;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
; 偙偙偐傜偼挻昁嶦媄偺僗僥乕僩
;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;恄棿対(巒摦)
[Statedef 3000]
type    = S
movetype = A
physics = N
anim = 3000;+var(5)
juggle = 0
ctrl = 0
velset = 0,0
poweradd = -ifelse(var(2)=0,1280,1040)
facep2 = 1

[State -2, Varset]
type = Varset
trigger1 = time = 0
fvar(10) = 0

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = prevstateno = [1000,1030]
trigger1 = fvar(18)
fvar(27) = 0.85

[State -2, Varset]
type = Varset
trigger1 = time = 0
trigger1 = prevstateno = [1100,1240]
trigger1 = var(38)
fvar(27) = 0.75

[State -2, Varset]
type = Varset
triggerall = time = 0
triggerall = var(38)
trigger1 = prevstateno = [3100,3120]
trigger2 = prevstateno = 3200
fvar(27) = 0.70

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(58) = 0

[State -2, varset]
type = varset
trigger1 = 1
var(25) = ifelse(time<=51,1,0)

[state 3700]
type = NotHitby
trigger1 = time = 0
value = SCA
time = 56

[state 3700]
type = SuperPause
trigger1 = time = 0
time = 50
movetime = 50
sound = s2000,1
p2defmul = 1
anim = -1

[State 3000]
type = explod
trigger1 = time = 0
anim = 7200
pos = ceil(52*const(size.xscale)),ceil(-65*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 32
anim = 7300
pos = 160,floor(screenpos y)-32
postype = left
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 43
anim = 7400
pos = 25, -90
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[state -2, helper]
type = helper
triggerall = numhelper(30000)
triggerall = helper(30000),var(13) = 1
trigger1 = animelemtime(2) = 0
ID = 6300
pos = 0,0
postype = p1
stateno = 6300
helpertype = normal
name = "fire-shinryu"
sprpriority = 3
ownpal = 1
keyctrl = 0
persistent = 0
pausemovetime = 99999999999
supermovetime = 99999999999
ignorehitpause = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 4000, PalFX]
type = PalFX
trigger1 = time = 30
time = 4
color = 20
add = 10,10,100
sinadd = -20,-20,-110,10

[State 4000, PalFX]
type = PalFX
trigger1 = time = 36
time = 2
color = 20
add = 10,10,100
sinadd = -20,-20,-110,10

[State -2, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 999999999
trans = none
length = 5
timegap  = 3
framegap = 1
palcolor = 0
palinvertall = 0
palbright = 50,50,255
palcontrast = 255,255,255
palpostbright = 50,50,255
PalAdd = -40,-40,0
PalMul = 1,1,1

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(1) = 0
value = 3200,0
channel = 0

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = var(35) != 3000
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(6) < 0
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(85*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(21*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-48*const(size.yscale))  
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 4.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = -5.5*1.8*const(size.xscale)
air.velocity = 4.0*1.8*const(size.xscale),-7.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = 1
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3000

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(6) = 0
value = anim
elem = 5
persistent = 1

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = var(35) != 3001
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(8) < 0
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(85*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(21*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-57*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 4.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = -5.5*1.8*const(size.xscale)
air.velocity = 4.0*1.8**const(size.xscale),-7.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = 1
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3001

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(8) = 0
value = anim
elem = 7
persistent = 1

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(8) = 0
value = 3100,0
channel = 0

[State 1100, 壒傪柭傜偡]
type = playsnd
triggerall = numhelper(30000)
triggerall = helper(30000),var(13) = 0
trigger1 = animelemtime(8) = 0
value = 1,2

[State 1100, 壒傪柭傜偡]
type = playsnd
triggerall = numhelper(30000)
triggerall = helper(30000),var(13) = 1
trigger1 = animelemtime(8) = 0
value = 3100,10

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(8) = 0
x = 10*1.8*const(size.xscale)

[state -2, helper]
type = helper
triggerall = numhelper(30000)
triggerall = helper(30000),var(13) = 1
trigger1 = animelemtime(8) = 0
ID = 6350
pos = floor(5*1.8*const(size.xscale)),0
postype = p1
stateno = 6350
helpertype = normal
name = "fire-shinryu2"
sprpriority = -10
ownpal = 1
keyctrl = 0
ignorehitpause = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1200, 1]
type = PlayerPush
trigger1 = (animelemtime(8) >= 0) && (animelemtime(26) < 0)
value = 0

[State 1120, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(8) = 0
StateType = A

[State 1120, Velocity]
type = VelSet
trigger1 = AnimElemTime(8) = 0
y = -7.0

[State 1120, Gravity]
type = Veladd
trigger1 = AnimElemTime(19) >= 0
y = .40

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(17) = 0

[State -2, Varadd]
type = Varadd
triggerall = animelemtime(8) >= 0
triggerall = animelemtime(22) < 0
trigger1 = var(50) = 0
trigger1 = command = "a"
trigger2 = var(50) = 1
trigger2 = random < 200
var(17) = 1
ignorehitpause = 0

[State -2, Varadd]
type = Varadd
triggerall = animelemtime(8) >= 0
triggerall = animelemtime(22) < 0
trigger1 = var(50) = 0
trigger1 = command = "b"
trigger2 = var(50) = 1
trigger2 = random < 200
var(17) = 1
ignorehitpause = 0

[State -2, Varadd]
type = Varadd
triggerall = animelemtime(8) >= 0
triggerall = animelemtime(22) < 0
trigger1 = var(50) = 0
trigger1 = command = "c"
trigger2 = var(50) = 1
trigger2 = random < 200
var(17) = 1
ignorehitpause = 0

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = animelem = 8
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(55*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(8*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-67*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = -5.5*1.8*const(size.xscale)
air.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-7.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist X<0,-1,1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3002

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = animelem = 10
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(55*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(4*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-67*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = -5.5*1.8*const(size.xscale)
air.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-7.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist X<0,-1,1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3003

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = animelem = 12
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(55*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(4*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-67*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = -5.5*1.8*const(size.xscale)
air.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-7.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist X<0,-1,1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3004

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = animelem = 15
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(55*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(4*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-67*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = -5.5*1.8*const(size.xscale)
air.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-7.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist X<0,-1,1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3005

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = animelem = 17
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(55*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(4*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-67*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = -5.5*1.8*const(size.xscale)
air.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-7.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist X<0,-1,1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3006

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = animelem = 20
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(55*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(4*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-67*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = -5.5*1.8*const(size.xscale)
air.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-7.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist X<0,-1,1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3007

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = animelem = 22
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(55*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(4*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-67*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = -5.5*1.8*const(size.xscale)
air.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-7.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist X<0,-1,1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3008

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)  
triggerall = var(17) = [2,6]
triggerall = var(35) < 3009
trigger1 = animelem = 9
trigger2 = animelem = 11
trigger3 = animelem = 14
trigger4 = animelem = 16
trigger5 = animelem = 19
trigger6 = animelem = 21
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(35*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-67*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = -5.5*1.8*const(size.xscale)
air.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-7.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist X<0,-1,1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3009

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)  
triggerall = var(17) = [7,11]
triggerall = var(35) < 3010
trigger1 = animelem = 9
trigger2 = animelem = 11
trigger3 = animelem = 14
trigger4 = animelem = 16
trigger5 = animelem = 19
trigger6 = animelem = 21
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(35*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-67*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = -5.5*1.8*const(size.xscale)
air.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-7.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist X<0,-1,1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3010

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)  
triggerall = var(17) = [12,16]
triggerall = var(35) < 3011
trigger1 = animelem = 9
trigger2 = animelem = 11
trigger3 = animelem = 14
trigger4 = animelem = 16
trigger5 = animelem = 19
trigger6 = animelem = 21
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(35*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-67*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = -5.5*1.8*const(size.xscale)
air.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-7.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist X<0,-1,1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3011

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)  
triggerall = var(17) = [17,21]
triggerall = var(35) < 3012
trigger1 = animelem = 9
trigger2 = animelem = 11
trigger3 = animelem = 14
trigger4 = animelem = 16
trigger5 = animelem = 19
trigger6 = animelem = 21
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(35*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-67*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = -5.5*1.8*const(size.xscale)
air.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-7.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist X<0,-1,1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3012

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)  
triggerall = var(17) = [22,26]
triggerall = var(35) < 3013
trigger1 = animelem = 9
trigger2 = animelem = 11
trigger3 = animelem = 14
trigger4 = animelem = 16
trigger5 = animelem = 19
trigger6 = animelem = 21
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(35*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-67*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = -5.5*1.8*const(size.xscale)
air.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-7.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist X<0,-1,1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3013

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)  
triggerall = var(17) = [27,31]
triggerall = var(35) < 3014
trigger1 = animelem = 9
trigger2 = animelem = 11
trigger3 = animelem = 14
trigger4 = animelem = 16
trigger5 = animelem = 19
trigger6 = animelem = 21
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(35*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-67*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = -5.5*1.8*const(size.xscale)
air.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-7.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist X<0,-1,1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3014

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)  
triggerall = var(17) = [32,36]
triggerall = var(35) < 3015
trigger1 = animelem = 9
trigger2 = animelem = 11
trigger3 = animelem = 14
trigger4 = animelem = 16
trigger5 = animelem = 19
trigger6 = animelem = 21
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(35*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-67*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = -5.5*1.8*const(size.xscale)
air.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-7.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist X<0,-1,1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3015

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)  
triggerall = var(17) = [37,41]
triggerall = var(35) < 3016
trigger1 = animelem = 9
trigger2 = animelem = 11
trigger3 = animelem = 14
trigger4 = animelem = 16
trigger5 = animelem = 19
trigger6 = animelem = 21
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(35*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-67*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = -5.5*1.8*const(size.xscale)
air.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-7.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist X<0,-1,1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3016

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)  
triggerall = var(17) = [42,46]
triggerall = var(35) < 3017
trigger1 = animelem = 9
trigger2 = animelem = 11
trigger3 = animelem = 14
trigger4 = animelem = 16
trigger5 = animelem = 19
trigger6 = animelem = 21
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(35*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-67*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = -5.5*1.8*const(size.xscale)
air.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-7.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist X<0,-1,1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3017

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)  
triggerall = var(17) >= 47
triggerall = var(35) < 3018
trigger1 = animelem = 9
trigger2 = animelem = 11
trigger3 = animelem = 14
trigger4 = animelem = 16
trigger5 = animelem = 19
trigger6 = animelem = 21
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(35*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-67*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = -5.5*1.8*const(size.xscale)
air.velocity = 4.0*ifelse(p2dist X<0,-1,1)*1.8*const(size.xscale),-7.6*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist X<0,-1,1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3018

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 10

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(6) < 0
var(43) = -40
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(8) < 0)
var(43) = -50
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(8) >= 0
var(43) = -60
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(6) < 0
var(44) = 8250
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(8) < 0)
var(44) = 8240
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(8) >= 0
var(44) = 8235
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(35) = 0

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(24) >= 0
movetype = I 

[State 1120, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(8) > 0
value = 1150
