[Statedef 300]
type = S
movetype= A
physics = S
ctrl = 0
anim = 230
facep2 = 1
;------------------------------リバビ
;リバースビートカウント
[State , Re_Beat]
type = VarSet
trigger1 = time = 0
v = 31
value = 1
ignorehitpause = 1

[State ,100]
type = Helper
triggerall = time = 0
trigger1 = prevstateno = [301,303]
trigger2 = prevstateno = [306,308]
helpertype = normal
name = "Reverse_Beat"
ID = 500
pos = 0,0
postype = p1
stateno = 4000
keyctrl = 0
ownpal = 1
;------------------------------Exシールド
[State ,100]
type = Helper
triggerall = time = 0
trigger1 = prevstateno = [3002,3003]
trigger2 = prevstateno = [3012,3013]
helpertype = normal
name = "Reverse_Beat"
ID = 500
pos = 0,0
postype = p1
stateno = 4002
keyctrl = 0
ownpal = 1
;------------------------------
[State 181, ランダム]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0,5

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 0
trigger1 = AnimElemTime(3) = 0
channel = 0
lowpriority = 1
value = s9,0

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
channel = 1
value = s21,0

[State 181, ランダム]
type = VarRandom
trigger1 = AnimElemTime(3) = 0
v = 56
range = 0,30

[State ,100]
type = VarSet
trigger1 = var(56) != 0
fvar(3) = 1

[State ,100]
type = VarSet
trigger1 = var(56) = 0
fvar(3) = 1.15

[State 190, 0]
type = Hitdef
trigger1 = AnimElemTime(3) = 0
attr = S,NA
hitflag = MAFD
guardflag = M
animtype = light
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = ifelse(floor(30*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(30*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0

;ifelse(
;floor( 30 * ifelse( fvar(0) >= 1-fvar(1), 1-fvar(1), fvar(0) ) * fvar(2) * fvar(3) ) > 0,
;floor( 30 * ifelse( fvar(0) >= 1-fvar(1), 1-fvar(1), fvar(0) ) * fvar(2) * fvar(3) ),
;1),
;0
;「技補正orスーパキャンセル補正」(Aとする)、
;「リバースビート補正orシールド補正」(Bとする)、
;AorB、いずれか大きいほうを基本ダメージ30にかけ、
;ヒット補正とクリティカル補正をかけ、小数点以下切捨てしたものがダメージとなる。
;このダメージが0より小さい場合、1となる。削りダメージは0・・・・という記述。

pausetime = 7,6  + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))

;IfElse(P2StateType = A, 2,0)
;原作では相手が空中だと、常に相手のpausetimeに+2されるようです。
;なので、相手が空中にいた場合、pausetimeに+2しています。
;HitDefの仕様で自らのヒットポーズが１フレーム早く終わってしまいます。
;なので、１フレーム増やします(ガードも)

;IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
;相手が必殺・超必を出していたら+8、
;それ以外の攻撃動作なら+4、
;以上を満たさないなら+0、ヒットポーズにプラス。
;ヘルパーを使って必殺技を出す相手(ワラキアとか)には+8にはなりません。
;また、攻撃動作以外の技(瞬間移動など)にも反応しません。

guard.pausetime = 7,6
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))

;floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),
;floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
;敵の体中心の位置を基準とし、そこから±25の位置にスパークが出る

hitsound = -1
guardsound = s20,3
ground.type = High
air.type = Low
ground.slidetime = 11
guard.slidetime = 11
ground.hittime = 10
guard.hittime = 9
air.hittime = 16 ;air.fall = 1の場合必要ないパラメーター？
guard.ctrltime = 9
ground.velocity = -5,0 
guard.velocity = -5
air.velocity = -2,-5
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
down.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
fall = 0
fall.recover = 1
fall.recovertime = 18 + IfElse(P2MoveType = A,9999,0)
;ヒットポーズ中も消費される謎仕様。カウンター時は空中受身不可ですが地上受身は可能。
air.fall = 1
kill = 1
guard.kill = 0
getpower = 30 * (var(54) = 0),25 * (var(54) = 0)
givepower = 9,4
sprpriority = 1
p2facing = 1

[State ,100] ;上78%
type = VarSet
triggerall = AnimElemTime(3) = 1 && MoveHit
trigger1 = fvar(0) >= 0.78
fvar(0) = 0.78
ignorehitpause = 1
;------------------------------カウンター
[State ,100]
type = Helper
triggerall = var(27) = 1
trigger1 = HitCount = 1
helpertype = normal
name = "Counter"
ID = 510
pos = 0,0
postype = p1
stateno = 4003
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 6
trigger1 = HitCount = 1
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 1
value = s20,4
channel = 10
ignorehitpause = 1
persistent = 0

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------------------------------------------------------------------------------------------
[Statedef 301]
type = S
movetype= A
physics = S
ctrl = 0
anim = 231
facep2 = 1
;------------------------------リバビ
;リバースビートカウント
[State , Re_Beat]
type = VarSet
trigger1 = time = 0
v = 31
value = 1
ignorehitpause = 1

[State ,100]
type = Helper
triggerall = time = 0
trigger1 = prevstateno = [302,303]
trigger2 = prevstateno = [307,308]
helpertype = normal
name = "Reverse_Beat"
ID = 500
pos = 0,0
postype = p1
stateno = 4000
keyctrl = 0
ownpal = 1
;------------------------------Exシールド
[State ,100]
type = Helper
triggerall = time = 0
trigger1 = prevstateno = [3002,3003]
trigger2 = prevstateno = [3012,3013]
helpertype = normal
name = "Reverse_Beat"
ID = 500
pos = 0,0
postype = p1
stateno = 4002
keyctrl = 0
ownpal = 1
;------------------------------
[State 181, ランダム]
type = VarRandom
trigger1 = time = 0
v = 10
range = 0,3

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 0
trigger1 = AnimElemTime(4) = 0
channel = 0
lowpriority = 1
value = s9,0

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
channel = 5
value = s21,1

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
channel = 2
value = s21,3
**************************************************相殺始
[State ,100];相殺
type = ReversalDef
trigger1 = AnimElemTime(2) = 0
reversal.attr = SC,AA
pausetime = 15,16
sparkno = -1
sparkxy = 0,0
hitsound = -1
sprpriority = -1
getpower = 20 * (var(54) = 0),20 * (var(54) = 0)
givepower = 20,20
numhits = 0
persistent = 0

[State ,100]
type = StateTypeSet
trigger1 = AnimElemTime(2) = [0,3]
trigger1 = HitPauseTime = [1,14]
physics = N
ignorehitpause = 1

[State ,100]
type = StateTypeSet
trigger1 = AnimElemTime(2) = [0,3]
trigger1 = HitPauseTime = 0
physics = S
ignorehitpause = 1

[State ,100]
type = Explod
trigger1 = AnimElemTime(2) = [0,3]
trigger1 = HitPauseTime = 14
anim = 650
ID = 1160
pos = 0,-75
postype = p1
random = 10,10
removetime = -2
sprpriority = 2
ownpal = 1
ignorehitpause = 1
persistent = 0

[State ,100]
type = Explod
trigger1 = AnimElemTime(2) = [0,3]
trigger1 = HitPauseTime = 14
anim = 651
ID = 1161
pos = 0,-75
postype = p1
vel = 1.75,0
random = 10,10
removetime = -2
supermovetime = 0
pausemovetime = 0
sprpriority = 2
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
persistent = 0

[State ,100]
type = PlaySnd
triggerall = var(10) = [0,1]
trigger1 = AnimElemTime(2) = [0,3]
trigger1 = HitPauseTime = 14
value = s20,9
ignorehitpause= 1
persistent = 0

[State ,100]
type = PlaySnd
triggerall = var(10) = [2,3]
trigger1 = AnimElemTime(2) = [0,3]
trigger1 = HitPauseTime = 14
value = s20,10
ignorehitpause = 1
persistent = 0
**************************************************相殺終
[State 181, ランダム]
type = VarRandom
trigger1 = AnimElemTime(4) = 0 || AnimElemTime(5) = 0
v = 56
range = 0,30

[State ,100]
type = VarSet
trigger1 = var(56) != 0
fvar(3) = 1

[State ,100]
type = VarSet
trigger1 = var(56) = 0
fvar(3) = 1.15

[State 190, 0]
type = Hitdef
trigger1 = AnimElemTime(4) = 0
attr = S,NA
hitflag = MAFD
guardflag = M
animtype = medium
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = ifelse(floor(60*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(60*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0
pausetime = 7,6 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 7,6
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
hitsound = -1
guardsound = s20,3
ground.type = High
air.type = Low
ground.slidetime = 15
guard.slidetime = 15
ground.hittime = 15
guard.hittime = 15
air.hittime = 10
guard.ctrltime = 15
ground.velocity = -5,0
guard.velocity = -5
air.velocity = -2,-5
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -6
guard.cornerpush.veloff = -6
fall = 0
fall.recover = 1
fall.recovertime = 18 + IfElse(P2MoveType = A,9999,0)
air.fall = 1
kill = 1
guard.kill = 0
getpower = 70 * (var(54) = 0),59 * (var(54) = 0)
givepower = 21,10
envshake.time = 8
envshake.freq = 60
envshake.ampl = 4
sprpriority = 1
p2facing = 1

[State 190, 0]
type = Hitdef
trigger1 = AnimElemTime(5) = 0 && MoveContact 
trigger2 = AnimElemTime(5) = 0 && MoveReversed ;シールドされると上記のトリガーが機能しないのでこれで機能させます
attr = S,NA
hitflag = MAFD
guardflag = M
animtype = medium
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = ifelse(floor(45*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(45*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0
pausetime = 7,6 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 7,6
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
hitsound = -1
guardsound = s20,3
ground.type = High
air.type = Low
ground.slidetime = 15
guard.slidetime = 15
ground.hittime = 15
guard.hittime = 15
air.hittime = 9
guard.ctrltime = 15
ground.velocity = -5,0
guard.velocity = -5
air.velocity = -2,-5
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -6
guard.cornerpush.veloff = -6
fall = 0
fall.recover = 1
fall.recovertime = 17 + IfElse(P2MoveType = A,9999,0)
air.fall = 1
kill = 1
guard.kill = 0
getpower = 45 * (var(54) = 0),38 * (var(54) = 0)
givepower = 13,7
envshake.time = 8
envshake.freq = 60
envshake.ampl = 4
sprpriority = 1
p2facing = 1

[State ,100] ;上80%
type = VarSet
triggerall = fvar(0) >= 0.80
trigger1 = AnimElemTime(4) = 1 && MoveHit
trigger2 = AnimElemTime(5) = 1 && MoveHit
fvar(0) = 0.80
ignorehitpause = 1
;------------------------------カウンター
[State ,100]
type = Helper
triggerall = var(27) = 1
trigger1 = HitCount = 1
helpertype = normal
name = "Counter"
ID = 510
pos = 0,0
postype = p1
stateno = 4003
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 6 ;1回目クリティカルでなくとも、2回目クリティカルになるとこちらが機能してしまうのでヒット時のみに制御
trigger1 = HitCount = 1
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 6
trigger1 = HitCount = 2
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 1
value = s20,5
channel = 11
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 2
value = s20,5
channel = 11
ignorehitpause = 1
persistent = 0

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------------------------------------------------------------------------------------------
[Statedef 302]
type = S
movetype= A
physics = S
ctrl = 0
anim = 232
facep2 = 1
;------------------------------リバビ
;リバースビートカウント
[State , Re_Beat]
type = VarSet
trigger1 = time = 0
v = 32
value = 1
ignorehitpause = 1
;------------------------------Exシールド
[State ,100]
type = Helper
triggerall = time = 0
trigger1 = prevstateno = [3002,3003]
trigger2 = prevstateno = [3012,3013]
helpertype = normal
name = "Reverse_Beat"
ID = 500
pos = 0,0
postype = p1
stateno = 4002
keyctrl = 0
ownpal = 1
;------------------------------
[State 181, ランダム]
type = VarRandom
trigger1 = time = 0
v = 10
range = 0,3

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 0
trigger1 = AnimElemTime(4) = 0
channel = 0
lowpriority = 1
value = s9,0

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
channel = 2
value = s21,3
**************************************************相殺始
[State ,100];相殺
type = ReversalDef
trigger1 = AnimElemTime(3) = 0
reversal.attr = SC,AA
pausetime = 15,16
sparkno = -1
sparkxy = 0,0
hitsound = -1
sprpriority = -1
getpower = 20 * (var(54) = 0),20 * (var(54) = 0)
givepower = 20,20
numhits = 0
persistent = 0

[State ,100]
type = StateTypeSet
trigger1 = AnimElemTime(3) = [0,3]
trigger1 = HitPauseTime = [1,14]
physics = N
ignorehitpause = 1

[State ,100]
type = StateTypeSet
trigger1 = AnimElemTime(3) = [0,3]
trigger1 = HitPauseTime = 0
physics = S
ignorehitpause = 1

[State ,100]
type = Explod
trigger1 = AnimElemTime(3) = [0,3]
trigger1 = HitPauseTime = 14
anim = 650
ID = 1160
pos = 60,-75
postype = p1
random = 10,10
removetime = -2
sprpriority = 2
ownpal = 1
ignorehitpause = 1
persistent = 0

[State ,100]
type = Explod
trigger1 = AnimElemTime(3) = [0,3]
trigger1 = HitPauseTime = 14
anim = 651
ID = 1161
pos = 60,-75
postype = p1
vel = 1.75,0
random = 10,10
removetime = -2
supermovetime = 0
pausemovetime = 0
sprpriority = 2
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
persistent = 0

[State ,100]
type = PlaySnd
triggerall = var(10) = [0,1]
trigger1 = AnimElemTime(3) = [0,3]
trigger1 = HitPauseTime = 14
value = s20,9
ignorehitpause= 1
persistent = 0

[State ,100]
type = PlaySnd
triggerall = var(10) = [2,3]
trigger1 = AnimElemTime(3) = [0,3]
trigger1 = HitPauseTime = 14
value = s20,10
ignorehitpause = 1
persistent = 0
**************************************************相殺終
[State 181, ランダム]
type = VarRandom
trigger1 = AnimElemTime(5) = 0 || AnimElemTime(6) = 0 || AnimElemTime(7) = 0 
v = 56
range = 0,30

[State ,100]
type = VarSet
trigger1 = var(56) != 0
fvar(3) = 1

[State ,100]
type = VarSet
trigger1 = var(56) = 0
fvar(3) = 1.15

[State 190, 0]
type = Hitdef
trigger1 = AnimElemTime(5) = 0
attr = S,NA
hitflag = MAFD
guardflag = MA ;M
animtype = Hard
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = ifelse(floor(60*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(60*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0
pausetime = 7,6 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 7,6
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
hitsound = -1
guardsound = s20,3
ground.type = High
air.type = Low
ground.slidetime = 16
guard.slidetime = 17
ground.hittime = 16
guard.hittime = 18
air.hittime = 10
guard.ctrltime = 16
ground.velocity = -3,0
guard.velocity = -7
air.velocity = -2.5,-6.5
ground.cornerpush.veloff = -7
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -7
fall = 0
fall.recover = 1
fall.recovertime = 18 + IfElse(P2MoveType = A,9999,0)
air.fall = 1
getpower = 70 * (var(54) = 0),59 * (var(54) = 0)
givepower = 21,10
envshake.time = 7
envshake.freq = 60
envshake.ampl = 5
sprpriority = 1
p2facing = 1

[State 190, 0]
type = Hitdef
trigger1 = AnimElemTime(6) = 0 && MoveContact
trigger2 = AnimElemTime(6) = 0 && MoveReversed
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = ifelse(floor(50*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(50*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0
pausetime = 7,6 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 7,6
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
hitsound = -1
guardsound = s20,3
ground.type = High
air.type = Low
ground.slidetime = 16
guard.slidetime = 17
ground.hittime = 16
guard.hittime = 18
air.hittime = 10
guard.ctrltime = 16
ground.velocity = -3,0
guard.velocity = -7
air.velocity = -2.5,-6.5
ground.cornerpush.veloff = -7
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -7
fall = 0
fall.recover = 1
fall.recovertime = 18 + IfElse(P2MoveType = A,9999,0)
air.fall = 1
getpower = 60 * (var(54) = 0),51 * (var(54) = 0)
givepower = 18,9
envshake.time = 7
envshake.freq = 60
envshake.ampl = 5
sprpriority = 1
airguard.ctrltime = 7
airguard.velocity = -2.5,-1
airguard.cornerpush.veloff = -5
p2facing = 1

[State 190, 0]
type = Hitdef
trigger1 = AnimElemTime(7) = 0 && MoveContact 
trigger2 = AnimElemTime(7) = 0 && MoveReversed
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = ifelse(floor(40*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(40*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0
pausetime = 11,10 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 11,10
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
hitsound = -1
guardsound = s20,3
ground.type = High
air.type = Low
ground.slidetime = 16
guard.slidetime = 17
ground.hittime = 16
guard.hittime = 18
air.hittime = 10
guard.ctrltime = 16
ground.velocity = -10,0
guard.velocity = -9
air.velocity = -2.5,-6.5
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -7
guard.cornerpush.veloff = -20
fall = 0
fall.recover = 1
fall.recovertime = 22 + IfElse(P2MoveType = A,9999,0)
air.fall = 1
getpower = 40 * (var(54) = 0),34 * (var(54) = 0)
givepower = 12,6
envshake.time = 11
envshake.freq = 45
envshake.ampl = 6
sprpriority = 1
airguard.ctrltime = 7
airguard.velocity = -2.5,-1
airguard.cornerpush.veloff = -20
p2facing = 1
;------------------------------カウンター
[State ,100]
type = Helper
triggerall = var(27) = 1
trigger1 = HitCount = 1
helpertype = normal
name = "Counter"
ID = 510
pos = 0,0
postype = p1
stateno = 4003
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 6
trigger1 = HitCount = 1
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State ,100]
type = Helper
triggerall = var(56) = 0
trigger1 = HitCount = 2
triggerall = HitPauseTime = 6
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 10
trigger1 = HitCount = 3
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 1
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 2
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 3
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------------------------------------------------------------------------------------------
[Statedef 303]
type = S
movetype= A
physics = S
ctrl = 0
anim = 233
;------------------------------リバビ
;リバースビートカウント
[State , Re_Beat]
type = VarSet
trigger1 = time = 0
v = 33
value = 1
ignorehitpause = 1
;------------------------------Exシールド
[State ,100]
type = Helper
triggerall = time = 0
trigger1 = prevstateno = [3002,3003]
trigger2 = prevstateno = [3012,3013]
helpertype = normal
name = "Reverse_Beat"
ID = 500
pos = 0,0
postype = p1
stateno = 4002
keyctrl = 0
ownpal = 1
;------------------------------
[State 181, ランダム]
type = VarRandom
trigger1 = time = 0
v = 10
range = 0,3

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 0
trigger1 = AnimElemTime(2) = 0
channel = 0
lowpriority = 1
value = s3,1

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
channel = 5
value = s21,1

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s21,2
**************************************************相殺始
[State ,100];相殺
type = ReversalDef
trigger1 = AnimElemTime(3) = 0
reversal.attr = SC,AA
pausetime = 15,16
sparkno = -1
sparkxy = 0,0
hitsound = -1
sprpriority = -1
getpower = 20 * (var(54) = 0),20 * (var(54) = 0)
givepower = 20,20
numhits = 0
persistent = 0

[State ,100]
type = StateTypeSet
trigger1 = AnimElemTime(3) = [0,8]
trigger1 = HitPauseTime = [1,14]
physics = N
ignorehitpause = 1

[State ,100]
type = StateTypeSet
trigger1 = AnimElemTime(3) = [0,8]
trigger1 = HitPauseTime = 0
physics = S
ignorehitpause = 1

[State ,100]
type = Explod
trigger1 = AnimElemTime(3) = [0,8]
trigger1 = HitPauseTime = 14
anim = 650
ID = 1160
pos = 30,-50
postype = p1
random = 10,10
removetime = -2
sprpriority = 2
ownpal = 1
ignorehitpause = 1
persistent = 0

[State ,100]
type = Explod
trigger1 = AnimElemTime(3) = [0,8]
trigger1 = HitPauseTime = 14
anim = 651
ID = 1161
pos = 30,-50
postype = p1
vel = 1.75,0
random = 10,10
removetime = -2
supermovetime = 0
pausemovetime = 0
sprpriority = 2
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
persistent = 0

[State ,100]
type = PlaySnd
triggerall = var(10) = [0,1]
trigger1 = AnimElemTime(3) = [0,8]
trigger1 = HitPauseTime = 14
value = s20,9
ignorehitpause= 1
persistent = 0

[State ,100]
type = PlaySnd
triggerall = var(10) = [2,3]
trigger1 = AnimElemTime(3) = [0,8]
trigger1 = HitPauseTime = 14
value = s20,10
ignorehitpause = 1
persistent = 0
**************************************************相殺終
[State 181, ランダム]
type = VarRandom
trigger1 = AnimElemTime(7) = 0
v = 56
range = 0,30

[State ,100]
type = VarSet
trigger1 = var(56) != 0
fvar(3) = 1

[State ,100]
type = VarSet
trigger1 = var(56) = 0
fvar(3) = 1.15

[State 190, 0]
type = Hitdef
trigger1 = AnimElemTime(7) = 0
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = up
air.animtype = up
fall.animtype = up
priority = 4,hit
damage = ifelse(floor(100*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(100*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0
pausetime = 11,10 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 11,10
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
hitsound = -1
guardsound = s20,3
ground.type = Low
air.type = Low
guard.slidetime = 17
ground.hittime = 28
guard.hittime = 17
air.hittime = 28
guard.ctrltime = 27
airguard.ctrltime = 7
ground.velocity = 0,-9
guard.velocity = -8
air.velocity = 0,-8.5
airguard.velocity = -3 ,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -18
airguard.cornerpush.veloff = -18
fall = 1
fall.recover = 1
fall.recovertime = 40 + IfElse(P2MoveType = A,9999,0)
air.fall = 0
kill = 1
guard.kill = 0
fall.kill = 0
getpower = 130 * (var(54) = 0),110 * (var(54) = 0)
givepower = 39,19
envshake.time = 10
envshake.freq = 60
envshake.ampl = 5
sprpriority = 1
p2facing = 1

[State ,100] ;上75%
type = VarSet
triggerall = AnimElemTime(7) = 1 && MoveHit
trigger1 = fvar(0) >= 0.75
fvar(0) = 0.75
ignorehitpause = 1
;------------------------------カウンター
[State ,100]
type = Helper
triggerall = var(27) = 1
trigger1 = HitCount = 1
helpertype = normal
name = "Counter"
ID = 510
pos = 0,0
postype = p1
stateno = 4003
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 10
trigger1 = HitCount = 1
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 1
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------------------------------------------------------------------------------------------
[Statedef 305]
type = C
movetype= A
physics = S
ctrl = 0
anim = 234
facep2 = 1
;------------------------------リバビ
;リバースビートカウント
[State , Re_Beat]
type = VarSet
trigger1 = time = 0
v = 34
value = 1
ignorehitpause = 1

[State ,100]
type = Helper
triggerall = time = 0
trigger1 = prevstateno = [301,303]
trigger2 = prevstateno = [306,308]
helpertype = normal
name = "Reverse_Beat"
ID = 500
pos = 0,0
postype = p1
stateno = 4000
keyctrl = 0
ownpal = 1
;------------------------------Exシールド
[State ,100]
type = Helper
triggerall = time = 0
trigger1 = prevstateno = [3002,3003]
trigger2 = prevstateno = [3012,3013]
helpertype = normal
name = "Reverse_Beat"
ID = 500
pos = 0,0
postype = p1
stateno = 4002
keyctrl = 0
ownpal = 1
;------------------------------
[State 181, ランダム]
type = VarRandom
trigger1 = 1
v = 10
range = 0,4

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 0
trigger1 = AnimElemTime(2) = 0
channel = 0
lowpriority = 1
value = s9,0

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
channel = 1
value = s21,0

[State 181, ランダム]
type = VarRandom
trigger1 = AnimElemTime(3) = 0
v = 56
range = 0,30

[State ,100]
type = VarSet
trigger1 = var(56) != 0
fvar(3) = 1

[State ,100]
type = VarSet
trigger1 = var(56) = 0
fvar(3) = 1.15

[State 190, 0]
type = Hitdef
trigger1 = AnimElemTime(3) = 0
attr = C,NA
hitflag = MAFD
guardflag = L
animtype = light
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = ifelse(floor(30*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(30*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0
pausetime = 7,6 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 7,6
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
hitsound = -1
guardsound = s20,3
ground.type = Low
air.type = Low
ground.slidetime = 10
guard.slidetime = 11
ground.hittime = 10
guard.hittime = 11
air.hittime = 10
guard.ctrltime = 11
ground.velocity = -4,0
guard.velocity = -6
air.velocity = -2,-4
ground.cornerpush.veloff = -4
air.cornerpush.veloff = -4
down.cornerpush.veloff = -4
guard.cornerpush.veloff = -4
fall = 0
fall.recover = 1
fall.recovertime = 18 + IfElse(P2MoveType = A,9999,0)
air.fall = 1
kill = 1
guard.kill = 0
getpower = 30 * (var(54) = 0),25 * (var(54) = 0)
givepower = 9,4
sprpriority = 1
p2facing = 1

[State ,100] ;上76%
type = VarSet
triggerall = AnimElemTime(3) = 1 && MoveHit
trigger1 = fvar(0) >= 0.76
fvar(0) = 0.76
ignorehitpause = 1
;------------------------------カウンター
[State ,100]
type = Helper
triggerall = var(27) = 1
trigger1 = HitCount = 1
helpertype = normal
name = "Counter"
ID = 510
pos = 0,0
postype = p1
stateno = 4003
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 6
trigger1 = HitCount = 1
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 1
value = s20,4
channel = 10
ignorehitpause = 1
persistent = 0

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 0
;----------------------------------------------------------------------------------------------------------------------------------------------------------------
[Statedef 306]
type = C
movetype= A
physics = S
ctrl = 0
anim = 235
facep2 = 1
;------------------------------リバビ
;リバースビートカウント
[State , Re_Beat]
type = VarSet
trigger1 = time = 0
v = 35
value = 1
ignorehitpause = 1

[State ,100]
type = Helper
triggerall = time = 0
trigger1 = prevstateno = [302,303]
trigger2 = prevstateno = [307,308]
helpertype = normal
name = "Reverse_Beat"
ID = 500
pos = 0,0
postype = p1
stateno = 4000
keyctrl = 0
ownpal = 1
;------------------------------Exシールド
[State ,100]
type = Helper
triggerall = time = 0
trigger1 = prevstateno = [3002,3003]
trigger2 = prevstateno = [3012,3013]
helpertype = normal
name = "Reverse_Beat"
ID = 500
pos = 0,0
postype = p1
stateno = 4002
keyctrl = 0
ownpal = 1
;------------------------------
[State 181, ランダム]
type = VarRandom
trigger1 = 1
v = 10
range = 0,4

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
channel = 2
value = s21,3

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 0
trigger1 = AnimElemTime(3) = 0
channel = 0
lowpriority = 1
value = s9,0

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
channel = 5
value = s21,12

[State 181, ランダム]
type = VarRandom
trigger1 = AnimElemTime(4) = 0
v = 56
range = 0,30

[State ,100]
type = VarSet
trigger1 = var(56) != 0
fvar(3) = 1

[State ,100]
type = VarSet
trigger1 = var(56) = 0
fvar(3) = 1.15

[State 190, 0]
type = Hitdef
trigger1 = AnimElemTime(4) = 0
attr = C,NA
hitflag = MAFD
guardflag = M
animtype = medium
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = ifelse(floor(75*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(75*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0
pausetime = 11,10 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 11,10
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
hitsound = -1
guardsound = s20,3
ground.type = High
air.type = High
ground.slidetime = 16
guard.slidetime = 14
ground.hittime = 16
guard.hittime = 14
air.hittime = 10
guard.ctrltime = 14
ground.velocity = -5,0
guard.velocity = -4.75
air.velocity = -2.5,-6
ground.cornerpush.veloff = -9
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -13
fall = 0
fall.recover = 1
fall.recovertime = 22 + IfElse(P2MoveType = A,9999,0)
air.fall = 1
kill = 1
guard.kill = 0
getpower = 80 * (var(54) = 0),68 * (var(54) = 0)
givepower = 24,12
envshake.time = 11
envshake.freq = 50
envshake.ampl = 4
sprpriority = 1
p2facing = 1

[State ,100] ;上80%
type = VarSet
triggerall = AnimElemTime(4) = 1 && MoveHit
trigger1 = fvar(0) >= 0.80
fvar(0) = 0.80
ignorehitpause = 1
;------------------------------カウンター
[State ,100]
type = Helper
triggerall = var(27) = 1
trigger1 = HitCount = 1
helpertype = normal
name = "Counter"
ID = 510
pos = 0,0
postype = p1
stateno = 4003
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 10
trigger1 = HitCount = 1
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 1
value = s20,5
channel = 10
ignorehitpause = 1
persistent = 0

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 0
;----------------------------------------------------------------------------------------------------------------------------------------------------------------
[Statedef 307]
type = C
movetype = A
physics = S
ctrl = 0
anim = 236
facep2 = 1
;------------------------------リバビ
;リバースビートカウント
[State , Re_Beat]
type = VarSet
trigger1 = time = 0
v = 36
value = 1
ignorehitpause = 1
;------------------------------Exシールド
[State ,100]
type = Helper
triggerall = time = 0
trigger1 = prevstateno = [3002,3003]
trigger2 = prevstateno = [3012,3013]
helpertype = normal
name = "Reverse_Beat"
ID = 500
pos = 0,0
postype = p1
stateno = 4002
keyctrl = 0
ownpal = 1
;------------------------------
[State 181, ランダム]
type = VarRandom
trigger1 = 1
v = 10
range = 0,2

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
channel = 1
value = s21,3

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s21,2
channel = 3

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 0
trigger1 = AnimElemTime(4) = 0
value = s18,0
channel = 0
lowpriority = 1

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 1
trigger1 = AnimElemTime(4) = 0
value = s8,1
channel = 0
lowpriority = 1

[State 181, ランダム]
type = VarRandom
trigger1 = AnimElemTime(5) = 0 || AnimElemTime(7) = 0
v = 56
range = 0,30

[State ,100]
type = VarSet
trigger1 = var(56) != 0
fvar(3) = 1

[State ,100]
type = VarSet
trigger1 = var(56) = 0
fvar(3) = 1.15

[State ,100]
type = HitDef
trigger1 = AnimElemTime(5) = 0
attr = C,NA
hitflag = MAFD
guardflag = L
priority = 4,hit
damage = ifelse(floor(80*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(80*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0
pausetime = 7,6 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 7,6
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
hitsound = -1
guardsound = s20,3
ground.type = Trip
air.type = Trip
guard.slidetime = 17
ground.hittime = 13
guard.hittime = 17
guard.ctrltime = 17
ground.velocity = -0.25 ,-4
guard.velocity = -10
air.velocity = -0.25,-4
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -13
sprpriority = 1
fall = 1
fall.recover = 0
air.fall = 0
kill = 1
guard.kill = 0
fall.kill = 0
getpower = 90 * (var(54) = 0),76 * (var(54) = 0)
givepower = 27,13
envshake.time = 7
envshake.freq = 45
envshake.ampl = 6
p2facing = 1

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimElemTime(5) = 3 && !MoveContact
trigger1 = AnimElemTime(5) = 3 && !MoveReversed
value = 308
ctrl = 0

[State ,100]
type = HitDef
trigger1 = AnimElemTime(7) = 0 && MoveContact
trigger2 = AnimElemTime(7) = 0 && MoveReversed
attr = C,NA
hitflag = MAFD
guardflag = L
priority = 4,hit
damage = ifelse(floor(60*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(60*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0
pausetime = 11,10 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 11,10
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
hitsound = -1
guardsound = s20,3
ground.type = Trip
air.type = Trip
guard.slidetime = 17
ground.hittime = 13
guard.hittime = 17
guard.ctrltime = 17
ground.velocity = -0.25 ,-4
guard.velocity = -10
air.velocity = -0.25,-4
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -13
sprpriority = 1
fall = 1
fall.recover = 0
air.fall = 0
kill = 1
guard.kill = 0
fall.kill = 0
getpower = 90 * (var(54) = 0),77 * (var(54) = 0)
givepower = 27,14
envshake.time = 11
envshake.freq = 45
envshake.ampl = 6
p2facing = 1

[State ,100] ;上65%
type = VarSet
triggerall = fvar(0) >= 0.65
trigger1 = AnimElemTime(5) = 1 && MoveHit
trigger2 = AnimElemTime(7) = 1 && MoveHit
fvar(0) = 0.65
ignorehitpause = 1
;------------------------------カウンター
[State ,100]
type = Helper
triggerall = var(27) = 1
trigger1 = HitCount = 1
helpertype = normal
name = "Counter"
ID = 510
pos = 0,0
postype = p1
stateno = 4003
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 6
trigger1 = HitCount = 1
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 10
trigger1 = HitCount = 2
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 1
value = s21,4
channel = 4
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 2
value = s21,4
channel = 4
ignorehitpause = 1
persistent = 0

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 0
;----------------------------------------------------------------------------------------------------------------------------------------------------------------
[Statedef 308] ;直接このステートに飛ぶことは無いのでシールド補正は無い
type = C
movetype = A
physics = S
ctrl = 0

;------------------------------リバビ
;リバースビートカウント
[State , Re_Beat]
type = VarSet
trigger1 = time = 0
v = 36
value = 1
ignorehitpause = 1

[State ,100]
type = ChangeAnim
trigger1 = time = 0
value = 450
elem = 6

[State 181, ランダム]
type = VarRandom
trigger1 = AnimElemTime(6) = 0 || AnimElemTime(7) = 0
v = 56
range = 0,30

[State ,100]
type = VarSet
trigger1 = var(56) != 0
fvar(3) = 1

[State ,100]
type = VarSet
trigger1 = var(56) = 0
fvar(3) = 1.15

[State ,100]
type = HitDef
trigger1 = AnimElemTime(6) = 0
attr = C,NA
hitflag = MAFD
guardflag = L
priority = 4,hit
damage = ifelse(floor(80*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(80*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0
pausetime = 11,10 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 11,10
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
hitsound = -1
guardsound = s20,3
ground.type = Trip
air.type = Trip
guard.slidetime = 17
ground.hittime = 13
guard.hittime = 17
guard.ctrltime = 17
ground.velocity = -0.25 ,-4
guard.velocity = -10
air.velocity = -0.25,-4
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -13
sprpriority = 1
fall = 1
fall.recover = 0
air.fall = 0
kill = 1
guard.kill = 0
fall.kill = 0
getpower = 38 * (var(54) = 0),32 * (var(54) = 0)
givepower = 11,6
envshake.time = 7
envshake.freq = 45
envshake.ampl = 6
p2facing = 1

[State ,100]
type = HitDef
trigger1 = AnimElemTime(7) = 0 && MoveContact
trigger2 = AnimElemTime(7) = 0 && MoveReversed
attr = C,NA
hitflag = MAFD
guardflag = L
priority = 4,hit
damage = ifelse(floor(60*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(60*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0
pausetime = 11,10 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 11,10
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
hitsound = -1
guardsound = s20,3
ground.type = Trip
air.type = Trip
guard.slidetime = 17
ground.hittime = 13
guard.hittime = 17
air.hittime = 18
guard.ctrltime = 17
ground.velocity = -0.25 ,-4
guard.velocity = -10
air.velocity = -0.25,-4
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -13
sprpriority = 1
fall = 1
fall.recover = 0
air.fall = 0
kill = 1
guard.kill = 0
fall.kill = 0
getpower = 39 * (var(54) = 0),33 * (var(54) = 0)
givepower = 12,6
envshake.time = 11
envshake.freq = 45
envshake.ampl = 6
p2facing = 1

[State ,100] ;上65%
type = VarSet
triggerall = fvar(0) >= 0.65
trigger1 = AnimElemTime(6) = 1 && MoveHit
trigger2 = AnimElemTime(7) = 1 && MoveHit
fvar(0) = 0.65
ignorehitpause = 1
;------------------------------カウンター
[State ,100]
type = Helper
triggerall = var(27) = 1
trigger1 = HitCount = 1
helpertype = normal
name = "Counter"
ID = 510
pos = 0,0
postype = p1
stateno = 4003
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 10
trigger1 = HitCount = 1
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 10
trigger1 = HitCount = 2
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 1
value = s21,4
channel = 4
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 2
value = s21,4
channel = 4
ignorehitpause = 1
persistent = 0

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 0
;----------------------------------------------------------------------------------------------------------------------------------------------------------------
[Statedef 310]
type = A
movetype = A
physics = A
ctrl = 0
anim = 237
;------------------------------リバビ
;リバースビートカウント
[State , Re_Beat]
type = VarSet
trigger1 = time = 0
v = 37
value = 1
ignorehitpause = 1

[State ,100]
type = Helper
triggerall = time = 0
trigger1 = prevstateno = [311,312]
helpertype = normal
name = "Reverse_Beat"
ID = 500
pos = 0,0
postype = p1
stateno = 4000
keyctrl = 0
ownpal = 1
;------------------------------Exシールド
[State ,100]
type = Helper
triggerall = time = 0
trigger1 = prevstateno = [3022,3023]
helpertype = normal
name = "Reverse_Beat"
ID = 500
pos = 0,0
postype = p1
stateno = 4002
keyctrl = 0
ownpal = 1
;------------------------------
[State 100, 1]
type = VelSet
triggerall = time = 0
trigger1 = var(16) = 1
trigger2 = var(12) = 1
x = const(velocity.run.fwd.x)/2

[State 190, 0]
type = Veladd
triggerall = var(15) = 1
trigger1 = time = 0
y = 1.5

[State 181, ランダム]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0,4

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 0
trigger1 = AnimElemTime(2) = 0
channel = 0
lowpriority = 1
value = s9,0

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
channel = 1
value = s21,0

[State 181, ランダム]
type = VarRandom
trigger1 = AnimElemTime(3) = 0
v = 56
range = 0,30

[State ,100]
type = VarSet
trigger1 = var(56) != 0
fvar(3) = 1

[State ,100]
type = VarSet
trigger1 = var(56) = 0
fvar(3) = 1.15

[State ,100]
type = HitDef
trigger1 = AnimElemTime(3) = 0
attr = A,NA
hitflag = MAFD
guardflag = HA
animtype = light
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = ifelse(floor(30*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(30*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0
pausetime = 7,6 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 7,6
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
hitsound = -1
guardsound = s20,3
ground.type = High
air.type = Low
ground.slidetime = 8
guard.slidetime = 10
ground.hittime = 10
guard.hittime = 10
air.hittime = 10
guard.ctrltime = 17
airguard.ctrltime = 7
ground.velocity = -4,0
guard.velocity = -5
air.velocity = -2,-6
airguard.velocity = -3,-0.5
ground.cornerpush.veloff = -4
air.cornerpush.veloff = -3
guard.cornerpush.veloff = -6
airguard.cornerpush.veloff = -5
sprpriority = 1
fall = 0
fall.recover = 1
fall.recovertime = 18 + IfElse(P2MoveType = A,9999,0)
air.fall = 1
kill = 1
guard.kill = 0
getpower = 30 * (var(54) = 0),25 * (var(54) = 0)
givepower = 9,4
p2facing = 1

[State ,100] ;上76%
type = VarSet
triggerall = AnimElemTime(3) = 1 && MoveHit
trigger1 = fvar(0) >= 0.76
fvar(0) = 0.76
ignorehitpause = 1
;------------------------------カウンター
[State ,100]
type = Helper
triggerall = var(27) = 1
trigger1 = HitCount = 1
helpertype = normal
name = "Counter"
ID = 510
pos = 0,0
postype = p1
stateno = 4003
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 6
trigger1 = HitCount = 1
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State 601, 音] 
type = PlaySnd
trigger1 = MoveHit
value = s20,4
channel = 10
ignorehitpause = 1
persistent = 0

[State ,100]
type = VarSet
triggerall = Var(59) = 0
trigger1 = Command = "↑" || Command = "UF" || Command = "UB"
var(14) = 20

[State 100, 1]
type = ChangeState
triggerall = Var(59) = 0
triggerall = var(11) < 2
triggerall = AnimElemTime(4) >= 0
trigger1 = Command = "holdup"
trigger2 = var(14) = 20
value = 45

[State ,100]
type = VarSet
trigger1 = AnimTime = 0
var(14) = 0

[State ,100]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 41
elem = 10

[State 100, 1]
type = ChangeState
triggerall = Anim = 41
trigger1 = InGuardDist
trigger1 = Command = "holdback"
value = 120
;----------------------------------------------------------------------------------------------------------------------------------------------------------------
[Statedef 311]
type = A
movetype = A
physics = A
ctrl = 0
anim = 238
;------------------------------リバビ
;リバースビートカウント
[State , Re_Beat]
type = VarSet
trigger1 = time = 0
v = 38
value = 1
ignorehitpause = 1

[State ,100]
type = Helper
triggerall = time = 0
trigger1 = prevstateno = 312
helpertype = normal
name = "Reverse_Beat"
ID = 500
pos = 0,0
postype = p1
stateno = 4000
keyctrl = 0
ownpal = 1
;------------------------------Exシールド
[State ,100]
type = Helper
triggerall = time = 0
trigger1 = prevstateno = [3022,3023]
helpertype = normal
name = "Reverse_Beat"
ID = 500
pos = 0,0
postype = p1
stateno = 4002
keyctrl = 0
ownpal = 1
;------------------------------
[State 100, 1]
type = VelSet
triggerall = time = 0
trigger1 = var(16) = 1
trigger2 = var(12) = 1
x = const(velocity.run.fwd.x)/2

[State 190, 0]
type = Veladd
triggerall = var(15) = 1
trigger1 = time = 0
y = 1.5

[State 181, ランダム]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0,4

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
channel = 2
value = s21,3

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 0
trigger1 = AnimElemTime(4) = 0
channel = 0
lowpriority = 1
value = s9,0

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
channel = 5
value = s21,1

[State 181, ランダム]
type = VarRandom
trigger1 = AnimElemTime(4) = 0 || AnimElemTime(5) = 0
v = 56
range = 0,30

[State ,100]
type = VarSet
trigger1 = var(56) != 0
fvar(3) = 1

[State ,100]
type = VarSet
trigger1 = var(56) = 0
fvar(3) = 1.15

[State ,100] 
type = HitDef
trigger1 = AnimElemTime(4) = 0
attr = A,NA
hitflag = MAFD
guardflag = HA
animtype = medium
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = ifelse(floor(60*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(60*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0
pausetime = 9,8 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 9,8
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
hitsound = -1
guardsound = s20,3
ground.type = High
air.type = Low
ground.slidetime = 10
guard.slidetime = 11
ground.hittime = 10
guard.hittime = 11
air.hittime = 10
guard.ctrltime = 18
airguard.ctrltime = 7
ground.velocity = -3,0
guard.velocity = -3.5
air.velocity = -2.5,-5
airguard.velocity = -4,-0.5
ground.cornerpush.veloff = -2
air.cornerpush.veloff = -3
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = -5
sprpriority = 1
fall = 0
fall.recover = 1
fall.recovertime = 20 + IfElse(P2MoveType = A,9999,0)
air.fall = 1
kill = 1
guard.kill = 0
getpower = 60 * (var(54) = 0),51 * (var(54) = 0)
givepower = 18,9
envshake.time = 8
envshake.freq = 60
envshake.ampl = 4
p2facing = 1

[State ,100]
type = HitDef
trigger1 = AnimElemTime(5) = 0 && MoveContact
trigger2 = AnimElemTime(5) = 0 && MoveReversed
attr = A,NA
hitflag = MAFD
guardflag = HA
animtype = medium
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = ifelse(floor(40*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(40*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0
pausetime = 9,8 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 9,8
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
hitsound = -1
guardsound = s20,3
ground.type = High
air.type = Low
ground.slidetime = 10
guard.slidetime = 11
ground.hittime = 10
guard.hittime = 11
air.hittime = 10
guard.ctrltime = 18
airguard.ctrltime = 7
ground.velocity = -3,0
guard.velocity = -3.5
air.velocity = -2.5,-5
airguard.velocity = -4,-0.5
ground.cornerpush.veloff = -2
air.cornerpush.veloff = -3
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = -5
sprpriority = 1
fall = 0
fall.recover = 1
fall.recovertime = 20 + IfElse(P2MoveType = A,9999,0)
air.fall = 1
kill = 1
guard.kill = 0
getpower = 60 * (var(54) = 0),51 * (var(54) = 0)
givepower = 18,9
envshake.time = 8
envshake.freq = 60
envshake.ampl = 4
p2facing = 1

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 1
value = s20,5
channel = 11
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 2
value = s20,5
channel = 11
ignorehitpause = 1
persistent = 0

[State ,100] ;乗95%
type = VarSet
trigger1 = AnimElemTime(4) = 1 && MoveHit
fvar(0) = fvar(0) * 0.95
persistent = 0
ignorehitpause = 1

[State ,100] ;乗95%
type = VarSet
trigger1 = AnimElemTime(5) = 1 && MoveHit
fvar(0) = fvar(0) * 0.95
persistent = 0
ignorehitpause = 1

[State ,100] ;小数点第三位切り捨て操作
type = VarSet
trigger1 = AnimElemTime(4) = 1
trigger2 = AnimElemTime(5) = 1
fvar(0) = floor(fvar(0) * 100)
ignorehitpause = 1

[State ,100] ;元に戻す。上から順番に読まれるので、トリガーが同時でも上から下へ処理されます。
type = VarSet
trigger1 = AnimElemTime(4) = 1
trigger2 = AnimElemTime(5) = 1
fvar(0) = fvar(0) / 100
ignorehitpause = 1
;------------------------------カウンター
[State ,100]
type = Helper
triggerall = var(27) = 1
trigger1 = HitCount = 1
helpertype = normal
name = "Counter"
ID = 510
pos = 0,0
postype = p1
stateno = 4003
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 8
trigger1 = HitCount = 1
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 8
trigger1 = HitCount = 2
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State ,100]
type = VarSet
triggerall = Var(59) = 0
trigger1 = Command = "↑" || Command = "UF" || Command = "UB"
var(14) = 20

[State 100, 1]
type = ChangeState
triggerall = Var(59) = 0
triggerall = MoveContact
triggerall = var(11) < 2
triggerall = AnimElemTime(4) = 0 || AnimElemTime(5) >= 0
trigger1 = Command = "↑"
trigger2 = var(14) = 20
value = 45

[State ,100]
type = VarSet
trigger1 = AnimTime = 0
var(14) = 0

[State ,100]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 41
elem = 10

[State 100, 1]
type = ChangeState
triggerall = Anim = 41
trigger1 = InGuardDist
trigger1 = Command = "holdback"
value = 120
;----------------------------------------------------------------------------------------------------------------------------------------------------------------
[Statedef 312]
type = A
movetype = A
physics = A
ctrl = 0
anim = 239
;------------------------------リバビ
;リバースビートカウント
[State , Re_Beat]
type = VarSet
trigger1 = time = 0
v = 39
value = 1
ignorehitpause = 1
;------------------------------Exシールド
[State ,100]
type = Helper
triggerall = time = 0
trigger1 = prevstateno = [3022,3023]
helpertype = normal
name = "Reverse_Beat"
ID = 500
pos = 0,0
postype = p1
stateno = 4002
keyctrl = 0
ownpal = 1
;------------------------------
[State 100, 1]
type = VelSet
triggerall = time = 0
trigger1 = var(16) = 1
trigger2 = var(12) = 1
x = const(velocity.run.fwd.x)/2

[State 190, 0]
type = Veladd
triggerall = var(15) = 1
trigger1 = time = 0
y = 1.5

[State 181, ランダム]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0,3

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
channel = 2
value = s21,3

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 0
trigger1 = AnimElemTime(3) = 0
channel = 0
lowpriority = 1
value = s8,1

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 1
trigger1 = AnimElemTime(3) = 0
channel = 0
lowpriority = 1
value = s18,0

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
channel = 3
value = s21,2
**************************************************相殺始
[State ,100];相殺
type = ReversalDef
trigger1 = AnimElemTime(2) = 0
reversal.attr = SA,AA
pausetime = 15,16
sparkno = -1
sparkxy = 0,0
hitsound = -1
sprpriority = -1
getpower = 20 * (var(54) = 0),20 * (var(54) = 0)
givepower = 20,20
numhits = 0
persistent = 0

[State ,100]
type = StateTypeSet
trigger1 = AnimElemTime(2) = [0,4]
trigger1 = HitPauseTime = [1,14]
physics = N
ignorehitpause = 1

[State ,100]
type = StateTypeSet
trigger1 = AnimElemTime(2) = [0,4]
trigger1 = HitPauseTime = 0
physics = A
ignorehitpause = 1

[State ,100]
type = Explod
trigger1 = AnimElemTime(2) = [0,4]
trigger1 = HitPauseTime = 14
anim = 650
ID = 1160
pos = 30,-73
postype = p1
random = 10,10
removetime = -2
sprpriority = 2
ownpal = 1
ignorehitpause = 1
persistent = 0

[State ,100]
type = Explod
trigger1 = AnimElemTime(2) = [0,4]
trigger1 = HitPauseTime = 14
anim = 651
ID = 1161
pos = 30,-73
postype = p1
vel = 1.75,0
random = 10,10
removetime = -2
supermovetime = 0
pausemovetime = 0
sprpriority = 2
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
persistent = 0

[State ,100]
type = PlaySnd
triggerall = var(10) = [0,1]
trigger1 = AnimElemTime(2) = [0,4]
trigger1 = HitPauseTime = 14
value = s20,9
ignorehitpause= 1
persistent = 0

[State ,100]
type = PlaySnd
triggerall = var(10) = [2,3]
trigger1 = AnimElemTime(2) = [0,4]
trigger1 = HitPauseTime = 14
value = s20,10
ignorehitpause = 1
persistent = 0
**************************************************相殺終
[State 181, ランダム]
type = VarRandom
trigger1 = AnimElemTime(5) = 0 || AnimElemTime(6) = 0 || AnimElemTime(7) = 0
v = 56
range = 0,30

[State ,100]
type = VarSet
trigger1 = var(56) != 0
fvar(3) = 1

[State ,100]
type = VarSet
trigger1 = var(56) = 0
fvar(3) = 1.15

[State ,100]
type = HitDef
trigger1 = AnimElemTime(5) = 0
attr = A,NA
hitflag = MAFD
guardflag = HA
animtype = Hard
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = ifelse(floor(40*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(40*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0
pausetime = 7,6 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 7,6
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
hitsound = -1
guardsound = s20,3
ground.type = High
air.type = Low
ground.slidetime = 16
guard.slidetime = 17 ;3rd
ground.hittime = 16
guard.hittime = 16
air.hittime = 10
guard.ctrltime = 24
airguard.ctrltime = 7
ground.velocity = -5,0
guard.velocity = -10
air.velocity = -2,-5.75
airguard.velocity = -4,-0.5
ground.cornerpush.veloff = -3
air.cornerpush.veloff = -2
guard.cornerpush.veloff = -6
airguard.cornerpush.veloff = -4
sprpriority = 1
fall = 0
fall.recover = 1
fall.recovertime = 18 + IfElse(P2MoveType = A,9999,0)
air.fall = 1
kill = 1
guard.kill = 0
getpower = 60 * (var(54) = 0),51 * (var(54) = 0)
givepower = 18,9
envshake.time = 6
envshake.freq = 60
envshake.ampl = 5
p2facing = 1

[State ,100]
type = HitDef
trigger1 = AnimElemTime(6) = 0 && MoveContact
trigger2 = AnimElemTime(6) = 0 && MoveReversed
attr = A,NA
hitflag = MAFD
guardflag = HA
animtype = Hard
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = ifelse(floor(40*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(40*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0
pausetime = 7,6 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 7,6
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
hitsound = -1
guardsound = s20,3
ground.type = High
air.type = Low
ground.slidetime = 16
guard.slidetime = 17 ;3rd
ground.hittime = 16
guard.hittime = 16
air.hittime = 10
guard.ctrltime = 24
airguard.ctrltime = 7
ground.velocity = -5,0
guard.velocity = -10
air.velocity = -2,-5.75
airguard.velocity = -4,-0.5
ground.cornerpush.veloff = -3
air.cornerpush.veloff = -2
guard.cornerpush.veloff = -6
airguard.cornerpush.veloff = -4
sprpriority = 1
fall = 0
fall.recover = 1
fall.recovertime = 18 + IfElse(P2MoveType = A,9999,0)
air.fall = 1
kill = 1
guard.kill = 0
getpower = 60 * (var(54) = 0),51 * (var(54) = 0)
givepower = 18,9
envshake.time = 6
envshake.freq = 60
envshake.ampl = 5
p2facing = 1

[State ,100]
type = HitDef
trigger1 = AnimElemTime(7) = 0 && MoveContact
trigger2 = AnimElemTime(7) = 0 && MoveReversed
attr = A,NA
hitflag = MAFD
guardflag = HA
animtype = Hard
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = ifelse(floor(40*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(40*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0
pausetime = 11,10 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 11,10
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
hitsound = -1
guardsound = s20,3
ground.type = High
air.type = Low
ground.slidetime = 16
guard.slidetime = 17 ;3rd
ground.hittime = 16
guard.hittime = 16
air.hittime = 10
guard.ctrltime = 24
airguard.ctrltime = 7
ground.velocity = -5,0
guard.velocity = -10
air.velocity = -2,-5.75
airguard.velocity = -4,-0.5
ground.cornerpush.veloff = -3
air.cornerpush.veloff = -2
guard.cornerpush.veloff = -6
airguard.cornerpush.veloff = -4
sprpriority = 1
fall = 0
fall.recover = 1
fall.recovertime = 26 + IfElse(P2MoveType = A,9999,0)
air.fall = 1
kill = 1
guard.kill = 0
getpower = 60 * (var(54) = 0),51 * (var(54) = 0)
givepower = 18,9
envshake.time = 10
envshake.freq = 45
envshake.ampl = 6
p2facing = 1

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 1
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 2
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 3
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0
;------------------------------カウンター
[State ,100]
type = Helper
triggerall = var(27) = 1
trigger1 = HitCount = 1
helpertype = normal
name = "Counter"
ID = 510
pos = 0,0
postype = p1
stateno = 4003
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 6
trigger1 = HitCount = 1
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 6
trigger1 = HitCount = 2
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 10
trigger1 = HitCount = 3
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State ,100]
type = VarSet
triggerall = Var(59) = 0
triggerall = AnimElemTime(6) > 0
trigger1 = Command = "↑" || Command = "UF" || Command = "UB"
var(14) = 20

[State 100, 1]
type = ChangeState
triggerall = Var(59) = 0
triggerall = MoveContact
triggerall = var(11) < 2
triggerall = AnimElemTime(7) > 0
trigger1 = Command = "↑" || Command = "UF" || Command = "UB"
trigger2 = var(14) = 20
value = 45

[State ,100]
type = VarSet
trigger1 = AnimTime = 0
var(14) = 0

[State ,100]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 41
elem = 10

[State 100, 1]
type = ChangeState
triggerall = Anim = 41
trigger1 = InGuardDist
trigger1 = Command = "holdback"
value = 120
;---------------------------------------------------------------------------
[Statedef 315]
type = A
movetype = A
physics = N
ctrl = 0
anim = 240
;------------------------------Exシールド
[State ,100]
type = Helper
triggerall = time = 0
trigger1 = prevstateno = [3022,3023]
helpertype = normal
name = "Reverse_Beat"
ID = 500
pos = 0,0
postype = p1
stateno = 4002
keyctrl = 0
ownpal = 1
;------------------------------
[State 100, 1]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 0
y = 0

[State 100, 1]
type = StateTypeSet
trigger1 = animelemtime(4) = 0
physics = A

[State 100, 1]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = -2
y = -5

[State 181, ランダム]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0,3

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger2 = AnimElemTime(1) = 4
channel = 2
value = s21,3

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 0
trigger1 = AnimElemTime(4) = 0
channel = 0
lowpriority = 1
value = s8,1

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 1
trigger1 = AnimElemTime(4) = 0
channel = 0
lowpriority = 1
value = s18,0

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
channel = 3
value = s21,2
**************************************************相殺始
[State ,100];相殺
type = ReversalDef
trigger1 = AnimElemTime(2) = 0
reversal.attr = SA,AA
pausetime = 15,16
sparkno = -1
sparkxy = 0,0
hitsound = -1
sprpriority = -1
getpower = 20 * (var(54) = 0),20 * (var(54) = 0)
givepower = 20,20
numhits = 0
persistent = 0

[State ,100]
type = Explod
trigger1 = AnimElemTime(2) = [0,7]
trigger1 = HitPauseTime = 14
anim = 650
ID = 1160
pos = 40,-73
postype = p1
random = 10,10
removetime = -2
sprpriority = 2
ownpal = 1
ignorehitpause = 1
persistent = 0

[State ,100]
type = Explod
trigger1 = AnimElemTime(2) = [0,7]
trigger1 = HitPauseTime = 14
anim = 651
ID = 1161
pos = 40,-73
postype = p1
vel = 1.75,0
random = 10,10
removetime = -2
supermovetime = 0
pausemovetime = 0
sprpriority = 2
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
persistent = 0

[State ,100]
type = PlaySnd
triggerall = var(10) = [0,1]
trigger1 = AnimElemTime(2) = [0,7]
trigger1 = HitPauseTime = 14
value = s20,9
ignorehitpause= 1
persistent = 0

[State ,100]
type = PlaySnd
triggerall = var(10) = [2,3]
trigger1 = AnimElemTime(2) = [0,7]
trigger1 = HitPauseTime = 14
value = s20,10
ignorehitpause = 1
persistent = 0
**************************************************相殺終
[State 181, ランダム]
type = VarRandom
trigger1 = AnimElemTime(5) = 0
v = 56
range = 0,30

[State ,100]
type = VarSet
trigger1 = var(56) != 0
fvar(3) = 1

[State ,100]
type = VarSet
trigger1 = var(56) = 0
fvar(3) = 1.15

[State ,100]
type = HitDef
trigger1 = AnimElemTime(5) = 0
attr = A,NA
hitflag = MAFD
guardflag = HA
animtype = Hard
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = ifelse(floor(100*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(100*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0
pausetime = 11,10 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 11,10
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
hitsound = -1
guardsound = s20,3
ground.type = High
air.type = Low
ground.type = High
air.type = Low
ground.slidetime = 17
guard.slidetime = 17
ground.hittime = 17
guard.hittime = 17
air.hittime = 9999
guard.ctrltime = 24
airguard.ctrltime = 7
ground.velocity = -8 ,0
guard.velocity = -10
air.velocity = -10,10
airguard.velocity = -4,-0.5
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -2
guard.cornerpush.veloff = -14
airguard.cornerpush.veloff = -4
sprpriority = 1
fall = 0
fall.recover = 1
fall.recovertime = 9999
air.fall = 1
kill = 1
guard.kill = 0
getpower = 110 * (var(54) = 0),33 * (var(54) = 0)
givepower = 93,16
envshake.time = 10
envshake.freq = 45
envshake.ampl = 6
p2facing = 1
;------------------------------カウンター
[State ,100]
type = Helper
triggerall = var(27) = 1
trigger1 = HitCount = 1
helpertype = normal
name = "Counter"
ID = 510
pos = 0,0
postype = p1
stateno = 4003
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 10
trigger1 = HitCount = 1
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 1
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State ,100]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 41
elem = 10

