;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
;嬻拞棾姫慁晽媟(彫)
[Statedef 1300]
type    = A
movetype = A
physics = N
anim = 1300
juggle = 0
ctrl = 0
;poweradd = 40

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(47) = 0

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 11
value = 1,1

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,10+(helper(30000),var(13))*100
channel = 0

[State 1050, Velocity]
type = VelAdd
trigger1 = time = 0
x = 0.8*const(size.xscale)
y = -3.0*const(size.yscale)

[State -2, veladd]
type = veladd
trigger1 = 1
y = Const(movement.yaccel)*const(size.yscale)

[State 1200, 1]
type = PlayerPush
trigger1 = (enemynear,statetype = C) || (enemynear,statetype = L)
value = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(5) = -1
value = 40

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 5
trigger2 = animelem = 11
attr = A, SA
getpower = 40,30
givepower = 40,0
animtype  = back
air.animtype  = back
damage = ceil(100*fvar(0)*fvar(26)*fvar(28)),ceil(6*fvar(26))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 13,12
guard.pausetime = 13,12
sparkno = -1;S8160
guard.sparkno = S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 9
ground.hittime  = 13
guard.hittime = 11
guard.slidetime = 9
guard.ctrltime = 11
ground.velocity = -8.0*const(size.xscale),-8.5*const(size.yscale)
guard.velocity = -15.0*const(size.xscale)
air.velocity = -8.0*const(size.xscale),-7.5*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*const(size.xscale)
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 1
envshake.time = 10
envshake.freq = 80
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1300

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 8
trigger2 = animelem = 14
attr = A, SA
getpower = 40,30
givepower = 40,0
animtype  = back
air.animtype  = back
damage = ceil(100*fvar(0)*fvar(26)*fvar(28)),ceil(6*fvar(26))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 13,12
guard.pausetime = 13,12
sparkno = -1;S8160
guard.sparkno = S8415
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 9
ground.hittime  = 13
guard.hittime = 11
guard.slidetime = 9
guard.ctrltime = 11
ground.velocity = 8.0*const(size.xscale),-8.5*const(size.yscale)
guard.velocity = 15.0*const(size.xscale)
air.velocity = 8.0*const(size.xscale),-7.5*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*const(size.xscale)
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 1
envshake.time = 10
envshake.freq = 80
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1301

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(6) < 0
trigger2 = (animelemtime(9) >= 0) && (animelemtime(12) < 0)
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<70,20+(abs(enemynear,Pos X-Pos X)/2),70))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(6) >= 0) && (animelemtime(9) < 0)
trigger2 = animelemtime(12) >= 0
var(42) = -floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<70,20+(abs(enemynear,Pos X-Pos X)/2),70))
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -65
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelemtime(6) < 0
trigger2 = (animelemtime(9) >= 0) && (animelemtime(12) < 0)
var(44) = 8170
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = (animelemtime(6) >= 0) && (animelemtime(9) < 0)
trigger2 = animelemtime(12) >= 0
var(44) = 8175
ignorehitpause = 1

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

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

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(15) >= 0
movetype = I 

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1250

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;嬻拞棾姫慁晽媟(拞)
[Statedef 1310]
type    = A
movetype = A
physics = N
anim = 1310
juggle = 0
ctrl = 0
;poweradd = 60

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(47) = 0

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 11
trigger3 = animelem = 17
value = 1,1

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,10+(helper(30000),var(13))*100
channel = 0

[State 1050, Velocity]
type = VelAdd
trigger1 = time = 0
x = 1.2*const(size.xscale)
y = -3.5*const(size.yscale)

[State -2, veladd]
type = veladd
trigger1 = 1
y = Const(movement.yaccel)*const(size.yscale)

[State 1200, 1]
type = PlayerPush
trigger1 = (enemynear,statetype = C) || (enemynear,statetype = L)
value = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(5) = -1
value = 60

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 5
trigger2 = animelem = 11
trigger3 = animelem = 17
attr = A, SA
getpower = 40,30
givepower = 40,0
animtype  = back
air.animtype  = back
damage = ceil(110*fvar(0)*fvar(26)*fvar(28)),ceil(7*fvar(26))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 13,12
guard.pausetime = 13,12
sparkno = -1;S8160
guard.sparkno = S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 9
ground.hittime  = 13
guard.hittime = 11
guard.slidetime = 9
guard.ctrltime = 11
ground.velocity = -8.0*const(size.xscale),-8.5*const(size.yscale)
guard.velocity = -15.0*const(size.xscale)
air.velocity = -8.0*const(size.xscale),-7.5*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*const(size.xscale)
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 1
envshake.time = 10
envshake.freq = 80
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1310

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 8
trigger2 = animelem = 14
trigger3 = animelem = 20
attr = A, SA
getpower = 40,30
givepower = 40,0
animtype  = back
air.animtype  = back
damage = ceil(110*fvar(0)*fvar(26)*fvar(28)),ceil(7*fvar(26))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 13,12
guard.pausetime = 13,12
sparkno = -1;S8160
guard.sparkno = S8415
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 9
ground.hittime  = 13
guard.hittime = 11
guard.slidetime = 9
guard.ctrltime = 11
ground.velocity = 8.0*const(size.xscale),-8.5*const(size.yscale)
guard.velocity = 15.0*const(size.xscale)
air.velocity = 8.0*const(size.xscale),-7.5*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*const(size.xscale)
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 1
envshake.time = 10
envshake.freq = 80
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1311

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(6) < 0
trigger2 = (animelemtime(9) >= 0) && (animelemtime(12) < 0)
trigger3 = (animelemtime(15) >= 0) && (animelemtime(18) < 0)
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<70,20+(abs(enemynear,Pos X-Pos X)/2),70))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(6) >= 0) && (animelemtime(9) < 0)
trigger2 = (animelemtime(12) >= 0) && (animelemtime(15) < 0)
trigger3 = animelemtime(18) >= 0
var(42) = -floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<70,20+(abs(enemynear,Pos X-Pos X)/2),70))
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -65
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelemtime(6) < 0
trigger2 = (animelemtime(9) >= 0) && (animelemtime(12) < 0)
trigger3 = (animelemtime(15) >= 0) && (animelemtime(18) < 0)
var(44) = 8170
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = (animelemtime(6) >= 0) && (animelemtime(9) < 0)
trigger2 = (animelemtime(12) >= 0) && (animelemtime(15) < 0)
trigger3 = animelemtime(18) >= 0
var(44) = 8175
ignorehitpause = 1

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

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

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(21) >= 0
movetype = I 

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1250

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;嬻拞棾姫慁晽媟(戝)
[Statedef 1320]
type    = A
movetype = A
physics = N
anim = 1320
juggle = 0
ctrl = 0
;poweradd = 80

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(47) = 0

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 11
trigger3 = animelem = 17
trigger4 = animelem = 23
value = 1,1

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,10+(helper(30000),var(13))*100
channel = 0

[State 1050, Velocity]
type = VelAdd
trigger1 = time = 0
x = 1.6*const(size.xscale)
y = -4.0*const(size.yscale)

[State -2, veladd]
type = veladd
trigger1 = 1
y = Const(movement.yaccel)*const(size.yscale)

[State 1200, 1]
type = PlayerPush
trigger1 = (enemynear,statetype = C) || (enemynear,statetype = L)
value = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(5) = -1
value = 80

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 5
trigger2 = animelem = 11
trigger3 = animelem = 17
trigger4 = animelem = 23
attr = A, SA
getpower = 40,30
givepower = 40,0
animtype  = back
air.animtype  = back
damage = ceil(120*fvar(0)*fvar(26)*fvar(28)),ceil(8*fvar(26))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 13,12
guard.pausetime = 13,12
sparkno = -1;S8160
guard.sparkno = S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 9
ground.hittime  = 13
guard.hittime = 11
guard.slidetime = 9
guard.ctrltime = 11
ground.velocity = -8.0*const(size.xscale),-8.5*const(size.yscale)
guard.velocity = -15.0*const(size.xscale)
air.velocity = -8.0*const(size.xscale),-7.5*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*const(size.xscale)
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 1
envshake.time = 10
envshake.freq = 80
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1320

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 8
trigger2 = animelem = 14
trigger3 = animelem = 20
trigger4 = animelem = 26
attr = A, SA
getpower = 40,30
givepower = 40,0
animtype  = back
air.animtype  = back
damage = ceil(120*fvar(0)*fvar(26)*fvar(28)),ceil(8*fvar(26))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 13,12
guard.pausetime = 13,12
sparkno = -1;S8160
guard.sparkno = S8415
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 9
ground.hittime  = 13
guard.hittime = 11
guard.slidetime = 9
guard.ctrltime = 11
ground.velocity = 8.0*const(size.xscale),-8.5*const(size.yscale)
guard.velocity = 15.0*const(size.xscale)
air.velocity = 8.0*const(size.xscale),-7.5*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*const(size.xscale)
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 1
envshake.time = 10
envshake.freq = 80
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1321

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(6) < 0
trigger2 = (animelemtime(9) >= 0) && (animelemtime(12) < 0)
trigger3 = (animelemtime(15) >= 0) && (animelemtime(18) < 0)
trigger4 = (animelemtime(21) >= 0) && (animelemtime(24) < 0)
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<70,20+(abs(enemynear,Pos X-Pos X)/2),70))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(6) >= 0) && (animelemtime(9) < 0)
trigger2 = (animelemtime(12) >= 0) && (animelemtime(15) < 0)
trigger3 = (animelemtime(18) >= 0) && (animelemtime(21) < 0)
trigger4 = animelemtime(24) >= 0
var(42) = -floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<70,20+(abs(enemynear,Pos X-Pos X)/2),70))
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -65
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelemtime(6) < 0
trigger2 = (animelemtime(9) >= 0) && (animelemtime(12) < 0)
trigger3 = (animelemtime(15) >= 0) && (animelemtime(18) < 0)
trigger4 = (animelemtime(21) >= 0) && (animelemtime(24) < 0)
var(44) = 8170
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = (animelemtime(6) >= 0) && (animelemtime(9) < 0)
trigger2 = (animelemtime(12) >= 0) && (animelemtime(15) < 0)
trigger3 = (animelemtime(18) >= 0) && (animelemtime(21) < 0)
trigger4 = animelemtime(24) >= 0
var(44) = 8175
ignorehitpause = 1

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

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

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(27) >= 0
movetype = I 

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1250

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;嬻拞棾姫慁晽媟(EX)
[Statedef 1330]
type    = A
movetype = A
physics = N
anim = 1330
juggle = 0
ctrl = 0
poweradd = -400

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State 1050, Palfix]
type = PalFX
trigger1 = gametime%2=0
trigger1 = animelemtime(18) < 0
time = 1
add = 120,80,0
sinadd = 64,32,5,3
ignorehitpause = 1

[State 1000, 1]
type = AfterImage
trigger1 = animelemtime(1) = 0
time = 999999999
trans = add
length   = 5
timegap  = 2
framegap = 1
PalBright = 30 , 30 , 0
PalContrast = 255 , 255 , 0
PalAdd = 0 , 0 , 0
PalMul = .6 , .6 , 0
IgnoreHitPause = 1
Persistent = 1

[State -3]
type = AfterImage
trigger1 = animelemtime(18) = 0
time = 0

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 7500
anim = 7500
postype = p1
pos = ceil(40*1.8*const(size.xscale)),ceil(-70*2.1*const(size.yscale))
persistent = 0
velocity = 0, 0
accel = 0, 0
removetime = 11
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 1050, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 2000, 0

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,12+(helper(30000),var(13))*100
channel = 0

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 11
trigger3 = animelem = 17
value = 1,1

[State 1200, Velocity]
type = VelSet
trigger1 = time = 0
x = (vel X)*.1
y = -1.0*const(size.xscale)

[State 1200, Velocity]
type = VelSet
trigger1 = animelemtime(23) = 0
x = 0
y = 0

[State 1200, Velocity]
type = VelAdd
trigger1 = animelemtime(23) >= 0
y = .40*const(size.yscale)

[State 1200, 1]
type = PlayerPush
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(23) < 0
value = 0
ignorehitpause = 1

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 5
trigger2 = animelem = 11
trigger3 = animelem = 17
attr = A, SA
getpower = 0,0
givepower = 0,0
animtype  = back
air.animtype  = back
damage = ceil(40*fvar(0)*fvar(26)*fvar(28)),ceil(3*fvar(26))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1;S8160
guard.sparkno = S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 14
guard.hittime = 12
guard.slidetime = 10
guard.ctrltime = 12
air.hittime  = 14
ground.velocity = 7.0*const(size.xscale),-8.5*const(size.yscale)
guard.velocity = -15.0*const(size.xscale)
air.velocity = 7.0*const(size.xscale),-7.5*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = 3.0*const(size.xscale)
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 1
envshake.time = 10
envshake.freq = 80
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1330

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 8
trigger2 = animelem = 14
trigger3 = animelem = 20
attr = A, SA
getpower = 0,0
givepower = 0,0
animtype  = back
air.animtype  = back
damage = ceil(40*fvar(0)*fvar(26)*fvar(28)),ceil(3*fvar(26))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1;S8160
guard.sparkno = S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 14
guard.hittime = 12
guard.slidetime = 10
guard.ctrltime = 12
air.hittime  = 14
ground.velocity = -7.0*const(size.xscale),-8.5*const(size.yscale)
guard.velocity = 15.0*const(size.xscale)
air.velocity = -7.0*const(size.xscale),-7.5*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = 3.0*const(size.xscale)
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 1
envshake.time = 10
envshake.freq = 80
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1331

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(6) < 0
trigger2 = (animelemtime(9) >= 0) && (animelemtime(12) < 0)
trigger3 = (animelemtime(15) >= 0) && (animelemtime(18) < 0)
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<70,20+(abs(enemynear,Pos X-Pos X)/2),70))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(6) >= 0) && (animelemtime(9) < 0)
trigger2 = (animelemtime(12) >= 0) && (animelemtime(15) < 0)
trigger3 = animelemtime(18) >= 0
var(42) = -floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<70,20+(abs(enemynear,Pos X-Pos X)/2),70))
ignorehitpause = 1

[State -2, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -65
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8145
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 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1250

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;忋抜懌搧廟傝(彫)
[Statedef 1400]
type    = S
movetype = A
physics = N
anim = 1400
juggle = 0
ctrl = 0
;poweradd = 30
velset = 0,0
sprpriority = 2
facep2 = 1

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(5) = 0
value = 0,3+(helper(30000),var(13))*100
channel = 0

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(5) = 0
value = 1,2

[State 1100, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(11) = 0
trigger3 = animelemtime(12) = 0
x = 8*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(5) = 0
x = 20*const(size.xscale)
persistent = 0

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(6) = 0
x = 2*const(size.xscale)
persistent = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(5) = -1
value = 30

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)          
triggerall = var(35) != 1400
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(8) < 0) 
attr = S, SA
animtype  = back
air.animtype  = back
damage = ceil(120*fvar(0)*fvar(26)*fvar(28)),ceil(15*fvar(26))
priority = 5,Hit
getpower = 40,60
givepower = 40,0
hitflag = MAF
guardflag = M
pausetime = 0,14
guard.pausetime = 0,14
sparkno = -1;S8230
guard.sparkno = S8410
sparkxy = -15, ceil(-65*const(size.yscale)) 
hitsound = S2,7
guardsound = S3,1
ground.type = Low
ground.slidetime = 14
ground.hittime  = 18
guard.hittime = 16
guard.slidetime = 14
guard.ctrltime = 16
air.hittime  = 18
ground.velocity = -9.0*const(size.xscale),-7.5*const(size.yscale)
guard.velocity = -9.0*const(size.xscale)
air.velocity = -9.0*const(size.xscale),-6.7*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*const(size.xscale)
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 10
envshake.freq = 80
envshake.ampl = 3
;envshake.phase = 
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1400 

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

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(8) = 0
x = 2*const(size.xscale)
persistent = 0

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(13) = 0
x = 12*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(14) = 0
x = -2*const(size.xscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<80,30+(abs(enemynear,Pos X-Pos X)/2),80))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -65

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8260

[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(8) >= 0
movetype = I 

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(13) >= 1
value = 1

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;忋抜懌搧廟傝(拞)
[Statedef 1410]
type    = S
movetype = A
physics = N
anim = 1410
juggle = 0
ctrl = 0
;poweradd = 30
velset = 0,0
sprpriority = 2
facep2 = 1

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(7) = 0
value = 0,0+(helper(30000),var(13))*100
channel = 0

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(7) = 0
value = 1,2

[State 1100, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(2) = 0
x = 22*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(3) = 0
x = 6*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(6) = 0
trigger3 = animelemtime(13) = 0
trigger4 = animelemtime(14) = 0
x = 8*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(7) = 0
x = 16*const(size.xscale)
persistent = 0

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(8) = 0
x = 2*const(size.xscale)
persistent = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(7) = -1
value = 30

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)          
triggerall = var(35) != 1410
trigger1 = (AnimElemtime(7) >= 0) && (AnimElemtime(10) < 0) 
attr = S, SA
animtype  = back
air.animtype  = back
damage = ceil(140*fvar(0)*fvar(26)*fvar(28)),ceil(18*fvar(26))
priority = 5,Hit
getpower = 40,60
givepower = 40,0
hitflag = MAF
guardflag = M
pausetime = 0,14
guard.pausetime = 0,14
sparkno = -1;S8230
guard.sparkno = S8410
sparkxy = -15, ceil(-65*const(size.yscale)) 
hitsound = S2,7
guardsound = S3,1
ground.type = Low
ground.slidetime = 14
ground.hittime  = 18
guard.hittime = 16
guard.slidetime = 14
guard.ctrltime = 16
air.hittime  = 18
ground.velocity = -9.0*const(size.xscale),-7.5*const(size.yscale)
guard.velocity = -9.0*const(size.xscale)
air.velocity = -9.0*const(size.xscale),-6.7*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*const(size.xscale)
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 10
envshake.freq = 80
envshake.ampl = 3
;envshake.phase = 
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1410 

[State -2, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(10) = 0
value = anim
elem = 9
persistent = 1

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(10) = 0
x = 2*const(size.xscale)
persistent = 0

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(15) = 0
x = 12*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(16) = 0
x = -2*const(size.xscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<80,30+(abs(enemynear,Pos X-Pos X)/2),80))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -65

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8260

[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(10) >= 0
movetype = I 

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(15) >= 1
value = 1

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;忋抜懌搧廟傝(戝)
[Statedef 1420]
type    = S
movetype = A
physics = N
anim = 1420
juggle = 0
ctrl = 0
;poweradd = 30
velset = 0,0
sprpriority = 2
facep2 = 1

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(7) = 0
value = 0,1+(helper(30000),var(13))*100
channel = 0

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(7) = 0
value = 1,2

[State 1100, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(2) = 0
x = 22*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(3) = 0
x = 6*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(4) = 3
trigger3 = animelemtime(6) = 0
trigger4 = animelemtime(13) = 0
trigger5 = animelemtime(14) = 0
x = 8*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(7) = 0
x = 20*const(size.xscale)
persistent = 0

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(8) = 0
x = 2*const(size.xscale)
persistent = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(7) = -1
value = 30

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)          
triggerall = var(35) != 1420
trigger1 = (AnimElemtime(7) >= 0) && (AnimElemtime(10) < 0) 
attr = S, SA
animtype  = back
air.animtype  = back
damage = ceil(160*fvar(0)*fvar(26)*fvar(28)),ceil(20*fvar(26))
priority = 5,Hit
getpower = 40,60
givepower = 40,0
hitflag = MAF
guardflag = M
pausetime = 0,14
guard.pausetime = 0,14
sparkno = -1;S8230
guard.sparkno = S8410
sparkxy = -15, ceil(-65*const(size.yscale)) 
hitsound = S2,7
guardsound = S3,1
ground.type = Low
ground.slidetime = 14
ground.hittime  = 18
guard.hittime = 16
guard.slidetime = 14
guard.ctrltime = 16
air.hittime  = 18
ground.velocity = -9.0*const(size.xscale),-7.5*const(size.yscale)
guard.velocity = -9.0*const(size.xscale)
air.velocity = -9.0*const(size.xscale),-6.7*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*const(size.xscale)
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 10
envshake.freq = 80
envshake.ampl = 3
;envshake.phase = 
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1420 

[State -2, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(10) = 0
value = anim
elem = 9
persistent = 1

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(10) = 0
x = 2*const(size.xscale)
persistent = 0

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(15) = 0
x = 12*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(16) = 0
x = -2*const(size.xscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<80,30+(abs(enemynear,Pos X-Pos X)/2),80))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -65

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8260

[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(10) >= 0
movetype = I 

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(15) >= 1
value = 1

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;忋抜懌搧廟傝(EX)
[Statedef 1430]
type    = S
movetype = A
physics = N
anim = 1430
juggle = 0
ctrl = 0
poweradd = -400
velset = 0,0
sprpriority = 2
facep2 = 1

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State 1050, Palfix]
type = PalFX
trigger1 = gametime %2=0
trigger1 = animelemtime(15) < 0
time = 1
add = 120,80,0
sinadd = 64,32,5,3
ignorehitpause = 1

[State 1000, 1]
type = AfterImage
trigger1 = animelemtime(1) = 0
time = 999999999
trans = add
length   = 5
timegap  = 2
framegap = 1
PalBright = 30 , 30 , 0
PalContrast = 255 , 255 , 0
PalAdd = 0 , 0 , 0
PalMul = .6 , .6 , 0
IgnoreHitPause = 1
Persistent = 1

[State -3]
type = AfterImage
trigger1 = animelemtime(15) = 0
time = 0

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 7500
anim = 7500
postype = p1
pos = ceil(10*1.8*const(size.xscale)),ceil(-55*2.1*const(size.yscale))
persistent = 0
velocity = 0, 0
accel = 0, 0
removetime = 11
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 1050, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 2000, 0

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(7) = 0
value = 0,2+(helper(30000),var(13))*100
channel = 0

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(7) = 0
value = 1,2

[State 1100, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(2) = 0
x = 22*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(3) = 0
x = 6*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(4) = 0
x = 10*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(5) = 0
x = 20*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(6) = 0
x = 18*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(16) = 0
trigger2 = animelemtime(17) = 0
x = 8*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(7) = 0
x = 8*const(size.xscale)
persistent = 0

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(8) = 0
x = 4*const(size.xscale)
persistent = 0

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)          
triggerall = var(35) != 1430
trigger1 = (AnimElemtime(7) >= 0) && (AnimElemtime(10) < 0) 
attr = S, SA
animtype  = back
air.animtype  = back
damage = ceil(120*fvar(0)*fvar(26)*fvar(28)),ceil(15*fvar(26))
priority = 5,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 0,14
guard.pausetime = 0,14
sparkno = -1;S8230
guard.sparkno = S8410
sparkxy = -15, ceil(-65*const(size.yscale)) 
hitsound = S2,7
guardsound = S3,1
ground.type = Low
ground.slidetime = 14
ground.hittime  = 18
guard.hittime = 16
guard.slidetime = 14
guard.ctrltime = 16
air.hittime  = 18
ground.velocity = -15.0*const(size.xscale),-3.0*const(size.yscale)
guard.velocity = -9.0*const(size.xscale)
air.velocity = -15.0*const(size.xscale),-3.0*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 0
air.recover = 0
yaccel = .10*const(size.yscale)
envshake.time = 10
envshake.freq = 80
envshake.ampl = 3
;envshake.phase = 
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1430 

[State -2, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(9) = 0
value = anim
elem = 8
persistent = 1

[State -2, ChangeAnim]
type = changeanim
triggerall = var(13)
trigger1 = AnimElemTime(10) = 0
value = anim
elem = 9
persistent = 1

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(9) = 0
x = 4*const(size.xscale)
persistent = 0

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(10) = 0
trigger2 = animelemtime(11) = 0
x = 3*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(13) = 0
x = 2*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(18) = 0
x = 12*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(19) = 0
x = -2*const(size.xscale)

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<80,30+(abs(enemynear,Pos X-Pos X)/2),80))

[State 200, hitspark y]
type = VarSet
trigger1 = 1
var(43) = -65

[State 200, sparkno]
type = VarSet
trigger1 = 1
var(44) = 8260

[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(10) >= 0
movetype = I 

[State 1100, ChangeState]
type = ChangeState
trigger1 = var(50) = 1
trigger1 = AnimElemTime(18) = 1
trigger1 = numtarget(1430)
trigger1 = target(1430),stateno = [1460,1463]
value = 3

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(18) >= 1
value = 1

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;忋抜懌搧廟傝乮憡庤峝捈乯
[Statedef 1460]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 5012

[State 5020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = authorname = "GM"
trigger1 = name="Ryu"||name="Ken"||name="Gouki"||name="Alex"||name="Hugo"
value = 5030

[State 5020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Ibuki"
value = 5700

[State 5020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
value = 5700+(facing=-1)*100000

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = anim

[State -2, ChangeState]
type = ChangeState
trigger1 = HitShakeOver
value = 1461

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;忋抜懌搧廟傝乮憡庤悂偒旘傃乯
[Statedef 1461]
type = A
movetype = H
physics = N
ctrl = 0

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 5700 && anim != 105700
trigger1 = Time = 0
value = 5012

[State 5020, 3]
type = ChangeAnim2
trigger1 = Time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Ryu" || name = "Ken" || name = "Gouki"
value = 105012

[State 5020, 3]
type = ChangeAnim2
trigger1 = Time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Alex"
value = 205012

[State 5020, 3]
type = ChangeAnim2
trigger1 = Time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Hugo"
value = 305012

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 5012
value = anim

[State -2, HitVelSet]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State -2, VelAdd]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State -2, ScreenBound]
type = ScreenBound
;triggerall = Pos Y < -15
trigger1 = BackEdgeBodyDist < 60
value = 1
movecamera = 0,1

[State -2, ChangeState]
type = ChangeState
triggerall = Pos Y < -15
trigger1 = BackEdgeBodyDist <= 0
value = 1462

[State -2, SelfState]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;忋抜懌搧廟傝乮憡庤暻寖撍乯
[Statedef 1462]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State -2, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
freq = 80
ampl = -4

[State -2, 幉埵抲堏摦]
type = PosAdd
trigger1 = Time = 0
x = - BackEdgeBodyDist

[State -2, 堏摦傪巭傔傞]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State -2, 僇儊儔僗僋儘乕儖偺桳柍]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State -2, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = Time = 0
value = 1462

[State 5020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = authorname = "GM"
trigger1 = name="Ryu"||name="Ken"||name="Gouki"||name="Alex"||name="Hugo"
value = 5051

[State 5020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = authorname = "GM"
trigger1 = name = "Gill"
value = 5051+(facing=-1)*100000

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 5051
value = anim

[State -2, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Time = 4
value = 1463

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;忋抜懌搧廟傝乮憡庤暻挼偹曉傝乯
[Statedef 1463]
type     = A
movetype = H
physics  = N

[State -2, 怳傝曉傞]
type = Turn
trigger1 = Time = 0

[State 5020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = authorname = "GM"
trigger1 = name="Gill"
value = 5051+(facing=-1)*100000

[State -2, 堏摦懍搙]
type = VelSet
trigger1 = Time = 0
x = -0.75
y = -8.5

[State -2, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .40

[State -2, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = anim != 5051
trigger1 = anim != 105051
trigger1 = Time = 0
value = 5050+(SelfAnimExist(5051)=1)

[State -2, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State -2, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5051
trigger1 = SelfAnimExist(5061)
persistent = 0
value = 5061

[State -2, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 105051
trigger1 = SelfAnimExist(5061)
persistent = 0
value = 105061

[State -2, 憡庤僗僥乕僩偵栠偡]
type = SelfState
trigger1 = Vel y > 0 && Pos y >= 0
value = 5100
