20) = 4 || var(20) = 5 || var(20) = 6
trigger1 = Random = [0,130]
var(4) = 1

[State 40, 6]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = !Var(3)
x = ifelse(!sysvar(1), 0, ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, 7]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(3)
x = ifelse(!sysvar(1), 0, ifelse(sysvar(1)=1, const(velocity.runjump.fwd.x), const(velocity.runjump.back.x)))

[State 40, 8]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = !Var(4)
y = ifelse(Var(3) && !SysVar(1), const(velocity.jump.y)*1.15, const(velocity.jump.y))

[State 40, 9]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(4)
y = ifelse(Var(3) && !SysVar(1), const(velocity.jump.y)*1.15*.75, const(velocity.jump.y)*.75)

[State 52, Effect]
type = PlaySnd
trigger1 = AnimTime = 0
value = 40, var(3)
channel = 20

[State 40, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;ジャンプ
[Statedef 50]
type    = A
physics = N

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !Var(4)
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(4)
value = ifelse((vel x)=0, 51, ifelse((vel x)>0, 52, 53))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 50, AfterImage]
type = AfterImage
triggerall = !var(16)
trigger1 = Time = 0
trigger1 = Var(3)
time = 20
PalBright = 1,1,1
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
length = 9
trans = add1
TimeGap  = 2
FrameGap = 4

[State -3, Variable Height]
type = PlayerPush
triggerall = statetype=A && movetype!=H && numenemy
triggerall = p2bodydist x = [-(enemynear,const(size.ground.back) + enemynear,const(size.ground.front)), 0]
trigger1 = p2statetype=S
trigger1 = p2dist y >= (enemynear,const(size.height) - 12); Value depends on each char
trigger2 = p2statetype=C
trigger2 = p2dist y >= (enemynear,const(size.height) - 28); Value depends on each char
trigger3 = p2statetype=L
trigger3 = p2dist y >= 12
value=0
ignorehitpause=1

[State 40, 4]
type = VarSet
trigger1 = (anim = 41 || anim = 51) && animelem = 1
trigger2 = (anim = 44 || anim = 54) && animelem = 3
var(6) = 0

[State 40, 4]
type = VarSet
trigger1 = (anim = 41 || anim = 51) && animelem = 2
trigger2 = (anim = 44 || anim = 54) && animelem = 2
var(6) = 1

[State 40, 4]
type = VarSet
trigger1 = (anim = 41 || anim = 51) && animelem = 3
trigger2 = (anim = 44 || anim = 54) && animelem = 1
var(6) = 2

[State 40, 4]
type = VarSet
trigger1 = (anim = 41 || anim = 51) && animelem = 4
var(6) = 3

[State 40, 4]
type = VarSet
trigger1 = (anim = 42 || anim = 52) && animelem = 1
trigger2 = (anim = 46 || anim = 56) && animelem = 4
var(6) = 4

[State 40, 4]
type = VarSet
trigger1 = (anim = 42 || anim = 52) && animelem = 2
trigger2 = (anim = 46 || anim = 56) && animelem = 3
var(6) = 5

[State 40, 4]
type = VarSet
trigger1 = (anim = 42 || anim = 52) && animelem = 3
trigger2 = (anim = 46 || anim = 56) && animelem = 2
var(6) = 6

[State 40, 4]
type = VarSet
trigger1 = (anim = 42 || anim = 52) && animelem = 4
trigger2 = (anim = 46 || anim = 56) && animelem = 1
var(6) = 7

[State 40, 4]
type = VarSet
trigger1 = (anim = 42 || anim = 52) && animelem = 5
var(6) = 8

[State 40, 4]
type = VarSet
trigger1 = (anim = 45 || anim = 55) && animelem = 1
trigger2 = (anim = 43 || anim = 53) && animelem = 4
var(6) = 9

[State 40, 4]
type = VarSet
trigger1 = (anim = 45 || anim = 55) && animelem = 2
trigger2 = (anim = 43 || anim = 53) && animelem = 3
var(6) = 10

[State 40, 4]
type = VarSet
trigger1 = (anim = 45 || anim = 55) && animelem = 3
trigger2 = (anim = 43 || anim = 53) && animelem = 2
var(6) = 11

[State 40, 4]
type = VarSet
trigger1 = (anim = 45 || anim = 55) && animelem = 4
trigger2 = (anim = 43 || anim = 53) && animelem = 1
var(6) = 12

[State 40, 4]
type = VarSet
trigger1 = (anim = 43 || anim = 53) && animelem = 5
var(6) = 13

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;ジャンプ着地
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = ifelse(var(4),57,47)
velset = 0,0

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
;pausemovetime = -1
supermovetime = -1
scale = .5,.5

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

[State 52, 3]
type = CtrlSet
triggerall = prevstateno != [600,799]
trigger1 = Time = 1
value = 1

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0
channel = 20

[State 52, RemoveAfterImage]
type = AfterImageTime
triggerall = !var(16)
trigger1 = Time = 0
time = 0

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

;------------------------------------------------------------------------------------------
;ラン
[Statedef 100]
type    = S
physics = S
anim = 100
velset = 0,0
ctrl = 0

[State 1000, Spark]
type = Explod
trigger1 = Time = 1
Anim = 8040
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = 3
;pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 100, 1]
type = VelSet
trigger1 = AnimElemTime(2) >= 0
x = const(velocity.run.fwd.x)

[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command = "holdup"
value = 40

[State 100, Effect]
type = PlaySnd
trigger1 = time = 1
value = 100,0
channel = 18

[State 100, Effect]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 100,1
channel = 19

[State 100, Effect]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = 100,2
channel = 20

[State 100, 5]
type = ChangeState
triggerall = !var(59)
triggerall = AnimElemTime(2) >= 1
trigger1 = command != "holdfwd"
value = 101
ctrl = 1

[State 100, 5]
type = ChangeState
triggerall = var(59)
triggerall = AnimElemTime(2) >= 1
trigger1 = P2BodyDist X <= 45 && Random <= 700
trigger2 = P2MoveType = A && Random <= 500 && P2BodyDist X <= 70
trigger3 = roundstate != 2
value = 101
ctrl = 1

;---------------------------------------------------------------------------
;ラン停止
[Statedef 101]
type = S
physics = N
ctrl = 0
anim = 101

[State 100, 4]
type = ChangeState
trigger1 = command = "holdup"
value = 40

[State 100, 1]
type = VelMul
trigger1 = 1
x = .9

[State 100, 1]
type = VelSet
trigger1 = animtime = 0
x = 0

[State 100, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100,3
channel = 20

[State 101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ステップ
[Statedef 102]
type    = A
physics = N
ctrl = 0
anim = 102
velset = 0,0

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 1
value = 100, 0
channel = 20

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8040
pos = 0, 0
postype = p1
sprpriority = 3
;pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 2
x = 7.8
y = -3

[State 105, 1]
type = VelMul
trigger1 = AnimElemTime(2) > 0
x = .98

[State 105, 1]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = .65

[State 105, 3]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 103

;---------------------------------------------------------------------------
;ステップ着地
[Statedef 103]
type    = S
physics = N
ctrl = 1
anim = 103

[State 1000, Spark]
type = Explod
trigger1 = animelem = 2
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
;pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 52, Effect]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 1
channel = 20

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 106, 1]
type = VelMul
trigger1 = animelemtime(2) < 0
x = .92

[State 106, 1]
type = VelSet
trigger1 = animelem = 2
x = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;バックステップ
[Statedef 105]
type    = A
physics = N
ctrl = 0
anim = 105
velset = 0,0

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 1
value = 105, 0
channel = 20

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8040
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = 3
;pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 2
x = -6.5
y = -3

[State 105, 1]
type = VelMul
trigger1 = AnimElemTime(2) > 0
x = .98

[State 105, 1]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = .65

[State 105, 3]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 106

;---------------------------------------------------------------------------
;バックステップ（着地）
[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 106
velset = 0,0

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
;pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 1
value = 52, 0
channel = 20

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = time = 3
value = 1

[State 106, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; タイムオーバー負け
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
; タイムオーバー引き分け
[Statedef 175]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
;勝利ポーズ分岐
[Statedef 180]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 180, 1]
type = ChangeState
trigger1 = time = 0
value = 181+(random%4)

;---------------------------------------------------------------------------
;勝ちポーズ1
[Statedef 181]
type = S
physics = S
ctrl = 0
velset = 0,0
anim = 180

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0, 270]
flag = RoundNotOver

;---------------------------------------------------------------------------
;勝ちポーズ2
[Statedef 182]
type = S
physics = S
ctrl = 0
velset = 0,0
anim = 181

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0, 270]
flag = RoundNotOver

;---------------------------------------------------------------------------
;勝ちポーズ3
[Statedef 183]
type = S
physics = S
ctrl = 0
velset = 0,0
anim = 182

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 182, 0

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0, 270]
flag = RoundNotOver

;---------------------------------------------------------------------------
;勝ちポーズ4
[Statedef 184]
type = S
physics = S
ctrl = 0
velset = 0,0
anim = 183

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 183, 0

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0, 270]
flag = RoundNotOver

;---------------------------------------------------------------------------
;イントロ（分岐）
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State -2, 3]
type = ChangeState
trigger1 = (P2Name = "cvsrugal" || P4Name = "cvsrugal") && (EnemyNear,PalNo = [1,6]) && EnemyNear,AuthorName = "warusaki3"
trigger2 = (P2Name = "cvsrugal_normal" || P4Name = "cvsrugal_normal") && EnemyNear,AuthorName = "warusaki3"
value = 192

[State -2, 3]
type = ChangeState
trigger1 = (P2Name = "nash" || P4Name = "nash") && EnemyNear,AuthorName = "Adamskie"
trigger2 = (P2Name = "nash" || P4Name = "nash") && EnemyNear,AuthorName = "Phantom.of.the.Server"
trigger3 = (P2Name = "cvsnash" || P4Name = "cvsnash") && EnemyNear,AuthorName = "warusaki3"
value = 193

[State 190, 1]
type = ChangeState
trigger1 = Time = 0
value = 191

;---------------------------------------------------------------------------
;イントロ（通常）
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 190, random%3

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 12
value = 3, 0

[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;イントロ（対ルガール）
[Statedef 192]
type = S
physics = N
ctrl = 0
anim = 191
velset = 0,0

[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 1000, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000, 0
channel = 0

[State 1000, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1000, 1

[State 1000,Super]
type = Helper
trigger1 = AnimElem = 3
id = 7011
name = "sonicboom_intro_effect"
pos = 0,0
postype = P1
stateno = 7011
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
[State 1000,Super]
type = Helper
trigger1 = AnimElem = 6
id = 7010
name = "sonicboom_intro"
pos = 60,-60
postype = P1
stateno = 7010
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

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

;---------------------------------------------------------------------------
;ソニックブーム（飛び道具）（イントロ）
[Statedef 7010]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 7000
sprpriority = 4

[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1100, Velocity]
type = VelSet
trigger1 = time = 1
x = 5.25

[State 1000, Proj]
type = Projectile
trigger1 = time = 1
projanim = 7050
Projhitanim = -1
Projremanim = -1
projcancelanim = -1
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel X, vel Y
attr = S, SP
damage=0,0
animtype = Heavy
hitflag = MAF
guardflag = MA
pausetime = 4,13
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S-1,0
guardsound = S-1,0
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 14
ground.velocity = 0
guard.velocity = -8
air.velocity = -3.5, -3.5
fall = 0
air.juggle = 0
air.fall = 1
ProjID = 1005
getpower = 0,0
givepower = 0,0
forcestand = 1

[State 4110, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40 && !var(1)

[State 900, 4]
type = ChangeState
triggerall = time > 1
trigger1 = !root,NumProjID(1005)
value = 7015

;---------------------------------------------------------------------------
;ソニックブーム（飛び道具）（消滅）（イントロ）
[Statedef 7015]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 6900

[State 1000, Spark]
type = Explod
trigger1 = time = 1
Anim = 7005
id = 7005
pos = 0, 0
postype = p1
ownpal = 1
bindtime = 1
sprpriority = 3

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = time = 1

;---------------------------------------------------------------------------
;ソニックブーム（エフェクト）（イントロ）
[Statedef 7011]
type = A
movetype = I
physics = N
ctrl = 0
anim = 6900
velset = 0,0
ownpal = 1
sprpriority = 3

[State 1505,0]
type = Bindtoparent
trigger1 = 1
pos = 0,0
postype = p1

[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0]
type = changeanim
trigger1 = parent,stateno = 192 && parent,animelemtime(4) >= 0
trigger1 = parent,stateno = 192 && parent,animelemtime(5) < 0
value = 7001
elem = 1
persistent = 1

[State 0]
type = changeanim
trigger1 = parent,stateno = 192 && parent,animelemtime(5) >= 0
trigger1 = parent,stateno = 192 && parent,animelemtime(6) < 0
value = 7001
elem = 2
persistent = 1

[State 0]
type = changeanim
trigger1 = parent,stateno = 192 && parent,animelemtime(6) >= 0
trigger1 = parent,stateno = 192 && parent,animelemtime(7) < 0
value = 7001
elem = 3
persistent = 1

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = parent,stateno = 192 && parent,animelemtime(7) = 0
trigger2 = parent,stateno != 192
trigger3 = parent,stateno = 192 && parent,time = 1

;---------------------------------------------------------------------------
;イントロ（対ナッシュ）
[Statedef 193]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;挑発
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 195, random%2
channel = 0

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3, 0

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

;---------------------------------------------------------------------------
;立ち弱パンチ
[Statedef 200]
type    = S  
movetype = A  
physics = S
juggle = 8
velset = 0,0
ctrl = 0
anim = 200
poweradd = 0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 0
channel = 1

[State 200, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random <= 500
value = 0, random%2
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 3
movetype = I

[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 2
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
damage = ceil(ifelse((14*fvar(10))<7,7,(14*fvar(10))))
pausetime = ceil(9*(2-(var(16)>0))/2),ceil(9*(2-(var(16)>0))/2)
guard.pausetime = ceil(9*(2-(var(16)>0))/2),ceil(8*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -78
hitsound = S2, 0
guardsound = S1, 0
ground.type = High
air.type = High
ground.slidetime = 10+(var(41)*2)
ground.hittime = 10+(var(41)*2)
air.hittime = 10+(var(41)*2)
guard.ctrltime = 11
ground.velocity = -6*(2-(var(16)>0))/2
guard.velocity = -5*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -4,-1
ground.cornerpush.veloff = -8.4*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -78

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;遠距離立ち中パンチ
[Statedef 210]
type    = S
movetype = A                
physics = S                    
juggle = 8
velset = 0,0
ctrl = 0
anim = 210
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 1
channel = 1

[State 210, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 210, 1]
type = Hitdef
trigger1 = AnimElem = 2
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 4,Hit
damage = ceil(ifelse((56*fvar(10))<7,7,(56*fvar(10))))
pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
guard.pausetime = ceil(11*(2-(var(16)>0))/2),ceil(11*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -69
hitsound = S2, 1
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 14+(var(41)*3)
ground.hittime = 14+(var(41)*3)
air.hittime = 14+(var(41)*3)
guard.ctrltime = 14
ground.velocity = -8*(2-(var(16)>0))/2
guard.velocity = -6.8*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -5.33,-1
ground.cornerpush.veloff = -11.2*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 210, 1]
type = Hitdef
triggerall = var(36) != [1,2]
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 4,Hit
damage = ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10))))
pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
guard.pausetime = ceil(11*(2-(var(16)>0))/2),ceil(11*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -90
hitsound = S2, 1
guardsound = S1, 0
ground.type = High
air.type = High
ground.slidetime = 14+(var(41)*3)
ground.hittime = 14+(var(41)*3)
air.hittime = 14+(var(41)*3)
guard.ctrltime = 14
ground.velocity = -8*(2-(var(16)>0))/2
guard.velocity = -6.8*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -5.33,-1
ground.cornerpush.veloff = -11.2*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = AnimElem = 2 || AnimElem = 3
ignorehitpause = 1
var(39) = ifelse((AnimElem = 2),-69,-90)

[State 210, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;近距離立ち中パンチ
[Statedef 211]
type    = S
movetype = A
physics = S
juggle = 8
velset = 0,0
ctrl = 0
anim = 211
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 1
channel = 1

[State 210, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 3
movetype = I

[State 210, 1]
type = Hitdef
trigger1 = AnimElem = 2
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 4,Hit
damage = ceil(ifelse((49*fvar(10))<7,7,(49*fvar(10))))
pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
guard.pausetime = ceil(11*(2-(var(16)>0))/2),ceil(11*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -72
hitsound = S2, 1
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 14+(var(41)*3)
ground.hittime = 14+(var(41)*3)
air.hittime = 14+(var(41)*3)
guard.ctrltime = 14
ground.velocity = -8*(2-(var(16)>0))/2
guard.velocity = -6.8*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -5.33,-1
ground.cornerpush.veloff = -11.2*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -72

[State 210, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;遠距離立ち強パンチ
[Statedef 220]
type    = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset = 0,0
anim = 220
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 220, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 2
channel = 1

[State 220, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 5
movetype = I

[State 220, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = ceil(ifelse((84*fvar(10))<7,7,(84*fvar(10))))
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -20, -77
hitsound = S2, 2
guardsound = S1, 0
ground.type = High
air.type = High
ground.slidetime = 17+(var(41)*4)
ground.hittime = 17+(var(41)*4)
air.hittime = 17+(var(41)*4)
guard.ctrltime = 17
ground.velocity = -10*(2-(var(16)>0))/2
guard.velocity = -8.5*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -14*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35                
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -20

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -77

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;近距離立ち強パンチ
[Statedef 221]
type    = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset = 0,0
anim = 221
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 221, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 2
channel = 1

[State 221, Voice]
type = PlaySnd
triggerall = prevstateno != 830
trigger1 = AnimElem = 1 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 3
movetype = I

[State 221, 1]
type = Hitdef
trigger1 = AnimElem = 2
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Heavy
air.animtype = up
fall.animtype = up
priority = 5,Hit
damage = ceil(ifelse((77*fvar(10))<7,7,(77*fvar(10))))
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -64
hitsound = S2, 2
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 17+(var(41)*4)
ground.hittime = 17+(var(41)*4)
air.hittime = 17+(var(41)*4)
guard.ctrltime = 17
ground.velocity = -10*(2-(var(16)>0))/2
guard.velocity = -8.5*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -14*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35               
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -64

[State 221, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち弱キック
[Statedef 230]
type    = S
movetype = A
physics = S
juggle = 8
velset = 0,0
ctrl = 0
anim = 230
poweradd = 0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 230, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 3
channel = 1

[State 230, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, random%2
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 230, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
damage = ceil(ifelse((21*fvar(10))<7,7,(21*fvar(10))))
pausetime = ceil(9*(2-(var(16)>0))/2),ceil(9*(2-(var(16)>0))/2)
guard.pausetime = ceil(9*(2-(var(16)>0))/2),ceil(8*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -22
hitsound = S2, 3
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 10+(var(41)*2)
ground.hittime = 10+(var(41)*2)
air.hittime = 10+(var(41)*2)
guard.ctrltime = 11
ground.velocity = -6*(2-(var(16)>0))/2
guard.velocity = -5*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -4,-1
ground.cornerpush.veloff = -8.4*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35                                  
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -22

[State 230, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;遠距離立ち中キック
[Statedef 240]
type    = S
movetype = A
physics = S
juggle = 8
velset = 0,0
ctrl = 0
anim = 240
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 4
channel = 1

[State 240, Voice]
type = PlaySnd
triggerall = prevstateno != 830
trigger1 = AnimElem = 3 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 8
value = 52, 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 5
movetype = I

[State 240, 1]
type = Hitdef
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 4,Hit
damage = ceil(ifelse((49*fvar(10))<7,7,(49*fvar(10))))
pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
guard.pausetime = ceil(11*(2-(var(16)>0))/2),ceil(11*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -20, -80
hitsound = S2, 4
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 14+(var(41)*3)
ground.hittime = 14+(var(41)*3)
air.hittime = 14+(var(41)*3)
guard.ctrltime = 14
ground.velocity = -8*(2-(var(16)>0))/2
guard.velocity = -6.8*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -5.33,-1
ground.cornerpush.veloff = -11.2*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 250, 1]
type = Hitdef
triggerall = prevstateno = 830
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = ceil(ifelse((49*fvar(10))<7,7,(49*fvar(10))))
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -20, -80
hitsound = S2, 4
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 17+(var(41)*4)
ground.hittime = 17+(var(41)*4)
air.hittime = 17+(var(41)*4)
guard.ctrltime = 17
ground.velocity = -8,-5
guard.velocity = -8.5*(2-(var(16)>0))/2
air.velocity = -8,-5
airguard.velocity = -5.33,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -9.5*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35              
persistent = 0
fall = 1
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -20

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -80

[State 240, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;近距離立ち中キック
[Statedef 241]
type    = S
movetype = A
physics = S
juggle = 8
velset = 0,0
ctrl = 0
anim = 241
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 4
channel = 1

[State 240, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 240, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 4,Hit
damage = ceil(ifelse((56*fvar(10))<7,7,(56*fvar(10))))
pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
guard.pausetime = ceil(11*(2-(var(16)>0))/2),ceil(11*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -72
hitsound = S2, 4
guardsound = S1, 0
ground.type = High
air.type = High
ground.slidetime = 14+(var(41)*3)
ground.hittime = 14+(var(41)*3)
air.hittime = 14+(var(41)*3)
guard.ctrltime = 14
ground.velocity = -8*(2-(var(16)>0))/2
guard.velocity = -6.8*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -5.33,-1
ground.cornerpush.veloff = -11.2*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -72

[State 240, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;遠距離立ち強キック
[Statedef 250]
type    = A
movetype = A
physics = N
juggle = 8
ctrl = 0
velset = 0,0
anim = 250
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
y = 0

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 1
x = 7
y = -2

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 2
x = 0
y = 0

[State 1100, Velocity]
type = VelAdd
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
y = .47

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 2
StateType = S
physics = S

[State 250, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 5
channel = 1

[State 250, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 250, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 52, 0

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 2
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
;pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 6
movetype = I

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 1
id = 8020
name = "jump Effect"
pos = 0,0
postype = P1
stateno = 8020
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = const(size.xscale),const(size.yscale)
[State 250, 1]
type = Hitdef
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = ceil(ifelse((77*fvar(10))<7,7,(77*fvar(10))))
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -52
hitsound = S2, 5
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 17+(var(41)*4)
ground.hittime = 17+(var(41)*4)
air.hittime = 17+(var(41)*4)
guard.ctrltime = 17
ground.velocity = -10*(2-(var(16)>0))/2
guard.velocity = -8.5*(2-(var(16)>0))/2
air.velocity = -6.4, -4.8
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -14*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35              
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -52

[State 250, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;近距離立ち強キック
[Statedef 251]
type    = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset = 0,0
anim = 251
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 251, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 5
channel = 1

[State 251, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 6
movetype = I

[State 251, 1]
type = Hitdef
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = ceil(ifelse((91*fvar(10))<7,7,(91*fvar(10))))
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -85
hitsound = S2, 5
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 17+(var(41)*4)
ground.hittime = 17+(var(41)*4)
air.hittime = 17+(var(41)*4)
guard.ctrltime = 17
ground.velocity = -10*(2-(var(16)>0))/2
guard.velocity = -8.5*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -14*(2-(var(16)>0))/2
air.cornerpush.veloff = 0 
getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35             
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -85

[State 251, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ弱パンチ
[Statedef 400]
type    = C
movetype = A
physics = C
juggle = 8
ctrl = 0
anim = 400
poweradd = 0
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 400, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 0
channel = 1

[State 400, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random <= 500
value = 0, random%2
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 3
movetype = I

[State 400, 1]
type = Hitdef
trigger1 = AnimElem = 2
attr = C, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
damage = ceil(ifelse((14*fvar(10))<7,7,(14*fvar(10))))
pausetime = ceil(9*(2-(var(16)>0))/2),ceil(9*(2-(var(16)>0))/2)
guard.pausetime = ceil(9*(2-(var(16)>0))/2),ceil(8*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -50
hitsound = S2, 0
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 10+(var(41)*2)
ground.hittime = 10+(var(41)*2)
air.hittime = 10+(var(41)*2)
guard.ctrltime = 11
ground.velocity = -6*(2-(var(16)>0))/2
guard.velocity = -5*(2-(var(16)>0))/2
air.velocity = -6.4, -4.8
airguard.velocity = -4,-1
ground.cornerpush.veloff = -8.4*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -50

[State 400, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ中パンチ
[Statedef 410]
type    = C
movetype = A
physics = C
juggle = 8
ctrl = 0
anim = 410
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 410, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 1
channel = 1

[State 410, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 3
movetype = I

[State 410, 2]
type = Hitdef
trigger1 = AnimElem = 2
attr = C, NA
hitflag = MAF
guardflag = M
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 4,Hit
damage = ceil(ifelse((49*fvar(10))<7,7,(49*fvar(10))))
pausetime = ceil(11*(2-(var(16)>0))/2),ceil(11*(2-(var(16)>0))/2)
guard.pausetime = ceil(11*(2-(var(16)>0))/2),ceil(11*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -45
hitsound = S2, 1
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 14+(var(41)*3)
ground.hittime = 14+(var(41)*3)
air.hittime = 14+(var(41)*3)
guard.ctrltime = 14
ground.velocity = -8*(2-(var(16)>0))/2
guard.velocity = -6.8*(2-(var(16)>0))/2
air.velocity = -6.4, -4.8
airguard.velocity = -5.33,-1
ground.cornerpush.veloff = -11.2*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -45

[State 410, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ強パンチ
[Statedef 420]
type    = C
movetype = A
physics = C
juggle = 8
ctrl = 0
anim = 420
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 420, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 2
channel = 1

[State 420, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 5
movetype = I

[State 420, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = C, NA
hitflag = MAF
guardflag = M
animtype = Heavy
air.animtype = up
fall.animtype = up
priority = 5,Hit
damage = ceil(ifelse((84*fvar(10))<7,7,(84*fvar(10))))
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -63
hitsound = S2, 2
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 17+(var(41)*4)
ground.hittime = 17+(var(41)*4)
air.hittime = 17+(var(41)*4)
guard.ctrltime = 17
ground.velocity = -10*(2-(var(16)>0))/2
guard.velocity = -8.5*(2-(var(16)>0))/2
air.velocity = -3, -8
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -14*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 420, 1]
type = Hitdef
triggerall = var(36) != [1,2]
trigger1 = AnimElem = 4
attr = C, NA
hitflag = MAF
guardflag = M
animtype = Heavy
air.animtype = up
fall.animtype = up
priority = 5,Hit
damage = ceil(ifelse((49*fvar(10))<7,7,(49*fvar(10))))
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -98
hitsound = S2, 2
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 17+(var(41)*4)
ground.hittime = 17+(var(41)*4)
air.hittime = 17+(var(41)*4)
guard.ctrltime = 17
ground.velocity = -10*(2-(var(16)>0))/2
guard.velocity = -8.5*(2-(var(16)>0))/2
air.velocity = -3, -8
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -11*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = AnimElem = 3 || AnimElem = 4
ignorehitpause = 1
var(39) = ifelse((AnimElem = 3),-63,-102)

[State 420, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ弱キック
[Statedef 430]
type    = C
movetype = A
physics = C
juggle = 8
ctrl = 0
anim = 430
poweradd = 0
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 430, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 3
channel = 1

[State 430, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, random%2
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 430, 2]
type = Hitdef
trigger1 = AnimElem = 3
attr = C, NA
hitflag = MAF
guardflag = L
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
damage = ceil(ifelse((21*fvar(10))<7,7,(21*fvar(10))))
pausetime = ceil(9*(2-(var(16)>0))/2),ceil(9*(2-(var(16)>0))/2)
guard.pausetime = ceil(9*(2-(var(16)>0))/2),ceil(9*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -20
hitsound = S2, 3
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 10+(var(41)*2)
ground.hittime = 10+(var(41)*2)
air.hittime = 10+(var(41)*2)
guard.ctrltime = 11
ground.velocity = -6*(2-(var(16)>0))/2
guard.velocity = -5*(2-(var(16)>0))/2
air.velocity = -6.4, -4.8
airguard.velocity = -4,-1
ground.cornerpush.veloff = -8.4*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -20

[State 403, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ中キック
[Statedef 440]
type    = C                      
movetype = A
physics = C                    
juggle = 8
velset = 0,0
ctrl = 0
anim = 440
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 440, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 4
channel = 1

[State 440, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 440, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = C, NA
hitflag = MAF
guardflag = L
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = ceil(ifelse((49*fvar(10))<7,7,(49*fvar(10))))
pausetime = ceil(11*(2-(var(16)>0))/2),ceil(11*(2-(var(16)>0))/2)
guard.pausetime = ceil(11*(2-(var(16)>0))/2),ceil(11*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -20
hitsound = S2, 4
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 14+(var(41)*3)
ground.hittime = 14+(var(41)*3)
air.hittime = 14+(var(41)*3)
guard.ctrltime = 14
ground.velocity = -8*(2-(var(16)>0))/2
guard.velocity = -6.8*(2-(var(16)>0))/2
air.velocity = -6.4, -4.8
airguard.velocity = -5.33,-1
ground.cornerpush.veloff = -11.2*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -20

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ強キック
[Statedef 450]
type    = C
movetype = A
physics = C
juggle = 8
ctrl = 0
anim = 450
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 450, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 8
value = 3, 5
channel = 1

[State 450, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
trigger2 = AnimElem = 8 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 10
movetype = I

[State 450, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = C, NA
hitflag = MAF
guardflag = L
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = ceil(ifelse((91*fvar(10))<7,7,(91*fvar(10))))
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -20
hitsound = S2, 5
guardsound = S1, 0
ground.type = Trip
air.type = High
ground.slidetime = 17+(var(41)*4)
guard.slidetime = 17+(var(41)*4)
ground.hittime = 17+(var(41)*4)
air.hittime = 17
guard.ctrltime = 17
ground.velocity = -.7,-6.25
guard.velocity = -8.5*(2-(var(16)>0))/2
air.velocity = -.7,-6.25
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.9*(2-(var(16)>0))/2
getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35          
yaccel = .5
air.fall = 1
fall = 1
fall.recover = 0
air.recover = 0
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
nochainID = var(40)

[State 450, 1]
type = Hitdef
triggerall = var(36) != 1 || var(16)
trigger1 = AnimElem = 9
attr = C, NA
hitflag = MAF
guardflag = L
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = ceil(ifelse((84*fvar(10))<7,7,(84*fvar(10))))
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -20
hitsound = S2, 5
guardsound = S1, 0
ground.type = Trip
air.type = High
ground.slidetime = 17+(var(41)*4)
guard.slidetime = 17+(var(41)*4)
ground.hittime = 17+(var(41)*4)
air.hittime = 17
guard.ctrltime = 17
ground.velocity = -.7,-6.25
guard.velocity = -8.5*(2-(var(16)>0))/2
air.velocity = -.7,-6.25
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.9*(2-(var(16)>0))/2
getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35          
yaccel = .5
air.fall = 1
fall = 1
fall.recover = 0
air.recover = 0
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -20

[State 450, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;ジャンプ弱パンチ
[Statedef 600]
type    = A
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 600
poweradd = 0

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 600, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 0
channel = 1

[State 600, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, random%2
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 600, 2]
type = Hitdef
trigger1 = AnimElem = 3
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
damage = ceil(ifelse((35*fvar(10))<7,7,(35*fvar(10))))
pausetime = ceil(9*(2-(var(16)>0))/2),ceil(10*(2-(var(16)>0))/2)
guard.pausetime = ceil(9*(2-(var(16)>0))/2),ceil(10*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -54
hitsound = S2, 0
guardsound = S1, 0
ground.type = High
ground.slidetime = 9+(var(41)*2)
ground.hittime = 9+(var(41)*2)
air.hittime = 9+(var(41)*2)
guard.ctrltime = 12
ground.velocity = -3*(2-(var(16)>0))/2
guard.velocity = -5.33*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -4,-1
ground.cornerpush.veloff = -4.2*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -54

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;斜めジャンプ中パンチ
[Statedef 610]
type    = A
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 610
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 610, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 1
channel = 1

[State 610, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 610, 2]
type = Hitdef
trigger1 = AnimElem = 3
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 4,Hit
damage = ceil(ifelse((56*fvar(10))<7,7,(56*fvar(10))))
pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
guard.pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -71
hitsound = S2, 1
guardsound = S1, 0
ground.type = High
ground.slidetime = 12+(var(41)*3)
ground.hittime = 12+(var(41)*3)
air.hittime = 12+(var(41)*3)
guard.ctrltime = 15
ground.velocity = -4*(2-(var(16)>0))/2
guard.velocity = -5.33*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -5.33,-1
ground.cornerpush.veloff = -5.6*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -71

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;垂直ジャンプ中パンチ
[Statedef 611]
type    = A
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 611
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 610, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 1
channel = 1

[State 610, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 610, 2]
type = Hitdef
trigger1 = AnimElem = 3
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 4,Hit
damage = ceil(ifelse((49*fvar(10))<7,7,(49*fvar(10))))
pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
guard.pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -54
hitsound = S2, 1
guardsound = S1, 0
ground.type = High
ground.slidetime = 12+(var(41)*3)
ground.hittime = 12+(var(41)*3)
air.hittime = 12+(var(41)*3)
guard.ctrltime = 15
ground.velocity = -4*(2-(var(16)>0))/2
guard.velocity = -5.33*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -5.33,-1
ground.cornerpush.veloff = -5.6*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -54

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;斜めジャンプ強パンチ
[Statedef 620]
type    = A
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 620
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 620, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 2
channel = 1

[State 620, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 620, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage =  ceil(ifelse((84*fvar(10))<7,7,(84*fvar(10))))
pausetime =  ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -71
hitsound = S2, 2
guardsound = S1, 0
ground.type = High
ground.slidetime = 12+(var(41)*4)
ground.hittime = 12+(var(41)*4)
air.hittime = 12+(var(41)*4)
guard.ctrltime = 20
ground.velocity = -5*(2-(var(16)>0))/2
guard.velocity = -9.33*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -7*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35    
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -71

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;垂直ジャンプ強パンチ
[Statedef 621]
type    = A
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 621
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 620, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 2
channel = 1

[State 620, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 620, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage =  ceil(ifelse((84*fvar(10))<7,7,(84*fvar(10))))
pausetime =  ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -71
hitsound = S2, 2
guardsound = S1, 0
ground.type = High
ground.slidetime = 12+(var(41)*4)
ground.hittime = 12+(var(41)*4)
air.hittime = 12+(var(41)*4)
guard.ctrltime = 20
ground.velocity = -5*(2-(var(16)>0))/2
guard.velocity = -9.33*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -7*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35    
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -71

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;斜めジャンプ弱キック
[Statedef 630]
type    = A
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 630
poweradd = 0

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 630, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 3
channel = 1

[State 630, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, random%2
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 630, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
damage = ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10))))
pausetime = ceil(9*(2-(var(16)>0))/2),ceil(10*(2-(var(16)>0))/2)
guard.pausetime = ceil(9*(2-(var(16)>0))/2),ceil(10*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -54
hitsound = S2, 3
guardsound = S1, 0
ground.type = High
ground.slidetime = 9+(var(41)*2)
ground.hittime = 9+(var(41)*2)
air.hittime = 9+(var(41)*2)
guard.ctrltime = 12
ground.velocity = -3*(2-(var(16)>0))/2
guard.velocity = -5.33*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -4,-1
ground.cornerpush.veloff = -4.2*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -54

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;垂直ジャンプ弱キック
[Statedef 631]
type    = A
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 631
poweradd = 0

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 630, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 3
channel = 1

[State 630, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, random%2
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 630, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = ceil(ifelse((35*fvar(10))<7,7,(35*fvar(10))))
pausetime = ceil(9*(2-(var(16)>0))/2),ceil(10*(2-(var(16)>0))/2)
guard.pausetime = ceil(9*(2-(var(16)>0))/2),ceil(10*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -74
hitsound = S2, 3
guardsound = S1, 0
ground.type = High
ground.slidetime = 9+(var(41)*2)
ground.hittime = 9+(var(41)*2)
air.hittime = 9+(var(41)*2)
guard.ctrltime = 12
ground.velocity = -3*(2-(var(16)>0))/2
guard.velocity = -5.33*(2-(var(16)>0))/2
air.velocity = -3, -8
airguard.velocity = -4,-1
ground.cornerpush.veloff = -4.2*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -80

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;斜めジャンプ中キック
[Statedef 640]
type    = A
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 640
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 640, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 4
channel = 1

[State 601, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 640, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 4,Hit
damage = ceil(ifelse((49*fvar(10))<7,7,(49*fvar(10))))
pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
guard.pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -48
hitsound = S2, 4
guardsound = S1, 0
ground.type = High
ground.slidetime = 12+(var(41)*3)
ground.hittime = 12+(var(41)*3)
air.hittime = 12+(var(41)*3)
guard.ctrltime = 15
ground.velocity = -4*(2-(var(16)>0))/2
guard.velocity = -5.33*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -5.33,-1
ground.cornerpush.veloff = -5.6*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -48

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;垂直ジャンプ中キック
[Statedef 641]
type    = A
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 641
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 640, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 4
channel = 1

[State 601, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 640, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Medium
air.animtype = up
fall.animtype = up
priority = 4,Hit
damage = ceil(ifelse((56*fvar(10))<7,7,(56*fvar(10))))
pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
guard.pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -62
hitsound = S2, 4
guardsound = S1, 0
ground.type = High
ground.slidetime = 12+(var(41)*3)
ground.hittime = 12+(var(41)*3)
air.hittime = 12+(var(41)*3)
guard.ctrltime = 15
ground.velocity = -4*(2-(var(16)>0))/2
guard.velocity = -5.33*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -5.33,-1
ground.cornerpush.veloff = -5.6*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -62

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;----------------------------------------------------------------------------
;斜めジャンプ強キック
[Statedef 650]
type    = A
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 650
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 650, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 5
channel = 1

[State 650, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 650, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = ceil(ifelse((77*fvar(10))<7,7,(77*fvar(10))))
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -56
hitsound = S2, 5
guardsound = S1, 0
ground.type = High
ground.slidetime = 12+(var(41)*4)
ground.hittime = 12+(var(41)*4)
air.hittime = 12+(var(41)*4)
guard.ctrltime = 20
ground.velocity = -5*(2-(var(16)>0))/2
guard.velocity = -9.33*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -9.33,-1
ground.cornerpush.veloff = -7*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -56

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;----------------------------------------------------------------------------
;垂直ジャンプ強キック
[Statedef 651]
type    = A
movetype = A
physics = N
juggle = 8
ctrl = 0
anim = 650
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 650, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 5
channel = 1

[State 650, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 650, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = ceil(ifelse((84*fvar(10))<7,7,(84*fvar(10))))
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -56
hitsound = S2, 5
guardsound = S1, 0
ground.type = High
ground.slidetime = 12+(var(41)*4)
ground.hittime = 12+(var(41)*4)
air.hittime = 12+(var(41)*4)
guard.ctrltime = 20
ground.velocity = -5*(2-(var(16)>0))/2
guard.velocity = -9.33*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -9.33,-1
ground.cornerpush.veloff = -7*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -56

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;スピニングバックナックル
[Statedef 300]
type    = S
movetype = A
physics = S
juggle = 8
velset = 0,0
ctrl = 0
anim = 300
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 901,1]
type = posadd
trigger1 = AnimElem = 2
x = 4

[State 901,1]
type = posadd
trigger1 = AnimElem = 5
x = -4

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 2
channel = 1

[State 210, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 5
movetype = I

[State 221, 1]
type = Hitdef
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Heavy
air.animtype = up
fall.animtype = up
priority = 5,Hit
damage = ceil(ifelse((91*fvar(10))<7,7,(91*fvar(10))))
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -78
hitsound = S2, 2
guardsound = S1, 0
ground.type = High
air.type = High
ground.slidetime = 17+(var(41)*4)
ground.hittime = 17+(var(41)*4)
air.hittime = 17+(var(41)*4)
guard.ctrltime = 17
ground.velocity = -10*(2-(var(16)>0))/2
guard.velocity = -8.5*(2-(var(16)>0))/2
air.velocity = -6.4, -4.8
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -14*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35               
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -15

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -78

[State 210, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ニーバズーカ
[Statedef 310]
type    = S
movetype = A
physics = S
juggle = 8
velset = 0,0
ctrl = 0
anim = 310
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 3
channel = 1

[State 210, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 2
StateType = A
physics = N

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 2
x = 4.5
y = -3

[State 1100, Velocity]
type = VelAdd
trigger1 = animelemtime(2) > 0
y = .67

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 630, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = A, NA
hitflag = MAF
guardflag = MA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
damage = ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10))))
pausetime = ceil(9*(2-(var(16)>0))/2),ceil(10*(2-(var(16)>0))/2)
guard.pausetime = ceil(9*(2-(var(16)>0))/2),ceil(10*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -67
hitsound = S2, 3
guardsound = S1, 0
ground.type = Low
ground.slidetime = 9+(var(41)*2)
ground.hittime = 9+(var(41)*2)
air.hittime = 9+(var(41)*2)
guard.ctrltime = 12
ground.velocity = -3*(2-(var(16)>0))/2
guard.velocity = -5.33*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -4,-1
ground.cornerpush.veloff = -4.2*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -67

[State 1100, ChangeState]
type = ChangeState
trigger1 = animelemtime(2) > 0
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 315

;---------------------------------------------------------------------------
;ニーバズーカ（着地）
[Statedef 315]
type    = S
physics = S
ctrl = 0
anim = 315
velset = 0,0

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
;pausemovetime = -1
supermovetime = -1
scale = .5,.5

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

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0
channel = 20

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

;---------------------------------------------------------------------------
;ローリングソバット
[Statedef 320]
type    = S
movetype = A
physics = N
juggle = 8
velset = 0,0
ctrl = 0
anim = 240
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 3001, VarSet]
type = VarSet
trigger1 = time = 0
var(6) = ifelse(command = "holdback", -1 , 1)

[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 4
channel = 1

[State 240, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 8
value = 52, 0

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 2
x = 2*var(6)

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 5
movetype = I

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 1
id = 8020
name = "jump Effect"
pos = 0,0
postype = P1
stateno = 8020
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = const(size.xscale),const(size.yscale)
[State 240, 1]
type = Hitdef
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 4,Hit
damage = ceil(ifelse((49*fvar(10))<7,7,(49*fvar(10))))
pausetime = ceil(11*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
guard.pausetime = ceil(11*(2-(var(16)>0))/2),ceil(11*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -20, -80
hitsound = S2, 4
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 14+(var(41)*3)
ground.hittime = 14+(var(41)*3)
air.hittime = 14+(var(41)*3)
guard.ctrltime = 14
ground.velocity = -8*(2-(var(16)>0))/2
guard.velocity = -6.8*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -5.33,-1
ground.cornerpush.veloff = -11.2*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -20

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -80

[State 240, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;リバーススピンキック
[Statedef 330]
type    = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset = 0,0
anim = 330
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 251, Effect]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3, 5
channel = 1

[State 251, Voice]
type = PlaySnd
trigger1 = AnimElem = 6 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 251, Effect]
type = PlaySnd
trigger1 = AnimElem = 12
value = 52, 0

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 1
id = 8020
name = "jump Effect"
pos = 0,0
postype = P1
stateno = 8020
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = const(size.xscale),const(size.yscale)
[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 8
movetype = I

[State 251, 1]
type = Hitdef
trigger1 = AnimElem = 7
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = ceil(ifelse((91*fvar(10))<7,7,(91*fvar(10))))
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -79
hitsound = S2, 5
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 17+(var(41)*4)
ground.hittime = 17+(var(41)*4)
air.hittime = 17+(var(41)*4)
guard.ctrltime = 17
ground.velocity = -10*(2-(var(16)>0))/2
guard.velocity = -8.5*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -14*(2-(var(16)>0))/2
air.cornerpush.veloff = 0 
getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35             
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -79

[State 251, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;回り込み
[Statedef 800]
type    = S
physics = N
movetype= I
anim = 800
ctrl = 0
velset = 0,0

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 810, Voice]
type = Playsnd
trigger1 = time = 1
value = 800,random%2
channel = 0

[State 810, Voice]
type = Playsnd
trigger1 = time = 1
value = 800,50

[State 810, Velocity]
type = VelSet
trigger1 = AnimElem = 2
x = 6.45

[State 810, Velocity]
type = VelSet
trigger1 = AnimElem = 8
x = 0

[State 810, HitBy]
type = HitBy
trigger1 = time <= 20
value = SCA, NT,ST,HT

[State 810, Push]
type = PlayerPush
trigger1 = AnimElemTime(2) > 0
value = 0

[State 810, AfterImage]
type = Afterimage
triggerall = !var(16)
trigger1 = AnimElem = 3
time = 15
length = 10
FrameGap = 3
PalBright = 1,1,1
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 810, StateChange]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ガードキャンセル移動（前）
[Statedef 810]
type    = S
physics = N
movetype = I
ctrl = 0
velset = 0,0
poweradd = -1000

[State 180, 1]
type = VarAdd
trigger1 = time = 0
var(50)=500
ignorehitpause = 1

[State 902, Shock]
type = PalFX
trigger1 = Time = 0
time = 2
invertall = 1
mul = 0,0,0

[State 1100, Effect]
type = PlaySnd
trigger1 = Time = 1
value = 810,0
channel = 1

[State -3,Super]
type = Helper
trigger1 = Time = 0
id = 8070
name = "GUARD CANCEL"
pos = 10,-ifelse(PrevStateNo = 152,40,80)
postype = P1
stateno = 8070
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 7
supermovetime = 99999999999999
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 0]
type = pause
trigger1 = time = 1
time = 6
movetime = 6

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 190, 4]
type = ChangeAnim
trigger1 = time <= 12
value = anim

[State 190, 4]
type = ChangeAnim
trigger1 = time = 13
value = 800

[State 810, Voice]
type = Playsnd
triggerall = anim = 800
trigger1 = animelem = 1
value = 800,random%2
channel = 0

[State 810, Voice]
type = Playsnd
triggerall = anim = 800
trigger1 = animelem = 1
value = 800,50

[State 810, Velocity]
type = VelSet
triggerall = anim = 800
trigger1 = AnimElem = 2
x = 6.45

[State 810, Velocity]
type = VelSet
triggerall = anim = 800
trigger1 = AnimElem = 8
x = 0

[State 810, HitBy]
type = HitBy
trigger1 = time <= 32
value = SCA, NT,ST,HT

[State 810, Push]
type = PlayerPush
triggerall = anim = 800
trigger1 = AnimElemTime(2) > 0
value = 0

[State 810, AfterImage]
type = Afterimage
triggerall = anim = 800
trigger1 = AnimElem = 3
time = 15
length = 10
FrameGap = 3
PalBright = 1,1,1
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 810, StateChange]
type = Changestate
triggerall = anim = 800
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ガードキャンセル移動（後）
[Statedef 820]
type    = A
physics = N
ctrl = 0
poweradd = -1000
velset = 0,0

[State 180, 1]
type = VarAdd
trigger1 = time = 0
var(50)=-1000
ignorehitpause = 1

[State 902, Shock]
type = PalFX
trigger1 = Time = 0
time = 2
invertall = 1
mul = 0,0,0

[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 22

[State 1100, Effect]
type = PlaySnd
trigger1 = Time = 1
value = 810,0
channel = 1

[State -3,Super]
type = Helper
trigger1 = Time = 0
id = 8070
name = "GUARD CANCEL"
pos = 10,-ifelse(PrevStateNo = 152,40,80)
postype = P1
stateno = 8070
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 7
supermovetime = 99999999999999
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 0]
type = pause
trigger1 = time = 1
time = 6
movetime = 6

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3001, Width]
type = Width
trigger1 = 1
edge = 1,0

[State 190, 4]
type = ChangeAnim
trigger1 = time <= 12
value = anim

[State 190, 4]
type = ChangeAnim
trigger1 = time = 13
value = 105

[State 800, AfterImage]
type = Afterimage
triggerall = anim = 105
trigger1 = AnimElem = 2
time = 22
length = 10
FrameGap = 3
PalBright = 1,1,1
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 52, Effect]
type = PlaySnd
triggerall = anim = 105
trigger1 = AnimElem = 1
value = 40, 0
channel = 20

[State 1000, Spark]
type = Explod
triggerall = anim = 105
trigger1 = AnimElem = 1
Anim = 8040
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = 3
;pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 105, 1]
type = VelSet
triggerall = anim = 105
trigger1 = AnimElem = 2
x = -6.5
y = -3

[State 105, 1]
type = VelMul
triggerall = anim = 105
trigger1 = AnimElemTime(2) > 0
x = .98

[State 105, 1]
type = VelAdd
triggerall = anim = 105
trigger1 = AnimElemTime(2) > 0
y = .65

[State 105, 3]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 106

;---------------------------------------------------------------------------
;避け
[Statedef 830]
type    = S
physics = S
movetype = I
anim = 830
ctrl = 0
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 400, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 0
channel = 1

[State 400, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 0
channel = 0

[State 810, Push]
type = PlayerPush
trigger1 = 1
value = 0

[State 800, HitBy]
type = HitBy
trigger1 = 1
value = SCA, NT,ST,HT

[State 800, AfterImage]
type = Afterimage
triggerall = !var(16)
trigger1 = AnimElem = 1
time = 26
length = 10
FrameGap = 6
PalBright = 1,1,1
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 800, StateChange]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
;パワー溜め
[Statedef 850]
type    = S
physics = S
movetype= I
anim = 850
ctrl = 0
velset = 0,0

[State 820, Voice]
type = Playsnd
triggerall = anim = 850
trigger1 = AnimElem = 2
value = 850,0
channel = 0

[State 820, PowerAdd]
type = PowerAdd
triggerall = Anim = 850
trigger1 = 1
value = ((time+10)/10)*(1+(var(20)=3))

[State 820, Anim]
type = ChangeAnim
triggerall = !var(59)
trigger1 = (Command != "chargec" || Command != "chargez") || ((power >= 1000 && var(20) = 3) || (power >= 3000 && var(20) = 6))
value = 851
persistent = 0

[State 704, 8]
type = ChangeAnim
triggerall = (var(20) = 3 && !var(14)) || var(20) = 6
triggerall = Time >= 2
triggerall = var(59)
trigger1 = P2MoveType = A && abs(enemynear,Pos X - Pos X) <= 190
trigger2 = ((power >= 1000 && var(20) = 3) || (power >= 3000 && var(20) = 6))
trigger3 = win
value = 851
persistent = 0

[State 820, Voice]
type = Stopsnd
trigger1 = Anim = 851
channel = 0
persistent = 0

[State 3001, Super]
type = Helper
trigger1 = !NumHelper(8500)
trigger1 = Time = 1
id = 8500
name = "Charge"
pos = 0,0
postype = P1
stateno = 8500
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1850, ctrlset]
type = ctrlset
triggerall = !ctrl
trigger1 = anim = 851
value = 1

[State 820, StateChange]
type = ChangeState
trigger1 = Anim = 851 && AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
;パワーMAX発動
[Statedef 860]
type = S
physics = S
movetype= I
anim = 860
ctrl = 0
velset = 0,0

[State 860, 1]
type = Explod
trigger1 = Time = 6
anim = 8415
pos = 0,-60
postype = p1
bindtime = -1
sprpriority = 4
ontop = 0
ownpal = 1
scale = .5,.5
;pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 860, 2]
type = Playsnd
trigger1 = time = 6
value = 6000, 10

[State 860, 2]
type = Playsnd
trigger1 = time = 6
value = 3200, 0
channel = 0

[State 860, 4]
type = PowerAdd
trigger1 = time = 6
value = -1000

[State 860, 5]
type = Varset
trigger1 = time = 6
var(15) = 675

[State 3001, Super]
type = Helper
trigger1 = time = 6
id = 6170
name = "n_gauge"
pos = 0,0
postype = P1
stateno = 6170
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 1850, ctrlset]
type = ctrlset
trigger1 = time = 16
value = 1

[State 860, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
;オリコン発動（地上）
[Statedef 870]
type = S
physics = S
movetype = A
anim = 870
ctrl = 0
velset = 0,0

[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 4
time = 37
movetime = 37
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, Super]
type = Helper
trigger1 = Time = 4
persistent = 0
id = 8080
name = "oricom"
pos = 0,-60
postype = P1
stateno = 8080
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = const(size.xscale),const(size.yscale)
[State 3000, VarSet]
type = VarSet
triggerall = Time = 4
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H”" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H”" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 37

[State 860, 2]
type = Playsnd
trigger1 = time = 4
value = 190, 2
channel = 0

[State 3000, AfterImage]
type = AfterImage
trigger1 = time = 4
time = 9999
TimeGap  = 3
FrameGap = 4
length = 10
PalBright = 1,1,1
PalContrast = 0, 100, 150
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 860, 5]
type = Varset
trigger1 = AnimTime = 0
var(16) = 334

[State 860, 5]
type = Varset
trigger1 = time = 0
var(18) = 1

[State 860, 5]
type = Varset
trigger1 = AnimTime = 0
var(19) = 3000

[State 7000,Muteki]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 50

[State -2, 1]
type = Poweradd
trigger1 = AnimTime = 0
value = -3000
ignorehitpause = 1

[State 860, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
;オリコン発動（空中）
[Statedef 875]
type = A
movetype = A
physics = N
anim = 875
ctrl = 0

[State 7050,PosFreeze]
type = PosFreeze
trigger1 = 1

[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 4
time = 37
movetime = 37
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, Super]
type = Helper
trigger1 = Time = 4
persistent = 0
id = 8080
name = "oricom"
pos = 0,-60
postype = P1
stateno = 8080
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = const(size.xscale),const(size.yscale)
[State 3000, VarSet]
type = VarSet
triggerall = Time = 4
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H”" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H”" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 37

[State 860, 2]
type = Playsnd
trigger1 = time = 4
value = 190, 2
channel = 0

[State 3000, AfterImage]
type = AfterImage
trigger1 = time = 4
time = 9999
TimeGap  = 3
FrameGap = 4
length = 10
PalBright = 1,1,1
PalContrast = 0, 100, 150
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 860, 5]
type = Varset
trigger1 = AnimTime = 0
var(16) = 334

[State 860, 5]
type = Varset
trigger1 = time = 0
var(18) = 1

[State 860, 5]
type = Varset
trigger1 = AnimTime = 0
var(19) = 3000

[State 7000,Muteki]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 50

[State -2, 1]
type = Poweradd
trigger1 = AnimTime = 0
value = -3000
ignorehitpause = 1

[State 1850, 9]
type = changestate
trigger1 = AnimTime = 0
value = 876

;------------------------------------------------------------------------------------------
;オリコン発動（空中）（終了）
[Statedef 876]
type = A
movetype = I
physics = N
anim = 4030
ctrl = 1

[State 903, Vel]
type = Gravity
trigger1 = 1

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;投げ（掴みモーション）
[Statedef 900]
type    = S
movetype = A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = ifelse(Command = "z", 900, 910)
poweradd = 89*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 900, 1]
type = HitDef
triggerall = Anim = 900
triggerall = P2MoveType != H
triggerall = P2StateNo != [150,155]
triggerall = P2bodydist X = [-1,22]
trigger1 = AnimElem = 2
attr = S, NT
hitflag = M-
priority = 3, Miss
sparkno = -1
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 901
p2stateno = 906
guard.dist = 0
numhits = 0
nochainID = var(40)

[State 900, 1]
type = HitDef
triggerall = Anim = 910
triggerall = P2MoveType != H
triggerall = P2StateNo != [150,155]
triggerall = P2bodydist X = [-1,22]
trigger1 = AnimElem = 2
attr = S, NT
hitflag = M-
priority = 3, Miss
sparkno = -1
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 911
p2stateno = 916
guard.dist = 0
numhits = 0
nochainID = var(40)

[State 900, 1]
type = HitDef
triggerall = Anim = 900
triggerall = P2StateNo != [150,155]
triggerall = P2bodydist X = [-1,22]
triggerall = var(16)
trigger1 = AnimElem = 2
attr = S, NT
hitflag = MF
priority = 3, Miss
sparkno = -1
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 901
p2stateno = 906
guard.dist = 0
numhits = 0
nochainID = var(40)

[State 900, 1]
type = HitDef
triggerall = Anim = 910
triggerall = P2StateNo != [150,155]
triggerall = P2bodydist X = [-1,22]
triggerall = var(16)
trigger1 = AnimElem = 2
attr = S, NT
hitflag = MF
priority = 3, Miss
sparkno = -1
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 911
p2stateno = 916
guard.dist = 0
numhits = 0
nochainID = var(40)

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 900, 1
channel = 1

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 3
movetype = I

[State 900, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ジュードースルー
[Statedef 901]
type    = S
movetype = A
physics = N
velset = 0,0

[State 10000, 1]
type = VarSet
trigger1 = Time = 0
fvar(2) = 0

[State 10000, 1]
type = VarSet
triggerall = Time < 7 && !fvar(2)
triggerall = Target,Command = "holdfwd" || Target,Command = "holdback"
trigger1 = Target,Command = "y" || Target,Command = "z"
trigger2 = Target,Command = "b" || Target,Command = "c"
fvar(2) = 1

[State 810,TargetBind]
type = TargetBind
trigger1 = Time < 7 && fvar(2)
pos = 40, 0

[State 810,TargetBind]
type = ChangeState
trigger1 = Time < 7 && fvar(2)
value = 950

[State 1201, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 901, Throw]
type = TargetState
trigger1 = Time = 0
value = 905

[State 820, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 901
persistent = 0

[State 3001, Width]
type = Width
trigger1 = animelemtime(5) < 0
edge = 45,45

[State 3001, Width]
type = Width
trigger1 = AnimElem = 5
edge = 75,0

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 900, 0
channel = 1

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 3
channel = 0

[State 901,1]
type = TargetBind
trigger1 = animelem = 1
pos = ceil(-50*const(size.xscale)),0
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 2
pos = ceil(-45*const(size.xscale)),ceil(-90*const(size.yscale))
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 3
pos = ceil(10*const(size.xscale)),ceil(-100*const(size.yscale))
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 4
pos = ceil(65*const(size.xscale)),ceil(-105*const(size.yscale))
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 5
pos = ceil(120*const(size.xscale)),ceil(-5*const(size.yscale))
time = 1

[State 3001, Add Hits!]
type = HitAdd
trigger1 = AnimElem = 5
value = 1

[State -2, Combo]
type = VarAdd
trigger1 = AnimElem = 5
var(17) = 1
ignorehitpause = 1

[State 180, 1]
type = VarAdd
trigger1 = AnimElem = 5
var(50)=500
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = VarAdd
triggerall = var(17) >= 2
trigger1 = AnimElem = 5
var(50)=ifelse(var(17)<6,2000,500)
ignorehitpause = 1
persistent = 1

[State 901, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = ceil(ifelse((-119*fvar(10))>-7,-7,(-119*fvar(10))))

[State 901, Hurt]
type = TargetPowerAdd
trigger1 = AnimElem = 5
value = 35

[State 901, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ジュードースルー（相手）
[Statedef 905]
type    = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1

[State 1201, screenbound]
type = screenbound
trigger1 = AnimElemTime(5) <= 0
value = 1

[State 902, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 905

[State 1201, sprpriority]
type = sprpriority
trigger1 = AnimElem = 3
value = 2

[State 1201, sprpriority]
type = sprpriority
trigger1 = AnimElem = 4
value = -1

[State 903, Vel]
type = VelSet
trigger1 = AnimElem = 5
x = -4
y = -7.5

[State 903, Vel]
type = veladd
trigger1 = AnimElemTime(5) > 0
y = .49

[State 903, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 20

[State 1300,Turn]
type = Turn
trigger1 = AnimElemTime(5) > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0

[State 903, 2]
type = SelfState
trigger1 = AnimElemTime(5) > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;ジュードースルー（相手）2
[Statedef 906]
type    = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 1205, ChangeState]
type = selfstate
trigger1 = Time > 5
value = 5100

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

;---------------------------------------------------------------------------
;ドラゴンスープレックス
[Statedef 911]
type    = S
movetype = A
physics = N
velset = 0,0

[State 10000, 1]
type = VarSet
trigger1 = Time = 0
fvar(2) = 0

[State 10000, 1]
type = VarSet
triggerall = Time < 4 && !fvar(2)
triggerall = Target,Command = "holdfwd" || Target,Command = "holdback"
trigger1 = Target,Command = "y" || Target,Command = "z"
trigger2 = Target,Command = "b" || Target,Command = "c"
fvar(2) = 1

[State 810,TargetBind]
type = TargetBind
trigger1 = Time < 4 && fvar(2)
pos = 30, 0

[State 810,TargetBind]
type = ChangeState
trigger1 = Time < 4 && fvar(2)
value = 950

[State 820, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 911
persistent = 0

[State 1201, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 901, Throw]
type = TargetState
trigger1 = Time = 0
value = 915

[State 3001, Width]
type = Width
trigger1 = animelemtime(5) < 0
edge = 45,45

[State 3001, Width]
type = Width
trigger1 = AnimElem = 5
edge = 105,0

[State 901, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 900, 0
channel = 1

[State 820, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 911
persistent = 0

[State 901, Effect]
type = PlaySnd
trigger1 = animelemtime(4) = 5
value = 0, 2
channel = 0

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5100, 1

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2, 1

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 5
Anim = 8030
pos = ceil(100*const(size.xscale)),0
postype = p1
ownpal = 1
sprpriority = -3
;pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 5
Anim = 8310
pos = ceil(100*const(size.xscale)),5
postype = p1
ownpal = 1
sprpriority = -3
;pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 901,1]
type = TargetBind
trigger1 = animelem = 1
pos = ceil(-28*const(size.xscale)),ceil(-72*const(size.yscale))
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 2
pos = ceil(-12*const(size.xscale)),ceil(-90*const(size.yscale))
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 3
pos = 0,ceil(-96*const(size.yscale))
time = -1

[State 901,1]
type = TargetBind
trigger1 = AnimElem = 4
pos = ceil(44*const(size.xscale)),ceil(-105*const(size.yscale))
time = -1

[State 901,1]
type = TargetBind
trigger1 = AnimElem = 5
pos = ceil(100*const(size.xscale)),0
time = 1

[State 3001, Add Hits!]
type = HitAdd
trigger1 = AnimElem = 5
value = 1

[State -2, Combo]
type = VarAdd
trigger1 = AnimElem = 5
var(17) = 1
ignorehitpause = 1

[State 180, 1]
type = VarAdd
trigger1 = AnimElem = 5
var(50)=500
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = VarAdd
triggerall = var(17) >= 2
trigger1 = AnimElem = 5
var(50)=ifelse(var(17)<6,2000,500)
ignorehitpause = 1
persistent = 1

[State 901, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = ceil(ifelse((-133*fvar(10))>-7,-7,(-133*fvar(10))))

[State 903, EnvShake]
type = EnvShake
trigger1 = AnimElem = 5
time = 20

[State 901, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ドラゴンスープレックス（相手）
[Statedef 915]
type    = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1

[State 902, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 915

[State 1201, screenbound]
type = screenbound
trigger1 = AnimElemTime(6) <= 18
value = 1

[State 903, Vel]
type = VelSet
trigger1 = AnimElemTime(6) = 18
x = -4.5
y = -6

[State 903, Vel]
type = veladd
trigger1 = AnimElemTime(6) > 18
y = .49

[State 903, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 20

[State 1300,Turn]
type = Turn
trigger1 = AnimElemTime(6) > 18
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0

[State 903, 2]
type = SelfState
trigger1 = AnimElemTime(6) > 18
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;ドラゴンスープレックス（相手）2
[Statedef 916]
type    = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 1205, ChangeState]
type = selfstate
trigger1 = Time > 5
value = 5100

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

;---------------------------------------------------------------------------
;フライングメイヤー（掴みモーション）
[Statedef 920]
type    = A
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 950+var(6)
poweradd = 89*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 900, 1]
type = HitDef
triggerall = P2MoveType != H
triggerall = P2StateNo != [150,155]
triggerall = P2bodydist X = [-1,9]
triggerall = P2bodydist Y = [-70,-enemynear,const(size.head.pos.y)-62]
trigger1 = AnimElem = 1
attr = A, NT
hitflag = A-
priority = 3, Miss
sparkno = -1
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 921
p2stateno = 929
guard.dist = 0
numhits = 0
nochainID = var(40)

[State 900, 1]
type = HitDef
triggerall = P2StateNo != [150,155]
triggerall = P2bodydist X = [-1,9]
triggerall = P2bodydist Y = [-70,-enemynear,const(size.head.pos.y)-62]
triggerall = var(16)
trigger1 = AnimElem = 1
attr = A, NT
hitflag = AF
priority = 3, Miss
sparkno = -1
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 921
p2stateno = 929
guard.dist = 0
numhits = 0
nochainID = var(40)

[State 900, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = ifelse(!vel X, 621, 620)

;---------------------------------------------------------------------------
;フライングメイヤー
[Statedef 921]
type    = A
movetype = A
physics = N

[State 901, Throw]
type = TargetState
trigger1 = Time = 0
value = 925

[State 820, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 921
persistent = 0

[State 3001, Width]
type = Width
trigger1 = 1
edge = 20,0

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 900, 0
channel = 1

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

[State 901,1]
type = TargetBind
trigger1 = animelem = 1
pos = ceil(-24*const(size.xscale)),ceil(-105*const(size.yscale))
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 2
pos = ceil(20*const(size.xscale)),ceil(-110*const(size.yscale))
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 3
pos = ceil(66*const(size.xscale)),ceil(-12*const(size.yscale))
time = 1

[State 40, Position]
type = PosFreeze
trigger1 = AnimElemTime(3) < 0

[State 1100, Velocity]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = .55

[State 3001, Add Hits!]
type = HitAdd
trigger1 = AnimElem = 3
value = 1

[State -2, Combo]
type = VarAdd
trigger1 = AnimElem = 3
var(17) = 1
ignorehitpause = 1

[State 180, 1]
type = VarAdd
trigger1 = AnimElem = 3
var(50)=500
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = VarAdd
triggerall = var(17) >= 2
trigger1 = AnimElem = 3
var(50)=ifelse(var(17)<6,2000,500)
ignorehitpause = 1
persistent = 1

[State 901, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = ceil(ifelse((-126*fvar(10))>-7,-7,(-126*fvar(10))))

[State 901, Hurt]
type = TargetPowerAdd
trigger1 = AnimElem = 3
value = 35

[State 901, State End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 922

;---------------------------------------------------------------------------
;フライングメイヤー2
[Statedef 922]
type    = S
movetype = A
physics = N
anim = 922
velset = 0,0

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
;pausemovetime = -1
supermovetime = -1
scale = .5,.5

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

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0
channel = 20

[State 901, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;フライングメイヤー（相手）
[Statedef 925]
type    = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1

[State 902, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 925

[State 1201, screenbound]
type = screenbound
trigger1 = AnimElemTime(3) < 0
value = 1

[State 903, Vel]
type = VelSet
trigger1 = AnimElem = 3
x = -4.5
y = -4.5

[State 903, Vel]
type = veladd
trigger1 = AnimElemTime(3) > 0
y = 0.47

[State 903, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 20

[State 903, 2]
type = SelfState
trigger1 = AnimElemTime(3) > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;フライングメイヤー（相手）3
[Statedef 929]
type    = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 1205, ChangeState]
type = selfstate
trigger1 = Time > 5
value = 5100

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

;---------------------------------------------------------------------------
;フライングバスタードロップ（掴みモーション）
[Statedef 930]
type    = A
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 950+var(6)
poweradd = 89*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 900, 1]
type = HitDef
triggerall = P2MoveType != H
triggerall = P2StateNo != [150,155]
triggerall = P2bodydist X = [-1,9]
triggerall = P2bodydist Y = [-78,-enemynear,const(size.head.pos.y)-86]
trigger1 = AnimElem = 1
attr = A, NT
hitflag = A-
priority = 3, Miss
sparkno = -1
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 931
p2stateno = 939
guard.dist = 0
numhits = 0
nochainID = var(40)

[State 900, 1]
type = HitDef
triggerall = P2StateNo != [150,155]
triggerall = P2bodydist X = [-1,9]
triggerall = P2bodydist Y = [-78,-enemynear,const(size.head.pos.y)-86]
triggerall = var(16)
trigger1 = AnimElem = 1
attr = A, NT
hitflag = AF
priority = 3, Miss
sparkno = -1
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 931
p2stateno = 939
guard.dist = 0
numhits = 0
nochainID = var(40)

[State 900, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = ifelse(!vel X, 651, 650)

;---------------------------------------------------------------------------
;フライングバスタードロップ
[Statedef 931]
type    = A
movetype = A
physics = N
velset = 0,0

[State 901, Throw]
type = TargetState
trigger1 = Time = 0
value = 935

[State 820, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 931
persistent = 0

[State 3001, Width]
type = Width
trigger1 = 1
edge = 20,0

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 900, 0
channel = 1

[State 901,1]
type = TargetBind
trigger1 = animelem = 1
pos = ceil(36*const(size.xscale)),ceil(-100*const(size.yscale))
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelemtime(1) = 23
pos = ceil(8*const(size.xscale)),ceil(-100*const(size.yscale))
time = -1

[State 1100, Velocity]
type = VelAdd
trigger1 = animelemtime(1) > 11
y = .55

[State 901, State End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 932

;---------------------------------------------------------------------------
;フライングバスタードロップ2
[Statedef 932]
type    = S
movetype = A
physics = N
velset = 0,0
anim = 932

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

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0
channel = 20

[State 901, Throw]
type = TargetState
trigger1 = Time = 0
value = 936

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElemTime(1) = 4
value = 0, 2
channel = 0

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5100, 1

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2, 2

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 1
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
;pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 1
Anim = 8310
pos = 0, 5
postype = p1
ownpal = 1
sprpriority = -3
;pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 1100, Fire1]
type = Explod
trigger1 = AnimElem = 1
Anim = 8200+(random%8)
pos = ceil(30*const(size.xscale)),ceil(-75*const(size.yscale))
postype = p1
ownpal = 1
ignorehitpause = 1
bindtime = 1
removeongethit = 1
ontop = 1
scale = .5,.5

[State 901,1]
type = TargetBind
trigger1 = animelem = 1
pos = ceil(10*const(size.xscale)),ceil(-48*const(size.yscale))
time = 1

[State 3001, Add Hits!]
type = HitAdd
trigger1 = AnimElem = 1
value = 1

[State -2, Combo]
type = VarAdd
trigger1 = AnimElem = 1
var(17) = 1
ignorehitpause = 1

[State 180, 1]
type = VarAdd
trigger1 = AnimElem = 1
var(50)=500
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = VarAdd
triggerall = var(17) >= 2
trigger1 = AnimElem = 1
var(50)=ifelse(var(17)<6,2000,500)
ignorehitpause = 1
persistent = 1

[State 901, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = ceil(ifelse((-140*fvar(10))>-7,-7,(-140*fvar(10))))

[State 901, Hurt]
type = TargetPowerAdd
trigger1 = AnimElem = 1
value = 35

[State 903, EnvShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 20

[State 901, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;フライングバスタードロップ（相手）
[Statedef 935]
type    = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1

[State 902, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 935

[State 1201, screenbound]
type = screenbound
trigger1 = 1
value = 1

;---------------------------------------------------------------------------
;フライングバスタードロップ（相手）2
[Statedef 936]
type    = A
movetype = H
physics = N
velset = 0,0

[State 902, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 936

[State 1201, screenbound]
type = screenbound
trigger1 = AnimElemTime(1) < 18
value = 1

[State 903, Vel]
type = VelSet
trigger1 = AnimElemTime(1) = 18
x = -6
y = -4.5

[State 903, Vel]
type = veladd
trigger1 = AnimElemTime(1) > 18
y = .49

[State 903, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 20

[State 1300,Turn]
type = Turn
trigger1 = AnimElemTime(1) > 18
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0

[State 903, 2]
type = SelfState
trigger1 = AnimElemTime(1) > 18
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;フライングバスタードロップ（相手）3
[Statedef 939]
type    = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 1205, ChangeState]
type = selfstate
trigger1 = Time > 5
value = 5100

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

;---------------------------------------------------------------------------
;ソニックブーム
[Statedef 1000]
type    = S
movetype = A
physics = S
poweradd = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
velset = 0,0
ctrl = 0

[State 1000, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 1000, VarSet]
type = VarSet
trigger1 = Time = 0
;var(5) = ifelse((Command = "sonic1"||Command = "sonic4"), 0, ifelse((Command = "sonic2"||Command = "sonic5"), 1, 2))
var(5) = ifelse(Command = "sonic4", 0, ifelse(Command = "sonic5", 1, 2))

[State 1000, ChangeAnim]
type = ChangeAnim
Trigger1 = Time = 0
value = 1000

[State 1000, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000, 0
channel = 0

[State 1000, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000, 1

[State 1000,Super]
type = Helper
trigger1 = time = 1
id = 7001
name = "sonicboom_effect"
pos = 0,0
postype = P1
stateno = 7001
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
[State 1000,Super]
type = Helper
trigger1 = AnimElem = 5
id = 7000
name = "sonicboom"
pos = 60,-60
postype = P1
stateno = 7000
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

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

;---------------------------------------------------------------------------
;ソニックブーム（飛び道具）
[Statedef 7000]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 7000
sprpriority = 4

[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(5) = parent,var(5)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(15) = parent,var(15)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(16) = parent,var(16)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(17) = parent,var(17)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(24) = parent,var(24)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(41) = parent,var(41)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
fvar(10) = parent,fvar(10)

[State 1100, Velocity]
type = VelSet
trigger1 = time = 1
x = 3.25 + var(5)

[State 1000, Proj]
type = Projectile
trigger1 = time = 1
projanim = 7050
Projhitanim = -1
Projremanim = -1
projcancelanim = -1
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel X, vel Y
attr = S, SP
damage=ceil(ifelse(((ifelse(var(5),49,42))*fvar(10))<7,7,((ifelse(var(5),49,42))*fvar(10)))),ceil(ifelse(((ifelse(var(5),49,42))*fvar(10)/8)<7,7,((ifelse(var(5),49,42))*fvar(10)/8)))
animtype = Heavy
hitflag = MAF
guardflag = MA
pausetime = 4,ceil(13*(2-(var(16)>0))/2)
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = 0, 0
hitsound = S2,15
guardsound = S1,1
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 14
ground.velocity = -8,0
guard.velocity = -8
air.velocity = -4.5, -6
airguard.velocity = -5.33,-1
air.juggle = ifelse(root,var(45)||root,var(22)=-1||root,var(23)=1,0,8)
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
envshake.time = 8
envshake.ampl = 2
ProjID = 1005
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
yaccel = .5
nochainID = root,var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = var(1) = 4
ignorehitpause = 1
var(1) = 0

[State 3001, VarSet]
type = VarSet
trigger1 = root,ProjContactTime(1005) = 1
ignorehitpause = 1
var(1) = 1

[State 3001, VarSet]
type = VarAdd
trigger1 = var(1)
ignorehitpause = 1
var(1) = 1

[State 1000, 0]
type = PosFreeze
trigger1 = var(1)
value = 1
ignorehitpause = 1
persistent = 1

[State -3, Blocking5]
type = helper
triggerall = root,fvar(8) = 1 || root,fvar(8) = -2
trigger1 = root,projhittime(1005) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
scale = const(size.xscale),const(size.yscale)

[State 4110, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40 && !var(1)

[State 900, 4]
type = ChangeState
triggerall = time > 1
trigger1 = !root,NumProjID(1005)
value = 7005

;---------------------------------------------------------------------------
;ソニックブーム（飛び道具）（消滅）
[Statedef 7005]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 7005

[State -3, Blocking5]
type = helper
triggerall = !NumHelper(8130)
triggerall = root,fvar(8) = 1 || root,fvar(8) = -2
trigger1 = root,projhittime(1005) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
scale = const(size.xscale),const(size.yscale)

[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1100, Voice]
type = PlaySnd
triggerall = !parent,var(36)
trigger1 = time = 1
value = 1, 1

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;ソニックブーム（エフェクト）1
[Statedef 7001]
type = A
movetype = I
physics = N
ctrl = 0
anim = 6900
velset = 0,0
ownpal = 1
sprpriority = 3

[State 1505,0]
type = Bindtoparent
trigger1 = 1
pos = 0,0
postype = p1

[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0]
type = changeanim
trigger1 = parent,stateno = 1000 && parent,animelemtime(3) >= 0
trigger1 = parent,stateno = 1000 && parent,animelemtime(4) < 0
value = 7001
elem = 1
persistent = 1

[State 0]
type = changeanim
trigger1 = parent,stateno = 1000 && parent,animelemtime(4) >= 0
trigger1 = parent,stateno = 1000 && parent,animelemtime(5) < 0
value = 7001
elem = 2
persistent = 1

[State 0]
type = changeanim
trigger1 = parent,stateno = 1000 && parent,animelemtime(5) >= 0
trigger1 = parent,stateno = 1000 && parent,animelemtime(6) < 0
value = 7001
elem = 3
persistent = 1

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = parent,stateno = 1000 && parent,animelemtime(6) = 0
trigger2 = parent,stateno != 1000
trigger3 = parent,stateno = 1000 && parent,time = 1

;------------------------------------------------------------------------------------------
;サマーソルトキック
[Statedef 1100]
type    = S
movetype = A
physics = S
juggle = 8
ctrl = 0
poweradd = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
velset = 0,0

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
var(5) = ifelse(Command = "somersault4", 0, ifelse(Command = "somersault5", 1, 2))

[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = ifelse(!var(5), 1100, ifelse(var(5) = 1, 1110, 1120))

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 9
movetype = I

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 170, 1]
type = NotHitBy
trigger1 = AnimElemTime(5) < 0 && var(5) = 2
value = SCA
ignorehitpause = 1

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1100,0
channel = 0

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100, 10
channel = 20

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 3
StateType = A
physics = N

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 3
x = 1.5
y = -10-(var(5)*1.5)

[State 1100, Gravity]
type = Veladd
trigger1 = AnimElemTime(3) > 0
y = .55

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 3
id = 8020
name = "jump Effect"
pos = 0,0
postype = P1
stateno = 8020
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = const(size.xscale),const(size.yscale)
[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 7
Anim = 7100
pos = 0, 0
postype = p1
ownpal = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
supermovetyime = ceil(fvar(36))
scale = const(size.xscale),const(size.yscale)
sprpriority = 2

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage=ceil(ifelse(((ifelse(!var(5),105,ifelse(var(5)=1,119,126)))*fvar(10))<7,7,((ifelse(!var(5),105,ifelse(var(5)=1,119,126)))*fvar(10)))),ceil(ifelse((119*fvar(10)/8)<7,7,(119*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = -10, -29
hitsound = S2,5
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2.5,-11
guard.velocity = -8
air.velocity = -2.5,-11
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)

[State 1100, HitDef]
type = HitDef
trigger1 = (var(36) != [1,2]) && AnimElem = 5
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage=ceil(ifelse((56*fvar(10))<7,7,(56*fvar(10)))),ceil(ifelse((56*fvar(10)/8)<7,7,(56*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = -10, -49
hitsound = S2,5
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2.5,-11
guard.velocity = -8
air.velocity = -2.5,-11
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)

[State 1100, HitDef]
type = HitDef
trigger1 = (var(36) != [1,2]) && AnimElem = 7
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage=ceil(ifelse((56*fvar(10))<7,7,(56*fvar(10)))),ceil(ifelse((56*fvar(10)/8)<7,7,(56*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = -10, -83
hitsound = S2,5
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2.5,-11
guard.velocity = -8
air.velocity = -2.5,-11
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = animelem = 4
ignorehitpause = 1
var(39) = -29

[State 3001, VarSet]
type = VarSet
trigger1 = animelem = 5
ignorehitpause = 1
var(39) = -49

[State 3001, VarSet]
type = VarSet
trigger1 = animelem = 7
ignorehitpause = 1
var(39) = -83

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(3) > 0
value = 1105

;---------------------------------------------------------------------------
;サマーソルトキック（着地）
[Statedef 1105]
type    = S
physics = S
ctrl = 0
anim = 1105
velset = 0,0

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
;pausemovetime = -1
supermovetime = -1
scale = .5,.5

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

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0
channel = 20

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

;---------------------------------------------------------------------------
;サマーソルトキック（エフェクト）
[Statedef 7100]
type = A
movetype = I
physics = N
ctrl = 0
anim = 6900
velset = 0,0
ownpal = 1
sprpriority = 3

[State 1505,0]
type = Bindtoparent
trigger1 = 1
pos = 0,0
postype = p1

[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0]
type = changeanim
trigger1 = parent,stateno = 1100 && parent,animelemtime(7) >= 0
trigger1 = parent,stateno = 1100 && parent,animelemtime(8) < 0
value = 7100
elem = 1
persistent = 1

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = anim = 7100 && animtime = 0
trigger2 = parent,stateno != 1100
trigger3 = parent,stateno = 1100 && parent,time = 1

;---------------------------------------------------------------------------
;ガードキャンセル攻撃
[Statedef 2800]
type    = S
movetype = A
physics = S
juggle = 8
velset = 0,0
ctrl = 0
poweradd = 0

[State 180, 1]
type = VarAdd
trigger1 = time = 0
var(50)=1000
ignorehitpause = 1

[State 860, 4]
type = PowerAdd
triggerall = !var(20) || var(20) = 4 || var(20) = 6
trigger1 = time = 0
value = -1000

[State 860, 4]
type = PowerAdd
triggerall = var(20) = 1
trigger1 = time = 0
value = -1500

[State 860, 4]
type = VarSet
triggerall = var(20) = 3
trigger1 = time = 0
var(14) = 0

[State 860, 4]
type = PowerAdd
triggerall = var(20) = 3
trigger1 = time = 0
value = -3000

[State 902, Shock]
type = PalFX
trigger1 = Time = 0
time = 2
invertall = 1
mul = 0,0,0

[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 16

[State 1100, Effect]
type = PlaySnd
trigger1 = Time = 1
value = 810,0
channel = 1

[State -3,Super]
type = Helper
trigger1 = Time = 0
id = 8070
name = "GUARD CANCEL"
pos = 10,-ifelse(PrevStateNo = 152,40,80)
postype = P1
stateno = 8070
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 7
supermovetime = 99999999999999
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 0]
type = pause
trigger1 = time = 1
time = 6
movetime = 6

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 190, 4]
type = ChangeAnim
trigger1 = time <= 12
value = anim

[State 190, 4]
type = ChangeAnim
trigger1 = time = 13
value = 1150

[State 105, 1]
type = statetypeset
triggerall = anim = 1150
trigger1 = AnimElem = 5
movetype = I

[State 901,1]
type = posadd
triggerall = anim = 1150
trigger1 = AnimElem = 2
x = 4

[State 901,1]
type = posadd
triggerall = anim = 1150
trigger1 = AnimElem = 5
x = -4

[State 210, 1]
type = PlaySnd
triggerall = anim = 1150
trigger1 = AnimElem = 3
value = 3, 2

[State 210, Voice]
type = PlaySnd
triggerall = anim = 1150
trigger1 = AnimElem = 3 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 221, 1]
type = Hitdef
triggerall = anim = 1150
trigger1 = AnimElem = 4
attr = S, SA
hitflag = MAF
guardflag = M
animtype  = diagup
air.animtype  = diagup
priority = 5,Hit
damage=ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10)))),ceil(ifelse((42*fvar(10)/8)<7,7,(42*fvar(10)/8)))
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = S8210+(random%8)
guard.sparkno = S8100
sparkxy = -10, -78
hitsound = S2, 2
guardsound = S1, 0
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
guard.ctrltime = 20
ground.velocity = -6, -4.8
guard.velocity = -8
air.velocity = -6.4, -4.8
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 0,0
givepower = 35, 35               
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
kill = 0
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -15

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -78

[State 210, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;トータルワイプアウト
[Statedef 3000]
type    = S
movetype = A
physics = N
juggle = 8
velset = 0,0
ctrl = 0

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1100, VarSet]
type = VarSet
triggerall = !var(59)
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = Time = 0
var(5) = ifelse((Command = "wipeout2" && Power >= 2000) || (Command = "wipeout3" && (Power >= 2000 && Power < 3000)), 1, ifelse(Command = "wipeout3" && Power >= 3000, 2, 0))

[State 1100, VarSet]
type = VarSet
triggerall = var(59)
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = Time = 0
var(5) = ifelse((Power = [2000,2999]), random%2, ifelse(Power >= 3000, 1+random%2, 0))

[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 1 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const(data.life))<=30 && !var(14)) || var(20) = 4 
trigger1 = Time = 0
var(5) = 0

[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = Time = 0
var(5) = 2

[State 1100, VarSet]
type = VarSet
triggerall = var(15)
trigger1 = Time = 0
var(5) = 2

[State 1100, VarSet]
type = VarSet
triggerall = var(16)
trigger1 = Time = 0
var(5) = 0

[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = ifelse(!var(5), 3000, ifelse(var(5) = 1, 3010, 3020))

[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = ifelse(!var(5), 53, ifelse(var(5) = 1, 59, 64))

[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 4
time = 50+(var(5)*2)
movetime = 50+(var(5)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
triggerall = Time = 4
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H”" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H”" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 50+(var(5)*2)

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = time = 0
value = ifelse(!var(5), -1000, ifelse(var(5) = 1, -2000, -3000))

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 4
trigger1 = time = 0
value = -1000

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 1
trigger1 = time = 0
value = -1500

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = time = 0
value = -3000

[State 860, 4]
type = PowerAdd
triggerall = var(16)
trigger1 = time = 0
value = -3000

[State 860, 4]
type = PowerAdd
triggerall = var(15)
trigger1 = time = 0
value = -1000

[State 860, 5]
type = Varset
trigger1 = time = 0
fvar(13) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(14) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(15) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 3000, AfterImage]
type = AfterImage
triggerall = !var(18) && prevstateno != [3000,3999]
trigger1 = time = 4
time = 999
TimeGap  = 3
FrameGap = 4
length = 10
PalBright = 1,1,1
PalContrast = ifelse(!var(5), 128, ifelse(var(5) = 1, 50, 150)),ifelse(!var(5), 128, ifelse(var(5) = 1, 50, 50)),ifelse(!var(5), 128, ifelse(var(5) = 1, 150, 50))
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 3001, Super]
type = Helper
trigger1 = Time = 2
id = 8000
name = "Super"
pos = ceil(11*const(size.xscale)),ceil(-86*const(size.yscale))
postype = P1
stateno = ifelse((var(20)=[3,5]),8010,8000)
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 999999
supermovetime = 999999
scale = const(size.xscale),const(size.yscale)

[State 105, 1]
type = statetypeset
trigger1 = !var(5) && AnimElem = 20
trigger2 = var(5) = 1 && AnimElem = 25
trigger3 = var(5) = 2 && AnimElem = 30
movetype = I

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 1100, Voice]
type = PlaySnd
trigger1 = time = 3
value = 850,0
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = var(5) = 2 && AnimElem = 20
value = 0,0
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = !var(5) && AnimElem = 10
trigger2 = var(5) && AnimElem = 9
value = 0,1
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = var(5) = 1 && AnimElem = 15
trigger2 = var(5) = 2 && AnimElem = 12
value = 0,2
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = !var(5) && AnimElem = 19
trigger2 = var(5) = 1 && AnimElem = 24
trigger3 = var(5) = 2 && AnimElem = 29
value = 3100,0
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,1

[State 1100, Voice]
type = PlaySnd
trigger1 = var(5) && AnimElem = 8
value = 3,2

[State 1100, Voice]
type = PlaySnd
trigger1 = !var(5) && AnimElem = 9
trigger2 = var(5) = 1 && AnimElem = 14
trigger3 = var(5) = 2 && AnimElem = 19
value = 3,5

[State 1100, Voice]
type = PlaySnd
trigger1 = !var(5) && AnimElem = 18
trigger2 = var(5) = 1 && AnimElem = 23
trigger3 = var(5) = 2 && AnimElem = 28
value = 3,2

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 2
x = 3.5

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 2
Anim = 8041
pos = -20, 0
postype = p1
ownpal = 1
bindtime = -1
sprpriority = 3
;pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = var(5) = 1 && AnimElem = 15
trigger3 = var(5) = 2 && AnimElem = 12
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse(((56+(var(5)*14))*fvar(10))<7,7,((56+(var(5)*14))*fvar(10)))),ceil(ifelse(((56+(var(5)*14))*fvar(10)/8)<7,7,((56+(var(5)*14))*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 3,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -20, -66
hitsound = S2,2
guardsound = S1,0
ground.type = Low
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 36
ground.velocity = -4,0
guard.velocity = -8
air.velocity = -6,-6.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)

[State 1100, HitDef]
type = HitDef
trigger1 = !var(5) && AnimElem = 10
trigger2 = var(5) && AnimElem = 8
trigger3 = var(5) = 2 && AnimElem = 20
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse(((56+(var(5)*14))*fvar(10))<7,7,((56+(var(5)*14))*fvar(10)))),ceil(ifelse(((56+(var(5)*14))*fvar(10)/8)<7,7,((56+(var(5)*14))*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 3,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -20, -66
hitsound = S2,5
guardsound = S1,0
ground.type = High
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 36
ground.velocity = -4,0
guard.velocity = -8
air.velocity = -6,-6.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 19
trigger2 = var(5) = 1 && AnimElem = 24
trigger3 = var(5) = 2 && AnimElem = 29
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse(((70+(var(5)*7))*fvar(10))<7,7,((70+(var(5)*7))*fvar(10)))),ceil(ifelse(((70+(var(5)*7))*fvar(10)/8)<7,7,((70+(var(5)*7))*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 12,13
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -20, -66
hitsound = S2,2
guardsound = S1,0
ground.type = Low
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 36
ground.velocity = -4,-6.5
guard.velocity = -8
air.velocity = -4,-6.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -20

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -66

[State 1100, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;サマーソルトストライク
[Statedef 3100]
type    = S
movetype = A
physics = N
juggle = 8
velset = 0,0
ctrl = 0

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1100, VarSet]
type = VarSet
triggerall = !var(59)
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = Time = 0
var(5) = ifelse((Command = "strike2" && Power >= 2000) || (Command = "strike3" && (Power >= 2000 && Power < 3000)), 1, ifelse(Command = "strike3" && Power >= 3000, 2, 0))

[State 1100, VarSet]
type = VarSet
triggerall = var(59)
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = Time = 0
var(5) = ifelse((Power = [2000,2999]), random%2, ifelse(Power >= 3000, 1+random%2, 0))

[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 1 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const(data.life))<=30 && !var(14)) || var(20) = 4 
trigger1 = Time = 0
var(5) = 0

[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = Time = 0
var(5) = 2

[State 1100, VarSet]
type = VarSet
triggerall = var(15)
trigger1 = Time = 0
var(5) = 2

[State 1100, VarSet]
type = VarSet
triggerall = var(16)
trigger1 = Time = 0
var(5) = 0

[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 3100

[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = ifelse(!var(5), 54, ifelse(var(5) = 1, 60, 65))

[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 5
time = 50+(var(5)*2)
movetime = 50+(var(5)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
triggerall = Time = 5
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H”" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H”" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 50+(var(5)*2)

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = time = 0
value = ifelse(!var(5), -1000, ifelse(var(5) = 1, -2000, -3000))

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 4
trigger1 = time = 0
value = -1000

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 1
trigger1 = time = 0
value = -1500

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = time = 0
value = -3000

[State 860, 4]
type = PowerAdd
triggerall = var(16)
trigger1 = time = 0
value = -3000

[State 860, 4]
type = PowerAdd
triggerall = var(15)
trigger1 = time = 0
value = -1000

[State 860, 5]
type = Varset
trigger1 = time = 0
fvar(13) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(14) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(15) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 3000, AfterImage]
type = AfterImage
triggerall = !var(18) && prevstateno != [3000,3999]
trigger1 = time = 5
time = 999
TimeGap  = 3
FrameGap = 4
length = 10
PalBright = 1,1,1
PalContrast = ifelse(!var(5), 128, ifelse(var(5) = 1, 50, 150)),ifelse(!var(5), 128, ifelse(var(5) = 1, 50, 50)),ifelse(!var(5), 128, ifelse(var(5) = 1, 150, 50))
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 3001, Super]
type = Helper
trigger1 = Time = 3
id = 8000
name = "Super"
pos = ceil(3*const(size.xscale)),ceil(-107*const(size.yscale))
postype = P1
stateno = ifelse((var(20)=[3,5]),8010,8000)
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 999999
supermovetime = 999999
scale = const(size.xscale),const(size.yscale)

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 9
movetype = I

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 1100, Voice]
type = PlaySnd
trigger1 = time = 4
value = 3100,0
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3100,1
channel = 0

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 10

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 3
StateType = A
physics = N

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 3
x = 3
y = ifelse(var(5)=2,-4.5,-6)

[State 1100, Gravity]
type = Veladd
trigger1 = AnimElemTime(3) > 0
y = .55

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 3
id = 8020
name = "jump Effect"
pos = 0,0
postype = P1
stateno = 8020
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = const(size.xscale),const(size.yscale)
[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 7
Anim = 7100
pos = 0, 0
postype = p1
ownpal = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
sprpriority = 2

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse(((ifelse(!var(5),56,ifelse(var(5)=1,63,70)))*fvar(10))<7,7,((ifelse(!var(5),56,ifelse(var(5)=1,63,70)))*fvar(10)))),ceil(ifelse((70*fvar(10)/8)<7,7,(70*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -29
hitsound = S2,5
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -2
guard.velocity = -8
air.velocity = -2,-6.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -2.8
guard.cornerpush.veloff = -2.8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse(((ifelse(!var(5),35,ifelse(var(5)=1,49,56)))*fvar(10))<7,7,((ifelse(!var(5),35,ifelse(var(5)=1,49,56)))*fvar(10)))),ceil(ifelse((63*fvar(10)/8)<7,7,(63*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -49
hitsound = S2,5
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -2
guard.velocity = -8
air.velocity = -2,-6.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -2.8
guard.cornerpush.veloff = -2.8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = A, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse(((ifelse(var(5)=2,42,28))*fvar(10))<7,7,((ifelse(var(5)=2,42,28))*fvar(10)))),ceil(ifelse(((ifelse(var(5)=2,42,28))*fvar(10)/8)<7,7,((ifelse(var(5)=2,42,28))*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -83
hitsound = S2,5
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -2
guard.velocity = -8
air.velocity = -2,-6.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -2.8
guard.cornerpush.veloff = -2.8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)

[State 1100, HitDef]
type = HitDef
trigger1 = var(5) = 1 && AnimElem = 8
attr = A, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse((35*fvar(10))<7,7,(35*fvar(10)))),ceil(ifelse((35*fvar(10)/8)<7,7,(35*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -83
hitsound = S2,5
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -2
guard.velocity = -8
air.velocity = -2,-6.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -2.8
guard.cornerpush.veloff = -2.8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -20

[State 3001, VarSet]
type = VarSet
trigger1 = animelem = 4
ignorehitpause = 1
var(39) = -29

[State 3001, VarSet]
type = VarSet
trigger1 = animelem = 5
ignorehitpause = 1
var(39) = -49

[State 3001, VarSet]
type = VarSet
trigger1 = animelem = 7
ignorehitpause = 1
var(39) = -83

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(3) > 0
value = ifelse(var(5)=2,3101,3102)

;---------------------------------------------------------------------------
;サマーソルトストライク（2回目）
[Statedef 3101]
type    = S
movetype = A
physics = N
juggle = 8
velset = 0,0
ctrl = 0
anim = 3101

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 9
movetype = I

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
;pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3100,2
channel = 0

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 10

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 3
StateType = A
physics = N

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 3
x = 3
y = -5.5

[State 1100, Gravity]
type = Veladd
trigger1 = AnimElemTime(3) > 0
y = .55

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 3
id = 8020
name = "jump Effect"
pos = 0,0
postype = P1
stateno = 8020
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = const(size.xscale),const(size.yscale)
[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 7
Anim = 7100
pos = 0, 0
postype = p1
ownpal = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
sprpriority = 2

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse((56*fvar(10))<7,7,(56*fvar(10)))),ceil(ifelse((56*fvar(10)/8)<7,7,(56*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -29
hitsound = S2,5
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -2
guard.velocity = -8
air.velocity = -2,-6.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -2.8
guard.cornerpush.veloff = -2.8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10)))),ceil(ifelse((42*fvar(10)/8)<7,7,(42*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -49
hitsound = S2,5
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -2
guard.velocity = -8
air.velocity = -2,-6.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -2.8
guard.cornerpush.veloff = -2.8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = A, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse((35*fvar(10))<7,7,(35*fvar(10)))),ceil(ifelse((35*fvar(10)/8)<7,7,(35*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -83
hitsound = S2,5
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -2
guard.velocity = -8
air.velocity = -2,-6.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -2.8
guard.cornerpush.veloff = -2.8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -20

[State 3001, VarSet]
type = VarSet
trigger1 = animelem = 4
ignorehitpause = 1
var(39) = -29

[State 3001, VarSet]
type = VarSet
trigger1 = animelem = 5
ignorehitpause = 1
var(39) = -49

[State 3001, VarSet]
type = VarSet
trigger1 = animelem = 7
ignorehitpause = 1
var(39) = -83

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(3) > 0
value = 3102

;---------------------------------------------------------------------------
;サマーソルトストライク（締め）
[Statedef 3102]
type    = S
movetype = A
physics = N
juggle = 8
velset = 0,0
ctrl = 0
anim = 3101

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

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 9
movetype = I

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
;pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3100,3
channel = 0

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 10

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 3
StateType = A
physics = N

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 3
x = 3
y = -9

[State 1100, Gravity]
type = Veladd
trigger1 = AnimElemTime(3) > 0
y = .55

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 3
id = 8020
name = "jump Effect"
pos = 0,0
postype = P1
stateno = 8020
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = const(size.xscale),const(size.yscale)
[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 7
Anim = 7100
pos = 0, 0
postype = p1
ownpal = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
sprpriority = 2

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse((35*fvar(10))<7,7,(35*fvar(10)))),ceil(ifelse((35*fvar(10)/8)<7,7,(35*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -29
hitsound = S2,5
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -4,-11
guard.velocity = -8
air.velocity = -4,-11
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -2.8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
animtype = Heavy
air.animtype = Back
ceil(ifelse(((ifelse(!var(5),21,28))*fvar(10))<7,7,((ifelse(!var(5),21,28))*fvar(10)))),ceil(ifelse(((ifelse(!var(5),21,28))*fvar(10)/8)<7,7,((ifelse(!var(5),21,28))*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -49
hitsound = S2,5
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -4,-11
guard.velocity = -8
air.velocity = -4,-11
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -2.8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = A, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse((21*fvar(10))<7,7,(21*fvar(10)))),ceil(ifelse((21*fvar(10)/8)<7,7,(21*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -83
hitsound = S2,5
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -4,-11
guard.velocity = -8
air.velocity = -4,-11
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -2.8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)

[State 1100, HitDef]
type = HitDef
trigger1 = var(5) = 2 && AnimElem = 8
attr = A, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse((21*fvar(10))<7,7,(21*fvar(10)))),ceil(ifelse((21*fvar(10)/8)<7,7,(21*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -49
hitsound = S2,5
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -4,-11
guard.velocity = -8
air.velocity = -4,-11
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -2.8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -20

[State 3001, VarSet]
type = VarSet
trigger1 = animelem = 4
ignorehitpause = 1
var(39) = -29

[State 3001, VarSet]
type = VarSet
trigger1 = animelem = 5
ignorehitpause = 1
var(39) = -49

[State 3001, VarSet]
type = VarSet
trigger1 = animelem = 7
ignorehitpause = 1
var(39) = -83

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(3) > 0
value = 3105

;---------------------------------------------------------------------------
;サマーソルトストライク（着地）
[Statedef 3105]
type    = S
physics = S
ctrl = 0
anim = 1105
velset = 0,0

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
;pausemovetime = -1
supermovetime = -1
scale = .5,.5

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

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0
channel = 20

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

;------------------------------------------------------------------------------------------
;ソニックハリケーン
[Statedef 3200]
type    = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset=0,0

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
var(5) = 2

[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 3200

[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 65

[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 5
time = 50
movetime = 50
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
triggerall = Time = 5
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H”" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H”" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 50+(var(5)*2)

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 2 || var(20) = 6 || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = time = 0
value = -3000

[State 860, 4]
type = PowerAdd
triggerall = var(15)
trigger1 = time = 0
value = -1000

[State 860, 5]
type = Varset
trigger1 = time = 0
fvar(13) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(14) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(15) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 3000, AfterImage]
type = AfterImage
triggerall = !var(18) && prevstateno != [3000,3999]
trigger1 = Time = 5
time = 999
TimeGap  = 3
FrameGap = 4
length = 10
PalBright = 1,1,1
PalContrast =  150,50,50
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 3001, Super]
type = Helper
trigger1 = Time = 3
id = 8000
name = "Super"
pos = ceil(8*const(size.xscale)),ceil(-64*const(size.yscale))
postype = P1
stateno = ifelse((var(20)=[3,5]),8010,8000)
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 999999
supermovetime = 999999
scale = const(size.xscale),const(size.yscale)

[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
var(28) = 0

[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
var(29) = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3200,0
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3200,1
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3200,2

[State 1000,Super]
type = Helper
trigger1 = AnimElem = 2
id = 7201
name = "sonichurricane_effect"
pos = 0,0
postype = P1
stateno = 7201
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 54
scale = const(size.xscale),const(size.yscale)
[State 1000,Super]
type = Helper
trigger1 = AnimElem = 5
id = 7200
name = "sonichurricane"
pos = 80,-60
postype = P1
stateno = 7200
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

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

;---------------------------------------------------------------------------
;ソニックハリケーン（飛び道具）
[Statedef 7200]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 7200
sprpriority = 4

[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(15) = parent,var(15)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(16) = parent,var(16)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(17) = parent,var(17)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(24) = parent,var(24)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(41) = parent,var(41)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
fvar(10) = parent,fvar(10)

[State 1000, Proj]
type = Projectile
triggerall = time >= 1
triggerall = time < 49
trigger1 = parent,var(28) < 4 && parent,var(28)%2 = 0
trigger2 = (parent,var(28) = [8,10]) && parent,var(28)%2 = 0
projanim = ifelse(parent,var(29),7251,7250)
Projhitanim = -1
Projremanim = -1
projcancelanim = -1
projremovetime = 1
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel X, vel Y
attr = S, HP
damage=ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10)))),ceil(ifelse((28*fvar(10)/8)<7,7,(28*fvar(10)/8)))
animtype = Heavy
hitflag = MAF
guardflag = M
pausetime = 1,1
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = ceil(enemynear,Pos X - Pos X)*facing, 0
hitsound = S2,15
guardsound = S1,1
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 14
ground.velocity = 9
guard.velocity = 8
air.velocity = 6, -6
airguard.velocity = -6.67,-1
yaccel = .5
air.juggle = ifelse((root,fvar(26)=[!(P2MoveType=H&&P2StateType=A),12]),0,8)
fall = 0
air.fall = 1
fall.recover = 0
air.recover = 0
envshake.time = 15
envshake.ampl = 3
ProjID = 3205
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
supermovetime = 7
nochainID = root,var(40)

[State 1000, Proj]
type = Projectile
triggerall = time < 49
trigger1 = parent,var(28) < 4 && parent,var(28)%2 = 1
trigger2 = (parent,var(28) = [8,10]) && parent,var(28)%2 = 1
projanim = ifelse(parent,var(29),7251,7250)
Projhitanim = -1
Projremanim = -1
projcancelanim = -1
projremovetime = 1
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel X, vel Y
attr = S, HP
damage=ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10)))),ceil(ifelse((28*fvar(10)/8)<7,7,(28*fvar(10)/8)))
animtype = Heavy
hitflag = MAF
guardflag = M
pausetime = 1,1
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = ceil(enemynear,Pos X - Pos X)*facing, 0
hitsound = S2,15
guardsound = S1,1
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 14
ground.velocity = -9
guard.velocity = -8
air.velocity = -6, -6
airguard.velocity = -6.67,-1
yaccel = .5
air.juggle = ifelse((root,fvar(26)=[!(P2MoveType=H&&P2StateType=A),12]),0,8)
fall = 0
air.fall = 1
fall.recover = 0
air.recover = 0
envshake.time = 15
envshake.ampl = 3
ProjID = 3205
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = root,var(40)

[State 1000, Proj]
type = Projectile
triggerall = time < 49
trigger1 = (parent,var(28) = [4,7]) && parent,var(28)%2 = 0
projanim = ifelse(parent,var(29),7251,7250)
Projhitanim = -1
Projremanim = -1
projcancelanim = -1
projremovetime = 1
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel X, vel Y
attr = S, HP
damage=ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10)))),ceil(ifelse((28*fvar(10)/8)<7,7,(28*fvar(10)/8)))
animtype = Heavy
hitflag = MAF
guardflag = M
pausetime = 1,1
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = ceil(enemynear,Pos X - Pos X)*facing, 0
hitsound = S2,15
guardsound = S1,1
ground.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 14
ground.velocity = 9
guard.velocity = 8
air.velocity = 6, -6
airguard.velocity = -6.67,-1
yaccel = .5
air.juggle = ifelse((root,fvar(26)=[!(P2MoveType=H&&P2StateType=A),12]),0,8)
fall = 0
air.fall = 1
fall.recover = 0
air.recover = 0
envshake.time = 15
envshake.ampl = 3
ProjID = 3205
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = root,var(40)

[State 1000, Proj]
type = Projectile
triggerall = time < 49
trigger1 = (parent,var(28) = [4,7]) && parent,var(28)%2 = 1
projanim = ifelse(parent,var(29),7251,7250)
Projhitanim = -1
Projremanim = -1
projcancelanim = -1
projremovetime = 1
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel X, vel Y
attr = S, HP
damage=ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10)))),ceil(ifelse((28*fvar(10)/8)<7,7,(28*fvar(10)/8)))
animtype = Heavy
hitflag = MAF
guardflag = M
pausetime = 1,1
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = ceil(enemynear,Pos X - Pos X)*facing, 0
hitsound = S2,15
guardsound = S1,1
ground.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 14
ground.velocity = -9
guard.velocity = -8
air.velocity = -6, -6
airguard.velocity = -6.67,-1
yaccel = .5
air.juggle = ifelse((root,fvar(26)=[!(P2MoveType=H&&P2StateType=A),12]),0,8)
fall = 0
air.fall = 1
fall.recover = 0
air.recover = 0
envshake.time = 15
envshake.ampl = 3
ProjID = 3205
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = root,var(40)

[State 1000, Proj]
type = Projectile
trigger1 = time = 49
projanim = 7250
Projhitanim = -1
Projremanim = -1
projcancelanim = -1
projremovetime = 1
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel X, vel Y
attr = S, HP
damage=ceil(ifelse((70*fvar(10))<7,7,(70*fvar(10)))),ceil(ifelse((70*fvar(10)/8)<7,7,(70*fvar(10)/8)))
animtype  = Heavy
air.animtype  = diugup
hitflag = MAF
guardflag = M
pausetime = 2,2
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = ceil(enemynear,Pos X - Pos X)*facing, 0
hitsound = S2,15
guardsound = S1,1
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 14
ground.velocity = -6, -6
guard.velocity = -10.5
air.velocity = -6, -6
yaccel = .5
air.juggle = ifelse((root,fvar(26)=[!(P2MoveType=H&&P2StateType=A),12]),0,8)
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
envshake.time = 15
envshake.ampl = 3
ProjID = 3205
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = root,var(40)

[State -3, Blocking5]
type = helper
triggerall = root,fvar(8) = 1 || root,fvar(8) = -2
trigger1 = root,projhittime(3205) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
scale = const(size.xscale),const(size.yscale)

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = time = 50

;---------------------------------------------------------------------------
;ソニックハリケーン（エフェクト）1
[Statedef 7201]
type = A
movetype = I
physics = N
ctrl = 0
anim = 6900
velset = 0,0
ownpal = 1
sprpriority = 3

[State 1505,0]
type = Bindtoparent
trigger1 = 1
pos = 0,0
postype = p1

[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0]
type = changeanim
trigger1 = parent,stateno = 3200 && parent,animelemtime(3) >= 0
trigger1 = parent,stateno = 3200 && parent,animelemtime(4) < 0
value = 7001
elem = 1
persistent = 1

[State 0]
type = changeanim
trigger1 = parent,stateno = 3200 && parent,animelemtime(4) >= 0
trigger1 = parent,stateno = 3200 && parent,animelemtime(5) < 0
value = 7001
elem = 2
persistent = 1

[State 0]
type = changeanim
trigger1 = parent,stateno = 3200 && parent,animelemtime(5) >= 0
trigger1 = parent,stateno = 3200 && parent,animelemtime(6) < 0
value = 7001
elem = 3
persistent = 1

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = parent,stateno = 3200 && parent,animelemtime(6) = 0
trigger2 = parent,stateno != 3200
trigger3 = parent,stateno = 3200 && parent,time = 1

;---------------------------------------------------------------------------
;ブロッキング（立ち）
[Statedef 4000]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 4000

[State 4000, VarAdd]
type = VarAdd
trigger1 = time = 0
var(50)=2000
ignorehitpause = 1

[State 4000, PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = ifelse(var(20)=2,78,89)*ifelse((var(15)||var(16)),0,1)

[State 4000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 4000, PalFX]
type = PalFX
trigger1 = animelemtime(2)>=0 && animelemtime(3)<0
time = 1
add = 80,80,255

[State 4000, PlaySnd];ガード音
type = PlaySnd
trigger1 = Time = 0
value = 4000,0

[State 4000, PlaySnd];声
type = PlaySnd
trigger1 = Time = 0
value = 0,0

[State 4000, Explod];エフェクト
type = Explod
trigger1 = Time = 0
anim = 8065
pos = ceil(38*const(size.xscale)),ceil(-53*const(size.yscale))
sprpriority = 3
ownpal = 1
scale = .5,.5
pausemovetime = 15
supermovetime = 99999999999999
ignorehitpause = 1

[State 4000, Pause]
type = Pause
trigger1 = time = 1
time = 14
movetime = 14

[State 4000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ブロッキング（屈）
[Statedef 4010]
type = C
movetype = I
physics = C
ctrl = 0
velset = 0,0
anim = 4010

[State 4010, VarAdd]
type = VarAdd
trigger1 = time = 0
var(50)=2000
ignorehitpause = 1

[State 4010, PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = ifelse(var(20)=2,78,89)*ifelse((var(15)||var(16)),0,1)

[State 4010, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 4010, PalFX]
type = PalFX
trigger1 = animelemtime(2)>=0 && animelemtime(3)<0
time = 1
add = 80,80,255

[State 4010, PlaySnd];ガード音
type = PlaySnd
trigger1 = Time = 0
value = 4000,0

[State 4010, PlaySnd];声
type = PlaySnd
trigger1 = Time = 0
value = 0,0

[State 4010, Explod];エフェクト
type = Explod
trigger1 = Time = 0
anim = 8065
pos = ceil(31*const(size.xscale)),ceil(-27*const(size.yscale))
sprpriority = 3
ownpal = 1
scale = .5,.5
pausemovetime = 15
supermovetime = 99999999999999
ignorehitpause = 1

[State 4010, Pause]
type = Pause
trigger1 = time = 1
time = 14
movetime = 14

[State 4010, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;ブロッキング（空中）
[Statedef 4020]
type = A
movetype = I
physics = N
ctrl = 0
anim = 4020
velset = 0,0

[State 4020, VarAdd]
type = VarAdd
trigger1 = time = 0
var(50)=2000
ignorehitpause = 1

[State 4020, PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = ifelse(var(20)=2,78,89)*ifelse((var(15)||var(16)),0,1)

[State 4020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 4020, PalFX]
type = PalFX
trigger1 = animelemtime(2)>=0 && animelemtime(3)<0
time = 1
add = 80,80,255

[State 4020, PlaySnd];ガード音
type = PlaySnd
trigger1 = Time = 0
value = 4000,0

[State 4020, PlaySnd];声
type = PlaySnd
trigger1 = Time = 0
value = 0,0

[State 4020, Explod];エフェクト
type = Explod
trigger1 = Time = 0
anim = 8065
pos = ceil(36*const(size.xscale)),ceil(-66*const(size.yscale))
sprpriority = 3
ownpal = 1
scale = .5,.5
pausemovetime = 15
supermovetime = 99999999999999
ignorehitpause = 1

[State 4020, Pause]
type = Pause
trigger1 = time = 1
time = 14
movetime = 14

[State 4020, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 4030

;---------------------------------------------------------------------------
;空中ブロッキング後
[Statedef 4030]
type = A
physics = N
velset = 0,-4
ctrl = 1
anim = 4030

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;上段ジャストディフェンス
[Statedef 4100]
type = S
movetype = I
physics = S
anim = 4100
velset = 0,0
ctrl = 0

[State 4100, VarAdd]
type = VarAdd
trigger1 = time = 0
var(50)=2000
ignorehitpause = 1

[State 4100, PowerAdd]
type = PowerAdd
triggerall = var(20)=6
trigger1 = time = 0
value = 107*ifelse((var(15)||var(16)),0,1)*(10+var(31))/10

[State 860, VarAdd]
type = VarAdd
triggerall = var(20)=5
trigger1 = time = 0
fvar(13) = 600*ifelse((var(43)||var(15)||var(16)),0,1)*(10+var(31))/10

[State 4100, LifeAdd]
type = LifeAdd
trigger1 = Time = 0
value = ifelse(var(46),ceil(var(46)*.5),7)

[State 4100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 4100,0

[State 4100, PlaySnd];声
type = Playsnd
trigger1 = Time = 0
value = 0,0

[State 4100, Pause]
type = Pause
trigger1 = time = 1
time = 3

[State 4100, Explod];エフェクト
type = Explod
trigger1 = Time = 0
anim = 8060
pos = 0,ceil(-64*const(size.yscale))
sprpriority = 3
ownpal = 1
scale = .5,.5
pausemovetime = 4
supermovetime = 99999999999999
ignorehitpause = 1

[State 4100, PalFX]
type = PalFX
trigger1 = Time = 0
time = 5
add = 190,190,228
mul = 190,190,228
sinadd = 190,190,228,-100

[State 4100, ChangeState] 
type = ChangeState 
trigger1 = time > 1
trigger1 = var(0) <= 2
value = 130 
ctrl = 1

;---------------------------------------------------------------------------
;下段ジャストディフェンス
[Statedef 4110]
type = C
movetype = I
physics = C
anim = 4110
velset = 0,0
ctrl = 0

[State 4110, VarAdd]
type = VarAdd
trigger1 = time = 0
var(50)=2000
ignorehitpause = 1

[State 4110, PowerAdd]
type = PowerAdd
triggerall = var(20)=6
trigger1 = time = 0
value = 107*ifelse((var(15)||var(16)),0,1)*(10+var(31))/10

[State 4110, VarAdd]
type = VarAdd
triggerall = var(20)=5
trigger1 = time = 0
fvar(13) = 600*ifelse((var(43)||var(15)||var(16)),0,1)*(10+var(31))/10

[State 4110, LifeAdd]
type = LifeAdd
trigger1 = Time = 0
value = ifelse(var(46),ceil(var(46)*.5),7)

[State 4110, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1211, PlaySnd] 
type = PlaySnd
trigger1 = Time = 0 
value = 4100,0

[State 4110, PlaySnd];声
type = PlaySnd
trigger1 = Time = 0
value = 0,0

[State 4110, Pause]
type = Pause
trigger1 = time = 1
time = 3

[State 4110, Explod];エフェクト
type = Explod
trigger1 = Time = 0
anim = 8060
pos = 0,ceil(-55*const(size.yscale))
sprpriority = 3
ownpal = 1
scale = .5,.5
pausemovetime = 4
supermovetime = 99999999999999
ignorehitpause = 1

[State 4110, PalFX]
type = PalFX
trigger1 = Time = 0
time = 5
add = 190,190,228
mul = 190,190,228
sinadd = 190,190,228,-100

[State 4110, ChangeState] 
type = ChangeState 
trigger1 = time > 1
trigger1 = var(0) <= 2
value = 131 
ctrl = 1

;---------------------------------------------------------------------------
;空中ジャストディフェンス
[Statedef 4120] 
type = A
movetype = I
physics = N
anim = 4120
velset = 0,0
ctrl = 0

[State 4120, VarAdd]
type = VarAdd
trigger1 = time = 0
var(50)=2000
ignorehitpause = 1

[State 4120, PowerAdd]
type = PowerAdd
triggerall = var(20)=6
trigger1 = time = 0
value = 107*ifelse((var(15)||var(16)),0,1)*(10+var(31))/10

[State 4120, VarAdd]
type = VarAdd
triggerall = var(20)=5
trigger1 = time = 0
fvar(13) = 600*ifelse((var(43)||var(15)||var(16)),0,1)*(10+var(31))/10

[State 4120, LifeAdd]
type = LifeAdd
trigger1 = Time = 0
value = ifelse(prevstateno=5020,ceil(var(46)*.067),ifelse(var(46),ceil(var(46)*.5),7))

[State 4120, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4120, PlaySnd] 
type = PlaySnd
trigger1 = Time = 0
value = 4100,0

[State 4120, PlaySnd];声
type = PlaySnd
trigger1 = Time = 0
value = 0,0

[State 4120, Pause]
type = Pause
trigger1 = time = 1
time = 3

[State 4120, Explod];エフェクト
type = Explod
trigger1 = Time = 0
anim = 8060
pos = ceil(24*const(size.xscale)),ceil(-75*const(size.yscale))
sprpriority = 3
ownpal = 1
scale = .5,.5
pausemovetime = 4
supermovetime = 99999999999999
ignorehitpause = 1

[State 4120, PalFX]
type = PalFX
trigger1 = Time = 0
time = 5
add = 190,190,228
mul = 190,190,228
sinadd = 190,190,228,-100

[State 4120, ChangeState] 
type = ChangeState 
trigger1 = time > 1
trigger1 = var(0) <= 2
value = 4130

;---------------------------------------------------------------------------
;空中ジャストディフェンス後
[Statedef 4130]
type = A
physics = N
velset = -1.5,-5.3
ctrl = 1
anim = 4030

[State 4130, Gravity]
type = Gravity
trigger1 = 1

[State 4130, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
; HITA_RECOV (recovering in air, not falling)
[Statedef 840]
type    = A
movetype= H
physics = N

[State 1000, 0]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 5040, 1]
type = SelfState
trigger1 = time = 0
value = 5040

;---------------------------------------------------------------------
; 投げ抜け（byH"さん）
;------------------------ 自分側
[Statedef 950]
type = S
movetype = I
physics = N
anim = 5945
ctrl = 0
velset = -3, 0

[State 810,TargetBind]
type = TargetState
trigger1 = Time = 0
value = 955

[State 812, 1];エフェクト
type = Explod
trigger1 = Time = 0
ignorehitpause = 1
persistent = 0
anim = 8600
pos = 0, -60
sprpriority = 2
ownpal = 1
;pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = .5,.5

[State 3010,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=3
value = 810,0

[State 3010,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=3
value = 5940,0

[State 810,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 194, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .95

[State 4100,4]
type = PlayerPush
trigger1 = P2BodyDist X < 0
value = 0

[State 105,End]
type = ChangeState
trigger1 = Time >= 32
value = 0
ctrl = 1

;------------------------ 相手側
[Statedef 955]
type = S
movetype = I
physics = N
ctrl = 0
velset = -3, 0
facing = enemy,facing

[State 810,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1040,ChangeAnim]
type = ChangeAnim
triggerall = Time = 0 && SelfAnimExist(5940)
trigger1 = authorname = "H”" || authorname = "M.M.R." || authorname = "Mouser" || authorname = "CAMRAT Type KOF"
trigger2 = authorname = "Tin" || authorname = "Nyankoro" || authorname = "ryokucha"
trigger3 = authorname = "Third" || authorname = "adamskie" || authorname = "Bad Darkness" || authorname = "Warusaki3"
trigger4 = AuthorName = "NHK" || AuthorName = "Nyankoro" || AuthorName = "Nyan☆Kiryu"
trigger5 = AuthorName = "aoao" || AuthorName = "Mr.X-file"
trigger6 = AuthorName = "laiso_7" || AuthorName = "yu-go" || AuthorName = "MEKA"
trigger7 = AuthorName = "CROSS†CAT" || AuthorName = "CrossCat"
value = 5940

[State 1040,ChangeAnim]
type = ChangeAnim
triggerall = Time = 0 && SelfAnimExist(5910) && !SelfAnimExist(5940)
trigger1 = authorname = "H”" || authorname = "M.M.R." || authorname = "Mouser" || authorname = "CAMRAT Type KOF"
trigger2 = authorname = "Tin" || authorname = "Nyankoro" || authorname = "ryokucha"
trigger3 = authorname = "Third" || authorname = "adamskie" || authorname = "Bad Darkness" || authorname = "Warusaki3"
trigger4 = AuthorName = "NHK" || AuthorName = "Nyankoro" || AuthorName = "Nyan☆Kiryu"
trigger5 = AuthorName = "aoao" || AuthorName = "Mr.X-file"
trigger6 = AuthorName = "laiso_7" || AuthorName = "yu-go" || AuthorName = "MEKA"
trigger7 = AuthorName = "CROSS†CAT" || AuthorName = "CrossCat"
value = 5910

[State 820,ChangeAnim2]
type = ChangeAnim
trigger1 = Time = 0 && anim != 5940 && anim != 5910
value = 5007

[State 194, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .95

[State 4100,4]
type = PlayerPush
trigger1 = P2BodyDist X < 0
value = 0

[State 105,End]
type = SelfState
trigger1 = Time >= 29
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;削りKO
[Statedef 5950]
physics = S
movetype = H
ctrl = 0
velset = 0,0

[State 860, 4]
type = NotHitBy
trigger1 = 1
value = SCA

[State 190, 4]
type = ChangeAnim
trigger1 = !HitOver
value = ifelse(fvar(1)=0,5010,5020)

[State 190, 4]
type = ChangeAnim
trigger1 = HitOver
value = 5950
persistent = 0

[State 1100, ChangeState]
type = ChangeState
trigger1 = Animelem = 8
value = 5150

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = S
movetype= I
physics = N
anim = 5200
ctrl = 0
velset = 0,0

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -6

[State 5201, 2]
type = VelSet
trigger1 = vel X > -.1
x = 0

[State 5201, 2]
type = VelMul
trigger1 = 1
x = .95

[State 1000, Spark]
type = Explod
trigger1 = Time = 1
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
;pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 1
value = 52, 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5900, 3] ;Intro
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 3] ;Intro
type = ChangeState
trigger1 = roundno = 1
value = 190

;---------------------------------------------------------------------------
[Statedef -2]

;config呼び出し
[State 3001, Super]
type = Helper
triggerall = !NumHelper(10000)
trigger1 = roundsexisted <= 0
trigger1 = roundstate = 0
id = 10000
name = "config"
pos = -300,0
postype = Left
stateno = 10000
helpertype = normal
keyctrl = 0
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = const(size.xscale),const(size.yscale)
;グルーヴセレクト
[state 190, groove]
type = helper
triggerall = time = 0
triggerall = roundstate = 0
triggerall = roundsexisted <= 0
trigger1 = numpartner
trigger1 = ID>partner,ID
trigger1 = !partner,authorname = "warusaki3"
trigger1 = !(partner,authorname = "mouser" && partner,name = "Hibiki Takane")
trigger1 = !partner,authorname = "H”"
trigger1 = !partner,authorname = "Jesuszilla"
trigger2 = numpartner
trigger2 = ID<partner,ID
trigger3 = !numpartner
ID = 6000
stateno = 6000
postype = p1
pos = 0,-15
name = "groove"
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = const(size.xscale),const(size.yscale)
[state 190, groove]
type = helper
triggerall = time = 0
triggerall = roundstate = 0
triggerall = roundsexisted <= 0
trigger1 = numpartner
trigger1 = ID>partner,ID
trigger1 = !partner,authorname = "warusaki3"
trigger1 = !(partner,authorname = "mouser" && partner,name = "Hibiki Takane")
trigger1 = !partner,authorname = "H”"
trigger1 = !partner,authorname = "Jesuszilla"
trigger2 = numpartner
trigger2 = ID<partner,ID
trigger3 = !numpartner
ID = 6050
stateno = 6050
postype = p1
pos = 0,0
name = "Up-Arrow"
keyctrl = 1
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = const(size.xscale),const(size.yscale)
[state 190, groove]
type = helper
triggerall = time = 0
triggerall = roundstate = 0
triggerall = roundsexisted <= 0
trigger1 = numpartner
trigger1 = ID>partner,ID
trigger1 = !partner,authorname = "warusaki3"
trigger1 = !(partner,authorname = "mouser" && partner,name = "Hibiki Takane")
trigger1 = !partner,authorname = "H”"
trigger1 = !partner,authorname = "Jesuszilla"
trigger2 = numpartner
trigger2 = ID<partner,ID
trigger3 = !numpartner
ID = 6050
stateno = 6055
postype = p1
pos = 0,0
name = "Down-Arrow"
keyctrl = 1
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = const(size.xscale),const(size.yscale)
;グルーヴポイント用ヘルパー
[State 3001, Super]
type = Helper
triggerall = numenemy
triggerall = !fvar(3)
triggerall = !NumHelper(6500) && !NumHelper(6000)
trigger1 = numpartner
trigger1 = ID>partner,ID
trigger1 = !partner,authorname = "warusaki3"
trigger1 = !(partner,authorname = "mouser" && partner,name = "Hibiki Takane")
trigger1 = !partner,authorname = "H”"
trigger1 = !partner,authorname = "Jesuszilla"
trigger2 = numpartner
trigger2 = ID<partner,ID
trigger3 = !numpartner
id = 6500
name = "groove point"
pos = 0,300
postype = Left
stateno = 6500
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = const(size.xscale),const(size.yscale)
;チームモードイントロ判定（自分交代時）
[State -3, Turns Mode Intro]
type = ChangeState
trigger1 = roundsexisted <= 0
trigger1 = roundstate = 0
trigger1 = time = 0
value = 190

;チームモードイントロ判定（相手交代時）
[State -3, Turns Mode Intro]
type = ChangeState
triggerall = roundstate = 0
triggerall = numenemy
triggerall = enemynear,roundsexisted <= 0
triggerall = time = 0
trigger1 = (P2Name = "cvsrugal" || P4Name = "cvsrugal") && (EnemyNear,PalNo = [1,6]) && EnemyNear,AuthorName = "warusaki3"
trigger2 = (P2Name = "cvsrugal_normal" || P4Name = "cvsrugal_normal") && EnemyNear,AuthorName = "warusaki3"
trigger3 = (P2Name = "nash" || P4Name = "nash") && EnemyNear,AuthorName = "Adamskie"
trigger4 = (P2Name = "nash" || P4Name = "nash") && EnemyNear,AuthorName = "Phantom.of.the.Server"
trigger5 = (P2Name = "cvsnash" || P4Name = "cvsnash") && EnemyNear,AuthorName = "warusaki3"
value = 190

;崩れダウン音
[State -3, Bounding Sound]
type = PlaySnd
triggerall = anim = 5950
trigger1 = Animelem = 6
value = 5100,0

[State -3, Bounding Sound]
type = PlaySnd
triggerall = anim = 5950 && roundstate = 2
triggerall = random%2 = 0
trigger1 = Animelemtime(1) = 2
value = 5000, 1
channel = 0

;投げ抜け成功時ボイス
[State 3010,PlaySnd]
type = PlaySnd
trigger1 = stateno = 955 && movetype != H
trigger1 = AnimElem = 1,=3
value = 5940,0

;ソニックハリケーン処理
[State -2, Combo]
type = VarAdd
trigger1 = projguarded3205 = 1 || projhit3205 = 1
var(28) = 1
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = projguarded3205 = 1 || projhit3205 = 1
var(29) = 1
ignorehitpause = 1

[State -2, Combo]
type = VarAdd
trigger1 = var(29)
var(29) = 1
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = var(29) = 5
var(29) = 0
ignorehitpause = 1

;ラウンド開始時音楽消去
[State 3105, AssertSpecial]
type = AssertSpecial
triggerall = roundno = 1
trigger1 = roundstate < 2
flag = NoMusic

;パーフェクト判定
[State -2, Combo]
type = VarSet
triggerall = roundstate = 2
trigger1 = fvar(12) - Life > 0
fvar(14) = 1
ignorehitpause = 1

;ラウンド勝敗判定
[State -2, 1]
type = VarSet
trigger1 = Win
var(26) = 1

[State -2, 1]
type = VarSet
trigger1 = Lose
var(26) = 2

[State -2, 1]
type = VarSet
trigger1 = Lose || DrawGame
var(54) = 1

[State -2,KO]
type = Varadd
trigger1 = matchover
ignorehitpause = 1
var(56) = 1

[State -2,KO]
type = Varset
trigger1 = !matchover
ignorehitpause = 1
var(56) = 0

[State 180, 1]
type = VarAdd
triggerall = var(56) = 1
trigger1 = !var(54)
var(55)=1
ignorehitpause = 1
persistent = 0

[State 180, 1]
type = VarSet
trigger1 = var(54)
var(55)=0
ignorehitpause = 1

;状態判定
[State -2, 1]
type = VarSet
triggerall = movetype != H && roundstate = 2
trigger1 = (stateno = [0,199]) && !var(18)
var(48) = 0

[State -2, 1]
type = VarSet
triggerall = movetype != H && roundstate = 2
trigger1 = (stateno = [200,999]) && !var(18)
var(48) = 1

[State -2, 1]
type = VarSet
triggerall = movetype != H && roundstate = 2
trigger1 = (stateno = [1000,2999]) && !var(18)
var(48) = 2

[State -2, 1]
type = VarSet
trigger1 = projhittime(1005) = 1
var(48) = 2

[State -2, 1]
type = VarSet
triggerall = movetype != H && roundstate = 2
trigger1 = ((stateno = [3000,3999]) && var(5)!=2) || var(18)
var(48) = 3

[State -2, 1]
type = VarSet
triggerall = movetype != H && roundstate = 2
trigger1 = (stateno = [3000,3999]) && var(5) = 2
var(48) = 4

[State -2, 1]
type = VarSet
trigger1 = projhittime(3205) = 1
var(48) = 4

[State -2, 1]
type = VarSet
triggerall = P2movetype != H && roundstate = 2
trigger1 = P2stateno = [0,199]
var(49) = 0

[State -2, 1]
type = VarSet
triggerall = P2movetype != H && roundstate = 2
trigger1 = P2stateno = [200,999]
var(49) = 1

[State -2, 1]
type = VarSet
triggerall = P2movetype != H && roundstate = 2
trigger1 = P2stateno = [1000,2999]
var(49) = 2

[State -2, 1]
type = VarSet
triggerall = P2movetype != H && roundstate = 2
trigger1 = P2stateno = [3000,3999]
var(49) = 3

;グルーヴゲージ表示
[State 3001, Super]
type = Helper
triggerall = !NumHelper(6100) && !NumHelper(6000)
triggerall = numenemy
trigger1 = numpartner
trigger1 = ID>partner,ID
trigger1 = !partner,authorname = "warusaki3"
trigger1 = !(partner,authorname = "mouser" && partner,name = "Hibiki Takane")
trigger1 = !partner,authorname = "H”"
trigger1 = !partner,authorname = "Jesuszilla"
trigger2 = numpartner
trigger2 = ID<partner,ID
trigger3 = !numpartner
id = 6100
name = "gauge"
pos = 0,300
postype = P1
stateno = 6100+(var(20)*10)
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
;SグルーヴパワーMAXシステム
[State -2, 1]
type = VarSet
triggerall = var(20) = 3
trigger1 = !var(14)
trigger1 = roundstate >= 2
trigger1 = Power >= 1000
var(14) = 750

[State -2, 1]
type = PowerSet
trigger1 = var(14) = 750
value = 0
ignorehitpause = 1

[State -2, 1]
type = PowerSet
trigger1 = var(14) = 1
value = 0
ignorehitpause = 1

[State 200, 3]
type = Playsnd
trigger1 = var(14) = 750
value = 6000,10

[State -2, 1]
type = Varadd
trigger1 = var(14)
var(14) = -1
ignorehitpause = 1

;Kグルーヴ怒りゲージシステム
[State -2, Combo]
type = VarAdd
triggerall = var(20) = 5
triggerall = !var(43)
triggerall = roundstate = 2
triggerall = fvar(13) < 7200
triggerall = stateno != [120,159]
trigger1 = fvar(12) - Life > 0
fvar(13) = ceil((fvar(12)-Life)*14*(10+var(31))/10)
ignorehitpause = 1

[State -2, 1]
type = VarSet
trigger1 = fvar(13) > 7200
fvar(13) = 7200

[State -2, 1]
type = VarSet
trigger1 = fvar(13) = 7200
var(43) = 1

[State -2, 1]
type = VarSet
trigger1 = fvar(13) <= 1 && ((stateno != [3000,3999]) || roundstate != 2)
var(43) = 0

[State 860, 1]
type = Explod
trigger1 = fvar(13) = 7200 && !NumExplod(8420)
anim = 8420
pos = 0,-70
postype = p1
ontop = 0
ownpal = 1
id = 8420
persistent = 0
;pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = .5,.5

[State 200, 3]
type = Playsnd
trigger1 = fvar(13) = 7200
value = 6000,11

[State -2, 1]
type = Poweradd
trigger1 = fvar(13) = 7200
value = -3000
ignorehitpause = 1

[State -2, 1]
type = Varadd
triggerall = var(20) = 5
triggerall = var(43)
trigger1 = fvar(13) > 0
fvar(13) = -7.2
ignorehitpause = 1

[State -2, 1]
type = PalFX
triggerall = var(20) = 5
trigger1 = fvar(13) && var(43)
Time = 1
mul = 230,ceil(152-abs(76*sin(gametime*.05))),ceil(128-abs(64*sin(gametime*.05)))
ignorehitpause = 1
persistent = 0

[State -2, 1]
type = DefenceMulSet
trigger1 = fvar(13) && var(43)
value = .775

;NグルーヴMAX発動
[State -2, 1]
type = Varadd
trigger1 = var(15)
var(15) = -1
ignorehitpause = 1

[State -2, 1]
type = PalFX
triggerall = var(20) = 4 || var(20) = 6
trigger1 = (GameTime%2)=0
trigger1 = var(15)
time = 1
add = 128,128,0
ignorehitpause = 1

;パワー溜まった時の音
[State -2, PlaySnd]
type = PlaySnd
triggerall = roundstate = 2
trigger1 = (floor(power*.001) - floor(fvar(21)*.001) > 0) && (!var(20) || var(20) = 4 || var(20) = 6)
trigger2 = (floor(power/1500) - floor(fvar(21)/1500) > 0) && var(20) = 2
trigger3 = (floor(power/3000) - floor(fvar(21)/3000) > 0) && var(20) = 3
value = 6000,ifelse(var(20)=6,10,ifelse(var(20)=4,13,12))
ignorehitpause = 1

[State -2, 1]
type = VarSet
trigger1 = 1
fvar(21) = power
ignorehitpause = 1

;オリコン
[State -2, 1]
type = Varadd
triggerall = roundstate = 2
trigger1 = var(16)
var(16) = -1
ignorehitpause = 1

[State -2, 1]
type = VarSet
trigger1 = MoveType = H
var(16) = 0

[State -2, 1]
type = VarSet
trigger1 = !var(16) && ctrl
trigger2 = LoseKO
var(18) = 0

[State -2, 1]
type = Varadd
trigger1 = var(16)
var(19) = -9
ignorehitpause = 1

[State -2, 1]
type = PowerSet
triggerall = var(18)
trigger1 = MoveType = H
value = var(19)/2

[State -3, Kill Juggle Checking]
type = assertspecial
trigger1 = var(18)
trigger1 = P2MoveType = H && P2stateType = A
flag = nojugglecheck

[State -3, No Blocking]
type = assertspecial
trigger1 = var(16)
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard

;コンボダメージ
[State -2, PowerReset]
type = VarSet
trigger1 = P2movetype != H
var(53) = P2life

[State 3001, Super]
type = Helper
triggerall = numenemy
triggerall = roundstate = 2
triggerall = (var(53)-P2life)>250
trigger1 = !NumHelper(6800)&&!var(52)
trigger2 = !NumHelper(6800)&&var(52)=1&&!enemynear,NumHelper(6800)
id = 6800
name = "naration_1"
pos = 0,300
postype = Left
stateno = 6803
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 99999999999999
scale = const(size.xscale),const(size.yscale)
;グルーヴポイント初期数値＆時間による減少
[State -2, PowerReset]
type = VarSet
triggerall = MatchNo = 1
triggerall = RoundNo = 1
trigger1 = roundstate = 0
var(50) = 100000

[State -2, PowerReset]
type = VarSet
trigger1 = var(50) > 9999999
var(50) = 9999999
persistent = 1

[State -2, PowerReset]
type = VarSet
trigger1 = var(50) < -9999999
var(50) = -9999999
persistent = 1

[State -2, PowerReset]
type = VarAdd
trigger1 = roundstate = 2
var(51) = 1
persistent = 1

[State -2, PowerReset]
type = VarAdd
triggerall = roundstate = 2
triggerall = var(50) = [-9999999,9999999]
trigger1 = var(51) >= 600
trigger1 = gametime%60 = 0
var(50) = -500
persistent = 1

[State 3001, Super]
type = Helper
triggerall = !var(58)
triggerall = numenemy
triggerall = roundstate = 2
triggerall = var(51) = 400
trigger1 = !NumHelper(6800)&&!var(52)
trigger2 = !NumHelper(6800)&&var(52)=1&&!enemynear,NumHelper(6800)
id = 6800
name = "naration_1"
pos = 0,300
postype = Left
stateno = 6800
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 99999999999999
scale = const(size.xscale),const(size.yscale)
;時間停止によるガード不能
[State -2, PowerReset]
type = VarAdd
trigger1 = fvar(36) > 0
fvar(36) = -1

[State 3000, preventguard]
type = AssertSpecial
trigger1 = fvar(36) > 0
flag = unguardable

;空中コンボ制限
[State -2, PowerReset]
type = VarSet
trigger1 = P2MoveType != H
trigger2 = numtarget
trigger2 = target,statetype = S
trigger3 = numtarget
trigger3 = target,statetype = C
trigger4 = var(18)
trigger5 = var(22) = -1
trigger6 = var(23) = 1
trigger7 = var(45)
fvar(26) = 0
ignorehitpause = 1

[State -2, PowerReset]
type = VarAdd
triggerall = movehit
triggerall = numtarget
trigger1 = P2MoveType = H && P2stateType = A
trigger2 = target,gethitvar(yvel) && target,stateType != A
trigger3 = target,gethitvar(fall)
fvar(26) = 1
ignorehitpause = 1

[State -3, Kill Juggle Checking]
type = assertspecial
triggerall = P2MoveType = H && P2stateType = A
trigger1 = stateno = 3100 && fvar(26) < 3
trigger2 = stateno = 3101 && fvar(26) < 6
trigger3 = stateno = 3102 && !var(5) && fvar(26) < 6
trigger4 = stateno = 3102 && var(5) = 1 && fvar(26) < 7
trigger5 = stateno = 3102 && var(5) = 2 && fvar(26) < 9
flag = nojugglecheck

;食らい判定復活用
[State -2, PowerReset]
type = VarAdd
trigger1 = var(45)
var(45) = 1
ignorehitpause = 1

[State -2, PowerReset]
type = VarSet
triggerall = var(45)
trigger1 = movehit
trigger2 = projhit = 1
trigger3 = P2MoveType != H
var(45) = 0
ignorehitpause = 1

[State -2, PowerReset]
type = VarSet
triggerall = (prevstateno=[195,196]) || (prevstateno=[1000,2999])
triggerall = time = 1
triggerall = P2MoveType = H && P2stateType = A
trigger1 = stateno=3000
trigger2 = stateno=3100
trigger3 = stateno=3200
var(45) = 1
ignorehitpause = 1

[State -2, PowerReset]
type = VarSet
triggerall = prevstateno=[3000,3999]
triggerall = time = 1
triggerall = P2MoveType = H && P2stateType = A
trigger1 = stateno=195
trigger2 = stateno=1000
trigger3 = stateno=1100
trigger4 = stateno=3000
trigger5 = stateno=3100
trigger6 = stateno=3200
var(45) = 1
ignorehitpause = 1

[State -3, Kill Juggle Checking]
type = assertspecial
trigger1 = var(45)
flag = nojugglecheck

;強制fall=0時juggle判別用
[State -2, PowerReset]
type = null;VarSet
trigger1 = !numtarget
var(22) = 0

[State 901, Throw]
type = null;VarSet
triggerall = numtarget
trigger1 = movehit || projhit = 1
trigger1 = target,gethitvar(fall)
trigger2 = target,statetype != S && target,statetype != C
var(22) = 1
ignorehitpause = 1

[State -3, Kill Juggle Checking]
type = null;VarSet
triggerall = numtarget
trigger1 = var(22)
trigger1 = !target,gethitvar(hitshaketime)
trigger1 = target,statetype = S || target,statetype = C
var(22) = -1

[State -3, Kill Juggle Checking]
type = null;assertspecial
trigger1 = var(22) = -1
flag = nojugglecheck

;コンボ制限
[State -3, VarSet]
type = VarSet
trigger1 = P2MoveType != H
trigger2 = numtarget
trigger2 = target,statetype = S
trigger3 = numtarget
trigger3 = target,statetype = C
trigger4 = var(18)
trigger5 = var(22) = -1
trigger6 = var(23) = 1
trigger7 = var(45)
var(40) = -1

[State -3, VarSet]
type = VarSet
trigger1 = P2MoveType != H
trigger2 = numtarget
trigger2 = target,statetype = S
trigger3 = numtarget
trigger3 = target,statetype = C
trigger4 = var(18)
trigger5 = var(22) = -1
trigger6 = var(23) = 1
trigger7 = var(45)
var(42) = -1
ignorehitpause = 1

[State -3, VarSet]
type = VarSet
triggerall = var(40) = -1
triggerall = numtarget
triggerall = movehit || projhit = 1
trigger1 = target,gethitvar(yvel)
trigger2 = target,gethitvar(fall)
var(40) = 1
ignorehitpause = 1

[State -3, VarSet]
type = VarSet
triggerall = var(42) = -1
triggerall = numtarget
triggerall = movehit || projhit = 1
trigger1 = target,gethitvar(yvel)
trigger2 = target,gethitvar(fall)
var(42) = 1
ignorehitpause = 1

[State -3, VarSet]
type = VarSet
triggerall = var(40) = 1
trigger1 = (stateno = [195,799]) && time = 1
trigger2 = stateno = 900 && time = 1
trigger3 = stateno = 920 && time = 1
trigger4 = stateno = 930 && time = 1
trigger5 = stateno = 1000 && time = 1
trigger6 = stateno = 1100 && time = 1
trigger7 = stateno = 3000 && !var(5) && (time = 1 || animelem = 7 || animelem = 17)
trigger8 = stateno = 3000 && var(5)=1 && (time = 1 || animelem = 7 || animelem = 12 || animelem = 22)
trigger9 = stateno = 3000 && var(5)=2 && (time = 1 || animelem = 7 || animelem = 11 || animelem = 17 || animelem = 27)
trigger10 = stateno = 3100 && time = 1
trigger11 = stateno = 3101 && time = 1
trigger12 = stateno = 3102 && time = 1
trigger13 = stateno = 3200 && time = 1
var(40) = 0
ignorehitpause = 1

[State -3, VarSet]
type = VarSet
trigger1 = !var(42)
var(40) = 0
ignorehitpause = 1

[State -3, Kill Juggle Checking]
type = VarSet
triggerall = !var(42)
trigger1 = stateno = 3100 && fvar(26) < 3
trigger2 = stateno = 3101 && fvar(26) < 6
trigger3 = stateno = 3102 && !var(5) && fvar(26) < 6
trigger4 = stateno = 3102 && var(5) = 1 && fvar(26) < 7
trigger5 = stateno = 3102 && var(5) = 2 && fvar(26) < 9
var(40) = 1
ignorehitpause = 1

[State -3, VarSet]
type = VarSet
trigger1 = !var(40)
var(42) = 0
ignorehitpause = 1

;空中復帰誘導
[State -2, PowerReset]
type = VarSet
triggerall = movetype != H
trigger1 = !NumTarget
trigger2 = P2MoveType != H
trigger3 = movehit
trigger4 = projhit = 1
trigger5 = numtarget
trigger5 = !target,gethitvar(fall)
fvar(38) = 0
ignorehitpause = 1

[State -2, PowerReset]
type = VarSet
triggerall = fvar(38) != 2
triggerall = (stateno = [200,799])
trigger1 = stateno != 450
trigger1 = !(stateno = 240 && prevstateno = 830)
fvar(38) = 1
ignorehitpause = 1

[State -2, PowerReset]
type = VarSet
triggerall = fvar(38) = 1
triggerall = !var(16)
trigger1 = movehit
fvar(38) = 2
ignorehitpause = 1

[State 901, Throw]
type = TargetState
triggerall = Numtarget
triggerall = fvar(38) = 2
trigger1 = target,stateno = 5050 && target,alive
value = 840
ignorehitpause = 1

;ガード＆ダメージ判定
[State 180, 1]
type = VarSet
trigger1 = 1
fvar(4) = 0
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = stateno != [120,159]
trigger1 = fvar(12) - Life > 0
fvar(4) = 1
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = stateno = 150 || stateno = 152 || stateno = 154
trigger1 = time = 1
fvar(4) = 2
ignorehitpause = 1

;ガード時グルーヴポイント増減
[State 180, 1]
type = VarAdd
triggerall = roundstate = 2
triggerall = stateno = 150 || stateno = 152 || stateno = 154
trigger1 = time = 1
trigger1 = Var(25) > 6
var(50)=50
ignorehitpause = 1

[State 180, 1]
type = VarAdd
triggerall = roundstate = 2
triggerall = stateno = 150 || stateno = 152 || stateno = 154
trigger1 = time = 1
trigger1 = Var(25) <= 6
var(50)=ifelse((enemynear,hitdefattr=SCA,NA,NP,NT),101,ifelse((enemynear,hitdefattr=SCA,SA,SP,ST),201,301))
ignorehitpause = 1

;食らい時グルーヴポイント増減
[State 180, 1]
type = VarAdd
triggerall = roundstate = 2
triggerall = movetype = H
triggerall = stateno != [120,159]
trigger1 = fvar(12) - Life > 0
var(50)=ifelse((enemynear,stateno=[195,999]),-500,ifelse((enemynear,stateno=[1000,2999]),-300,-200))
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = 1
fvar(12) = life
ignorehitpause = 1

;リバーサル判定1
[State 180, 1]
type = VarSet
trigger1 = movetype = H
fvar(22) = 2
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = ctrl
trigger1 = fvar(22) = 2
fvar(22) = 1
ignorehitpause = 1

[State 180, 1]
type = VarAdd
trigger1 = fvar(22) = 1
fvar(23) = 1
ignorehitpause = 1

;ボーナスメッセージアイコン表示
[State 180, 1]
type = VarSet
trigger1 = 1
fvar(8) = -1
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = Time = 1
triggerall = movetype != H
trigger1 = stateno = 4000
trigger2 = stateno = 4010
trigger3 = stateno = 4020
fvar(8) = 0
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = (stateno != [900,999])
trigger1 = movehit
trigger2 = projhit = 1
fvar(8) = 1
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = !var(58)
triggerall = p2movetype = H
trigger1 = (stateno != [900,999])
trigger1 = movehit
trigger2 = projHit = 1
trigger3 = stateno = 901 && animelem = 5 && movetype != H
trigger4 = stateno = 911 && animelem = 5 && movetype != H
trigger5 = stateno = 921 && animelem = 3 && movetype != H
trigger6 = stateno = 932 && time = 1 && movetype != H
fvar(8) = ifelse(var(41),-2,2)
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = Time = 1
triggerall = movetype != H
trigger1 = stateno = 810
fvar(8) = 3
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = Time = 1
triggerall = movetype != H
trigger1 = stateno = 2800
fvar(8) = 4
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = Time = 1
triggerall = movetype != H
trigger1 = stateno = 820
fvar(8) = 5
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = Time = 1
triggerall = movetype != H
trigger1 = stateno = 4100
trigger2 = stateno = 4110
trigger3 = stateno = 4120
fvar(8) = 6
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = Time = 1
trigger1 = stateno = 5201
trigger2 = stateno = 5210
trigger3 = stateno = 955 && movetype != H
fvar(8) = 9
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = Time = 1
triggerall = fvar(23)
triggerall = movetype != H
triggerall = stateno != [2800,2999]
trigger1 = stateno = [1000,3999]
fvar(8) = 10
ignorehitpause = 1

[State 3001, Super]
type = Helper
triggerall = fvar(5)
triggerall = fvar(6)
triggerall = fvar(7)
triggerall = !NumHelper(6600)
trigger1 = !fvar(8)
trigger2 = fvar(8) = [3,6]
id = 6600
name = "Guard"
pos = 0,0
postype = P1
stateno = 6630
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = fvar(5)
triggerall = fvar(6)
triggerall = fvar(7)
triggerall = !NumHelper(6600)
trigger1 = !fvar(8)
trigger2 = fvar(8) = [3,6]
id = 6600
name = "Guard"
pos = 0,0
postype = P1
stateno = 6620
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = fvar(5)
triggerall = !fvar(6)
triggerall = !NumHelper(6600)
trigger1 = !fvar(8)
trigger2 = fvar(8) = [3,6]
id = 6600
name = "Guard"
pos = 0,0
postype = P1
stateno = 6610
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = !fvar(5)
triggerall = !NumHelper(6600)
trigger1 = !fvar(8)
trigger2 = fvar(8) = [3,6]
id = 6600
name = "Guard"
pos = 0,0
postype = P1
stateno = 6600
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = fvar(5)
triggerall = fvar(6)
triggerall = fvar(7)
triggerall = !NumHelper(6602)
triggerall = roundstate = 2
trigger1 = fvar(8) = -2 || fvar(8) = 2
id = 6602
name = "First Attack"
pos = 0,0
postype = P1
stateno = 6632
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = fvar(5)
triggerall = fvar(6)
triggerall = !fvar(7)
triggerall = !NumHelper(6602)
triggerall = roundstate = 2
trigger1 = fvar(8) = -2 || fvar(8) = 2
id = 6602
name = "First Attack"
pos = 0,0
postype = P1
stateno = 6622
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = fvar(5)
triggerall = !fvar(6)
triggerall = !NumHelper(6602)
triggerall = roundstate = 2
trigger1 = fvar(8) = -2 || fvar(8) = 2
id = 6602
name = "First Attack"
pos = 0,0
postype = P1
stateno = 6612
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = !fvar(5)
triggerall = !NumHelper(6602)
triggerall = roundstate = 2
trigger1 = fvar(8) = -2 || fvar(8) = 2
id = 6602
name = "First Attack"
pos = 0,0
postype = P1
stateno = 6602
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = fvar(5)
triggerall = fvar(6)
triggerall = fvar(7)
triggerall = !NumHelper(6601)
trigger1 = fvar(8) = 1 || fvar(8) = -2
id = 6601
name = "Counter Hit"
pos = 0,0
postype = P1
stateno = 6631
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = fvar(5)
triggerall = fvar(6)
triggerall = !fvar(7)
triggerall = !NumHelper(6601)
trigger1 = fvar(8) = 1 || fvar(8) = -2
id = 6601
name = "Counter Hit"
pos = 0,0
postype = P1
stateno = ifelse(!var(58),6631,6621)
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = fvar(5)
triggerall = !fvar(6)
triggerall = !NumHelper(6601)
trigger1 = fvar(8) = 1 || fvar(8) = -2
id = 6601
name = "Counter Hit"
pos = 0,0
postype = P1
stateno = ifelse(!var(58),6621,6611)
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = !fvar(5)
triggerall = !NumHelper(6601)
trigger1 = fvar(8) = 1 || fvar(8) = -2
id = 6601
name = "Counter Hit"
pos = 0,0
postype = P1
stateno = ifelse(!var(58),6611,6601)
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = fvar(5)
triggerall = fvar(6)
triggerall = fvar(7)
triggerall = !NumHelper(6603)
trigger1 = fvar(8) = [7,9]
id = 6603
name = "Tech Hit"
pos = 0,0
postype = P1
stateno = 6633
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = fvar(5)
triggerall = fvar(6)
triggerall = !fvar(7)
triggerall = !NumHelper(6603)
trigger1 = fvar(8) = [7,9]
id = 6603
name = "Tech Hit"
pos = 0,0
postype = P1
stateno = 6623
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = fvar(5)
triggerall = !fvar(6)
triggerall = !NumHelper(6603)
trigger1 = fvar(8) = [7,9]
id = 6603
name = "Tech Hit"
pos = 0,0
postype = P1
stateno = 6613
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = !fvar(5)
triggerall = !NumHelper(6603)
trigger1 = fvar(8) = [7,9]
id = 6603
name = "Tech Hit"
pos = 0,0
postype = P1
stateno = 6603
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = fvar(5)
triggerall = fvar(6)
triggerall = fvar(7)
triggerall = !NumHelper(6604)
trigger1 = fvar(8) = 10
id = 6604
name = "Reversal"
pos = 0,0
postype = P1
stateno = 6634
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = fvar(5)
triggerall = fvar(6)
triggerall = !fvar(7)
triggerall = !NumHelper(6604)
trigger1 = fvar(8) = 10
id = 6604
name = "Reversal"
pos = 0,0
postype = P1
stateno = 6624
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = fvar(5)
triggerall = !fvar(6)
triggerall = !NumHelper(6604)
trigger1 = fvar(8) = 10
id = 6604
name = "Reversal"
pos = 0,0
postype = P1
stateno = 6614
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = !fvar(5)
triggerall = !NumHelper(6604)
trigger1 = fvar(8) = 10
id = 6604
name = "Reversal"
pos = 0,0
postype = P1
stateno = 6604
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
;投げぬけ・受身GPボーナス
[State 180, 1]
type = VarAdd
trigger1 = fvar(8) = 9
var(50)=500
ignorehitpause = 1

;リバーサルボーナス
[State 180, 1]
type = VarAdd
trigger1 = fvar(8) = 10
var(50) = 2000
ignorehitpause = 1

[State 180, 1]
type = VarSet
trigger1 = fvar(23) = 3
trigger2 = (stateno = [1000,3999]) && time = 1
fvar(22) = 0
ignorehitpause = 1

[State 180, 1]
type = VarSet
trigger1 = fvar(23) = 3
trigger2 = (stateno = [1000,3999]) && time = 1
fvar(23) = 0
ignorehitpause = 1

;フィニッシュヒット判定
[State 180, 1]
type = VarSet
triggerall = alive
trigger1 = var(48) = [0,1]
fvar(9) = 1
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = alive
trigger1 = var(48) = 2
fvar(9) = 5
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = alive
trigger1 = var(48) = 3 || var(48) = 4
fvar(9) = 6+((var(20)=[3,5])*5)
ignorehitpause = 1

[State 180, 1]
type = VarSet
trigger1 = !numtarget
fvar(15) = 0
ignorehitpause = 1

[State 180, 1]
type = VarSet
trigger1 = var(48) = 2 && var(49) = 3 && (fvar(8) = 1 || fvar(8) = -2)
trigger2 = var(48) = 3 && var(49) = 3
trigger3 = var(48) = 4 && var(49) = [2,3]
trigger4 = var(18) && var(49) = 3
fvar(15) = 1
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = alive
trigger1 = fvar(15) = 1
fvar(9) = 12
ignorehitpause = 1

[State 180, 1]
type = VarSet
triggerall = alive
trigger1 = var(18)
fvar(9) = 3
ignorehitpause = 1

[State 3001, Super]
type = Helper
triggerall = fvar(5)
triggerall = fvar(6)
triggerall = fvar(7)
triggerall = !NumHelper(6700)
triggerall = winKO
triggerall = alive
trigger1 = !var(32)
id = 6700
name = "Finish Hit"
pos = 0,0
postype = P1
stateno = 6730
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = fvar(5)
triggerall = fvar(6)
triggerall = !fvar(7)
triggerall = !NumHelper(6700)
triggerall = winKO
triggerall = alive
trigger1 = !var(32)
id = 6700
name = "Finish Hit"
pos = 0,0
postype = P1
stateno = 6720
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = fvar(5)
triggerall = !fvar(6)
triggerall = !NumHelper(6700)
triggerall = winKO
triggerall = alive
trigger1 = !var(32)
id = 6700
name = "Finish Hit"
pos = 0,0
postype = P1
stateno = 6710
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = !fvar(5)
triggerall = !NumHelper(6700)
triggerall = winKO
triggerall = alive
trigger1 = !var(32)
id = 6700
name = "Finish Hit"
pos = 0,0
postype = P1
stateno = 6700
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = fvar(5)
triggerall = fvar(6)
triggerall = fvar(7)
triggerall = !NumHelper(6704)
triggerall = win
triggerall = alive
trigger1 = var(56) = 5
trigger1 = fvar(14) = 1
trigger1 = !var(54)
id = 6704
name = "Complete"
pos = 0,0
postype = P1
stateno = 6734
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = fvar(5)
triggerall = fvar(6)
triggerall = !fvar(7)
triggerall = !NumHelper(6704)
triggerall = win
triggerall = alive
trigger1 = var(56) = 5
trigger1 = fvar(14) = 1
trigger1 = !var(54)
id = 6704
name = "Complete"
pos = 0,0
postype = P1
stateno = 6724
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = fvar(5)
triggerall = !fvar(6)
triggerall = !NumHelper(6704)
triggerall = win
triggerall = alive
trigger1 = var(56) = 5
trigger1 = fvar(14) = 1
trigger1 = !var(54)
id = 6704
name = "Complete"
pos = 0,0
postype = P1
stateno = 6714
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = !fvar(5)
triggerall = !NumHelper(6704)
triggerall = win
triggerall = alive
trigger1 = var(56) = 5
trigger1 = fvar(14) = 1
trigger1 = !var(54)
id = 6704
name = "Complete"
pos = 0,0
postype = P1
stateno = 6704
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = !fvar(5)
triggerall = !fvar(3)
triggerall = win
triggerall = alive
trigger1 = fvar(11) = 1
id = 6701
name = "Vital"
pos = 0,0
postype = P1
stateno = 6701
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = !fvar(6)
triggerall = !fvar(3)
triggerall = win
triggerall = alive
trigger1 = fvar(11) = 1
trigger1 = !fvar(14)
id = 6702
name = "Perfect"
pos = 0,0
postype = P1
stateno = 6712
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = !fvar(6)
triggerall = !fvar(3)
triggerall = win
triggerall = alive
trigger1 = fvar(11) = 1
trigger1 = fvar(14) = 1
id = 6703
name = "Max Combo"
pos = 0,0
postype = P1
stateno = 6713
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 3001, Super]
type = Helper
triggerall = !fvar(7)
triggerall = !fvar(3)
triggerall = win
triggerall = alive
trigger1 = fvar(11) = 1
trigger1 = !fvar(14)
id = 6703
name = "Max Combo"
pos = 0,0
postype = P1
stateno = 6723
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
facing = facing*ifelse(teamside=1,1,-1)
scale = const(size.xscale),const(size.yscale)
;燃焼、感電エフェクト継続処理
[State -2, Combo]
type = VarSet
trigger1 = fvar(25)
fvar(25) = 0
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = movehit || projhit = 1
fvar(25) = -1
ignorehitpause = 1

[State -2, Combo]
type = VarSet
triggerall = p2movetype = H
trigger1 = projhit4005 = 1
fvar(25) = 1
ignorehitpause = 1

[State -2, Combo]
type = VarSet
triggerall = p2movetype = H
trigger1 = projhit4005 = 1
fvar(25) = 2
ignorehitpause = 1

[State -2, Combo]
type = VarSet
triggerall = p2movetype = H
trigger1 = projhit4005 = 1
fvar(25) = 3
ignorehitpause = 1

[State -2, Combo]
type = VarSet
triggerall = p2movetype = H
trigger1 = projhit4005 = 1
fvar(25) = 4
ignorehitpause = 1

[State -2, Combo]
type = VarSet
triggerall = p2movetype = H
trigger1 = projhit4005 = 1
fvar(25) = 5
ignorehitpause = 1

[State -2, Combo]
type = VarSet
triggerall = p2movetype = H
trigger1 = projhit4005 = 1
fvar(25) = 6
ignorehitpause = 1

;燃焼エフェクト発生（ダウン）
[State 3001, Super]
type = Helper
triggerall = !NumHelper(8300)
trigger1 = fvar(25) = 1 || fvar(25) = 5
id = 8300
name = "FireEffect_Down"
pos = 0,0
postype = P2
stateno = 8300
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
;燃焼エフェクト発生（のけぞり）
[State 3001, Super]
type = Helper
triggerall = !NumHelper(8300)
trigger1 = fvar(25) = 2 || fvar(25) = 6
id = 8300
name = "FireEffect_KnockBack"
pos = 0,0
postype = P2
stateno = 8301
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
;感電エフェクト発生（ダウン）
[State 3001, Super]
type = Helper
triggerall = !NumHelper(8300)
trigger1 = fvar(25) = 3
id = 8300
name = "SparkEffect_KnockBack"
pos = 0,0
postype = P2
stateno = 8305
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
;感電エフェクト発生（のけぞり）
[State 3001, Super]
type = Helper
triggerall = !NumHelper(8300)
trigger1 = fvar(25) = 4
id = 8300
name = "SparkEffect_Down"
pos = 0,0
postype = P2
stateno = 8306
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
;カウンターヒットエフェクト発生
[State -3, Blocking5]
type = helper
trigger1 = fvar(8) = 1 || fvar(8) = -2
trigger1 = projhit = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = Ceil(enemy,Const(size.ground.front)+var(38)),Ceil(Pos Y-enemy,Pos Y+var(39))
postype = P2
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
scale = const(size.xscale),const(size.yscale)

;ヒット管理
[State -2, Combo]
type = VarSet
trigger1 = numenemy
trigger1 = enemy,MoveType != H
var(17) = 0
ignorehitpause = 1

[State -2, Combo]
type = VarAdd
trigger1 = (stateno != [900,999])
trigger1 = movehit
trigger2 = projhit = 1
var(17) = 1
ignorehitpause = 1

[State 3001, Super]
type = Helper
triggerall = numenemy
triggerall = roundstate = 2
triggerall = (var(17) = 5 && !var(18)) || (var(17) = 10 && var(18))
trigger1 = !NumHelper(6800)&&!var(52)
trigger2 = !NumHelper(6800)&&var(52)=1&&!enemynear,NumHelper(6800)
id = 6800
name = "naration_3"
pos = 0,0
postype = P1
stateno = 6802
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 99999999999999
scale = const(size.xscale),const(size.yscale)
[State 180, 1];ファーストストライク判別
type = VarAdd
trigger1 = fvar(8) = -2 || fvar(8) = 2
var(50) = 5000
ignorehitpause = 1

[State 3001, Super]
type = Helper
triggerall = numenemy
triggerall = roundstate = 2
triggerall = var(51) < 400
triggerall = (!NumHelper(6800)&&!var(52)) || (!NumHelper(6800)&&var(52)=1&&!enemynear,NumHelper(6800))
trigger1 = fvar(8) = -2 || fvar(8) = 2
id = 6800
name = "naration_2"
pos = 0,300
postype = Left
stateno = 6801
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 99999999999999
scale = const(size.xscale),const(size.yscale)
[State -2, Combo]
type = VarSet
trigger1 = fvar(8) = -2 || fvar(8) = 2
trigger2 = MoveType = H && (stateno != [150,159]) && (stateno != [4100,4199])
var(58) = 1
ignorehitpause = 1
persistent = 0

[State 180, 1];ヒットボーナス
type = VarAdd
triggerall = roundstate = 2
trigger1 = moveguarded
trigger2 = projGuarded = 1
var(50)=ifelse((hitdefattr=SCA,NA,NP,NT),-50,ifelse((hitdefattr=SCA,SA,SP,ST),-30,-20))
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = VarAdd
triggerall = roundstate = 2
triggerall = !var(41)
triggerall = p2movetype = H
trigger1 = (stateno != [900,999])
trigger1 = movehit
trigger2 = projhit = 1
var(50)=500
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = VarAdd
triggerall = roundstate = 2
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = (stateno != [900,999])
trigger1 = movehit
trigger2 = projhit = 1
var(50)=ifelse((hitdefattr=SCA,NA,NP,NT),1001,ifelse((hitdefattr=SCA,SA,SP,ST),3001,5001))
ignorehitpause = 1
persistent = 1

[State 180, 1]
type = VarAdd
triggerall = roundstate = 2
triggerall = var(41)
triggerall = p2movetype = H
trigger1 = (stateno != [900,999])
trigger1 = movehit
trigger2 = projhit = 1
var(50)=1000
ignorehitpause = 1
persistent = 1

[State -2, Combo];MAXコンボ数判別
type = VarSet
trigger1 = P2MoveType = H
trigger1 = var(47) < var(17)
var(47) = var(17)
ignorehitpause = 1
persistent = 1

[State 180, 1];コンボボーナス
type = VarAdd
triggerall = roundstate = 2
triggerall = var(17) >= 2
trigger1 = (stateno != [900,999])
trigger1 = movehit
trigger2 = projhit = 1
var(50)=ifelse(var(17)<6,2000,500)
ignorehitpause = 1
persistent = 1

[State -2, Combo]
type = VarSet
trigger1 = movehit
trigger2 = projHit = 1
var(36) = ifelse(movehit,1,3)
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = moveguarded
trigger2 = projGuarded = 1
var(36) = ifelse(moveguarded,2,4)
ignorehitpause = 1

[State -2, Combo]
type = VarSet
triggerall = Time = 1
trigger1 = stateno != 1105
trigger1 = stateno != 1205
trigger1 = stateno != 1305
trigger1 = stateno != 3005
trigger1 = stateno != 3101
trigger1 = stateno != 3105
trigger1 = stateno != 3205
var(36) = 0
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = 1
fvar(24) = 0
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = movehit
trigger2 = projHit = 1
fvar(24) = ifelse(movehit,1,3)
ignorehitpause = 1

[State -2, Combo]
type = VarSet
trigger1 = moveguarded
trigger2 = projGuarded = 1
fvar(24) = ifelse(moveguarded,2,4)
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

;パワー増加量判定
[State -2, PowerReset]
type = VarSet
trigger1 = !var(20)
var(24) = 0

[State -2, PowerReset]
type = VarSet
trigger1 = var(20) = 1
var(24) = 167

[State -2, PowerReset]
type = VarSet
trigger1 = var(20) = 2
var(24) = -125

[State -2, PowerReset]
type = VarSet
trigger1 = var(20) = 4
var(24) = -222

[State -2, PowerReset]
type = VarSet
trigger1 = var(20) = 6
var(24) = -360

[State -2, PowerReset]
type = VarSet
trigger1 = var(20) = 3 || var(20) = 5
var(24) = -1000

[State -2, PowerReset2]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*life/const(data.life))<=100
trigger1 = (100*life/const(data.life))>30
var(31) = 0

[State -2, PowerReset3]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*life/const(data.life))<=30
trigger1 = (100*life/const(data.life))>15
var(31) = 2

[State -2, PowerReset4]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*life/const(data.life))<=15
trigger1 = (100*life/const(data.life))>0
var(31) = 4

[State -2, PowerReset]
type = VarSet
triggerall = roundstate = 2
trigger1 = 1
var(46) = gethitvar(damage)

;攻撃力変動判定
[State -2, PowerReset]
type = VarSet
triggerall = !var(20) || var(20) = 6
triggerall = !var(18)
triggerall = roundstate = 2
trigger1 = power = [0,999]
var(7) = 0

[State -2, PowerReset]
type = VarSet
triggerall = var(20) != 0 && var(20) != 6
trigger1 = roundstate = 2
var(7) = 0

[State -2, PowerReset]
type = VarSet
triggerall = !var(20) || var(20) = 6
triggerall = !var(18)
triggerall = roundstate = 2
trigger1 = power = [1000,1999]
var(7) = 1

[State -2, PowerReset]
type = VarSet
triggerall = !var(20) || var(20) = 6
triggerall = !var(18)
triggerall = roundstate = 2
trigger1 = power = [2000,2999]
var(7) = 2

[State -2, PowerReset]
type = VarSet
triggerall = !var(20) || var(20) = 6
triggerall = !var(18)
triggerall = roundstate = 2
trigger1 = power >= 3000
var(7) = 5

[State -2, PowerReset]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*life/const(data.life))<=100
trigger1 = (100*life/const(data.life))>30
var(8) = 0

[State -2, PowerReset2]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*life/const(data.life))<=30
trigger1 = (100*life/const(data.life))>15
var(8) = 5

[State -2, PowerReset3]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*life/const(data.life))<=15
trigger1 = (100*life/const(data.life))>0
var(8) = 10

[State -2, PowerReset4]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*enemy,life/enemy,const(data.life))<=100
trigger1 = (100*enemy,life/enemy,const(data.life))>30
var(9) = 0

[State -2, PowerReset5]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*enemy,life/enemy,const(data.life))<=30
trigger1 = (100*enemy,life/enemy,const(data.life))>15
var(9) = -10

[State -2, PowerReset6]
type = VarSet
triggerall = roundstate = 2
trigger1 = (100*enemy,life/enemy,const(data.life))<=15
trigger1 = (100*enemy,life/enemy,const(data.life))>0
var(9) = -25

[State -2, PowerReset]
type = VarSet
triggerall = var(20) = 5
triggerall = roundstate = 2
trigger1 = var(43)
var(21) = ifelse((stateno = [195,999]),35,ifelse((stateno = [1000,2999]),30,10))

[State -2, PowerReset]
type = VarSet
triggerall = var(20) = 5
triggerall = roundstate = 2
trigger1 = !var(43)
var(21) = 0

[State -2, PowerReset]
type = VarSet
triggerall = var(20) != 5
triggerall = roundstate = 2
trigger1 = 1
var(21) = 0

[State -2, 1]
type = VarSet
trigger1 = P2movetype != H
var(17) = 0

[State -2]
type = VarSet
trigger1 = var(17) < 10
trigger1 = var(18)
trigger1 = stateno = [0, 2999]
fvar(0) = (10-var(17))*.1*.72
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = var(17) >= 10
trigger1 = var(18)
trigger1 = stateno = [0, 2999]
fvar(0) = .072
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = var(18)
trigger1 = stateno = [3000, 3999]
fvar(0) = .8
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = !var(18)
trigger1 = var(17) = [6,29]
trigger1 = stateno = [0, 2999]
fvar(0) = (25-(var(17)-5))*.02
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = !var(18)
trigger1 = var(17) > 30
trigger1 = stateno = [0, 2999]
fvar(0) = .02
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = !var(18)
trigger1 = var(17) <= 5
trigger2 = stateno = [3000, 3999]
fvar(0) = 1
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = 1
fvar(10) = (100+var(7))*.01*(100+var(8))*.01*(100+var(9))*.01*(100+var(21))*.01*(100+((var(14)>0)*15))*.01*(100+ ((var(15)>0)*20))*.01*(10+(var(41)*2))*.1*fvar(0)
ignorehitpause = 1

;カウンターヒット
[State -2, PowerReset]
type = VarSet
trigger1 = P2MoveType = A
var(41) = 1

[State -2, PowerReset]
type = VarSet
trigger1 = P2MoveType != A
var(41) = 0

;地上受身可能判定
[State -2, PowerReset]
type = VarSet
trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5070 || StateNo = 5080
trigger1 = time = 0
trigger1 = P2stateno = [3000,3999]
var(1) = 1

[State -2, PowerReset]
type = VarSet
trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5070 || StateNo = 5080
trigger1 = time = 0
trigger1 = P2stateno != [3000,3999]
trigger2 = movetype != H
var(1) = 0

;振り向き
[State 1300,Turn]
type = Turn
triggerall = P2Dist X < 0
trigger1 = prevstateno = 52
trigger1 = stateno = [1000,3999]
trigger1 = time = 1
ignorehitpause = 1

;削りKO移行
[State -2, 3] 
type = ChangeState
trigger1 = !alive
trigger1 = prevstateno = 130 || prevstateno = 131 || prevstateno = [150,153]
trigger1 = Stateno = [5000,5050]
value = 5950

[State -2,KO]
type = Varset
triggerall = stateno = [120,159]
trigger1 = StateType = S
ignorehitpause = 1
fvar(1) = 0

[State -2,KO]
type = Varset
triggerall = stateno = [120,159]
trigger1 = StateType = C
ignorehitpause = 1
fvar(1) = 1

[State -2,KO]
type = Varset
triggerall = stateno = [120,159]
trigger1 = StateType = A
ignorehitpause = 1
fvar(1) = 2

;ブロッキング入力
[State -2, Blocking-1]
type = VarSet
trigger1 = var(10) >= 20
trigger2 = (stateno = [4000,4020]) && time = 1
var(34) = 0

[State -2, Blocking-1]
type = VarSet
trigger1 = var(10) >= 20
trigger2 = (stateno = [4000,4020]) && time = 1
var(10) = 0

[State -2, Blocking-1]
type = VarAdd
trigger1 = var(10)
var(10) = 1
ignorehitpause = 1

[State -2, Blocking-1]
type = VarSet
triggerall = !var(59)
triggerall = !var(10)
triggerall = var(20) = 2 || var(20) = 6
trigger1 = command = "block" && command != "holddown"&& Command != "holdup"
var(10) = 1

[State -2, Blocking-1]
type = VarSet
trigger1 = var(10) = [1,4]
trigger1 = command != "holdfwd" && Command != "holdback" && command != "holdup" && Command != "holddown"
var(34) = 1

[State -2, Blocking-12
type = VarSet
trigger1 = var(11) >= 20
trigger2 = (stateno = [4000,4020]) && time = 1
var(35) = 0

[State -2, Blocking-2]
type = VarSet
trigger1 = var(11) >= 20
trigger2 = (stateno = [4000,4020]) && time = 1
var(11) = 0

[State -2, Blocking-2]
type = VarAdd
trigger1 = var(11)
var(11) = 1
ignorehitpause = 1

[State -2, Blocking-2]
type = VarSet
triggerall = !var(59)
triggerall = !var(11)
triggerall = var(20) = 2 || var(20) = 6
trigger1 = command = "block2" && command != "holdfwd"&& Command != "holdback"
var(11) = 1

[State -2, Blocking-2]
type = VarSet
trigger1 = var(11) = [1,4]
trigger1 = command != "holdfwd" && Command != "holdback" && command != "holdup" && Command != "holddown"
var(35) = 1

;上段ブロッキング移行
[State -2, 4000] 
type = HitOverride
triggerall = var(20) = 2 || var(20) = 6
triggerall = statetype != A && ctrl
trigger1 = (var(10) = [1,4]) && !var(59)
trigger2 = (var(10) = [5,8]) && var(34) && !var(59)
trigger3 = Random <= 250 && var(59)
slot = 0
stateno = 4000
attr = SA, AA, AP
time = 1

;下段ブロッキング移行
[State -2, 4010]
type = HitOverride
triggerall = var(20) = 2 || var(20) = 6
triggerall = statetype != A && ctrl
trigger1 = (var(11) = [1,4]) && !var(59)
trigger2 = (var(11) = [5,8]) && var(35) && !var(59)
trigger3 = Random <= 250 && var(59)
slot = 0
stateno = 4010
attr = C, AA, AP
time = 1

;空中ブロッキング移行
[State -2, 4020]
type = HitOverride
triggerall = !var(4)
triggerall = var(20) = 2 || var(20) = 6
triggerall = statetype = A && ctrl
trigger1 = (var(10) = [1,4]) && !var(59)
trigger2 = (var(10) = [5,8]) && var(34) && !var(59)
trigger3 = Random <= 250 && var(59)
slot = 0
stateno = 4020
attr = SCA, AA, AP
time = 1

;ジャストディフェンス入力
[State -2, 46]
type = VarSet
trigger1 = roundstate = 0
var(25) = -1

[State -2, 47]
type = VarAdd
trigger1 = var(25) >= 0
var(25) = 1
ignorehitpause = 1

[State -2, 46]
type = VarSet
triggerall = var(25) > 12
triggerall = var(20) = 5 || var(20) = 6
trigger1 = command != "holdback"
var(25) = -1

[State -2, 46]
type = VarSet
triggerall = var(25) = -1
triggerall = var(20) = 5 || var(20) = 6
triggerall = stateno != [140,159]
trigger1 = command = "back"
trigger2 = command = "downback"
var(25) = 0

[State -2, 46]
type = VarSet
triggerall = var(25) = [0,6]
triggerall = var(20) = 5 || var(20) = 6
trigger1 = command != "holdback"
var(25) = 7

[State -2, 46]
type = VarSet
triggerall = var(20) = 5 || var(20) = 6
trigger1 = stateno = 4100 || stateno = 4110 || stateno = 4120
var(25) = -1

;ジャストディフェンス硬直時間
[State 180, 1]
type = VarAdd
trigger1 = var(0)
var(0) = -1
ignorehitpause = 1

[State 180, 1]
type = VarSet
trigger1 = time = 0
var(0) = GetHitVar(hitshaketime)
ignorehitpause = 1

;上段ジャストディフェンス移行
[State -2, 3] 
type = ChangeState
triggerall = var(20) = 5 || var(20) = 6
triggerall = stateno = 150
triggerall = time = 0
trigger1 = (var(25) = [0,6]) && !var(59)
trigger2 = Random <= 350 && var(59) && prevstateno != [140,159]
value = 4100

;下段ジャストディフェンス移行
[State -2, 3]
type = ChangeState
triggerall = var(20) = 5 || var(20) = 6
triggerall = stateno = 152
triggerall = time = 0
trigger1 = (var(25) = [0,6]) && !var(59)
trigger2 = Random <= 350 && var(59) && prevstateno != [140,159]
value = 4110

;空中ジャストディフェンス移行
[State -2, 3]
type = HitOverride
triggerall = var(20) = 5 || var(20) = 6
triggerall = stateno = 120 && statetype = A
triggerall = !var(4)
trigger1 = (var(25) = [0,6]) && !var(59)
trigger2 = Random <= 350 && var(59) && prevstateno != [140,159]
slot = 0
stateno = 4120
attr = SCA, AA, AP
time = 1

;KO後AI暴れ防止
[State -2,AI]
type = Varset
trigger1 = roundstate = 3
trigger1 = var(59) = 1
ignorehitpause = 1
var(59) = 2

[State -2,AI]
type = Varset
trigger1 = roundstate = 1
trigger1 = var(59) = 2
ignorehitpause = 1
var(59) = 1

;KO時ボイス
[State -2,AI]
type = Varset
trigger1 = 1
ignorehitpause = 1
fvar(19) = 0

[State -2,AI]
type = Varset
trigger1 = anim = 5950 || stateno = 5950
ignorehitpause = 1
fvar(19) = 1

[State -2,AI]
type = Varset
trigger1 = movetype != H
trigger1 = roundstate = 2
ignorehitpause = 1
var(37) = 0

[State -2,AI]
type = Varset
trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5070 || StateNo = 5080
trigger1 = roundstate = 2
trigger1 = time = 0
ignorehitpause = 1
var(37) = gethitvar(hitshaketime)

[State -2, KO]
type = PlaySnd
triggerall = roundstate = [2,3]
trigger1 = !fvar(19) && !fvar(20)
trigger1 = Var(27) = ifelse(!var(37),1,ifelse(var(37)>20,20,var(37)))
trigger2 = !fvar(19) && fvar(20)
trigger2 = Var(27) = 12
ignorehitpause = 1
value = 110, 0

[State -2, KO]
type = PlaySnd
triggerall = roundstate = [2,3]
triggerall = fvar(19)
triggerall = !alive
trigger1 = anim = 5950 && animelemtime(1) = 2
ignorehitpause = 1
value = 5950, 0

[State -2,KO]
type = Varadd
trigger1 = !alive
ignorehitpause = 1
var(27) = 1

[State -2,KO]
type = Varset
trigger1 = alive
ignorehitpause = 1
var(27) = 0

;KO時演出
[State -2, HyperComboFinish]
type = Helper
triggerall = roundstate >= 2
triggerall = WinKo && !var(32)
trigger1 = stateno = [3000, 3999]
trigger2 = Var(18)
trigger3 = fvar(9)=12
trigger4 = projhittime(3205) = 1
ID = 9000
stateno = ifelse(fvar(9)=12,9020,ifelse((var(20)=[3,5]),9010,9000))
postype = left
pos = -50,0
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State -2, HyperComboFinish]
type = PlaySnd
triggerall = roundstate >= 2
trigger1 = WinKo && !var(32)
value = 9000,0
ignorehitpause = 1

[State 9020, PlaySnd]
type = PlaySnd
triggerall = roundstate >= 2
trigger1 = WinKo && !var(32)
trigger1 = fvar(9)=12
value = 9000,4
ignorehitpause = 1

[State -2, HyperComboFinish]
type = pause
triggerall = roundstate >= 2
trigger1 = WinKo && !var(32)
time = 10
ignorehitpause = 1

[State -2,KO]
type = Varadd
trigger1 = roundstate = 3
ignorehitpause = 1
var(32) = 1

[State -2,KO]
type = Varset
trigger1 = roundstate = 0
ignorehitpause = 1
var(32) = 0

[State -2,KO]
type = Varadd
trigger1 = roundstate = 4
ignorehitpause = 1
fvar(11) = 1

[State -2,KO]
type = Varset
trigger1 = roundstate = 0
ignorehitpause = 1
fvar(11) = 0

;エフェクト除去
[State -2, Power Chage]
type = RemoveExplod
trigger1 = movetype = H
trigger2 = stateno != 1100
ID = 7101

[State -2, Power Chage]
type = RemoveExplod
trigger1 = movetype = H
trigger2 = stateno != 3000
ID = 7111

;残像消去
[State -2]
type = AfterImageTime
triggerall = !var(16)
trigger1 = MoveType = H
trigger2 = StateNo = [0,49]
trigger3 = StateNo = [100,189]
trigger4 = StateNo = 195
trigger5 = StateNo = [200,799]
trigger6 = StateNo = [850,859]
trigger7 = StateNo = [900,1799]
time = 0

;ラウンド開始時等パワーリセット等
[State -2, 1]
type = PowerSet
triggerall = roundstate = 0
trigger1 = fvar(13) || var(18)
trigger2 = var(20) = 3
value = 0

[State -2, 1]
type = PowerSet
triggerall = roundstate = 0
triggerall = var(20) = 5
trigger1 = var(26) = 2
value = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0 && (var(43) || var(26) = 2) && roundno != 1
trigger2 = roundstate = 0 && roundno = 1
fvar(13) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(14) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(15) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(16) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(18) = 0

[State -2, 1]
type = VarSet
trigger1 = matchover
var(30) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0 && roundno = 1
var(43) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(47) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(51) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(52) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0 && roundno = 1
var(54) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
var(58) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
fvar(5) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
fvar(6) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
fvar(7) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0 && roundno = 1
fvar(13) = 0

[State -2, 1]
type = VarSet
trigger1 = roundstate = 0
fvar(14) = 0

[State -2, 1]
type = PalFX
trigger1 = roundstate = 0
Time = 1
add   = 0,0,0
ignorehitpause = 1

;原作判別
[State -2, 1]
type = VarSet
trigger1 = 1
fvar(39) = 1;CAPCOM VS SNK 2

;キャラ判別
[State -2, 1]
type = VarSet
triggerall = numenemy
triggerall = roundstate = 2
trigger1 = enemy,authorname = "warusaki3" && enemy,fvar(39) = 1
trigger2 = enemy,authorname = "H”" && enemy,fvar(39) = 1
trigger3 = enemy,authorname = "mouser" && (P2Name = "Hibiki Takane" || P4Name = "Hibiki Takane")
var(52) = 1

;やられ時にゲージ消去する相手動作の判定
[State -2, 1]
type = VarSet
trigger1 = 1
fvar(20) = 0

[State -2, 1]
type = VarSet
triggerall = numenemy
trigger1 = (enemynear,authorname="warusaki3"&&enemynear,fvar(39)=1&&enemynear,var(13))
trigger2 = (enemynear,authorname="SUMI"&&enemynear,name="Destrudo Ryu"&&enemynear,var(16)=1)
fvar(20) = 1

;製作用関数表示
[State -2, DEBUG]
trigger1 = 1
type = DisplayToClipboard
ignorehitpause = 1
text = "Groove VAR = %d Parry= %d JD =%d Parry = %d Oricom = %d \n "
params = winko , var(28), var(29) ,life, (100*life/const(data.life))

[Statedef -3]

[State -3, Bounding Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 5100 || StateNo = 5110
value = 5100, 0
channel = 20

[State -3, GetHurt Sound]
type = PlaySnd
triggerall = Random < 500
triggerall = Time = 1
triggerall = alive
trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5070 || StateNo = 5080 || StateNo = 5100
value = 5000, ifelse(StateNo = 5100 || GetHitVar(animtype) = 2, 2, ifelse(GetHitVar(animtype) = 1, 1, 0))
channel = 10

[State 3000, Voice]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 5201 || StateNo = 5210
value = 800,1
channel = 0

[State 820, Voice]
type = Stopsnd
trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5070 || StateNo = 5080 || StateNo = 5100
trigger2 = StateNo = [150,159]
channel = 0
