;揹恘攇摦対(巒摦)
[Statedef 3200]
type    = S
movetype = A
physics = N
anim = 3200
juggle = 0
ctrl = 0
velset = 0,0
poweradd = -960-(!var(2))*320
facep2 = 1
sprpriority = 1

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = prevstateno = [1000,1030]
trigger1 = var(16)
fvar(27) = 0.85

[State -2, Varset]
type = Varset
triggerall = time = 0
triggerall = var(38)
trigger1 = prevstateno = [1100,1130]
trigger2 = prevstateno = [1400,1420]
fvar(27) = 0.75

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = var(38)
trigger1 = prevstateno = 3000
fvar(27) = 0.70

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = var(16)
trigger1 = prevstateno = 3100
fvar(27) = 0.80

[State -2, CornerPush]
type = VarSet
trigger1 = fvar(1)
trigger1 = time = 0
fvar(1) = fvar(1)*.8

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(45) = 0

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

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

[state 3700]
type = NotHitby
trigger1 = time = 0
value = SCA
time = 51

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

[State 3000]
type = explod
trigger1 = time = 0
anim = 7200
pos = ceil(-41*const(size.xscale)),ceil(-143*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 32
anim = 7300
pos = 160,floor(screenpos y)-ceil(143*const(size.yscale))
postype = left
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 43
anim = 7400
pos = -20, -87
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = animelemtime(4) = 0
anim = 8700
ID = 8700
pos = ceil(-41*const(size.xscale)),ceil(-143*const(size.yscale))
postype = p1
bindtime = -1
supermove = 1
sprpriority = 3
ownpal = 1
removetime = 9999999999
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

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

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

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

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(1) = 0
value = 0,15+(helper(30000),var(13))*100
channel = 0

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

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

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

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

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

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

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

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

[State -2, Hitdef]
type = Hitdef
trigger1 = 1
guard.dist = 0

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

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

[State -2, AfterImage]
type = AfterImage
trigger1 = animtime = 0
time = 0

[State 1120, ChangeState]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = animtime = 0
value = 3210+(command!="holdx"&&command!="holdy"&&command!="holdz")*10

[State 1120, ChangeState]
type = ChangeState
trigger1 = var(50) = 1
trigger1 = animtime = 0
value = 3210

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;揹恘攇摦対(廩揹)
[Statedef 3210]
type    = S
movetype = A
physics = N
anim = 3205
juggle = 0
ctrl = 0
velset = 0,0
sprpriority = 1

[State -2, Hitdef]
type = Hitdef
trigger1 = 1
guard.dist = 0

[State -2, Width]
type = Width
trigger1 = 1
edge = 0,ceil(15*const(size.xscale))

[State -2, VarAdd]
type = VarAdd
trigger1 = var(50) = 0
trigger1 = command = "holdx" || command = "holdy" || command = "holdz"
trigger2 = var(50) = 1
var(45) = 1

[State -2, VarAdd]
type = VarAdd
triggerall = var(50) = 0
trigger1 = command = "fwd" || command = "back" || command = "up" || command = "down"
trigger2 = command = "x" || command = "y" || command = "z"
trigger3 = command = "a" || command = "b" || command = "c"
var(45) = 1

[State -2, VarAdd]
type = VarAdd
triggerall = var(50) = 1
trigger1 = random < 400
var(45) = 1

[State -2, changeanim]
type = changeanim
trigger1 = var(45) >= 8
value = 3210
persistent = 0

[State 1000,Super]
type = Helper
trigger1 = anim = 3210
id = 3211
name = "right-hand"
pos = 0,0
postype = P1
stateno = 3211
helpertype = normal
keyctrl = 0
ownpal = 0
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000,Super]
type = Helper
trigger1 = anim = 3210
id = 3212
name = "left-hand"
pos = 0,0
postype = P1
stateno = 3212
helpertype = normal
keyctrl = 0
ownpal = 0
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State -2, removeexplod]
type = removeexplod
trigger1 = anim = 3210
ID = 8700
persistent = 0

[State -2, explod]
type = explod
trigger1 = anim = 3210
anim = 8710
ID = 8710
pos = ceil(-47*const(size.xscale)),ceil(-143*const(size.yscale))
postype = p1
bindtime = -1
sprpriority = 3
ownpal = 1
removetime = 9999999999
removeongethit = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State -2, removeexplod]
type = removeexplod
trigger1 = var(45) >= 32
ID = 8710
persistent = 0

[State -2, explod]
type = explod
trigger1 = var(45) >= 32
anim = 8720
ID = 8720
pos = ceil(-47*const(size.xscale)),ceil(-143*const(size.yscale))
postype = p1
bindtime = -1
sprpriority = 3
ownpal = 1
removetime = 9999999999
removeongethit = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State -2, removeexplod]
type = removeexplod
trigger1 = var(45) >= 80
ID = 8720
persistent = 0

[State -2, explod]
type = explod
trigger1 = var(45) >= 80
anim = 8730
ID = 8730
pos = ceil(-47*const(size.xscale)),ceil(-143*const(size.yscale))
postype = p1
bindtime = -1
sprpriority = 3
ownpal = 1
removetime = 9999999999
removeongethit = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = var(45) >= 8
anim = 8800
ID = 8800
pos = ceil(-47*const(size.xscale)),ceil(-143*const(size.yscale))
postype = p1
bindtime = -1
sprpriority = 4
ownpal = 1
removeongethit = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = var(45) >= 32
anim = 8800
ID = 8800
pos = ceil(-47*const(size.xscale)),ceil(-143*const(size.yscale))
postype = p1
bindtime = -1
sprpriority = 4
ownpal = 1
removeongethit = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = var(45) >= 80
anim = 8800
ID = 8800
pos = ceil(-47*const(size.xscale)),ceil(-143*const(size.yscale))
postype = p1
bindtime = -1
sprpriority = 4
ownpal = 1
removeongethit = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 4000, PalFX]
type = PalFX
trigger1 = var(45) = 9
trigger2 = var(45) = 13
trigger3 = var(45) = 17
trigger4 = var(45) = 21
trigger5 = var(45) = 25
trigger6 = var(45) = 33
trigger7 = var(45) = 37
trigger8 = var(45) = 41
trigger9 = var(45) = 45
trigger10 = var(45) = 49
trigger11 = var(45) = 81
trigger12 = var(45) = 85
trigger13 = var(45) = 89
trigger14 = var(45) = 93
trigger15 = var(45) = 97
time = 2
color = 20
add = 20,20,200
sinadd = -20,-20,-200

[State 1120, ChangeState]
type = ChangeState
triggerall = var(50) = 1
triggerall = numtarget(225)
trigger1 = var(45) >= 8
value = 3220

[State 1120, ChangeState]
type = ChangeState
triggerall = var(50) = 1
triggerall = !numtarget(225)
triggerall = numenemy
trigger1 = enemy,statetype != L
trigger2 = enemy,movetype = A
value = 3220

[State 1120, ChangeState]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = command != "holdx" && command != "holdy" && command != "holdz"
trigger2 = var(45) >= 160
value = 3220

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;揹恘攇摦対(塃庤)
[Statedef 3211]
type    = S
anim = 3211
ctrl = 0
velset = 0,0
sprpriority = 0

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

[State -2, changeanim]
type = changeanim
trigger1 = root,var(45) >= 32
value = 3213
persistent = 0

[State -2, changeanim]
type = changeanim
trigger1 = root,var(45) >= 80
value = 3215
persistent = 0

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = time%41 = 0
value = 3200,0
channel = 5

[State -3, StopSnd]
type = StopSnd
trigger1 = root,stateno != 3210
trigger2 = root,stateno = 3220
trigger3 = root,movetype = H
channel = 5

[State -2, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != 3210
trigger2 = root,stateno = 3220
trigger3 = root,movetype = H

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;揹恘攇摦対(嵍庤)
[Statedef 3212]
type    = S
anim = 3212
ctrl = 0
velset = 0,0
sprpriority = 2

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

[State -2, changeanim]
type = changeanim
trigger1 = root,var(45) >= 32
value = 3214
persistent = 0

[State -2, changeanim]
type = changeanim
trigger1 = root,var(45) >= 80
value = 3216
persistent = 0

[State -2, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != 3210
trigger2 = root,stateno = 3220
trigger3 = root,movetype = H

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;揹恘攇摦対(敪幩)
[Statedef 3220]
type    = S
movetype = A
physics = N
anim = 3220
juggle = 0
ctrl = 0
velset = 0,0
sprpriority = 1

[State -2, Hitdef]
type = Hitdef
trigger1 = 1
guard.dist = 0

[State -2, Varset]
type = Varset
trigger1 = 1
var(16) = ((animelemtime(1)>=0)&&(animelemtime(4)<0))

[State 3000]
type = removeexplod
trigger1 = time = 0
ID = 8700

[State 3000]
type = removeexplod
trigger1 = time = 0
ID = 8710

[State 3000]
type = removeexplod
trigger1 = time = 0
ID = 8720

[State 3000]
type = removeexplod
trigger1 = time = 0
ID = 8730

[State 3000]
type = removeexplod
trigger1 = time = 0
ID = 8800

[State 1100, 壒傪柭傜偡]
type = playsnd
trigger1 = time = 0
value = 0,9+(helper(30000),var(13))*100
channel = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = 1000, 1
volume = -100

[State -2, Width]
type = Width
trigger1 = animelemtime(9) < 0
edge = 0,ceil(16*const(size.xscale))

[State -2, Width]
type = Width
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(10) < 0
edge = 0,ceil(12*const(size.xscale))

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

[State 240, posadd]
type = posadd
trigger1 = animelemtime(9) = 0
x = -4*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(10) = 0
x = -15*const(size.xscale)

[State 1000,Super]
type = Helper
trigger1 = time = 0
name = "denjinhadou"
pos = ceil(30*const(size.xscale)),ceil(-141*const(size.yscale))
postype = P1
stateno = 6300+(var(45)=[80,159])*10+(var(45)=[32,79])*20+(var(45)=[8,31])*30+(var(45)=[0,7])*40
ID = 6300
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1120, ChangeState]
type = ChangeState
trigger1 = var(50) = 1
trigger1 = AnimelemTime(11) = 1
value = 2

[State 1000, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(11) >= 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(4) >= 0
movetype = I 

[State 1120, 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
;揹恘攇摦対乮旘傃摴嬶乯侾抜栚
[Statedef 6300]
type = A
movetype = A
physics = N
ctrl = 0
anim = 6300
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(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 = time = 0
fvar(27) = parent,fvar(27)

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

[State 6000, Velocity]
type = VelSet
trigger1 = time = 0
x = 8.0*fvar(4)

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6310

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

[State 6000, Proj]
type = Hitdef
triggerall = !var(24) && !var(5)
trigger1 = 1
attr = A, HP
damage = ceil(60*fvar(0)*fvar(26)*fvar(27)*fvar(28)),ceil(4*fvar(26))
getpower = 0,0
givepower = 0, 0
animtype = hard
air.animtype = hard
hitflag = MAF
guardflag =
pausetime = 0,6
guard.pausetime = 0,6
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 = -10.0*fvar(4)
guard.velocity = -10.0*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)
air.fall = 1
yaccel = .60*fvar(5)
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
;palfx.color = 20
;palfx.add = 20,20,200
;palfx.sinadd = -20,-20,-200,3
;palfx.time = 20
P2facing = 1
forcestand = 1
ID = 6300
sprpriority = 2
numhits = 0
guard.dist = 0

[State -2, ParentVarAdd]
type = ParentVarAdd
trigger1 = MoveHit
trigger1 = numtarget(6300)
fvar(15) = 21-(var(18)=0)*4

[State 6000, VarAdd]
type = VarAdd
trigger1 = movehit
trigger1 = numtarget(6300)
var(18) = 1
ignorehitpause = 1

[State -2, TargetState]
type = TargetState
trigger1 = movecontact
trigger1 = numtarget(6300)
value = 7350

[State -2, TargetState]
type = TargetState
triggerall = movecontact
triggerall = numtarget(6300)
triggerall = target(6300),alive = 1
trigger1 = parent,fvar(14) = 0
trigger1 = var(18) >= 3
trigger1 = ifelse(var(18)=3,random<250,1)
trigger2 = parent,fvar(14) = 1
trigger2 = parent,fvar(15) >= 64
value = 7300

[State -2, TargetState]
type = TargetState
triggerall = movecontact
triggerall = numtarget(6300)
triggerall = target(6300),authorname = "GM"
trigger1 = target(6300),name = "Ryu" || target(6300),name = "Ken" || target(6300),name = "Gouki"
trigger2 = target(6300),name = "Alex" || target(6300),name = "Hugo" || target(6300),name = "Ibuki"
trigger3 = target(6300),name = "Gill"
value = 7300

[State 6000, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
trigger1 = numtarget(6300)
fvar(39) = 1
ignorehitpause = 1

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6300)
trigger1 = (target(6300),stateno = [5000,5020])||(target(6300),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
value = S2,7

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6300)
trigger1 = (target(6300),stateno = [5000,5020])||(target(6300),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
time = 5
freq = 60
ampl = -3

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

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
trigger1 = numtarget(6300)
var(15) = 6

[State 6000, VarSet]
type = ParentVarSet
trigger1 = movecontact
trigger1 = numtarget(6300)
var(15) = 6

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = MoveContact
trigger1 = NumTarget(6300)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6300)
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(6300)
trigger1 = (target(6300),stateno = [5000,5020])||(target(6300),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
fvar(4) = 8

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6300)
trigger1 = (target(6300),stateno = [5000,5020])||(target(6300),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
fvar(10) = 0.70

[State 200, Juggle Check]
type = parentVarSet
trigger1 = MoveHit
var(41) = 0

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
triggerall = Movehit
trigger1 = numtarget(6300)
trigger1 = (target(6300),stateno = [5000,5020])||(target(6300),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
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(6300)
trigger1 = (target(6300),stateno = [5000,5020])||(target(6300),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
pos = 0,0
postype = left
stateno = 8800
helpertype = normal
name = "Fire"
sprpriority = -5
ownpal = 1
ignorehitpause = 1

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
trigger1 = MoveContact
anim = 6010
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 = !var(47)
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 = 6310

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

[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
;揹恘攇摦対乮旘傃摴嬶乯俀抜栚
[Statedef 6310]
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
fvar(39) = parent,fvar(39)

[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(27) = parent,fvar(27)

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

[State 6000, Velocity]
type = changeanim
trigger1 = anim != 6300
trigger1 = time = 0
value = 6300

[State 6000, Velocity]
type = VelSet
trigger1 = !vel X
trigger1 = time = 0
x = 7.1*fvar(4)

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6320

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

[State 6000, Proj]
type = Hitdef
triggerall = !var(24) && !var(5)
trigger1 = var(15) <= 1
trigger1 = !var(47)
trigger1 = 1
attr = A, HP
damage = ceil(60*fvar(0)*fvar(26)*fvar(27)*fvar(28)),ceil(4*fvar(26))
getpower = 0,0
givepower = 0, 0
animtype = hard
air.animtype = hard
hitflag = MAF
guardflag =
pausetime = 0,6
guard.pausetime = 0,6
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 = -10.0*fvar(4)
guard.velocity = -10.0*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)
air.fall = 1
yaccel = .60*fvar(5)
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
;palfx.color = 20
;palfx.add = 20,20,200
;palfx.sinadd = -20,-20,-200,3
;palfx.time = 20
P2facing = 1
forcestand = 1
ID = 6310
sprpriority = 2
numhits = 0
guard.dist = 0

[State -2, ParentVarAdd]
type = ParentVarAdd
trigger1 = MoveHit
trigger1 = numtarget(6310)
fvar(15) = 21-(var(18)=0)*4

[State 6000, VarAdd]
type = VarAdd
trigger1 = movehit
trigger1 = numtarget(6310)
var(18) = 1
ignorehitpause = 1

[State -2, TargetState]
type = TargetState
trigger1 = movecontact
trigger1 = numtarget(6310)
value = 7350

[State -2, TargetState]
type = TargetState
triggerall = movecontact
triggerall = numtarget(6310)
triggerall = target(6310),alive = 1
trigger1 = parent,fvar(14) = 0
trigger1 = var(18) >= 3
trigger1 = ifelse(var(18)=3,random<250,1)
trigger2 = parent,fvar(14) = 1
trigger2 = parent,fvar(15) >= 64
value = 7300

[State -2, TargetState]
type = TargetState
triggerall = movecontact
triggerall = numtarget(6310)
triggerall = target(6310),authorname = "GM"
trigger1 = target(6310),name = "Ryu" || target(6310),name = "Ken" || target(6310),name = "Gouki"
trigger2 = target(6310),name = "Alex" || target(6310),name = "Hugo" || target(6310),name = "Ibuki"
trigger3 = target(6310),name = "Gill"
value = 7300

[State 6000, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
trigger1 = numtarget(6310)
trigger1 = target(6310),statetype = A
fvar(39) = 1
ignorehitpause = 1

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6310)
trigger1 = (target(6310),stateno = [5000,5020])||(target(6310),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
value = S2,7

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6310)
trigger1 = (target(6310),stateno = [5000,5020])||(target(6310),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
time = 5
freq = 60
ampl = -3

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

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
trigger1 = numtarget(6310)
var(15) = 6

[State 6000, VarSet]
type = ParentVarSet
trigger1 = movecontact
trigger1 = numtarget(6310)
var(15) = 6

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = MoveContact
trigger1 = NumTarget(6310)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6310)
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(6310)
trigger1 = (target(6310),stateno = [5000,5020])||(target(6310),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
fvar(4) = 8

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6310)
trigger1 = (target(6310),stateno = [5000,5020])||(target(6310),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
fvar(10) = 0.70

[State 200, Juggle Check]
type = parentVarSet
trigger1 = MoveHit
var(41) = 0

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
triggerall = Movehit
trigger1 = numtarget(6310)
trigger1 = (target(6310),stateno = [5000,5020])||(target(6310),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
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(6310)
trigger1 = (target(6310),stateno = [5000,5020])||(target(6310),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
pos = 0,0
postype = left
stateno = 8800
helpertype = normal
name = "Fire"
sprpriority = -5
ownpal = 1
ignorehitpause = 1

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
trigger1 = MoveContact
anim = 6010
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 = !var(47)
trigger1 = movehit
trigger1 = numenemy
trigger1 = enemy,stateno = [4000,4205]
var(47) = 16

[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 = 6320

[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 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
;揹恘攇摦対乮旘傃摴嬶乯俁抜栚
[Statedef 6320]
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
fvar(39) = parent,fvar(39)

[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(27) = parent,fvar(27)

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

[State 6000, Velocity]
type = changeanim
trigger1 = anim != 6300
trigger1 = time = 0
value = 6300

[State 6000, Velocity]
type = VelSet
trigger1 = !vel X
trigger1 = time = 0
x = 6.2*fvar(4)

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6330

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

[State 6000, Proj]
type = Hitdef
triggerall = !var(24) && !var(5)
trigger1 = var(15) <= 1
trigger1 = !var(47)
trigger1 = 1
attr = A, HP
damage = ceil(60*fvar(0)*fvar(26)*fvar(27)*fvar(28)),ceil(4*fvar(26))
getpower = 0,0
givepower = 0, 0
animtype = hard
air.animtype = hard
hitflag = MAF
guardflag =
pausetime = 0,6
guard.pausetime = 0,6
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 = -10.0*fvar(4)
guard.velocity = -10.0*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)
air.fall = 1
yaccel = .60*fvar(5)
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
;palfx.color = 20
;palfx.add = 20,20,200
;palfx.sinadd = -20,-20,-200,3
;palfx.time = 20
P2facing = 1
forcestand = 1
ID = 6320
sprpriority = 2
numhits = 0
guard.dist = 0

[State -2, ParentVarAdd]
type = ParentVarAdd
trigger1 = MoveHit
trigger1 = numtarget(6320)
fvar(15) = 21-(var(18)=0)*4

[State 6000, VarAdd]
type = VarAdd
trigger1 = movehit
trigger1 = numtarget(6320)
var(18) = 1
ignorehitpause = 1

[State -2, TargetState]
type = TargetState
trigger1 = movecontact
trigger1 = numtarget(6320)
value = 7350

[State -2, TargetState]
type = TargetState
triggerall = movecontact
triggerall = numtarget(6320)
triggerall = target(6320),alive = 1
trigger1 = parent,fvar(14) = 0
trigger1 = var(18) >= 3
trigger1 = ifelse(var(18)=3,random<250,1)
trigger2 = parent,fvar(14) = 1
trigger2 = parent,fvar(15) >= 64
value = 7300

[State -2, TargetState]
type = TargetState
triggerall = movecontact
triggerall = numtarget(6320)
triggerall = target(6320),authorname = "GM"
trigger1 = target(6320),name = "Ryu" || target(6320),name = "Ken" || target(6320),name = "Gouki"
trigger2 = target(6320),name = "Alex" || target(6320),name = "Hugo" || target(6320),name = "Ibuki"
trigger3 = target(6320),name = "Gill"
value = 7300

[State 6000, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
trigger1 = numtarget(6320)
trigger1 = target(6320),statetype = A
fvar(39) = 1
ignorehitpause = 1

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6320)
trigger1 = (target(6320),stateno = [5000,5020])||(target(6320),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
value = S2,7

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6320)
trigger1 = (target(6320),stateno = [5000,5020])||(target(6320),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
time = 5
freq = 60
ampl = -3

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

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
trigger1 = numtarget(6320)
var(15) = 6

[State 6000, VarSet]
type = ParentVarSet
trigger1 = movecontact
trigger1 = numtarget(6320)
var(15) = 6

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = MoveContact
trigger1 = NumTarget(6320)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6320)
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(6320)
trigger1 = (target(6320),stateno = [5000,5020])||(target(6320),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
fvar(4) = 8

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6320)
trigger1 = (target(6320),stateno = [5000,5020])||(target(6320),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
fvar(10) = 0.70

[State 200, Juggle Check]
type = parentVarSet
trigger1 = MoveHit
var(41) = 0

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
triggerall = Movehit
trigger1 = numtarget(6320)
trigger1 = (target(6320),stateno = [5000,5020])||(target(6320),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
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(6320)
trigger1 = (target(6320),stateno = [5000,5020])||(target(6320),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
pos = 0,0
postype = left
stateno = 8800
helpertype = normal
name = "Fire"
sprpriority = -5
ownpal = 1
ignorehitpause = 1

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
trigger1 = MoveContact
anim = 6010
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 = !var(47)
trigger1 = movehit
trigger1 = numenemy
trigger1 = enemy,stateno = [4000,4205]
var(47) = 16

[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 = 6330

[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 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
;揹恘攇摦対乮旘傃摴嬶乯係抜栚
[Statedef 6330]
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
fvar(39) = parent,fvar(39)

[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(27) = parent,fvar(27)

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

[State 6000, Velocity]
type = changeanim
trigger1 = anim != 6300
trigger1 = time = 0
value = 6300

[State 6000, Velocity]
type = VelSet
trigger1 = !vel X
trigger1 = time = 0
x = 5.3*fvar(4)

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6340

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

[State 6000, Proj]
type = Hitdef
triggerall = !var(24) && !var(5)
trigger1 = var(15) <= 1
trigger1 = !var(47)
trigger1 = 1
attr = A, HP
damage = ceil(60*fvar(0)*fvar(26)*fvar(27)*fvar(28)),ceil(4*fvar(26))
getpower = 0,0
givepower = 0, 0
animtype = hard
air.animtype = hard
hitflag = MAF
guardflag =
pausetime = 0,6
guard.pausetime = 0,6
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 = -10.0*fvar(4)
guard.velocity = -10.0*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)
air.fall = 1
yaccel = .60*fvar(5)
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
;palfx.color = 20
;palfx.add = 20,20,200
;palfx.sinadd = -20,-20,-200,3
;palfx.time = 20
P2facing = 1
forcestand = 1
ID = 6330
sprpriority = 2
numhits = 0
guard.dist = 0

[State -2, ParentVarAdd]
type = ParentVarAdd
trigger1 = MoveHit
trigger1 = numtarget(6330)
fvar(15) = 21-(var(18)=0)*4

[State 6000, VarAdd]
type = VarAdd
trigger1 = movehit
trigger1 = numtarget(6330)
var(18) = 1
ignorehitpause = 1

[State -2, TargetState]
type = TargetState
trigger1 = movecontact
trigger1 = numtarget(6330)
value = 7350

[State -2, TargetState]
type = TargetState
triggerall = movecontact
triggerall = numtarget(6330)
triggerall = target(6330),alive = 1
trigger1 = parent,fvar(14) = 0
trigger1 = var(18) >= 3
trigger1 = ifelse(var(18)=3,random<250,1)
trigger2 = parent,fvar(14) = 1
trigger2 = parent,fvar(15) >= 64
value = 7300

[State -2, TargetState]
type = TargetState
triggerall = movecontact
triggerall = numtarget(6330)
triggerall = target(6330),authorname = "GM"
trigger1 = target(6330),name = "Ryu" || target(6330),name = "Ken" || target(6330),name = "Gouki"
trigger2 = target(6330),name = "Alex" || target(6330),name = "Hugo" || target(6330),name = "Ibuki"
trigger3 = target(6330),name = "Gill"
value = 7300

[State 6000, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
trigger1 = numtarget(6330)
trigger1 = target(6330),statetype = A
fvar(39) = 1
ignorehitpause = 1

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6330)
trigger1 = (target(6330),stateno = [5000,5020])||(target(6330),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
value = S2,7

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6330)
trigger1 = (target(6330),stateno = [5000,5020])||(target(6330),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
time = 5
freq = 60
ampl = -3

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

[State 6000, VarSet]
type = VarSet
trigger1 = movecontact
trigger1 = numtarget(6330)
var(15) = 6

[State 6000, VarSet]
type = ParentVarSet
trigger1 = movecontact
trigger1 = numtarget(6330)
var(15) = 6

[State -2, ParentVarSet]
type = ParentVarSet
trigger1 = MoveContact
trigger1 = NumTarget(6330)
var(14) = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact
trigger1 = NumTarget(6330)
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(6330)
trigger1 = (target(6330),stateno = [5000,5020])||(target(6330),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
fvar(4) = 8

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6330)
trigger1 = (target(6330),stateno = [5000,5020])||(target(6330),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
fvar(10) = 0.70

[State 200, Juggle Check]
type = parentVarSet
trigger1 = MoveHit
var(41) = 0

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
triggerall = Movehit
trigger1 = numtarget(6330)
trigger1 = (target(6330),stateno = [5000,5020])||(target(6330),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
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(6330)
trigger1 = (target(6330),stateno = [5000,5020])||(target(6330),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5020])||(enemy,stateno = [7300,7399])
pos = 0,0
postype = left
stateno = 8800
helpertype = normal
name = "Fire"
sprpriority = -5
ownpal = 1
ignorehitpause = 1

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
trigger1 = MoveContact
anim = 6010
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 = !var(47)
trigger1 = movehit
trigger1 = numenemy
trigger1 = enemy,stateno = [4000,4205]
var(47) = 16

[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 = 6340

[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 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
;揹恘攇摦対乮旘傃摴嬶乯俆抜栚
[Statedef 6340]
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
fvar(39) = parent,fvar(39)

[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(27) = parent,fvar(27)

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

[State 6000, Velocity]
type = changeanim
trigger1 = anim != 6300
trigger1 = time = 0
value = 6300

[State 6000, Velocity]
type = VelSet
trigger1 = !vel X
trigger1 = time = 0
x = 4.4*fvar(4)

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 6350

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

[State 6000, Proj]
type = Hitdef
triggerall = !var(24) && !var(5)
trigger1 = var(15) <= 1
trigger1 = !var(47)
trigger1 = 1
attr = A, HP
damage = ceil(60*fvar(0)*fvar(26)*fvar(27)*fvar(28)),ceil(4*fvar(26))
getpower = 0,0
givepower = 0, 0
animtype = hard
air.animtype = hard
hitflag = MAF
guardflag =
pausetime = 0,6
guard.pausetime = 0,6
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 = -10.0*fvar(4)
guard.velocity = -10.0*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)
air.fall = 1
yaccel = .60*fvar(5)
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
;palfx.color = 20
;palfx.add = 20,20,200
;palfx.sinadd = -20,-20,-200,3
;palfx.time = 20
P2facing = 1
forcestand = 1
ID = 6340
sprpriority = 2
numhits = 0
guard.dist = 0

[State -2, ParentVarAdd]
type = ParentVarAdd
trigger1 = MoveHit
trigger1 = numtarget(6340)
fvar(15) = 21-(var(18)=0)*4

[State 6000, VarAdd]
type = VarAdd
trigger1 = movehit
trigger1 = numtarget(6340)
var(18) = 1
ignorehitpause = 1

[State -2, TargetState]
type = TargetState
trigger1 = movecontact
trigger1 = numtarget(6340)
value = 7350

[State -2, TargetState]
type = TargetState
triggerall = movecontact
triggerall = numtarget(6340)
triggerall = target(6340),alive = 1
trigger1 = parent,fvar(14) = 0
trigger1 = var(18) >= 3
trigger1 = ifelse(var(18)=3,random<250,1)
trigger2 = parent,fvar(14) = 1
trigger2 = parent,fvar(15) >= 64
value = 7300

[State -2, TargetState]
type = TargetState
triggerall = movecontact
triggerall = numtarget(6340)
triggerall = target(6340),authorname = "GM"
trigger1 = target(6340),name = "Ryu" || target(6340),name = "Ken" || target(6340),name = "Gouki"
trigger2 = target(6340),name = "Alex" || target(6340),name = "Hugo" || target(6340),name = "Ibuki"
trigger3 = target(6340),name = "Gill"
value = 7300

[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 = 6350

[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 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
;揹恘攇摦対乮旘傃摴嬶乯乮徚柵乯
[Statedef 6350]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 6010
movehitpersist = 1

[State 6000, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
trigger1 = numtarget(6340)
trigger1 = target,statetype = A
fvar(39) = 1

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget(6340)
trigger1 = (target(6340),stateno = [5000,5099])||(target(6340),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7300,7399])
value = S2,7

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget(6340)
trigger1 = (target(6340),stateno = [5000,5099])||(target(6340),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7300,7399])
time = 5
freq = 60
ampl = -3

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

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = movecontact
trigger1 = NumTarget(6340)
var(14) = 1

[State -2, VarSet]
type = VarSet
triggerall = MoveContact
trigger1 = NumTarget(6340)
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(6340)
trigger1 = (target(6340),stateno = [5000,5099])||(target(6340),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7300,7399])
fvar(4) = 8

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget(6340)
trigger1 = (target(6340),stateno = [5000,5099])||(target(6340),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7300,7399])
fvar(10) = 0.70

[State 200, Juggle Check]
type = parentVarAdd
triggerall = MoveHit
trigger1 = numtarget(6340)
trigger1 = (target(6340),stateno = [5000,5099])||(target(6340),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7300,7399])
var(41) = 3

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
triggerall = movehit
trigger1 = numtarget(6340)
trigger1 = (target(6340),stateno = [5000,5099])||(target(6340),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7300,7399])
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(6340)
trigger1 = (target(6340),stateno = [5000,5099])||(target(6340),stateno = [7300,7399])
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||(enemy,stateno = [7300,7399])
pos = 0,0
postype = left
stateno = 8800
helpertype = normal
name = "Fire"
sprpriority = -5
ownpal = 1
ignorehitpause = 1

[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
trigger1 = Parent,NumTarget = 0
trigger1 = !NumTarget
var(14) = 0

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


