;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
; 偙偙偐傜偼昁嶦媄偺僗僥乕僩
;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;攇摦対(彫)
[Statedef 1000]
type    = S
movetype = A
physics = S
anim = 1000+var(22)*10000
velset = 0,0
ctrl = 0
sprpriority = 1
facep2 = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 1
channel = 0

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

[State 1000,Super]
type = Helper
trigger1 = AnimElemTime(5) = 0
id = 6000
name = "hadouken"
pos = ceil(36*const(size.xscale)),ceil(-141*const(size.yscale))
postype = P1
stateno = 6000
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

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

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

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;攇摦対(拞)
[Statedef 1010]
type    = S
movetype = A
physics = S
anim = 1000+var(22)*10000
velset = 0,0
ctrl = 0
sprpriority = 1
facep2 = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 1
channel = 0

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

[State 1000,Super]
type = Helper
trigger1 = AnimElemTime(5) = 0
id = 6000
name = "hadouken"
pos = ceil(36*const(size.xscale)),ceil(-141*const(size.yscale))
postype = P1
stateno = 6000
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

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

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

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;攇摦対(戝)
[Statedef 1020]
type    = S
movetype = A
physics = S
anim = 1000+var(22)*10000
velset = 0,0
ctrl = 0
sprpriority = 1
facep2 = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 1
channel = 0

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

[State 1000,Super]
type = Helper
trigger1 = AnimElemTime(5) = 0
id = 6000
name = "hadouken"
pos = ceil(36*const(size.xscale)),ceil(-141*const(size.yscale))
postype = P1
stateno = 6000
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

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

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

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;攇摦対乮旘傃摴嬶乯
[Statedef 6000]
type = A
movetype = A
physics = N
ctrl = 0
anim = ifelse(Ishelper(6200)=1||Ishelper(6210)=1,6200,6000)
velset = 0,0
sprpriority = 2

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

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

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

[State 6000, VarSet]
type = VarSet
trigger1 = time = 0
var(22) = parent,var(22)

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

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

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

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

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

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

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

[State 6000, VarSet]
type = VarSet
trigger1 = 1
fvar(29) = parent,fvar(29)

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

[State 6000, Velocity]
type = VelSet
trigger1 = Ishelper(6000)
trigger1 = time = 0
x = (5.0+(var(10)*0.8))*fvar(4)

[State 6000, Velocity]
type = VelSet
triggerall = time = 0
trigger1 = parent,var(22) = 0
trigger1 = Ishelper(6200)
x = (4.0+(var(10)*0.4))*fvar(4)
y = (4.0+(var(10)*0.4))*fvar(5)

[State 6000, Velocity]
type = VelSet
trigger1 = parent,var(22) = 1
trigger1 = Ishelper(6200)
trigger1 = time = 0
x = (4.5+(var(10)*0.45))*fvar(4)
y = (4.0+(var(10)*0.4))*fvar(5)

[State 6000, Velocity]
type = VelSet
trigger1 = parent,var(22) = 1
trigger1 = Ishelper(6210)
trigger1 = time = 0
x = (3.5+(var(10)*0.35))*fvar(4)
y = (3.5+(var(10)*0.35))*fvar(5)

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

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

[state -2, helper]
type = helper
triggerall = ishelper(6000)||ishelper(6200)
trigger1 = time = 0
pos = 0,0
postype = p1
stateno = 6005
ID = 6005
helpertype = normal
keyctrl = 0
name = "旘傃摴嬶攋夡僿儖僷乕"
size.xscale = fvar(4)
size.yscale = fvar(5)

[state -2, helper]
type = helper
triggerall = ishelper(6210)
trigger1 = time = 0
pos = 0,0
postype = p1
stateno = 6007
ID = 6007
helpertype = normal
keyctrl = 0
name = "旘傃摴嬶攋夡僿儖僷乕"
size.xscale = fvar(4)
size.yscale = fvar(5)

[State 6000, Proj]
type = Hitdef
triggerall = var(24) = 0
triggerall = var(5) = 0
trigger1 = 1
attr = S, SP
damage = ceil((60+(Ishelper(6000)=1&&time<=2)*80)*fvar(0)*fvar(26)*fvar(28)*fvar(29)),ceil(4*fvar(26)*fvar(29))
getpower = 0,10
givepower = 0,0
animtype = hard
air.animtype = back
hitflag = MAF
guardflag = M
pausetime = 0,ifelse(Ishelper(6200)=1||Ishelper(6210)=1,7,14)
guard.pausetime = 0,ifelse(Ishelper(6200)=1||Ishelper(6210)=1,7,14)
sparkno = -1
guard.sparkno = -1;S8410
sparkxy = -5, 0
hitsound = -1;S2,6
guardsound = S3,1
ground.type = High
ground.slidetime = 10
ground.hittime = 13+var(22)*3
guard.hittime = 12+var(22)*3
guard.slidetime = 10
guard.ctrltime = 12+var(22)*3
air.hittime = 13+var(22)*3
ground.velocity = ifelse(Ishelper(6200)=1||Ishelper(6210)=1,-5.0,-18.0)*fvar(4)
guard.velocity = ifelse(Ishelper(6200)=1||Ishelper(6210)=1,-5.0,-18.0)*fvar(4)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low
air.velocity = -5.0*fvar(4),-8.5*fvar(5)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*fvar(5)
;envshake.time = 5
;envshake.freq = 60
;envshake.ampl = 2
;envshake.phase = 
P2facing = 1
ID = 6000
sprpriority = 2
forcestand = 1
numhits = 0

[State -2, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = numtarget(6000)
trigger1 = target(6000),prevstateno = [7500,7510]
trigger1 = Target(6000),stateno = [5000,5020]
value = 7500

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

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

[State -2, playsnd]
type = playsnd
trigger1 = Ishelper(6200) || Ishelper(6210)
trigger1 = pos Y >= 0
value = S3,1
persistent = 0

[State 1010, changestate]
type = changestate
trigger1 = movecontact
trigger2 = Ishelper(6200) || Ishelper(6210)
trigger2 = pos Y >= 0
value = 6010

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

[State 1010, changestate]
type = changestate
triggerall = ishelper(6000)||ishelper(6200)
trigger1 = !numhelper(6005)
trigger2 = numhelper(6005)
trigger2 = helper(6005),stateno = 6006
value = 6010

[State 1010, changestate]
type = changestate
triggerall = ishelper(6210)
trigger1 = !numhelper(6007)
trigger2 = numhelper(6007)
trigger2 = helper(6007),stateno = 6008
value = 6010

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

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

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

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

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

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

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

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

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;旘傃摴嬶攋夡僿儖僷乕
[Statedef 6007]
type = A
movetype = A
ctrl = 0
anim = ifelse((parent,Ishelper(6200)=1)||(parent,Ishelper(6210)=1),6205,6005)

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

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

[State -2, HitDef]
type = HitDef
trigger1 = 1
attr = A, SP
hitflag = P
priority = 7,Hit
getpower = 0
givepower = 0
pausetime = 0,0
sparkno = -1
numhits = 0
guard.dist = 0
p1stateno = 6008

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

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;旘傃摴嬶攋夡僿儖僷乕(徚柵)
[Statedef 6008]
type = S
movetype = I
ctrl = 0
anim = 9999

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;攇摦対乮旘傃摴嬶乯乮徚柵乯
[Statedef 6010]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = ifelse(Ishelper(6200)=1||Ishelper(6210)=1,6210,6010)
movehitpersist = 1

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

[State -2, playsnd]
type = playsnd
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||target,stateno = 7500
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||enemy,stateno = 7500
value = S2,6

[State -2, poweradd]
type = poweradd
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||target,stateno = 7500
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||enemy,stateno = 7500
value = 10

[State -2, Envshake]
type = Envshake
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||target,stateno = 7500
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||enemy,stateno = 7500
time = 5
freq = 60
ampl = -2

[State -2, hitadd]
type = hitadd
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||target,stateno = 7500
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||enemy,stateno = 7500
value = 1

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

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

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

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

[State -2, ParentVarSet]
type = ParentVarSet
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||target,stateno = 7500
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||enemy,stateno = 7500
fvar(4) = 8

[State -2, parentVarAdd]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||target,stateno = 7500
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||enemy,stateno = 7500
fvar(10) = 0.7

[State 200, Juggle Check]
type = parentVarAdd
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||target,stateno = 7500
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||enemy,stateno = 7500
var(41) = 5-(parent,var(22)=1)*3

[State 6050, 僸僢僩僗僷乕僋]
type = Explod
triggerall = movehit
trigger1 = numtarget
trigger1 = (target,stateno = [5000,5099])||target,stateno = 7500
trigger2 = !numtarget
trigger2 = numenemy
trigger2 = enemy,movetype = H
trigger2 = (enemy,stateno = [5000,5099])||enemy,stateno = 7500
anim = 8170
pos = ceil(100*fvar(4)),0
postype = p1
sprpriority = 4
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = root,const(size.xscale), root,const(size.yscale)

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

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

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

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

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


;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;徃棿対(彫)
[Statedef 1100]
type    = S
movetype = A
physics = N
anim = 1100
juggle = 0
ctrl = 0
;poweradd= 30
velset = 0,0
sprpriority = 2
facep2 = 1

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

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

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

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

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0          
triggerall = var(35) != 1100
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(4) < 0)
attr = S, SA
animtype  = up
air.animtype  = up
damage = ceil(130*fvar(0)*fvar(26)*fvar(28)*fvar(29)),ceil(16*fvar(26)*fvar(29))
priority = 5,Hit
getpower = 40,100
givepower = 60,0
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.pausetime = 10,10
sparkno = -1;S8230
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-66*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 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 = -3.5*const(size.xscale),-11.0*const(size.yscale)
guard.velocity = -5.0*const(size.xscale)
air.velocity = -3.5*const(size.xscale),-9.6*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist x>=5,1,-1)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1100 

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(4) = 0
value = anim
elem = 3
persistent = 1

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

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

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

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 5.0*1.8*const(size.xscale)
y = -7.5*2.1*const(size.yscale)

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

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

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

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0          
triggerall = var(35) != 1100
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(6) < 0)
attr = A, SA
animtype  = up
air.animtype  = up
damage = ceil(Ifelse(P2BodyDist X>25,100,130)*fvar(0)*fvar(26)*fvar(28)*fvar(29)),ceil(Ifelse(P2BodyDist X>25,13,16)*fvar(26)*fvar(29))
priority = 5,Hit
getpower = 40,100
givepower = 60,0
hitflag = MAF
guardflag = M
pausetime = 11,10
guard.pausetime = 11,10
sparkno = -1;S8230
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-76*const(size.yscale))
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 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 = -3.5*const(size.xscale),-11.0*const(size.yscale)
guard.velocity = -5.0*const(size.xscale)
air.velocity = -3.5*ifelse(p2dist x>=5,1,-1)*const(size.xscale),-9.6*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist x>=5,1,-1)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1100 

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

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

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

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(4) < 0
var(44) = 8240
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(4) >= 0
var(44) = 8235
ignorehitpause = 1

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

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

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I 

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;徃棿対(拞)
[Statedef 1110]
type    = S
movetype = A
physics = N
anim = 1110+var(22)*10000
juggle = 0
ctrl = 0
;poweradd= 30
velset = 0,0
sprpriority = 2
facep2 = 1

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

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 4

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

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

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

[State 1110, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0         
trigger1 = var(35) != 1110
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(4) < 0)       
attr = S, SA
animtype  = hard
air.animtype  = back
damage = ceil(100*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(13*fvar(26)*fvar(29))
priority = 5,Hit
getpower = 40,70
givepower = 60,0
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.pausetime = 10,10
sparkno = -1;S8250
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-66*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = 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 = ifelse(var(22)=1,-3.0,-7.5)*const(size.xscale),ifelse(var(22)=1,-11.8,0)*const(size.yscale)
guard.velocity = -5.0*const(size.xscale)
air.type = low
air.velocity = -3.5*const(size.xscale),-10.4*const(size.yscale)
fall = var(22)
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1110

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(4) = 0
value = anim
elem = 3
persistent = 1

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

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

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

[State 1110, Velocity]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 8.0*1.8*const(size.xscale)
y = -9.5*2.1*const(size.yscale)

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

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

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

[State 1110, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0         
trigger1 = var(35) != 1111
trigger1  = (AnimElemtime(4) >= 0) && (AnimElemtime(5) < 3)       
attr = A, SA
animtype = up
air.animtype = up
damage = ceil(50*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(6*fvar(26)*fvar(29))
priority = 5,Hit
getpower = 40,40
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 9,8
guard.pausetime = 9,8
sparkno = -1;S8230
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-76*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 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 = -3.5*const(size.xscale),-12.0*const(size.yscale)
guard.velocity = -5.0*const(size.xscale)
air.velocity = -3.5*ifelse(p2dist x>=5,1,-1),-10.4*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
P2facing = ifelse(p2dist x>=5,1,-1)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1111

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

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

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

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(4) < 0
var(44) = 8240
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(4) >= 0
var(44) = 8235
ignorehitpause = 1

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

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

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I 

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;徃棿対(戝)
[Statedef 1120]
type    = S
movetype = A
physics = N
anim = 1120+var(22)*10000
juggle = 0
ctrl = 0
;poweradd= 30
velset = 0,0
sprpriority = 2
facep2 = 1

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

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

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

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

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

[State 1120, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0      
trigger1 = var(35) != 1120
trigger1 = (AnimElemtime(2) >= 0) && (AnimElemtime(4) < 0)       
attr = S, SA
animtype  = hard
air.animtype  = back
damage = ceil(60*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(8*fvar(26)*fvar(29))
priority = 5,Hit
getpower = 40,40
givepower = 60,0
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.pausetime = 10,10
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 = ifelse(var(22)=1,-3.0,-7.5)*const(size.xscale),ifelse(var(22)=1,-13.0,0)*const(size.yscale)
guard.velocity = -5.0*const(size.xscale)
air.velocity = -3.5*const(size.xscale),-11.0*const(size.yscale)
fall = var(22)
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
P2facing = 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 = 1120

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(4) = 0
value = anim
elem = 3
persistent = 1

[State 1120, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0      
trigger1 = var(35) != 1121
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(6) < 0)       
attr = A, SA
animtype  = hard
air.animtype  = back
damage = ceil(60*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(8*fvar(26)*fvar(29))
priority = 5,Hit
getpower = 40,40
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.pausetime = 10,10
sparkno = -1;S8250
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-66*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = 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 = ifelse(var(22)=1,-3.5,-7.5)*const(size.xscale),ifelse(var(22)=1,-13.0,0)*const(size.yscale)
guard.velocity = -5.0*const(size.xscale)
air.type = low
air.velocity = -3.5*const(size.xscale),-11.0*const(size.yscale)
fall = var(22)
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
P2facing = 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 = 1121

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

[State 1110, 壒傪柭傜偡]
type = playsnd
trigger1 = animelemtime(6) = 0
value = 1,2

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(6) = 0
x = 5*1.8*const(size.xscale)

[State 1120, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(6) = 0
StateType = A

[State 1120, Velocity]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 11.0*1.8*const(size.xscale)
y = -11.5*2.1*const(size.yscale)

[State 1100, Velocity]
type = VelSet
trigger1 = vel X = [0,0.1]
trigger2 = AnimElemTime(9) = 0
x = 0

[State 1110, Gravity]
type = Veladd
trigger1 = AnimElemTime(6) >= 0
y = .50*2.1*const(size.yscale)

[State 1110, Velocity]
type = VelMul
trigger1 = AnimElemTime(6) >= 0
x = .85

[State 1120, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0      
trigger1 = var(35) != 1122
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(9) < 0)       
attr = A, SA
animtype  = up
air.animtype  = up
damage = ceil(60*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(8*fvar(26)*fvar(29))
priority = 5,Hit
getpower = 40,40
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 9,8
guard.pausetime = 9,8
sparkno = -1;S8230
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-76*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 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 = -3.5*const(size.xscale),-13.0*const(size.yscale)
guard.velocity = -5.0*const(size.xscale)
air.velocity = -3.5*ifelse(p2dist x>=5,1,-1)*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
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
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 = 1122

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

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(4) < 0
var(43) = -40
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(6) < 0)
var(43) = -50
ignorehitpause = 1

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

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(4) < 0
var(44) = 8250
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(6) < 0)
var(44) = 8240
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(6) >= 0
var(44) = 8235
ignorehitpause = 1

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

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

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

[State 1120, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(6) > 0
value = 1150

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

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

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

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

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

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

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(4) >= 2
value = 1

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

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;棾姫慁晽媟(彫)
[Statedef 1200]
type    = S
movetype = A
physics = S
anim = 1200
juggle = 0
ctrl = 0
;poweradd = 30
velset = 0,0
facep2 = 1

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

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = var(22) = 0
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = var(22) = 1
trigger1 = animelemtime(3) < 0
value = SC, AT

[State 1200, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(2) = 0
x = 14*1.8*const(size.xscale)

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,1
channel = 0

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

[State 1200, Velocity]
type = VelSet
trigger1 = AnimElemtime(4) = 0
x = 4.0*1.8*const(size.xscale)
y = -3.0*2.1*const(size.yscale)

[State 1200, veladd]
type = null;veladd
trigger1 = animelemtime(4) >= 0
x = -0.022*1.8*const(size.xscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(4) >= 0
y = .30*2.1*const(size.yscale)

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

[State 1200, 1]
type = PlayerPush
triggerall = (animelemtime(4) >= 0) && (animelemtime(11) < 0)
trigger1 = enemynear,statetype = C
trigger2 = enemynear, BackEdgeBodyDist >= 15
trigger2 = enemynear,statetype = L
value = 0

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

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0
trigger1 = animelem = 6
attr = A, SA
getpower = 40,80
givepower = 60,0
animtype  = back
air.animtype  = up
damage = ceil(100*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(6*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 9,8
guard.pausetime = 9,8
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 7
ground.hittime  = 11+var(22)*3
guard.hittime = 9+var(22)*3
guard.slidetime = 7
guard.ctrltime = 9+var(22)*3
air.hittime  = 11+var(22)*3
ground.velocity = -1.0*const(size.xscale),-8.5*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
air.fall = 1
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1200

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0
trigger1 = animelem = 8
attr = A, SA
getpower = 40,80
givepower = 60,0
animtype  = back
air.animtype  = up
damage = ceil(100*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(6*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 9,8
guard.pausetime = 9,8
sparkno = -1;S8160
guard.sparkno = -1;S8415
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 7
ground.hittime  = 11+var(22)*3
guard.hittime = 9+var(22)*3
guard.slidetime = 7
guard.ctrltime = 9+var(22)*3
air.hittime  = 11+var(22)*3
ground.velocity = 1.0*const(size.xscale),-8.5*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
air.fall = 1
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1201

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(7) < 0
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(7) >= 0
var(42) = -floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

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

[State -2, sparkno]
type = VarSet
trigger1 = animelemtime(7) < 0
var(44) = 8260
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelemtime(7) >= 0
var(44) = 8265
ignorehitpause = 1

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

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

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0 
trigger1 = AnimElemTime(4) > 0
value = 1250

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;棾姫慁晽媟(拞)
[Statedef 1210]
type    = S
movetype = A
physics = S
anim = 1210
juggle = 0
ctrl = 0
;poweradd = 30
velset = 0,0
facep2 = 1

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

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = var(22) = 0
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = var(22) = 1
trigger1 = animelemtime(3) < 0
value = SC, AT

[State 1200, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(2) = 0
x = 14*1.8*const(size.xscale)

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

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0
trigger1 = var(35) != 1210
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(5) < 0
attr = A, SA
getpower = 40,80
givepower = 60,0
animtype  = hard
air.animtype  = up
damage = ceil(90*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(7*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S2,7
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 = -9.0*const(size.xscale)
guard.velocity = -9.0*const(size.xscale)
air.velocity = -3.5*const(size.xscale),-8.8*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.0
air.fall = 1
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1210

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

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,1
channel = 0

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 12
value = 1,1

[State 1200, StateType]
type = StateTypeSet
trigger1 = animelemtime(5) = 0
StateType = A
physics = N

[State 1200, Velocity]
type = VelSet
trigger1 = animelemtime(5) = 0
x = 4.44*1.8*const(size.xscale)
y = -3.0*2.1*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(5) >= 0
x = -0.022*1.8*const(size.xscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(7) < 1
trigger2 = animelemtime(14) >= 1
y = .30*2.1*const(size.yscale)

[State 1200, Velocity]
type = VelSet
trigger1 = animelemtime(7) = 1
y = 0

[State 1200, 1]
type = PlayerPush
triggerall = (animelemtime(5) >= 0) && (animelemtime(17) < 0)
trigger1 = enemynear,statetype = C
trigger2 = enemynear, BackEdgeBodyDist >= 15
trigger2 = enemynear,statetype = L
value = 0

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0
triggerall = var(18) < 2
trigger1 = animelem = 7
attr = A, SA
getpower = 20,10
givepower = 0, 0
animtype  = hard
air.animtype  = up
damage = ceil(30*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(3*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 9,8
guard.pausetime = 5,4
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 14+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-(var(18)>=1)*2.0)*const(size.xscale),(-8.5-(var(18)>=1)*0.3)*const(size.yscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = (-2.0-(var(18)>=1)*2.0)*const(size.xscale),(-8.5-(var(18)>=1)*0.3)*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.0
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1211

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0
triggerall = var(18) < 2
trigger1 = animelem = 9
attr = A, SA
getpower = 20,10
givepower = 0, 0
animtype  = hard
air.animtype  = up
damage = ceil(30*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(3*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 9,8
guard.pausetime = 5,4
sparkno = -1;S8160
guard.sparkno = -1;S8415
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 14+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+(var(18)>=1)*2.0)*const(size.xscale),(-8.5-(var(18)>=1)*0.3)*const(size.yscale)
guard.velocity = 10.0*const(size.xscale)
air.velocity = (2.0+(var(18)>=1)*2.0)*const(size.xscale),(-8.5-(var(18)>=1)*0.3)*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.0
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1212

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0
triggerall = var(18) < 2
trigger1 = animelem = 12
attr = A, SA
getpower = 20,10
givepower = 0, 0
animtype  = hard
air.animtype  = up
damage = ceil(30*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(3*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 9,8
guard.pausetime = 9,8
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 14+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 = -4.0*const(size.xscale),-8.8*const(size.yscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = -4.0*const(size.xscale),-8.8*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.0
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1213

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0
triggerall = var(18) < 2
trigger1 = animelem = 14
attr = A, SA
getpower = 20,10
givepower = 0, 0
animtype  = hard
air.animtype  = up
damage = ceil(30*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(3*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 9,8
guard.pausetime = 9,8
sparkno = -1;S8160
guard.sparkno = -1;S8415
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 14+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 = 4.0*const(size.xscale),-8.8*const(size.yscale)
guard.velocity = 10.0*const(size.xscale)
air.velocity = 4.0*const(size.xscale),-8.8*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.0
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1214

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(5) < 0
var(42) = 31
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(5) >= 0) && (animelemtime(7) < 0)
trigger2 = (animelemtime(10) >= 0) && (animelemtime(12) < 0)
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(8) >= 0) && (animelemtime(10) < 0)
trigger2 = animelemtime(13) >= 0
var(42) = -floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

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

[State -2, sparkno]
type = VarSet
trigger1 = animelemtime(5) < 0
var(44) = 8290
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = (animelemtime(5) >= 0) && (animelemtime(7) < 0)
trigger2 = (animelemtime(10) >= 0) && (animelemtime(12) < 0)
var(44) = 8260
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = (animelemtime(8) >= 0) && (animelemtime(10) < 0)
trigger2 = animelemtime(13) >= 0
var(44) = 8265
ignorehitpause = 1

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

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

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(5) > 0
value = 1250

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;棾姫慁晽媟(戝)
[Statedef 1220]
type    = S
movetype = A
physics = S
anim = 1220
juggle = 0
ctrl = 0
;poweradd = 30
velset = 0,0
facep2 = 1

[State -2, Varset]
type = Varset
trigger1 = time = 0
fvar(25) = fvar(0)
ignorehitpause = 1

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = var(22) = 0
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = var(22) = 1
trigger1 = animelemtime(3) < 0
value = SC, AT

[State 1200, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(2) = 0
x = 14*1.8*const(size.xscale)

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

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0
trigger1 = var(35) != 1220
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(5) < 0
attr = A, SA
getpower = 40,90
givepower = 60,0
animtype  = hard
air.animtype  = up
damage = ceil(90*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(7*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-62*const(size.yscale))
hitsound = S2,7
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 = -9.0*const(size.xscale)
guard.velocity = -9.0*const(size.xscale)
air.velocity = -3.5*const(size.xscale),-8.8*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.0
air.fall = 1
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1220

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

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,1
channel = 0

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 12
trigger3 = animelem = 17
trigger4 = animelem = 22
value = 1,1

[State 1200, StateType]
type = StateTypeSet
trigger1 = animelemtime(5) = 0
StateType = A
physics = N

[State 1200, Velocity]
type = VelSet
trigger1 = animelemtime(5) = 0
x = 5.33*1.8*const(size.xscale)
y = -3.0*2.1*const(size.yscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(5) >= 0
x = -0.022*1.8*const(size.xscale)

[State 1200, veladd]
type = veladd
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(7) < 1
trigger2 = animelemtime(20) >= 0
y = .30*2.1*const(size.yscale)

[State 1200, Velocity]
type = VelSet
trigger1 = animelemtime(7) = 1
y = 0

[State 1200, 1]
type = PlayerPush
triggerall = animelemtime(5) >= 0
trigger1 = enemynear,statetype = C
trigger2 = enemynear, BackEdgeBodyDist >= 15
trigger2 = enemynear,statetype = L
value = 0

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0
triggerall = var(18) < 3
trigger1 = animelem = 7
trigger2 = animelem = 12
trigger3 = animelem = 17
attr = A, SA
getpower = 20,10
givepower = 0, 0
animtype  = hard
air.animtype  = up
damage = ceil(30*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(3*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 9,8
guard.pausetime = 5,4
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 7
ground.hittime  = 11+var(22)*3
guard.hittime = 9+var(22)*3
guard.slidetime = 7
guard.ctrltime = 9+var(22)*3
air.hittime  = 11+var(22)*3
ground.velocity = (-2.5-(var(18)>=2)*2.5)*const(size.xscale),(-8.5-(var(18)>=2)*0.3)*const(size.yscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = (-2.5-(var(18)>=2)*2.5)*const(size.xscale),(-8.5-(var(18)>=2)*0.3)*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.0
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1221

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0
triggerall = var(18) < 3
trigger1 = animelem = 9
trigger2 = animelem = 14
trigger3 = animelem = 19
attr = A, SA
getpower = 20,10
givepower = 0, 0
animtype  = hard
air.animtype  = up
damage = ceil(30*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(3*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 9,8
guard.pausetime = 5,4
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 7
ground.hittime  = 11+var(22)*3
guard.hittime = 9+var(22)*3
guard.slidetime = 7
guard.ctrltime = 9+var(22)*3
air.hittime  = 11+var(22)*3
ground.velocity = (2.5+(var(18)>=2)*2.5)*const(size.xscale),(-8.5-(var(18)>=2)*0.3)*const(size.yscale)
guard.velocity = 10.0*const(size.xscale)
air.velocity = (2.5+(var(18)>=2)*2.5)*const(size.xscale),(-8.5-(var(18)>=2)*0.3)*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.0
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1222

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0
triggerall = var(18) < 3
trigger1 = animelem = 22
attr = A, SA
getpower = 20,10
givepower = 0, 0
animtype  = hard
air.animtype  = up
damage = ceil(30*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(3*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 9,8
guard.pausetime = 9,8
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 7
ground.hittime  = 11+var(22)*3
guard.hittime = 9+var(22)*3
guard.slidetime = 7
guard.ctrltime = 9+var(22)*3
air.hittime  = 11+var(22)*3
ground.velocity = -5.0*const(size.xscale),-8.8*const(size.yscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = -5.0*const(size.xscale),-8.8*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.0
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1223

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0
triggerall = var(18) < 3
trigger1 = animelem = 24
attr = A, SA
getpower = 20,10
givepower = 0, 0
animtype  = hard
air.animtype  = up
damage = ceil(30*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(3*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 9,8
guard.pausetime = 9,8
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 7
ground.hittime  = 11+var(22)*3
guard.hittime = 9+var(22)*3
guard.slidetime = 7
guard.ctrltime = 9+var(22)*3
air.hittime  = 11+var(22)*3
ground.velocity = 5.0*const(size.xscale),-8.8*const(size.yscale)
guard.velocity = 10.0*const(size.xscale)
air.velocity = 5.0*const(size.xscale),-8.8*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.0
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1224

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(5) < 0
var(42) = 31
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(5) >= 0) && (animelemtime(8) < 0)
trigger2 = (animelemtime(10) >= 0) && (animelemtime(13) < 0)
trigger3 = (animelemtime(15) >= 0) && (animelemtime(18) < 0)
trigger4 = (animelemtime(20) >= 0) && (animelemtime(23) < 0)
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(8) >= 0) && (animelemtime(10) < 0)
trigger2 = (animelemtime(13) >= 0) && (animelemtime(15) < 0)
trigger3 = (animelemtime(18) >= 0) && (animelemtime(20) < 0)
trigger4 = animelemtime(23) >= 0
var(42) = -floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

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

[State -2, sparkno]
type = VarSet
trigger1 = animelemtime(5) < 0
var(44) = 8290
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = (animelemtime(5) >= 0) && (animelemtime(8) < 0)
trigger2 = (animelemtime(10) >= 0) && (animelemtime(13) < 0)
trigger3 = (animelemtime(15) >= 0) && (animelemtime(18) < 0)
trigger4 = (animelemtime(20) >= 0) && (animelemtime(23) < 0)
var(44) = 8260
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = (animelemtime(8) >= 0) && (animelemtime(10) < 0)
trigger2 = (animelemtime(13) >= 0) && (animelemtime(15) < 0)
trigger3 = (animelemtime(18) >= 0) && (animelemtime(20) < 0)
trigger4 = animelemtime(23) >= 0
var(44) = 8265
ignorehitpause = 1

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

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

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(5) > 0
value = 1250

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

[State 1250, 2]
type = PosAdd
trigger1 = Time = 0
x = 10*1.8*const(size.xscale)

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

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

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

[State 200, Ctrlset]
type = Ctrlset
trigger1 = prevstateno = 1200
trigger1 = AnimElemTime(4) >= 0
value = 1

[State 200, Ctrlset]
type = Ctrlset
trigger1 = prevstateno = 1210
trigger1 = AnimElemTime(3) >= 3
value = 1

[State 200, Ctrlset]
type = Ctrlset
trigger1 = prevstateno = 1220 || prevstateno = [1300,1320]
trigger1 = AnimElemTime(4) >= 1
value = 1

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

;仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚仚
;嬻拞棾姫慁晽媟(彫)
[Statedef 1300]
type    = A
movetype = A
physics = N
anim = 1300
juggle = 0
ctrl = 0
;poweradd = 20

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

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

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

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

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,1
channel = 0

[State 1050, Velocity]
type = VelAdd
trigger1 = time = 0
x = 0.9*1.8*const(size.xscale)
y = -3.0*2.1*const(size.yscale)

[State -2, veladd]
type = veladd
trigger1 = 1
y = Const(movement.yaccel)*2.1*const(size.yscale)

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

[State -2, PowerAdd]
type = PowerAdd
trigger1 = AnimElemtime(5) = -1
value = 20

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0
trigger1 = animelem = 5
attr = A, SA
getpower = 40,10
givepower = 40,0
animtype  = back
air.animtype  = up
damage = ceil(80*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
guard.pausetime = 4,3
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 7
ground.hittime  = 11+var(22)*3
guard.hittime = 9+var(22)*3
guard.slidetime = 7
guard.ctrltime = 9+var(22)*3
air.hittime  = 11+var(22)*3
ground.velocity = -1.5*const(size.xscale),-8.5*const(size.yscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = -1.5*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
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1300

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0
trigger1 = animelem = 8
attr = A, SA
getpower = 20,10
givepower = 40,0
animtype  = back
air.animtype  = up
damage = ceil(80*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
guard.pausetime = 4,3
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 7
ground.hittime  = 11+var(22)*3
guard.hittime = 9+var(22)*3
guard.slidetime = 7
guard.ctrltime = 9+var(22)*3
air.hittime  = 11+var(22)*3
ground.velocity = 1.5*const(size.xscale),-8.5*const(size.yscale)
guard.velocity = 10.0*const(size.xscale)
air.velocity = 1.5*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
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1301

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(6) < 0
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(6) >= 0
var(42) = -floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

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

[State -2, sparkno]
type = VarSet
trigger1 = animelemtime(6) < 0
var(44) = 8240
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = animelemtime(6) >= 0
var(44) = 8245
ignorehitpause = 1

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

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

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

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;嬻拞棾姫慁晽媟(拞)
[Statedef 1310]
type    = A
movetype = A
physics = N
anim = 1310
juggle = 0
ctrl = 0
;poweradd = 30

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

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

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

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

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,1
channel = 0

[State 1050, Velocity]
type = VelAdd
trigger1 = time = 0
x = 0.9*1.8*const(size.xscale)
y = -3.0*2.1*const(size.yscale)

[State -2, veladd]
type = veladd
trigger1 = 1
y = Const(movement.yaccel)*2.1*const(size.yscale)

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

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

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0
triggerall = var(18) < 2
trigger1 = animelem = 5
trigger2 = animelem = 11
attr = A, SA
getpower = 40,10
givepower = 40,0
animtype  = back
air.animtype  = up
damage = ceil(80*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
guard.pausetime = 4,3
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 7
ground.hittime  = 11+var(22)*3
guard.hittime = 9+var(22)*3
guard.slidetime = 7
guard.ctrltime = 9+var(22)*3
air.hittime  = 11+var(22)*3
ground.velocity = -1.5*const(size.xscale),-8.5*const(size.yscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = -1.5*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
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1310

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0
triggerall = var(18) < 2
trigger1 = animelem = 8
trigger2 = animelem = 14
attr = A, SA
getpower = 20,10
givepower = 40,0
animtype  = back
air.animtype  = up
damage = ceil(80*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
guard.pausetime = 4,3
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 7
ground.hittime  = 11+var(22)*3
guard.hittime = 9+var(22)*3
guard.slidetime = 7
guard.ctrltime = 9+var(22)*3
air.hittime  = 11+var(22)*3
ground.velocity = 1.5*const(size.xscale),-8.5*const(size.yscale)
guard.velocity = 10.0*const(size.xscale)
air.velocity = 1.5*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
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1311

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(6) < 0
trigger2 = (animelemtime(9) >= 0) && (animelemtime(12) < 0)
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(6) >= 0) && (animelemtime(9) < 0)
trigger2 = animelemtime(12) >= 0
var(42) = -floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

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

[State -2, sparkno]
type = VarSet
trigger1 = animelemtime(6) < 0
trigger2 = (animelemtime(9) >= 0) && (animelemtime(12) < 0)
var(44) = 8240
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = (animelemtime(6) >= 0) && (animelemtime(9) < 0)
trigger2 = animelemtime(12) >= 0
var(44) = 8245
ignorehitpause = 1

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

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

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

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

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;嬻拞棾姫慁晽媟(戝)
[Statedef 1320]
type    = A
movetype = A
physics = N
anim = 1320
juggle = 0
ctrl = 0
;poweradd = 40

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

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

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

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

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,1
channel = 0

[State 1050, Velocity]
type = VelAdd
trigger1 = time = 0
x = 0.9*1.8*const(size.xscale)
y = -3.0*2.1*const(size.yscale)

[State -2, veladd]
type = veladd
trigger1 = 1
y = Const(movement.yaccel)*2.1*const(size.yscale)

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

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

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0
triggerall = var(18) < 3
trigger1 = animelem = 5
trigger2 = animelem = 11
trigger3 = animelem = 17
trigger4 = animelem = 23
attr = A, SA
getpower = 40,10
givepower = 40,0
animtype  = back
air.animtype  = up
damage = ceil(80*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
guard.pausetime = 4,3
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 7
ground.hittime  = 11+var(22)*3
guard.hittime = 9+var(22)*3
guard.slidetime = 7
guard.ctrltime = 9+var(22)*3
air.hittime  = 11+var(22)*3
ground.velocity = -1.5*const(size.xscale),-8.5*const(size.yscale)
guard.velocity = -10.0*const(size.xscale)
air.velocity = -1.5*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
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1320

[State 1100, HitDef]
type = HitDef
triggerall = var(24) = 0
triggerall = var(5) = 0
triggerall = var(18) < 3
trigger1 = animelem = 8
trigger2 = animelem = 14
trigger3 = animelem = 20
trigger4 = animelem = 26
attr = A, SA
getpower = 20,10
givepower = 40,0
animtype  = back
air.animtype  = up
damage = ceil(80*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
guard.pausetime = 4,3
sparkno = -1;S8160
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-65*const(size.yscale))
hitsound = S2,7
guardsound = S3,1
ground.type = High
ground.slidetime = 7
ground.hittime  = 11+var(22)*3
guard.hittime = 9+var(22)*3
guard.slidetime = 7
guard.ctrltime = 9+var(22)*3
air.hittime  = 11+var(22)*3
ground.velocity = 1.5*const(size.xscale),-8.5*const(size.yscale)
guard.velocity = 10.0*const(size.xscale)
air.velocity = 1.5*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
air.fall = 1
yaccel = .60*const(size.yscale)
persistent = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = 2
;envshake.phase = 
forcestand = 1
P2facing = -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1321

[State -2, hitspark x]
type = VarSet
trigger1 = animelemtime(6) < 0
trigger2 = (animelemtime(9) >= 0) && (animelemtime(12) < 0)
trigger3 = (animelemtime(15) >= 0) && (animelemtime(18) < 0)
trigger4 = (animelemtime(21) >= 0) && (animelemtime(24) < 0)
var(42) = floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

[State -2, hitspark x]
type = VarSet
trigger1 = (animelemtime(6) >= 0) && (animelemtime(9) < 0)
trigger2 = (animelemtime(12) >= 0) && (animelemtime(15) < 0)
trigger3 = (animelemtime(18) >= 0) && (animelemtime(21) < 0)
trigger4 = animelemtime(24) >= 0
var(42) = -floor(ifelse(20+(abs(enemynear,Pos X-Pos X)/2)<80,20+(abs(enemynear,Pos X-Pos X)/2),80))
ignorehitpause = 1

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

[State -2, sparkno]
type = VarSet
trigger1 = animelemtime(6) < 0
trigger2 = (animelemtime(9) >= 0) && (animelemtime(12) < 0)
trigger3 = (animelemtime(15) >= 0) && (animelemtime(18) < 0)
trigger4 = (animelemtime(21) >= 0) && (animelemtime(24) < 0)
var(44) = 8240
ignorehitpause = 1

[State -2, sparkno]
type = VarSet
trigger1 = (animelemtime(6) >= 0) && (animelemtime(9) < 0)
trigger2 = (animelemtime(12) >= 0) && (animelemtime(15) < 0)
trigger3 = (animelemtime(18) >= 0) && (animelemtime(21) < 0)
trigger4 = animelemtime(24) >= 0
var(44) = 8245
ignorehitpause = 1

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

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

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

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