;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
;攇摦対(彫)
[Statedef 1000]
type    = S
movetype = A
physics = S
anim = 1000
velset = 0,0
ctrl = 0
sprpriority = 1
facep2 = 1

[State -2, Varset]
type = Varset
trigger1 = 1
var(16) = ((animelemtime(5)>=0)&&(animelemtime(8)<0))

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(19) = ((animelemtime(3)>=0)&&(animelemtime(6)<0))

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

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

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

[State -2, Width]
type = Width
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(2) < 0
edge = 0,ceil(3*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(3) < 0
edge = 0,ceil(11*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(4) < 0
edge = 0,ceil(13*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(5) < 0
edge = 0,ceil(15*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(6) < 0
edge = 0,ceil(18*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(13) < 0
edge = 0,ceil(19*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(13) >= 0
trigger1 = animelemtime(14) < 0
edge = 0,ceil(15*1.8*const(size.xscale))

[State 240, posadd]
type = posadd
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(5) = 0
x = 3*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
x = 8*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(4) = 0
x = 2*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(6) = 0
x = 1*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(13) = 0
x = -4*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(14) = 0
x = -15*1.8*const(size.xscale)

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

[State 1000, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0

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

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,9+(helper(30000),var(13))*100
channel = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000, 1
volume = -100

[State 1000,Super]
type = Helper
trigger1 = AnimElemTime(5) = 0
id = 6000
name = "hadouken"
pos = ceil(32*const(size.xscale)),ceil(-141*const(size.yscale))
postype = P1
stateno = 6000
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(15) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
movetype = I 

[State 1000, 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
;攇摦対(拞)
[Statedef 1010]
type    = S
movetype = A
physics = S
anim = 1000
velset = 0,0
ctrl = 0
sprpriority = 1
facep2 = 1

[State -2, Varset]
type = Varset
trigger1 = 1
var(16) = ((animelemtime(5)>=0)&&(animelemtime(8)<0))

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(19) = ((animelemtime(3)>=0)&&(animelemtime(6)<0))

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

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

[State -2, Width]
type = Width
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(2) < 0
edge = 0,ceil(3*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(3) < 0
edge = 0,ceil(11*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(4) < 0
edge = 0,ceil(13*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(5) < 0
edge = 0,ceil(15*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(6) < 0
edge = 0,ceil(18*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(13) < 0
edge = 0,ceil(19*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(13) >= 0
trigger1 = animelemtime(14) < 0
edge = 0,ceil(15*1.8*const(size.xscale))

[State 240, posadd]
type = posadd
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(5) = 0
x = 3*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
x = 8*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(4) = 0
x = 2*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(6) = 0
x = 1*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(13) = 0
x = -4*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(14) = 0
x = -15*1.8*const(size.xscale)

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

[State 1000, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 1

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

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,9+(helper(30000),var(13))*100
channel = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000, 1
volume = -100

[State 1000,Super]
type = Helper
trigger1 = AnimElemTime(5) = 0
id = 6000
name = "hadouken"
pos = ceil(32*const(size.xscale)),ceil(-141*const(size.yscale))
postype = P1
stateno = 6000
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(15) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
movetype = I 

[State 1000, 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
;攇摦対(戝)
[Statedef 1020]
type    = S
movetype = A
physics = S
anim = 1000
velset = 0,0
ctrl = 0
sprpriority = 1
facep2 = 1

[State -2, Varset]
type = Varset
trigger1 = 1
var(16) = ((animelemtime(5)>=0)&&(animelemtime(8)<0))

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(19) = ((animelemtime(3)>=0)&&(animelemtime(6)<0))

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

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

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

[State -2, Width]
type = Width
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(2) < 0
edge = 0,ceil(3*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(3) < 0
edge = 0,ceil(11*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(4) < 0
edge = 0,ceil(13*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(5) < 0
edge = 0,ceil(15*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(6) < 0
edge = 0,ceil(18*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(13) < 0
edge = 0,ceil(19*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(13) >= 0
trigger1 = animelemtime(14) < 0
edge = 0,ceil(15*1.8*const(size.xscale))

[State 240, posadd]
type = posadd
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(5) = 0
x = 3*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
x = 8*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(4) = 0
x = 2*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(6) = 0
x = 1*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(13) = 0
x = -4*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(14) = 0
x = -15*1.8*const(size.xscale)

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

[State 1000, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 2

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

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,9+(helper(30000),var(13))*100
channel = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000, 1
volume = -100

[State 1000,Super]
type = Helper
trigger1 = AnimElemTime(5) = 0
id = 6000
name = "hadouken"
pos = ceil(32*const(size.xscale)),ceil(-141*const(size.yscale))
postype = P1
stateno = 6000
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(15) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
movetype = I 

[State 1000, 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
;攇摦対(EX)
[Statedef 1030]
type    = S
movetype = A
physics = S
anim = 1030
poweradd = -400
velset = 0,0
ctrl = 0
sprpriority = 1
facep2 = 1

[State -2, Varset]
type = Varset
trigger1 = 1
var(16) = ((animelemtime(5)>=0)&&(animelemtime(8)<0))

[State -2, Varset]
type = Varset
trigger1 = 1
fvar(19) = ((animelemtime(3)>=0)&&(animelemtime(6)<0))

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

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

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

[State -2, Width]
type = Width
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(2) < 0
edge = 0,ceil(3*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(3) < 0
edge = 0,ceil(11*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(4) < 0
edge = 0,ceil(13*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(5) < 0
edge = 0,ceil(15*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(6) < 0
edge = 0,ceil(18*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(13) < 0
edge = 0,ceil(19*1.8*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(13) >= 0
trigger1 = animelemtime(14) < 0
edge = 0,ceil(15*1.8*const(size.xscale))

[State 240, posadd]
type = posadd
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(5) = 0
x = 3*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
x = 8*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(4) = 0
x = 2*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(6) = 0
x = 1*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(13) = 0
x = -4*1.8*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(14) = 0
x = -15*1.8*const(size.xscale)

[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(12) < 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   = 4
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 = AfterImageTime
trigger1 = animelemtime(11) = 6
time = 0

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 7500
anim = 7500
postype = p1
pos = ceil(-27*const(size.xscale)),ceil(-151*const(size.yscale))
persistent = 0
bindtime = 1
velocity = 0, 0
accel = 0, 0
removetime = 11
removeongethit = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

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

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

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,11+(helper(30000),var(13))*100
channel = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000, 1
volume = -100

[State 1000,Super]
type = Helper
trigger1 = AnimElemTime(5) = 0
id = 6100
name = "syakunetu-hadouken"
pos = ceil(32*const(size.xscale)),ceil(-141*const(size.yscale))
postype = P1
stateno = 6100
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(15) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
movetype = I 

[State 1000, 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
;攇摦対乮旘傃摴嬶乯
[Statedef 6000]
type = A
movetype = A
physics = N
ctrl = 0
anim = 6000
velset = 0,0
sprpriority = 2

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(39) = parent,fvar(39)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(10) = parent,var(10)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(5) = parent,var(5)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(24) = parent,var(24)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(41) = parent,var(41)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(0) = parent,fvar(0)

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(4) = parent,const(size.xscale)

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(5) = parent,const(size.yscale)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(26) = parent,fvar(26)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(28) = parent,fvar(28)

[State -1, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(36) = 1

[State 6000, Velocity]
type = VelSet
trigger1 = time = 0
x = (5.0+(var(10)*0.5))*fvar(4)

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6010

[state -2, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP

[state -2, helper]
type = helper
trigger1 = time = 0
pos = 0,0
postype = p1
stateno = 6005
ID = 6005
helpertype = normal
keyctrl = 0
name = "旘傃摴嬶攋夡僿儖僷乕"
size.xscale = fvar(4)
size.yscale = fvar(5)

[State 6000, Proj]
type = Hitdef
triggerall = !var(24) && !var(5)
trigger1 = 1
attr = S, SP
damage = ceil(60*fvar(0)*fvar(26)*fvar(28)),ceil(4*fvar(26))
getpower = 0,10
givepower = 0,0
animtype = hard
air.animtype = back
hitflag = MAF
guardflag = M
pausetime = 0,14
guard.pausetime = 0,14
sparkno = -1
guard.sparkno = -1;S8410
sparkxy = -5, 0
hitsound = -1;S2,6
guardsound = S3,1
ground.type = High
ground.slidetime = 10
ground.hittime = 13
guard.hittime = 12
guard.slidetime = 10
guard.ctrltime = 12
ground.velocity = -18.0*fvar(4)
guard.velocity = -18.0*fvar(4)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low
air.velocity = -5.0*fvar(4),-8.5*fvar(5)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*fvar(4)
down.bounce = 1
air.fall = 0
yaccel = .60*fvar(5)
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
P2facing = 1
ID = 6000
sprpriority = 2
forcestand = 1
numhits = 0

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6000)
trigger1 = target(6000),prevstateno = [7400,7410]
trigger1 = Target(6000),stateno = [5000,5099]
value = 7405

[State -2, TargetState]
type = TargetState
trigger1 = fvar(39)
trigger1 = MoveHit
trigger1 = numtarget(6000)
value = 7000

[State -2, ParentVarAdd]
type = ParentVarAdd
trigger1 = MoveHit
trigger1 = numtarget(6000)
fvar(15) = 3

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(59) = 0

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
var(59) = 1

[State 1010, changestate]
type = changestate
trigger1 = movecontact
value = 6010

[State -2, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact

[State 1010, changestate]
type = changestate
trigger1 = !numhelper(6005)
trigger2 = numhelper(6005)
trigger2 = helper(6005),stateno = 6006
value = 6010

[State 6000, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger1 = FrontEdgeDist <= -60*fvar(4)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;旘傃摴嬶攋夡僿儖僷乕
[Statedef 6005]
type = A
movetype = A
ctrl = 0
anim = ifelse((parent,Ishelper(6200)=1)||(parent,Ishelper(6210)=1),6205,6005)

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
fvar(4) = parent,fvar(4)

[State -2, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
pos = 0,0

[State -2, HitDef]
type = HitDef
trigger1 = 1
attr = A, SP
hitflag = P
priority = 7,Hit
getpower = 0
givepower = 0
pausetime = 0,0
sparkno = -1
numhits = 0
guard.dist = 0
p1stateno = 6006

[state -2, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State -2, DestroySelf]
type = DestroySelf
trigger1 = parent,stateno != 6000
trigger2 = parent,stateno = 6010
trigger3 = FrontEdgeDist <= -60*fvar(4)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;旘傃摴嬶攋夡僿儖僷乕(徚柵)
[Statedef 6006]
type = S
movetype = I
ctrl = 0
anim = 9999

[State -2, DestroySelf]
type = DestroySelf
trigger1 = time = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;攇摦対乮旘傃摴嬶乯乮徚柵乯
[Statedef 6010]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 6010
movehitpersist = 1

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||(target,stateno = [7000,7599])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7000,7599])
value = S2,6

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||(target,stateno = [7000,7599])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7000,7599])
time = 5
freq = 60
ampl = -2

[State -2, poweradd]
type = poweradd
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||(target,stateno = [7000,7599])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7000,7599])
value = 10

[State -2, hitadd]
type = hitadd
trigger1 = movehit
value = 1

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = movecontact
trigger1 = NumTarget(6000)
var(14) = 1

[State -2, VarSet]
type = VarSet
triggerall = movecontact
trigger1 = NumTarget(6000)
var(14) = 1

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = var(14)
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
var(14) = 0

[State -2, CornerPush]
type = null;ParentVarSet
triggerall = movehit
trigger1 = numtarget
trigger1 = target,statetype = A
var(5) = 1
ignorehitpause = 1

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||(target,stateno = [7000,7599])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7000,7599])
fvar(4) = 8

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||(target,stateno = [7000,7599])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7000,7599])
fvar(10) = 0.7

[State 200, Juggle Check]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||(target,stateno = [7000,7599])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7000,7599])
var(41) = 5

[State 6100, 僸僢僩僗僷乕僋]
type = Explod
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||(target,stateno = [7000,7599])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7000,7599])
anim = 8170
pos = ceil(100*fvar(4)),0
postype = p1
sprpriority = 4
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = root,const(size.xscale), root,const(size.yscale)

[State -2, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
var(14) = 0

[State -2, varset]
type = parentvarset
triggerall = numtarget
triggerall = target,gethitvar(hittime) = 0
trigger1 = (target,stateno = 5001) || (target,stateno =5011)
trigger2 = (target,stateno = 5610) || (target,stateno =5630)
trigger3 = (target,stateno = 151) || (target,stateno =153) || (target,stateno =155)
trigger4 = (target,stateno = 6151) || (target,stateno = 6153) || (target,stateno = 6155)
fvar(21) = 6

[State -1, ParentVarSet]
type = ParentVarSet
trigger1 = animelemtime(7) >= 6
fvar(36) = 0

[State 6010, DestroySelf]
type = DestroySelf
triggerall = animelemtime(7) >= 6
trigger1 = !NumTarget

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;攇摦対(EX)乮旘傃摴嬶乯侾抜栚
[Statedef 6100]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 6100
sprpriority = 2

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(5) = parent,var(5)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(24) = parent,var(24)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(39) = parent,var(39)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(41) = parent,var(41)

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(4) = parent,const(size.xscale)

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(5) = parent,const(size.yscale)

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(25) = parent,fvar(0)

[State 6000, VarSet]
type = VarSet
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
fvar(25) = 1.0

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(26) = parent,fvar(26)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(28) = parent,fvar(28)

[State -1, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
fvar(36) = 1

[State 6000, Velocity]
type = VelSet
trigger1 = time = 0
x = 7.0*fvar(4)

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6110

[state -2, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP

[State 6100, Proj]
type = Hitdef
triggerall = !var(24) && !var(5) 
trigger1 = 1
attr = S, SP
damage = ceil(60*fvar(25)*fvar(26)*fvar(28)),ceil(4*fvar(26))
getpower = 0, 0 
givepower = 0, 0
animtype = hard
air.animtype = hard
hitflag = MAF
guardflag = M
pausetime = 0,7
guard.pausetime = 0,7
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -5, 0
hitsound = -1;S2,6
guardsound = S3,1
ground.type = High
ground.slidetime = 10
ground.hittime = 14
guard.hittime = 13
guard.slidetime = 10
guard.ctrltime = 13
ground.velocity = -7.0*fvar(4),-8.5*fvar(5)
guard.velocity = -18.0*fvar(4)
air.type = Low
air.hittime = 14
air.velocity = -7.0*fvar(4),-8.5*fvar(5)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*fvar(4)
air.fall = 1
forcestand = 1
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
yaccel = .60*fvar(5)
P2facing = 1
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50
id = 6100
sprpriority = 2
numhits = 0

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6100)
trigger1 = target(6100),pos Y = 0
value = 7400

[State -2, ParentVarAdd]
type = ParentVarAdd
trigger1 = MoveHit
trigger1 = numtarget(6100)
fvar(15) = 3

[State 6000, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(6) = parent,var(6)

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6100)
trigger1 = (target(6100),stateno = [5000,5099])||(target(6100),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7400,7410])
value = S2,6

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6100)
trigger1 = (target(6100),stateno = [5000,5099])||(target(6100),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7400,7410])
time = 5
freq = 60
ampl = -2

[State -2, hitadd]
type = hitadd
trigger1 = movehit
value = 1

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
var(15) = 7

[State 6000, VarSet]
type = ParentVarSet
trigger1 = movecontact
trigger1 = numtarget(6100)
var(15) = 7

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = MoveContact
trigger1 = NumTarget(6100)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6100)
var(14) = 1

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = var(14)
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
var(14) = 0

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = MoveHit
trigger1 = numtarget(6100)
trigger1 = (target(6100),stateno = [5000,5099])||(target(6100),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7400,7410])
fvar(4) = 8

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6100)
trigger1 = (target(6100),stateno = [5000,5099])||(target(6100),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7400,7410])
fvar(10) = 0.7

[State 200, Juggle Check]
type = parentVarAdd
triggerall = MoveHit
trigger1 = numtarget(6100)
trigger1 = (target(6100),stateno = [5000,5099])||(target(6100),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7400,7410])
var(41) = 5

[State -2, VarSet]
type = VarSet
trigger1 = MoveHit
fvar(39) = 1

[State 6100, 僸僢僩僗僷乕僋]
type = Explod
triggerall = Movehit
trigger1 = numtarget(6100)
trigger1 = (target(6100),stateno = [5000,5099])||(target(6100),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7400,7410])
anim = 8170
pos = ceil(100*fvar(4)),0
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[state -2, helper]
type = helper
triggerall = Movehit
trigger1 = numtarget(6100)
trigger1 = (target(6100),stateno = [5000,5099])||(target(6100),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7400,7410])
pos = 0,0
postype = left
stateno = 8600
helpertype = normal
name = "Fire"
sprpriority = -5
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 6100, 僸僢僩僗僷乕僋]
type = Explod
trigger1 = MoveContact
anim = 6110
pos = 0,0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removetime = 12
scale = const(size.xscale),const(size.yscale)

[State 6000, VarSet]
type = VarSet
trigger1 = parent,var(0) = 1
trigger1 = movehit
trigger1 = numenemy
trigger1 = enemy,stateno = [4000,4205]
var(47) = 16

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(59) = 0

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
var(59) = 1

[State 1010, changestate]
type = changestate
trigger1 = movecontact
value = 6110

[State -2, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = time > 0
trigger1 = FrontEdgeDist <= -60*fvar(4)
fvar(36) = 0

[State 6100, DestroySelf]
type = DestroySelf
triggerall = time >= 0
trigger1 = FrontEdgeDist <= -60

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;攇摦対(EX)乮旘傃摴嬶乯俀抜栚
[Statedef 6110]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 2

[State -2, VarAdd]
type = VarAdd
trigger1 = var(15) > 0
var(15) = -1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(47) > 0
var(47) = -1

[State -2, posfreeze]
type = posfreeze
trigger1 = time < 1
trigger2 = var(15)
trigger3 = var(47)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(5) = parent,var(5)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(24) = parent,var(24)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(39) = parent,var(39)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
var(41) = parent,var(41)

[State 6000, VarSet]
type = VarSet
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
fvar(25) = 1.0

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(26) = parent,fvar(26)

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(28) = parent,fvar(28)

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6120

[state -2, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP

[State 6100, Proj]
type = Hitdef
triggerall = !var(24) && !var(5)           
triggerall = var(15) <= 1
triggerall = !var(47)
trigger1 = 1
attr = S, SP
damage = ceil(60*fvar(25)*fvar(26)*fvar(28)),ceil(4*fvar(26))
getpower = 0, 0 
givepower = 0, 0
animtype = back
air.animtype = back
hitflag = MAF
guardflag = M
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -5, 0
hitsound = -1;S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 10
ground.hittime = 14
guard.hittime = 13
guard.slidetime = 10
guard.ctrltime = 13
ground.velocity = -7.0*fvar(4),-8.5*fvar(5)
guard.velocity = -18.0*fvar(4)
air.type = Low
air.hittime = 14
air.velocity = -7.0*fvar(4),-8.5*fvar(5)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*fvar(4)
air.fall = 1
air.recover = 0
forcestand = 1
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
yaccel = .60*fvar(5)
P2facing = 1
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50
id = 6110
sprpriority = 2
numhits = 0

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6110)
trigger1 = target(6110),pos Y = 0
value = 7410

[State -2, ParentVarAdd]
type = ParentVarAdd
trigger1 = MoveHit
trigger1 = numtarget(6110)
fvar(15) = 3

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = var(14)
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
var(14) = 0

[State 6000, VarSet]
type = VarSet
trigger1 = !var(15)
trigger1 = !var(47)
var(59) = 0

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
var(59) = 1

[State 1010, changestate]
type = changestate
trigger1 = movecontact
value = 6120

[State -2, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact

[State -2, varset]
type = parentvarset
triggerall = numtarget
triggerall = target,gethitvar(hittime) = 0
trigger1 = (target,stateno = 5001) || (target,stateno =5011)
trigger2 = (target,stateno = 5610) || (target,stateno =5630)
trigger3 = (target,stateno = 151) || (target,stateno =153) || (target,stateno =155)
trigger4 = (target,stateno = 6151) || (target,stateno = 6153) || (target,stateno = 6155)
fvar(21) = 6

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = time > 0
trigger1 = FrontEdgeDist <= -60*fvar(4)
fvar(36) = 0

[State 6100, DestroySelf]
type = DestroySelf
triggerall = time >= 0
trigger1 = FrontEdgeDist <= -60*fvar(4)

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;攇摦対EX乮旘傃摴嬶乯乮徚柵乯
[Statedef 6120]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 6110
movehitpersist = 1

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6110)
trigger1 = (target(6110),stateno = [5000,5099])||(target(6110),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7400,7410])
value = S2,6

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6110)
trigger1 = (target(6110),stateno = [5000,5099])||(target(6110),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7400,7410])
time = 5
freq = 60
ampl = -2

[State -2, hitadd]
type = hitadd
trigger1 = movehit
value = 1

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = movecontact
trigger1 = NumTarget(6110)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6110)
var(14) = 1

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = movehit
trigger1 = numtarget(6110)
trigger1 = (target(6110),stateno = [5000,5099])||(target(6110),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7400,7410])
fvar(4) = 8

[State 6000, VarSet]
type = ParentVarSet
triggerall = movehit
trigger1 = numtarget(6110)
trigger1 = (target(6110),stateno = [5000,5099])||(target(6110),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7400,7410])
var(15) = 12

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6110)
trigger1 = (target(6110),stateno = [5000,5099])||(target(6110),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7400,7410])
fvar(10) = 0.7

[State 200, Juggle Check]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6110)
trigger1 = (target(6110),stateno = [5000,5099])||(target(6110),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7400,7410])
var(41) = 6

[State -2, VarSet]
type = VarSet
trigger1 = MoveHit
fvar(39) = 1

[State 6100, 僸僢僩僗僷乕僋]
type = Explod
triggerall = movehit
trigger1 = numtarget(6110)
trigger1 = (target(6110),stateno = [5000,5099])||(target(6110),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7400,7410])
anim = 8170
pos = ceil(100*fvar(4)),0
postype = p1
sprpriority = 4
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = root,const(size.xscale), root,const(size.yscale)

[state -2, helper]
type = helper
triggerall = movehit
trigger1 = numtarget(6110)
trigger1 = (target(6110),stateno = [5000,5099])||(target(6110),stateno = [7400,7410])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7400,7410])
pos = 0,0
postype = left
stateno = 8600
helpertype = normal
name = "Fire"
sprpriority = -5
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State -2, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact

[State -1, ParentVarSet]
type = ParentVarSet
trigger1 = animelemtime(7) >= 6
fvar(36) = 0

[State -2, varset]
type = parentvarset
triggerall = numtarget
triggerall = target,gethitvar(hittime) = 0
trigger1 = (target,stateno = 5001) || (target,stateno =5011)
trigger2 = (target,stateno = 5610) || (target,stateno =5630)
trigger3 = (target,stateno = 151) || (target,stateno =153) || (target,stateno =155)
trigger4 = (target,stateno = 6151) || (target,stateno = 6153) || (target,stateno = 6155)
fvar(21) = 6

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = var(14)
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
var(14) = 0

[State 6010, DestroySelf]
type = DestroySelf
triggerall = animelemtime(7) >= 6
trigger1 = !NumTarget

;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
;徃棿対(彫)
[Statedef 1100]
type    = S
movetype = A
physics = N
anim = 1100
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(2) = 0
value = 0,8+(helper(30000),var(13))*100
channel = 0

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

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

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)         
triggerall = var(35) != 1100
trigger1 = animelem = 3
attr = S, SA
animtype  = up
air.animtype  = up
damage = ceil(140*fvar(0)*fvar(26)*fvar(28)),ceil(18*fvar(26))
priority = 5,Hit
getpower = 40,100
givepower = 60,0
hitflag = MAF
guardflag = M
pausetime = 14,14
guard.pausetime = 14,14
sparkno = -1;S8230
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-66*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 = -3.5*const(size.xscale),-10.8*const(size.yscale)
guard.velocity = -5.0*const(size.xscale)
air.velocity = -3.5*const(size.xscale),-9.6*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*const(size.yscale)
envshake.time = 10
envshake.freq = 80
envshake.ampl = 2
;envshake.phase = 
P2facing = ifelse(p2dist x>=5,1,-1)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1100 

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(4) = 0
value = 1,0

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(4) = 0
x = 5*1.8*const(size.xscale)

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
StateType = A

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 5.0*1.8*const(size.xscale)
y = -7.25*2.1*const(size.yscale)

[State 1100, Velocity]
type = VelSet
trigger1 = vel X = [0,0.1]
trigger2 = AnimElemTime(6) = 0
x = 0

[State 1110, Gravity]
type = Veladd
trigger1 = AnimElemTime(4) >= 0
y = .50*2.1*const(size.yscale)

[State 1110, Velocity]
type = VelMul
trigger1 = AnimElemTime(4) >= 0
x = .85

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)         
triggerall = var(35) != 1100
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(6) < 0)
attr = A, SA
animtype  = up
air.animtype  = up
damage = ceil(Ifelse(P2BodyDist X>25,100,140)*fvar(0)*fvar(26)*fvar(28)),ceil(Ifelse(P2BodyDist X>35,6,18)*fvar(26))
priority = 5,Hit
getpower = 40,100
givepower = 60,0
hitflag = MAF
guardflag = M
pausetime = 13,12
guard.pausetime = 13,12
sparkno = -1;S8230
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-76*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 = -3.5*const(size.xscale),-10.8*const(size.yscale)
guard.velocity = -5.0*const(size.xscale)
air.velocity = -3.5*ifelse(p2dist x>=5,1,-1)*const(size.xscale),-9.6*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*const(size.yscale)
envshake.time = 10
envshake.freq = 80
envshake.ampl = 2
;envshake.phase = 
P2facing = ifelse(p2dist x>=5,1,-1)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1100 

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

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(4) < 0
var(43) = -50
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(4) >= 0
var(43) = -60
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = 1
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(6) >= 0
movetype = I 

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(4) > 0
value = 1150

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;徃棿対(拞)
[Statedef 1110]
type    = S
movetype = A
physics = N
anim = 1110
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(2) = 0
value = 0,8+(helper(30000),var(13))*100
channel = 0

[State 1110, Position]
type = PosSet
trigger1 = Time = 0
y = 0

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

[State 1110, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)        
trigger1 = var(35) != 1110
trigger1 = animelem = 3     
attr = S, SA
animtype  = up
air.animtype  = up
damage = ceil(155*fvar(0)*fvar(26)*fvar(28)),ceil(19*fvar(26))
priority = 5,Hit
getpower = 40,100
givepower = 60,0
hitflag = MAF
guardflag = M
pausetime = 15,15
guard.pausetime = 15,15
sparkno = -1;S8250
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-66*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime  = 17
ground.velocity = -3.5*const(size.xscale),-10.8*const(size.yscale)
guard.velocity = -5.0*const(size.xscale)
air.velocity = -3.5*ifelse(p2dist x>=5,1,-1),-9.6*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*const(size.yscale)
envshake.time = 10
envshake.freq = 80
envshake.ampl = 2
;envshake.phase = 
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1110

[State 1110, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(4) = 0
value = 1,1

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(4) = 0
x = 5*2*const(size.xscale)

[State 1110, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
StateType = A

[State 1110, Velocity]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 8.0*1.8*const(size.xscale)
y = -9.25*2.1*const(size.yscale)

[State 1100, Velocity]
type = VelSet
trigger1 = vel X = [0,0.1]
trigger2 = AnimElemTime(6) = 0
x = 0

[State 1110, Gravity]
type = Veladd
trigger1 = AnimElemTime(4) >= 0
y = .50*2.1*const(size.yscale)

[State 1110, Velocity]
type = VelMul
trigger1 = AnimElemTime(4) >= 0
x = .85

[State 1110, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)        
trigger1 = var(35) != 1110
trigger1  = (AnimElemtime(4) >= 0) && (AnimElemtime(6) < 0)       
attr = A, SA
animtype = up
air.animtype = up
damage = ceil(Ifelse(P2BodyDist X>25,120,155)*fvar(0)*fvar(26)*fvar(28)),ceil(Ifelse(P2BodyDist X>25,8,19)*fvar(26))
priority = 5,Hit
getpower = 40,100
givepower = 60,0
hitflag = MAF
guardflag = M
pausetime = 13,12
guard.pausetime = 13,12
sparkno = -1;S8230
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-76*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 = -3.5*const(size.xscale),-10.8*const(size.yscale)
guard.velocity = -5.0*const(size.xscale)
air.velocity = -3.5*ifelse(p2dist x>=5,1,-1),-9.6*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*const(size.yscale)
envshake.time = 10
envshake.freq = 80
envshake.ampl = 2
;envshake.phase = 
P2facing = ifelse(p2dist x>=5,1,-1)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1110

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

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(4) < 0
var(43) = -50
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(4) >= 0
var(43) = -60
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = 1
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(6) >= 0
movetype = I 

[State 1110, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(4) > 0
value = 1150

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;徃棿対(戝)
[Statedef 1120]
type    = S
movetype = A
physics = N
anim = 1120
juggle = 0
ctrl = 0
;poweradd= 30
velset = 0,0
sprpriority = 2
facep2 = 1

[State -2, Varset]
type = Varset
trigger1 = time = 0
fvar(25) = fvar(0)

[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(2) = 0
value = 0,8+(helper(30000),var(13))*100
channel = 0

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

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

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)     
trigger1 = var(35) != 1120
trigger1 = animelem = 3    
attr = A, SA
animtype  = up
air.animtype  = up
damage = ceil(170*fvar(0)*fvar(26)*fvar(28)),ceil(21*fvar(26))
priority = 5,Hit
getpower = 40,100
givepower = 60,0
hitflag = MAF
guardflag = M
pausetime = 16,16
guard.pausetime = 16,16
sparkno = -1;S8250
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-66*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime  = 17
ground.velocity = -3.5*const(size.xscale),-12.0*const(size.yscale)
guard.velocity = -5.0*const(size.xscale)
air.velocity = -3.5*ifelse(p2dist x>=5,1,-1)*const(size.xscale),-10.8*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*const(size.yscale)
envshake.time = 10
envshake.freq = 80
envshake.ampl = 2
;envshake.phase = 
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1120

[State 1110, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(4) = 0
value = 1,2

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(4) = 0
x = 5*1.8*const(size.xscale)

[State 1120, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
StateType = A

[State 1120, Velocity]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 11.1*1.8*const(size.xscale)
y = -11.25*2.1*const(size.yscale)

[State 1100, Velocity]
type = VelSet
trigger1 = vel X = [0,0.1]
trigger2 = AnimElemTime(6) = 0
x = 0

[State 1110, Gravity]
type = Veladd
trigger1 = AnimElemTime(4) >= 0
y = .50*2.1*const(size.yscale)

[State 1110, Velocity]
type = VelMul
trigger1 = AnimElemTime(4) >= 0
x = .85

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)     
trigger1 = var(35) != 1120
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(6) < 0)       
attr = A, SA
animtype  = up
air.animtype  = up
damage = ceil(Ifelse(P2BodyDist X>25,130,170)*fvar(0)*fvar(26)*fvar(28)),ceil(Ifelse(P2BodyDist X>35,8,21)*fvar(26))
priority = 5,Hit
getpower = 40,100
givepower = 60,0
hitflag = MAF
guardflag = M
pausetime = 13,12
guard.pausetime = 13,12
sparkno = -1;S8230
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-76*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 = -3.5*const(size.xscale),-12.0*const(size.yscale)
guard.velocity = -5.0*const(size.xscale)
air.velocity = -3.5*ifelse(p2dist x>=5,1,-1)*const(size.xscale),-10.8*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*const(size.yscale)
envshake.time = 10
envshake.freq = 80
envshake.ampl = 2
;envshake.phase = 
P2facing = ifelse(p2dist x>=5,1,-1)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1120

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

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(4) < 0
var(43) = -50
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(4) >= 0
var(43) = -60
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = 1
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(6) >= 0
movetype = I 

[State 1120, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(4) > 0
value = 1150

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;徃棿対(EX)
[Statedef 1130]
type    = S
movetype = A
physics = N
anim = 1130
juggle = 0
ctrl = 0
poweradd = -400
velset = 0,0
sprpriority = 2
facep2 = 1

[State -2, Varset]
type = Varset
trigger1 = time = 0
fvar(25) = fvar(0)

[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 = Time = 0
value = SCA
time = 4

[State 1050, Palfix]
type = PalFX
trigger1 = gametime %2=0
trigger1 = animelemtime(8) < 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(7) = 0
time = 0

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 7500
anim = 7500
postype = p1
pos = ceil(68*const(size.xscale)),ceil(-130*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(2) = 0
value = 0,8+(helper(30000),var(13))*100
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) != 1130
trigger1 = animelem = 3    
attr = A, SA
animtype  = up
air.animtype  = up
damage = ceil(110*fvar(25)*fvar(26)*fvar(28)),ceil(11*fvar(26))
priority = 5,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 12,12
guard.pausetime = 12,12
sparkno = -1;S8250
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-66*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime  = 17
ground.velocity = -3.5*const(size.xscale),-13.5*const(size.yscale)
guard.velocity = -5.0*const(size.xscale)
air.velocity = -3.5*ifelse(p2dist x>=5,1,-1)*const(size.xscale),-12.0*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*const(size.yscale)
envshake.time = 10
envshake.freq = 80
envshake.ampl = 2
;envshake.phase = 
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1130

[State 1110, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(4) = 0
value = 1,2

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(4) = 0
x = 5*1.8*const(size.xscale)

[State 1120, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
StateType = A

[State 1120, Velocity]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 12.0*2.1*const(size.xscale)
y = -11.5*1.8*const(size.yscale)

[State 1100, Velocity]
type = VelSet
trigger1 = vel X = [0,0.1]
trigger2 = AnimElemTime(6) = 0
x = 0

[State 1110, Gravity]
type = Veladd
trigger1 = AnimElemTime(4) >= 0
y = .50*2.1*const(size.yscale)

[State 1110, Velocity]
type = VelMul
trigger1 = AnimElemTime(4) >= 0
x = .90

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)     
trigger1 = var(35) != 1131
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(6) < 0)       
attr = A, SA
animtype  = up
air.animtype  = up
damage = ceil(80*fvar(25)*fvar(26)*fvar(28)),ceil(8*fvar(26))
priority = 5,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 13,12
guard.pausetime = 13,12
sparkno = -1;S8230
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-76*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 = -3.5*const(size.xscale),-13.5*const(size.yscale)
guard.velocity = -5.0*const(size.xscale)
air.velocity = -3.5*ifelse(p2dist x>=5,1,-1)*const(size.xscale),-12.0*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*const(size.yscale)
envshake.time = 10
envshake.freq = 80
envshake.ampl = 2
;envshake.phase = 
P2facing = ifelse(p2dist x>=5,1,-1)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1131

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

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(4) < 0
var(43) = -50
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(4) >= 0
var(43) = -60
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = 1
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(6) >= 0
movetype = I 

[State 1120, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(4) > 0
value = 1150

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;徃棿対乮拝抧乯
[Statedef 1150]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1150

[State -3, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0

[State 1150, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1150, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1150, 2]
type = PosAdd
trigger1 = Time = 0
x = 10*1.8*const(size.xscale)

[State -2, ChangeState]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(4) >= 1
value = 0
ctrl = 1

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(4) >= 1
value = 1

[State 1150, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;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
;棾姫慁晽媟(彫)
[Statedef 1200]
type    = S
movetype = A
physics = N
anim = 1200
juggle = 0
ctrl = 0
;poweradd = 30
velset = 0,0
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 1200, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(2) = 0
x = 16*1.8*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(4) = 0
x = 8*1.8*const(size.xscale)

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

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 6
value = 1,1

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(4) = 0
x = 5.0*1.8*const(size.xscale)
y = -3.0*2.1*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(4) >= 0
y = .40*2.1*const(size.yscale)

[State 1200, StateType]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A

[State 1200, 1]
type = PlayerPush
triggerall = (animelemtime(4) >= 0) && (animelemtime(10) < 0)
trigger1 = enemynear,statetype = C
trigger2 = enemynear, BackEdgeBodyDist >= 15
trigger2 = enemynear,statetype = L
value = 0

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

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 6
attr = A, SA
getpower = 40,90
givepower = 40,0
animtype  = back
air.animtype  = back
damage = ceil(130*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 = -1;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 = -8.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = -15.0*1.8*const(size.xscale)
air.velocity = -8.0*1.8*const(size.xscale),-7.5*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*1.8*const(size.xscale)
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
envshake.time = 10
envshake.freq = 80
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1200

[State 1200, Explod]
type = Explod
triggerall = !var(24) && !var(5)
trigger1 = AnimElemtime(6) >= 0
trigger1 = P2stateno = 150||P2stateno = 152 
anim = 8410
postype = p1
pos = 63,-70
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State -2, hitspark x]
type = VarSet
trigger1 = 1
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) = 8170
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
triggerall = Pos Y >= 0 && Vel Y > 0 
trigger1 = AnimElemTime(4) > 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
;棾姫慁晽媟(拞)
[Statedef 1210]
type    = S
movetype = A
physics = N
anim = 1210
juggle = 0
ctrl = 0
;poweradd = 60
velset = 0,0
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 1200, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(2) = 0
x = 16*1.8*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(4) = 0
x = 8*1.8*const(size.xscale)

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

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 12
trigger3 = animelem = 18
value = 1,1

[State 1200, StateType]
type = StateTypeSet
trigger1 = animelemtime(4) = 0
StateType = A

[State 1200, Velocity]
type = VelSet
trigger1 = animelemtime(4) = 0
x = 5.5*1.8*const(size.xscale)
y = -1.75*2.1*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(4) >= 0
y = .10*2.1*const(size.yscale)

[State 1200, 1]
type = PlayerPush
triggerall = (animelemtime(4) >= 0) && (animelemtime(24) < 0)
trigger1 = enemynear,statetype = C
trigger2 = enemynear, BackEdgeBodyDist >= 15
trigger2 = enemynear,statetype = L
value = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(6) = -1
value = 60

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 6
trigger2 = animelem = 12
trigger3 = animelem = 18
attr = A, SA
getpower = 40,80
givepower = 40,0
animtype  = back
air.animtype  = back
damage = ceil(150*fvar(0)*fvar(26)*fvar(28)),ceil(9*fvar(26))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 13,12
guard.pausetime = 13,12
sparkno = -1;S8160
guard.sparkno = -1;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 = -8.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = -15.0*1.8*const(size.xscale)
air.velocity = -8.0*1.8*const(size.xscale),-7.5*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*1.8*const(size.xscale)
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
persistent = 1
envshake.time = 10
envshake.freq = 80
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1210

[State 1210, Explod]
type = Explod
triggerall = !var(24) && !var(5)
trigger1 = (AnimElemtime(6) >= 0) && (P2stateno = 150||P2stateno = 152) 
anim = 8410
postype = p1
pos = 63,-70
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1211, Explod]
type = Explod
triggerall = !var(24) && !var(5)
trigger1 = (AnimElemtime(12) >= 0) && (P2stateno = 150||P2stateno = 152) 
anim = 8410
postype = p1
pos = 63,-70
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1212, Explod]
type = Explod
triggerall = !var(24) && !var(5)
trigger1 = (AnimElemtime(18) >= 0) && (P2stateno = 150||P2stateno = 152)
anim = 8410
postype = p1
pos = 63,-70
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 9
trigger2 = animelem = 15
attr = A, SA
getpower = 40,80
givepower = 40,0
animtype  = back
air.animtype  = back
damage = ceil(150*fvar(0)*fvar(26)*fvar(28)),ceil(9*fvar(26))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 13,12
guard.pausetime = 13,12
sparkno = -1;S8160
guard.sparkno = -1;S8415
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 = 8.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = 15.0*1.8*const(size.xscale)
air.velocity = 8.0*1.8*const(size.xscale),-7.5*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*1.8*const(size.xscale)
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
persistent = 1
envshake.time = 10
envshake.freq = 80
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1211

;[State 1211, Explod]
;type = Explod
;triggerall = !var(24) && !var(5)
;trigger1 = (AnimElemtime(9) >= 0) && (P2stateno = 150||P2stateno = 152) 
;trigger2 = (AnimElemtime(15) >= 0) && (P2stateno = 150||P2stateno = 152) 
;anim = 8415
;postype = p1
;pos = -63,-70
;sprpriority = 7
;persistent = 0
;ignorehitpause = 1
;scale = const(size.xscale),const(size.yscale)

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(7) < 0
trigger2 = (animelemtime(10) >= 0) && (animelemtime(13) < 0)
trigger3 = (animelemtime(16) >= 0) && (animelemtime(19) < 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(7) >= 0) && (animelemtime(10) < 0)
trigger2 = (animelemtime(13) >= 0) && (animelemtime(16) < 0)
trigger3 = animelemtime(19) >= 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(7) < 0
trigger2 = (animelemtime(10) >= 0) && (animelemtime(13) < 0)
trigger3 = (animelemtime(16) >= 0) && (animelemtime(19) < 0)
var(44) = 8170
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = (animelemtime(7) >= 0) && (animelemtime(10) < 0)
trigger2 = (animelemtime(13) >= 0) && (animelemtime(16) < 0)
trigger3 = animelemtime(19) >= 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(56) = 0

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(4) > 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
;棾姫慁晽媟(戝)
[Statedef 1220]
type    = S
movetype = A
physics = N
anim = 1220
juggle = 0
ctrl = 0
;poweradd = 60
velset = 0,0
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 1200, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(2) = 0
x = 16*1.8*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(4) = 0
x = 8*1.8*const(size.xscale)

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

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 12
trigger3 = animelem = 18
value = 1,1

[State 1200, StateType]
type = StateTypeSet
trigger1 = animelemtime(4) = 0
StateType = A

[State 1200, Velocity]
type = VelSet
trigger1 = animelemtime(4) = 0
x = 6.0*1.8*const(size.xscale)
y = -2.0*2.1*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(4) >= 0
y = .10*2.1*const(size.yscale)

[State 1200, 1]
type = PlayerPush
triggerall = (animelemtime(4) >= 0) && (animelemtime(24) < 0)
trigger1 = enemynear,statetype = C
trigger2 = enemynear, BackEdgeBodyDist >= 15
trigger2 = enemynear,statetype = L
value = 0

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(6) = -1
value = 60

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 6
trigger2 = animelem = 12
trigger3 = animelem = 18
attr = A, SA
getpower = 40,90
givepower = 40,0
animtype  = back
air.animtype  = back
damage = ceil(170*fvar(0)*fvar(26)*fvar(28)),ceil(11*fvar(26))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 13,12
guard.pausetime = 13,12
sparkno = -1;S8160
guard.sparkno = -1;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 = -8.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = -15.0*1.8*const(size.xscale)
air.velocity = -8.0*1.8*const(size.xscale),-7.5*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*1.8*const(size.xscale)
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
persistent = 1
envshake.time = 10
envshake.freq = 80
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1220

[State 1220, Explod]
type = Explod
triggerall = !var(24) && !var(5)
trigger1 = (AnimElemtime(6) >= 0) && (P2stateno = 150||P2stateno = 152) 
anim = 8410
postype = p1
pos = 63,-70
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1221, Explod]
type = Explod
triggerall = !var(24) && !var(5)
trigger1 = (AnimElemtime(12) >= 0) && (P2stateno = 150||P2stateno = 152) 
anim = 8410
postype = p1
pos = 63,-70
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1222, Explod]
type = Explod
triggerall = !var(24) && !var(5)
trigger1 = (AnimElemtime(18) >= 0) && (P2stateno = 150||P2stateno = 152)
anim = 8410
postype = p1
pos = 63,-70
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 9
trigger2 = animelem = 15
attr = A, SA
getpower = 40,100
givepower = 40,0
animtype  = back
air.animtype  = back
damage = ceil(170*fvar(0)*fvar(26)*fvar(28)),ceil(11*fvar(26))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 13,12
guard.pausetime = 13,12
sparkno = -1;S8160
guard.sparkno = -1;S8415
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 = 8.0*1.8*const(size.xscale),-8.5*2.1*const(size.yscale)
guard.velocity = 15.0*1.8*const(size.xscale)
air.velocity = 8.0*1.8*const(size.xscale),-7.5*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*1.8*const(size.xscale)
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
persistent = 1
envshake.time = 10
envshake.freq = 80
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1221

;[State 1221, Explod]
;type = Explod
;triggerall = !var(24) && !var(5)
;trigger1 = (AnimElemtime(9) >= 0) && (P2stateno = 150||P2stateno = 152) 
;trigger2 = (AnimElemtime(15) >= 0) && (P2stateno = 150||P2stateno = 152) 
;anim = 8415
;postype = p1
;pos = -63,-70
;sprpriority = 7
;persistent = 0
;ignorehitpause = 1
;scale = const(size.xscale),const(size.yscale)

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(7) < 0
trigger2 = (animelemtime(10) >= 0) && (animelemtime(13) < 0)
trigger3 = (animelemtime(16) >= 0) && (animelemtime(19) < 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(7) >= 0) && (animelemtime(10) < 0)
trigger2 = (animelemtime(13) >= 0) && (animelemtime(16) < 0)
trigger3 = animelemtime(19) >= 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(7) < 0
trigger2 = (animelemtime(10) >= 0) && (animelemtime(13) < 0)
trigger3 = (animelemtime(16) >= 0) && (animelemtime(19) < 0)
var(44) = 8170
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = (animelemtime(7) >= 0) && (animelemtime(10) < 0)
trigger2 = (animelemtime(13) >= 0) && (animelemtime(16) < 0)
trigger3 = animelemtime(19) >= 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(56) = 0

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(4) > 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
;棾姫慁晽媟(EX)
[Statedef 1230]
type    = S
movetype = A
physics = N
anim = 1230
juggle = 0
ctrl = 0
poweradd = -400
velset = 0,0
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(19) < 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(19) = 0
time = 0

[State 810, 2]
type = Explod
trigger1 = time = 0
ID = 7500
anim = 7500
postype = p1
pos = ceil(45*const(size.xscale)),ceil(-84*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, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(2) = 0
x = 16*1.8*const(size.xscale)

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(4) = 0
x = 8*1.8*const(size.xscale)

[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 = 6
trigger2 = animelem = 12
trigger3 = animelem = 18
value = 1,1

[State 1200, StateType]
type = StateTypeSet
trigger1 = animelemtime(4) = 0
StateType = A

[State 1200, Velocity]
type = VelSet
trigger1 = animelemtime(4) = 0
y = -3.0*1.8*const(size.xscale)

[State 1200, Velocity]
type = VelSet
trigger1 = animelemtime(6) = 0
y = 0

[State 1200, Velocity]
type = VelSet
trigger1 = animelemtime(11) = 0
x = -1.0*1.8*const(size.xscale)

[State 1200, Velocity]
type = VelSet
trigger1 = animelemtime(17) = 0
y = 1.5*2.1*const(size.xscale)

[State 1200, 1]
type = PlayerPush
trigger1 = animelemtime(4) >= 0
value = 0
ignorehitpause = 1

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 6
trigger2 = animelem = 12
trigger3 = animelem = 18
attr = A, SA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = back
damage = ceil(50*fvar(0)*fvar(26)*fvar(28)),ceil(3*fvar(26))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 3,3
guard.pausetime = 3,3
sparkno = -1;S8160
guard.sparkno = -1;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 = 15.0*1.8*const(size.xscale)
guard.velocity = 0
air.velocity = 8.0*1.8*const(size.xscale),-6.7*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = 3.0
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
persistent = 1
envshake.time = 10
envshake.freq = 80
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1230

[State 1230, Explod]
type = Explod
triggerall = !var(24) && !var(5)
trigger1 = (AnimElemtime(6) >= 0) && (P2stateno = 150||P2stateno = 152) 
anim = 8410
postype = p1
pos = 63,-70
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1231, Explod]
type = Explod
triggerall = !var(24) && !var(5)
trigger1 = (AnimElemtime(12) >= 0) && (P2stateno = 150||P2stateno = 152) 
anim = 8410
postype = p1
pos = 63,-70
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1232, Explod]
type = Explod
triggerall = !var(24) && !var(5)
trigger1 = (AnimElemtime(18) >= 0) && (P2stateno = 150||P2stateno = 152)
anim = 8410
postype = p1
pos = 63,-70
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 9
trigger2 = animelem = 15
attr = A, SA
getpower = 0,0
givepower = 0,0
animtype  = hard
air.animtype  = back
damage = ceil(45*fvar(0)*fvar(26)*fvar(28)),ceil(3*fvar(26))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 3,3
guard.pausetime = 3,3
sparkno = -1;S8160
guard.sparkno = -1;S8415
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = low
ground.slidetime = 10
ground.hittime  = 14
guard.hittime = 12
guard.slidetime = 10
guard.ctrltime = 12
air.hittime  = 14
ground.velocity = -15.0*1.8*const(size.xscale)
guard.velocity = 0
air.velocity = -8.0*1.8*const(size.xscale),-6.7*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = 3.0
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
persistent = 1
envshake.time = 10
envshake.freq = 80
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1231

;[State 1231, Explod]
;type = Explod
;triggerall = !var(24) && !var(5)
;trigger1 = (AnimElemtime(9) >= 0) && (P2stateno = 150||P2stateno = 152) 
;trigger2 = (AnimElemtime(15) >= 0) && (P2stateno = 150||P2stateno = 152) 
;anim = 8415
;postype = p1
;pos = -63,-70
;sprpriority = 7
;persistent = 0
;ignorehitpause = 1
;scale = const(size.xscale),const(size.yscale)

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 18
attr = A, SA
getpower = 0,0
givepower = 0,0
animtype  = diagup
air.animtype  = diagup
damage = ceil(40*fvar(0)*fvar(26)*fvar(28)),ceil(3*fvar(26))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1;S8160
guard.sparkno = -1;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 = -8.0*1.8*const(size.xscale),-7.5*2.1*const(size.yscale)
guard.velocity = -15.0*1.8*const(size.xscale)
air.velocity = -8.0*1.8*const(size.xscale),-6.7*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*1.8*const(size.xscale)
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
persistent = 1
envshake.time = 10
envshake.freq = 80
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1232

[State 1232, Explod]
type = Explod
triggerall = !var(24) && !var(5)
trigger1 = (AnimElemtime(18) >= 0) && (P2stateno = 150||P2stateno = 152) 
anim = 8410
postype = p1
pos = 63,-70
sprpriority = 7
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1100, HitDef]
type = null;HitDef
triggerall = !var(24) && !var(5)
trigger1 = animelem = 21
attr = A, SA
getpower = 0,0
givepower = 0,0
animtype  = diagup
air.animtype  = diagup
damage = ceil(40*fvar(0)*fvar(26)*fvar(28)),ceil(3*fvar(26))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1;S8160
guard.sparkno = -1;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 = 8.0*1.8*const(size.xscale),-7.5*2.1*const(size.yscale)
guard.velocity = -15.0*1.8*const(size.xscale)
air.velocity = 8.0*1.8*const(size.xscale),-6.7*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0*1.8*const(size.xscale)
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
persistent = 1
envshake.time = 10
envshake.freq = 80
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1233

;[State 1233, Explod]
;type = Explod
;triggerall = !var(24) && !var(5)
;trigger1 = (AnimElemtime(21) >= 0) && (P2stateno = 150||P2stateno = 152) 
;anim = 8410
;postype = p1
;pos = -63,-70
;sprpriority = 7
;persistent = 0
;ignorehitpause = 1
;scale = const(size.xscale),const(size.yscale)

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(7) < 0
trigger2 = (animelemtime(10) >= 0) && (animelemtime(13) < 0)
trigger3 = (animelemtime(16) >= 0) && (animelemtime(19) < 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(7) >= 0) && (animelemtime(10) < 0)
trigger2 = (animelemtime(13) >= 0) && (animelemtime(16) < 0)
trigger3 = animelemtime(19) >= 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
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(4) > 0
value = 1260

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;棾姫慁晽媟乮拝抧乯
[Statedef 1250]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1250

[State 1250, 2]
type = PosAdd
trigger1 = Time = 0
x = 8*1.8*const(size.xscale)

[State 1250, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1250, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1250, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0

[State 1250, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;棾姫慁晽媟EX乮拝抧乯
[Statedef 1260]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1260

[State 1250, 2]
type = PosAdd
trigger1 = Time = 0
x = 8*1.8*const(size.xscale)

[State 1250, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1250, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1250, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0

[State 1250, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
