;뽅랤뜈뤈뿴(럑벍)
[Statedef 3200]
type    = S
movetype = A
physics = N
anim = 3200
juggle = 0
ctrl = 0
velset = 0,0
poweradd = -1120-(!var(2))*160
facep2 = 1
sprpriority = 2

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = (prevstateno = [1000,1020])||(prevstateno = [1700,1720])
trigger1 = var(16)
fvar(27) = 0.85

[State -2, Varset]
type = Varset
triggerall = time = 0
triggerall = var(38)
trigger1 = prevstateno = [1100,1220]
trigger2 = prevstateno = 1510
fvar(27) = 0.75

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = prevstateno = [3200,3300]
trigger1 = var(38)
fvar(27) = 0.70

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = prevstateno = 3000
trigger1 = var(16)
fvar(27) = 0.80

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(16) = 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, varset]
type = varset
trigger1 = 1
var(25) = ifelse(time<=51,1,0)

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

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

[State 3000]
type = explod
trigger1 = time = 0
anim = 7200
pos = ceil(49*const(size.xscale)),ceil(-59*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 32
anim = 7300
pos = 160,floor(screenpos y)-50
postype = left
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 43
anim = 7400
pos = 0, -86
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 4000, PalFX]
type = PalFX
trigger1 = time = 30
time = 4
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, 돶귩뼿귞궥]
type = playsnd
trigger1 = AnimElemTime(1) = 0
value = 0,7
channel = 0

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

[State 1120, Velocity]
type = VelSet
trigger1 = time = 50
x = 4.5*const(size.xscale)

[State 250, PosFreeze]
type = PosFreeze
trigger1 = var(13)
ignorehitpause = 1

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = var(35) != 3200
trigger1 = (AnimElemTime(4) >= 0) && (AnimElemTime(6) < 0)       
attr = S, HA
animtype  = hard
air.animtype  = up
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority = 5,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 8,8
guard.pausetime = 7,7
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-48*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime = ifelse(p2statetype=C,19,17)+var(22)*3
guard.hittime = 15+var(22)*3
guard.slidetime = 13
guard.ctrltime = 15+var(22)*3
air.hittime = 17+var(22)*3
ground.velocity = -5.0*const(size.xscale)
guard.velocity = -5.0*const(size.xscale)
air.velocity = -3.0*const(size.xscale),-11.0*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3200

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

[State 1100, 돶귩뼿귞궥]
type = playsnd
trigger1 = AnimElemTime(4) = 0
value = 0,1
channel = 0

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = var(35) != 3201
trigger1 = (AnimElemTime(6) >= 0) && (AnimElemtime(8) < 0)       
attr = S, HA
animtype  = hard
air.animtype  = up
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(3*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 7,7
guard.pausetime = 7,7
sparkno = -1;S8260
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 = ifelse(p2statetype=C,19,17)+var(22)*3
guard.hittime = 15+var(22)*3
guard.slidetime = 13
guard.ctrltime = 15+var(22)*3
air.hittime = 17+var(22)*3
ground.velocity = -5.0*const(size.xscale)
guard.velocity = -5.0*const(size.xscale)
air.velocity = -3.0*const(size.xscale),-11.0*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3201

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

[State 1110, 돶귩뼿귞궥]
type = playsnd
trigger1 = animelemtime(8) = 0
value = 1,1

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(8) = 0
x = 5*const(size.xscale)

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

[State 1120, Velocity]
type = VelSet
trigger1 = AnimElemTime(8) = 0
;x = 4.0
y = -2.75*const(size.yscale)

[State 1120, Gravity]
type = Veladd
trigger1 = AnimElemTime(8) >= 0
y = .50*const(size.yscale)

[State 1120, Velocity]
type = null;VelMul
trigger1 = AnimElemTime(8) >= 0
x = .90

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = var(35) != 3201
trigger1 = (AnimElemtime(8) >= 0) && (AnimElemtime(9) < 0)       
attr = A, HA
animtype  = hard
air.animtype  = up
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(3*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 8,7
guard.pausetime = 8,7
sparkno = -1;S8250
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-76*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime = ifelse(p2statetype=C,19,17)+var(22)*3
guard.hittime = 15+var(22)*3
guard.slidetime = 13
guard.ctrltime = 15+var(22)*3
air.hittime = 17+var(22)*3
ground.velocity = -5.0*const(size.xscale)
guard.velocity = -5.0*const(size.xscale)
air.velocity = -3.0*ifelse(p2dist x>=5,1,-1)*const(size.xscale),-11.0*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist x>=5,1,-1)
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3202

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

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

[State 200, sparkno]
type = VarSet
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(8) < 0)
var(43) = -60
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(8) >= 0
var(43) = -65
ignorehitpause = 1

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

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

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

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

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

[State 3700]
type = changestate
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemtime(8) > 0
value = 3210

;걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿
;뤈뿴쀴봨(괧뭝뽞)
[Statedef 3210]
type    = S
movetype = A
physics = N
anim = 3210
juggle = 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State 1150, 2]
type = PosAdd
trigger1 = Time = 0
x = 5*const(size.xscale)

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

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

[State 1100, 돶귩뼿귞궥]
type = playsnd
trigger1 = animelemtime(3) = 0
value = 0,1
channel = 0

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = var(35) != 3210
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) < 0)       
attr = S, HA
animtype  = hard
air.animtype  = up
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 8,8
guard.pausetime = 7,7
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-48*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime = ifelse(p2statetype=C,19,17)+var(22)*3
guard.hittime = 15+var(22)*3
guard.slidetime = 13
guard.ctrltime = 15+var(22)*3
air.hittime = 17+var(22)*3
ground.velocity = -5.0*const(size.xscale)
guard.velocity = -5.0*const(size.xscale)
air.velocity = -3.0*const(size.xscale),-11.0*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 0
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3210

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(5) = 0
value = anim
elem = 4
persistent = 1

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = var(35) != 3211
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(7) < 0)       
attr = S, HA
animtype  = hard
air.animtype  = up
damage = ceil(50*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(3*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 7,7
guard.pausetime = 7,7
sparkno = -1;S8260
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 = ifelse(p2statetype=C,19,17)+var(22)*3
guard.hittime = 15+var(22)*3
guard.slidetime = 13
guard.ctrltime = 15+var(22)*3
air.hittime = 17+var(22)*3
ground.velocity = -5.0*const(size.xscale)
guard.velocity = -5.0*const(size.xscale)
air.velocity = -3.0*const(size.xscale),-11.0*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 0
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3211

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(7) = 0
value = anim
elem = 6
persistent = 1

[State 1110, 돶귩뼿귞궥]
type = playsnd
trigger1 = animelemtime(7) = 0
value = 1,1

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(7) = 0
x = 5*const(size.xscale)

[State 1120, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(7) = 0
StateType = A

[State 1120, Velocity]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = 4.5*const(size.xscale)
y = -3.25*const(size.yscale)

[State 1120, Gravity]
type = Veladd
trigger1 = AnimElemTime(7) >= 0
y = .50*const(size.yscale)

[State 1120, Velocity]
type = null;VelMul
trigger1 = AnimElemTime(7) >= 0
x = .90

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = var(35) != 3211
trigger1 = (AnimElemtime(7) >= 0) && (AnimElemtime(8) < 0)       
attr = A, HA
animtype  = hard
air.animtype  = up
damage = ceil(50*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(3*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 8,7
guard.pausetime = 8,7
sparkno = -1;S8250
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-76*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime = ifelse(p2statetype=C,19,17)+var(22)*3
guard.hittime = 15+var(22)*3
guard.slidetime = 13
guard.ctrltime = 15+var(22)*3
air.hittime = 17+var(22)*3
ground.velocity = -5.0*const(size.xscale)
guard.velocity = -5.0*const(size.xscale)
air.velocity = -3.0*ifelse(p2dist x>=5,1,-1)*const(size.xscale),-11.0*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
persistent = 0
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist x>=5,1,-1)
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3212

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

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(5) < 0
var(43) = -40
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(7) < 0)
var(43) = -60
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(7) >= 0
var(43) = -65
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(5) < 0
var(44) = 8250
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(7) < 0)
var(44) = 8240
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(7) >= 0
var(44) = 8235
ignorehitpause = 1

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

[State 1120, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemtime(7) > 0
value = 3220

;걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿
;뤈뿴쀴봨(괨뭝뽞)
[Statedef 3220]
type    = S
movetype = A
physics = N
anim = 3220+var(22)*10000
juggle = 0
ctrl = 0
velset=0,0
sprpriority = 2

[State 1150, 2]
type = PosAdd
trigger1 = Time = 0
x = 5*const(size.xscale)

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

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

[State 1100, 돶귩뼿귞궥]
type = playsnd
trigger1 = animelemtime(3) = 0
value = 0,2
channel = 0

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = var(35) != 3220
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) < 0)       
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(120*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(15*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 18,18
guard.pausetime = 18,18
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-48*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime = ifelse(p2statetype=C,21,19)+var(22)*3
guard.hittime = 17+var(22)*3
guard.slidetime = 13
guard.ctrltime = 17+var(22)*3
air.hittime = 19+var(22)*3
ground.velocity = -3.0*const(size.xscale),-14.0*const(size.yscale)
guard.velocity = -5.0*const(size.xscale)
air.velocity = -3.0*const(size.xscale),-12.6*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
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = ifelse(p2dist x>=5,1,-1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 150,50,150
palfx.sinadd = -150,-50,-150,50
palfx.time = var(22)*50
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3220

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(5) = 0
value = anim
elem = 4
persistent = 1

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = var(35) != 3221
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(7) < 0)       
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(110*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(7*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 18,18
guard.pausetime = 18,18
sparkno = -1;S8260
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 = ifelse(p2statetype=C,21,19)+var(22)*3
guard.hittime = 17+var(22)*3
guard.slidetime = 13
guard.ctrltime = 17+var(22)*3
air.hittime = 19+var(22)*3
ground.velocity = -3.0*const(size.xscale),-14.0*const(size.yscale)
guard.velocity = -5.0*const(size.xscale)
air.velocity = -3.0*const(size.xscale),-12.6*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
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = ifelse(p2dist x>=5,1,-1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 150,50,150
palfx.sinadd = -150,-50,-150,50
palfx.time = var(22)*50
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3221

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(7) = 0
value = anim
elem = 6
persistent = 1

[State 1110, 돶귩뼿귞궥]
type = playsnd
trigger1 = animelemtime(7) = 0
value = 1,2

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(7) = 0
x = 5*const(size.xscale)

[State 1120, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(7) = 0
StateType = A

[State 1120, Velocity]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = 11.0*const(size.xscale)
y = -9.5*const(size.yscale)

[State 1100, Velocity]
type = VelSet
trigger1 = vel X = [0,0.1]
x = 0

[State 1120, Gravity]
type = Veladd
trigger1 = AnimElemTime(7) >= 0
y = .50*const(size.yscale)

[State 1120, Velocity]
type = VelMul
trigger1 = AnimElemTime(7) >= 0
x = .85

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = var(35) != 3222
trigger1 = (AnimElemtime(7) >= 0) && (AnimElemtime(9) < 0)       
attr = A, HA
animtype  = up
air.animtype  = up
damage = ceil(100*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(6*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 19,18
guard.pausetime = 19,18
sparkno = -1;S8250
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-76*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime = ifelse(p2statetype=C,21,19)+var(22)*3
guard.hittime = 17+var(22)*3
guard.slidetime = 13
guard.ctrltime = 17+var(22)*3
air.hittime = 19+var(22)*3
ground.velocity = -3.0*ifelse(p2dist x>=5,1,-1)*const(size.xscale),-14.0*const(size.yscale)
guard.velocity = -5.0*const(size.xscale)
air.velocity = -3.0*ifelse(p2dist x>=5,1,-1)*const(size.xscale),-12.6*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
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = ifelse(p2dist x>=5,1,-1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 150,50,150
palfx.sinadd = -150,-50,-150,50
palfx.time = var(22)*50
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3222

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

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(5) < 0
var(43) = -40
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(7) < 0)
var(43) = -60
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(7) >= 0
var(43) = -65
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(5) < 0
var(44) = 8250
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(7) < 0)
var(44) = 8240
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(7) >= 0
var(44) = 8235
ignorehitpause = 1

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

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(9) >= 0
movetype = I 

[State 1120, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(7) > 0
value = 3250

;걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿
;뤈뿴쀴봨걁뭶뭤걂
[Statedef 3250]
type    = S
physics = S
ctrl = 0
anim = 3250

[State -3]
type = AfterImage
trigger1 = AnimElemTime(2) = 0
time = 0

[State -3, 돶귩뼿귞궥]
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*const(size.xscale)

[State 200, Ctrlset]
type = Ctrlset
trigger1 = Anim = 3250
trigger1 = AnimElemTime(3) >= 0
value = 1

[State 1150, 4]
type = ChangeAnim
trigger1 = command = "holddown"
trigger1 = AnimElemTime(2) = 1
value = 10
persistent = 0

[State 1120, StateType]
type = StateTypeSet
trigger1 = Anim = 10
StateType = C
physics = C

[State 200, Ctrlset]
type = Ctrlset
trigger1 = Anim = 10
trigger1 = AnimElemTime(2) >= 1
value = 1

[State -2, ChangeState]
type = ChangeState
trigger1 = Anim = 3250
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(3) >= 0
value = 0
ctrl = 1

[State 1150, 4]
type = ChangeState
trigger1 = Anim = 3250
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1150, 4]
type = ChangeState
trigger1 = Anim = 10
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲
;뽅랤뜈뾾먿(뭤뤵)
[Statedef 3300]
type    = S
movetype = A
physics = N
anim = 3300
juggle = 0
ctrl = 0
velset = 0,0
poweradd = -1120-(!var(2))*160
facep2 = 1
sprpriority = 2

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = (prevstateno = [1000,1020])||(prevstateno = [1700,1720])
trigger1 = var(16)
fvar(27) = 0.85

[State -2, Varset]
type = Varset
triggerall = time = 0
triggerall = var(38)
trigger1 = prevstateno = [1100,1220]
trigger2 = prevstateno = 1510
fvar(27) = 0.75

[State -2, Varset]
type = Varset
triggerall = time = 0
triggerall = var(38)
trigger1 = prevstateno = [3200,3220]
trigger2 = prevstateno = 3400
fvar(27) = 0.70

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = prevstateno = 3000
trigger1 = var(16)
fvar(27) = 0.80

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(16) = 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, varset]
type = varset
trigger1 = 1
var(25) = ifelse(time<=51,1,0)

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

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

[State 3000]
type = explod
trigger1 = time = 0
anim = 7200
pos = ceil(-54*const(size.xscale)),ceil(-63*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 32
anim = 7300
pos = 160,floor(screenpos y)-50
postype = left
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 43
anim = 7400
pos = 0, -86
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 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, 돶귩뼿귞궥]
type = playsnd
trigger1 = animelemtime(1) = 0
value = 0,7
channel = 0

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 9
value = 0,2
channel = 0

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 51
value = 0,6
channel = 0

[State 1200, 돶귩뼿귞궥]
type = PlaySnd
trigger1 = animelem = 13
trigger2 = animelem = 17
trigger3 = animelem = 21
trigger4 = animelem = 25
trigger5 = animelem = 29
trigger6 = animelem = 33
trigger7 = animelem = 37
trigger8 = animelem = 41
trigger9 = animelem = 45
trigger10 = animelem = 50
trigger11 = animelem = 53
value = 1,1

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

[State -2, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
x = 32*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(4) = 0
x = -16*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
x = -12*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(6) = 0
x = -4*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(8) = 0
x = 14*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(9) = 0
x = 7*const(size.xscale)

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = var(35) != 3300
trigger1 = (AnimElemtime(9) >= 0) && (AnimElemtime(11) < 0)       
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(70*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(9*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime = ifelse(p2statetype=C,19,17)+var(22)*3
guard.hittime = 15+var(22)*3
guard.slidetime = 13
guard.ctrltime = 15+var(22)*3
air.hittime = 17+var(22)*3
ground.velocity = 1.0*const(size.xscale),-7.0*const(size.yscale)
guard.velocity = 6.0*const(size.xscale)
air.velocity = 1.0*const(size.xscale),-7.0*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
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3300

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(11) = 0
value = anim
elem = 10
persistent = 1

[State 1120, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(11) = 0
StateType = A

[State 1120, Velocity]
type = VelAdd
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(21) < 0
y = -0.8*const(size.yscale)

[State 1120, Gravity]
type = Veladd
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(49) < 0
y = 0.08*const(size.yscale)

[State 1120, Velocity]
type = VelSet
trigger1 = AnimElemTime(49) = 0
y = 0

[State 1120, Gravity]
type = Veladd
trigger1 = AnimElemTime(59) >= 0
y = .55*const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelem = 11
anim = 6920
postype = p1
pos = 0, 0
velocity = 0, 0
accel = 0, 0
ownpal = 1
sprpriority = -100
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelem = 11
anim = 6930
postype = p1
pos = 0, 0
velocity = 0, 0
accel = 0, 0
ownpal = 1
sprpriority = -100
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelem = 13
trigger2 = animelem = 16
trigger3 = animelem = 19
trigger4 = animelem = 22
trigger5 = animelem = 25
anim = 7800
postype = p1
pos = ceil(-15*1.8*const(size.xscale)), 0
velocity = 0, 0
accel = 0, 0
sprpriority = -2
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
trigger1 = animelem = 13
trigger2 = animelem = 16
trigger3 = animelem = 19
trigger4 = animelem = 22
trigger5 = animelem = 25
anim = 7800
postype = p1
pos = ceil(15*1.8*const(size.xscale)), 0
velocity = 0, 0
accel = 0, 0
sprpriority = -2
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = animelem = 13
trigger2 = animelem = 17
trigger3 = animelem = 21
trigger4 = animelem = 25
trigger5 = animelem = 29
trigger6 = animelem = 33
trigger7 = animelem = 37
trigger8 = animelem = 41
trigger9 = animelem = 45
trigger10 = animelem = 50
attr = A, HA
animtype  = up
air.animtype  = up
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(3*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 3,2
guard.pausetime = 3,2
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 10
ground.hittime = 14+var(22)*3
guard.hittime = 12+var(22)*3
guard.slidetime = 10
guard.ctrltime = 12+var(22)*3
air.hittime = 14+var(22)*3
ground.velocity = 1.0*const(size.xscale),-7.0*const(size.yscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = 1.0*const(size.xscale),-7.0*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
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3301

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = animelem = 15
trigger2 = animelem = 19
trigger3 = animelem = 23
trigger4 = animelem = 27
trigger5 = animelem = 31
trigger6 = animelem = 35
trigger7 = animelem = 39
trigger8 = animelem = 43
trigger9 = animelem = 47
attr = A, HA
animtype  = up
air.animtype  = up
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(3*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 3,2
guard.pausetime = 3,2
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 10
ground.hittime = 14+var(22)*3
guard.hittime = 12+var(22)*3
guard.slidetime = 10
guard.ctrltime = 12+var(22)*3
air.hittime = 14+var(22)*3
ground.velocity = -1.0*const(size.xscale),-7.0*const(size.yscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = -1.0*const(size.xscale),-7.0*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
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3302

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = var(35) != 3303
trigger1 = (AnimElemtime(53) >= 0) && (AnimElemtime(55) < 0)       
attr = A, HA
animtype  = back
air.animtype  = back
damage = ceil(130*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(8*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 12,11
guard.pausetime = 12,11
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 10
ground.hittime = 14+var(22)*3
guard.hittime = 12+var(22)*3
guard.slidetime = 10
guard.ctrltime = 12+var(22)*3
air.hittime = 14+var(22)*3
ground.velocity = -6.0*const(size.xscale),-12.0*const(size.yscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = -6.0*const(size.xscale),-11.0*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
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3303

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(11) < 0
var(42) = 31
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(11) >= 0) && (animelemtime(14) < 0)
trigger2 = (animelemtime(16) >= 0) && (animelemtime(18) < 0)
trigger3 = (animelemtime(20) >= 0) && (animelemtime(22) < 0)
trigger4 = (animelemtime(24) >= 0) && (animelemtime(26) < 0)
trigger5 = (animelemtime(28) >= 0) && (animelemtime(30) < 0)
trigger6 = (animelemtime(32) >= 0) && (animelemtime(34) < 0)
trigger7 = (animelemtime(36) >= 0) && (animelemtime(38) < 0)
trigger8 = (animelemtime(40) >= 0) && (animelemtime(42) < 0)
trigger9 = (animelemtime(44) >= 0) && (animelemtime(46) < 0)
var(42) = floor(ifelse(20+(abs(enemynear,Pos X - Pos X)/2)<75,30+(abs(enemynear,Pos X - Pos X)/2),75))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(14) >= 0) && (animelemtime(16) < 0)
trigger2 = (animelemtime(18) >= 0) && (animelemtime(20) < 0)
trigger3 = (animelemtime(22) >= 0) && (animelemtime(24) < 0)
trigger4 = (animelemtime(26) >= 0) && (animelemtime(28) < 0)
trigger5 = (animelemtime(30) >= 0) && (animelemtime(32) < 0)
trigger6 = (animelemtime(34) >= 0) && (animelemtime(36) < 0)
trigger7 = (animelemtime(38) >= 0) && (animelemtime(40) < 0)
trigger8 = (animelemtime(42) >= 0) && (animelemtime(44) < 0)
trigger9 = (animelemtime(46) >= 0) && (animelemtime(48) < 0)
var(42) = -floor(ifelse(20+(abs(enemynear,Pos X - Pos X)/2)<75,30+(abs(enemynear,Pos X - Pos X)/2),75))
ignorehitpause = 1

[State 200, hitspark x]
type = VarSet
trigger1 = (animelemtime(48) >= 0) && (animelemtime(51) < 0)
var(42) = floor(ifelse(30+(abs(enemynear,Pos X - Pos X)/2)<90,30+(abs(enemynear,Pos X - Pos X)/2),90))

[State 200, hitspark x]
type = VarSet
trigger1 = animelemtime(51) >= 0
var(42) = floor(ifelse(30+(abs(enemynear,Pos X - Pos X)/2)<80,30+(abs(enemynear,Pos X - Pos X)/2),80))

[State 200, hitspark y]
type = VarSet
trigger1 = animelemtime(48) < 0
var(43) = -65
ignorehitpause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = (animelemtime(48) >= 0) && (animelemtime(51) < 0)
var(43) = -60

[State 200, hitspark y]
type = VarSet
trigger1 = animelemtime(51) >= 0
var(43) = -88

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(51) < 0
var(44) = 8235
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(51) >= 0
var(44) = 8260
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 -3]
type = AfterImage
trigger1 = animelemtime(58) = 0
time = 0

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(55) >= 0
movetype = I 

[State 3700]
type = changestate
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemtime(11) > 0
value = 3350

;걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿
;뽅랤뜈뾾먿걁뭶뭤걂
[Statedef 3350]
type    = S
movetype = I
physics = S
ctrl = 0
anim = 3350

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

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

[State 1250, 돶귩뼿귞궥]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(4) >= 3
value = 1

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

;걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲걲
;뽅랤뜈뾾먿(뗴뭷)
[Statedef 3400]
type    = A
movetype = A
physics = N
anim = 3400
juggle = 0
ctrl = 0
velset = 0,0
poweradd = -1120-(!var(2))*160
sprpriority = 2

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = prevstateno = [1600,1620]
trigger1 = var(16)
fvar(27) = 0.85

[State -2, Varset]
type = Varset
triggerall = time = 0
triggerall = var(38)
trigger1 = prevstateno = [1300,1320]
trigger2 = prevstateno = [1520,1530]
fvar(27) = 0.75

[State -2, Varset]
type = Varset
triggerall = time = 0
triggerall = var(38)
trigger1 = prevstateno = [3200,3300]
fvar(27) = 0.70

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(16) = 0

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

[State -2, Varset]
type = Varset
trigger1 = time = 0
fvar(14) = 0

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(47) = 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 = 52

[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(30*1.8*const(size.xscale)),ceil(-60*2.1*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 32
anim = 7300
pos = 160,floor(screenpos y)-ceil(60*1.8*const(size.yscale))
postype = left
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

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

[State 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, 돶귩뼿귞궥]
type = playsnd
trigger1 = animelemtime(1) = 0
value = 0,7
channel = 0

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,2
channel = 0

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 41
value = 0,6
channel = 0

[State 1200, 돶귩뼿귞궥]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 11
trigger3 = animelem = 15
trigger4 = animelem = 19
trigger5 = animelem = 23
trigger6 = animelem = 27
trigger7 = animelem = 31
trigger8 = animelem = 35
trigger9 = animelem = 40
trigger10 = animelem = 43
value = 1,1

[State -2, posadd]
type = posadd
trigger1 = animelemtime(4) = 0
x = 8*const(size.xscale)

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = animelem = 7
attr = A, HA
animtype  = up
air.animtype  = up
damage = ceil(60*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(8*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 5,4
guard.pausetime = 5,4
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 10
ground.hittime = 14+var(22)*3
guard.hittime = 12+var(22)*3
guard.slidetime = 10
guard.ctrltime = 12+var(22)*3
air.hittime = 14+var(22)*3
ground.velocity = 1.0*const(size.xscale),-7.5*const(size.yscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = 1.0*const(size.xscale),-7.5*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3400

[State 1120, Gravity]
type = Veladd
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(17) < 0
y = -.55*const(size.yscale)

[State 1120, Gravity]
type = Veladd
trigger1 = AnimElemTime(39) >= 0
y = .50*const(size.yscale)

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = animelem = 11
trigger2 = animelem = 15
trigger3 = animelem = 19
attr = A, HA
animtype  = up
air.animtype  = up
damage = ceil(55*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(7*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 5,4
guard.pausetime = 5,4
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 10
ground.hittime = 14+var(22)*3
guard.hittime = 12+var(22)*3
guard.slidetime = 10
guard.ctrltime = 12+var(22)*3
air.hittime = 14+var(22)*3
ground.velocity = 1.0*const(size.xscale),-7.5*const(size.yscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = 1.0*const(size.xscale),-7.5*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3401

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = animelem = 9
trigger2 = animelem = 13
trigger3 = animelem = 17
attr = A, HA
animtype  = up
air.animtype  = up
damage = ceil(55*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(7*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 5,4
guard.pausetime = 5,4
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 10
ground.hittime = 14+var(22)*3
guard.hittime = 12+var(22)*3
guard.slidetime = 10
guard.ctrltime = 12+var(22)*3
air.hittime = 14+var(22)*3
ground.velocity = 2.0*const(size.xscale),-7.5*const(size.yscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = 2.0*const(size.xscale),-7.5*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3402

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = animelem = 23
attr = A, HA
animtype  = up
air.animtype  = up
damage = ceil(70*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(9*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 4,3
guard.pausetime = 4,3
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 10
ground.hittime = 14+var(22)*3
guard.hittime = 12+var(22)*3
guard.slidetime = 10
guard.ctrltime = 12+var(22)*3
air.hittime = 14+var(22)*3
ground.velocity = 1.0*const(size.xscale),-7.0*const(size.yscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = 1.0*const(size.xscale),-7.0*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
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3403

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = animelem = 21
attr = A, HA
animtype  = up
air.animtype  = up
damage = ceil(70*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(9*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 4,3
guard.pausetime = 4,3
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 10
ground.hittime = 14+var(22)*3
guard.hittime = 12+var(22)*3
guard.slidetime = 10
guard.ctrltime = 12+var(22)*3
air.hittime = 14+var(22)*3
ground.velocity = 2.0*const(size.xscale),-7.5*const(size.yscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = 2.0*const(size.xscale),-7.5*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3404

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = animelem = 27
trigger2 = animelem = 31
trigger3 = animelem = 35
trigger4 = animelem = 40
attr = A, HA
animtype  = up
air.animtype  = up
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(3*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 3,2
guard.pausetime = 3,2
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 10
ground.hittime = 14+var(22)*3
guard.hittime = 12+var(22)*3
guard.slidetime = 10
guard.ctrltime = 12+var(22)*3
air.hittime = 14+var(22)*3
ground.velocity = 1.0*const(size.xscale),-7.5*const(size.yscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = 1.0*const(size.xscale),-7.5*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3405

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = animelem = 25
trigger2 = animelem = 29
trigger3 = animelem = 33
trigger4 = animelem = 37
attr = A, HA
animtype  = up
air.animtype  = up
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(3*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 3,2
guard.pausetime = 3,2
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 10
ground.hittime = 14+var(22)*3
guard.hittime = 12+var(22)*3
guard.slidetime = 10
guard.ctrltime = 12+var(22)*3
air.hittime = 14+var(22)*3
ground.velocity = 2.0*const(size.xscale),-7.0*const(size.yscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = 2.0*const(size.xscale),-7.0*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
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3406

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && (!var(5)||(var(5)&&fvar(4)))
trigger1 = var(35) != 3407
trigger1 = (AnimElemtime(43) >= 0) && (AnimElemtime(45) < 0)       
attr = A, HA
animtype  = back
air.animtype  = back
damage = ceil(130*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(8*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 12,11
guard.pausetime = 12,11
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 10
ground.hittime = 14+var(22)*3
guard.hittime = 12+var(22)*3
guard.slidetime = 10
guard.ctrltime = 12+var(22)*3
air.hittime = 14+var(22)*3
ground.velocity = -6.0*const(size.xscale),-12.0*const(size.yscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = -6.0*const(size.xscale),-11.0*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
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3407

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(8) < 0
trigger2 = (animelemtime(10) >= 0) && (animelemtime(12) < 0)
trigger3 = (animelemtime(14) >= 0) && (animelemtime(16) < 0)
trigger4 = (animelemtime(18) >= 0) && (animelemtime(20) < 0)
trigger5 = (animelemtime(22) >= 0) && (animelemtime(24) < 0)
trigger6 = (animelemtime(26) >= 0) && (animelemtime(28) < 0)
trigger7 = (animelemtime(30) >= 0) && (animelemtime(32) < 0)
trigger8 = (animelemtime(34) >= 0) && (animelemtime(36) < 0)
var(42) = floor(ifelse(20+(abs(enemynear,Pos X - Pos X)/2)<75,30+(abs(enemynear,Pos X - Pos X)/2),75))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(8) >= 0) && (animelemtime(10) < 0)
trigger2 = (animelemtime(12) >= 0) && (animelemtime(14) < 0)
trigger3 = (animelemtime(16) >= 0) && (animelemtime(18) < 0)
trigger4 = (animelemtime(20) >= 0) && (animelemtime(22) < 0)
trigger5 = (animelemtime(24) >= 0) && (animelemtime(26) < 0)
trigger6 = (animelemtime(28) >= 0) && (animelemtime(30) < 0)
trigger7 = (animelemtime(32) >= 0) && (animelemtime(34) < 0)
trigger8 = (animelemtime(36) >= 0) && (animelemtime(38) < 0)
var(42) = -floor(ifelse(20+(abs(enemynear,Pos X - Pos X)/2)<75,30+(abs(enemynear,Pos X - Pos X)/2),75))
ignorehitpause = 1

[State 200, hitspark x]
type = VarSet
trigger1 = (animelemtime(38) >= 0) && (animelemtime(41) < 0)
var(42) = floor(ifelse(30+(abs(enemynear,Pos X - Pos X)/2)<90,30+(abs(enemynear,Pos X - Pos X)/2),90))

[State 200, hitspark x]
type = VarSet
trigger1 = animelemtime(41) >= 0
var(42) = floor(ifelse(30+(abs(enemynear,Pos X - Pos X)/2)<80,30+(abs(enemynear,Pos X - Pos X)/2),80))

[State 200, hitspark y]
type = VarSet
trigger1 = animelemtime(38) < 0
var(43) = -65
ignorehitpause = 1

[State 200, hitspark y]
type = VarSet
trigger1 = (animelemtime(38) >= 0) && (animelemtime(41) < 0)
var(43) = -60

[State 200, hitspark y]
type = VarSet
trigger1 = animelemtime(41) >= 0
var(43) = -88

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(41) < 0
var(44) = 8235
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(41) >= 0
var(44) = 8260
ignorehitpause = 1

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

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

[State -3]
type = AfterImage
trigger1 = animelemtime(49) = 0
time = 0

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(46) >= 0
movetype = I 

[State 3700]
type = changestate
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 3350
