;---------------------------------------------------------------------------
; 通常技
;---------------------------------------------------------------------------
; 4A
[Statedef 200]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 200
poweradd = 0
sprpriority = 2

[State 200, 1]
type = TargetState
trigger1 = teammode = single || teammode = turns
trigger1 = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 && roundstate = 2 & HitPauseTime <= 1
value = 88100
persistent = 0
ignorehitpause = 1

[State 200, 2]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 200, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 200, 4]
type = StateTypeSet
trigger1 = animelemtime(4) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 200, 5]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 200, 6];気絶値
type = VarAdd
trigger1 = movehit = 1
var(33) = 12
persistent = 0
ignorehitpause = 1

[State 200, 7];ガクラ値
type = VarAdd
trigger1 = moveguarded = 1
var(31) = 12
persistent = 0
ignorehitpause = 1

[State 200, 8];ガクラ値
type = TargetState
trigger1 = moveguarded = 1
trigger1 = var(31) >= 200
trigger1 = p2statetype = S || p2statetype = C
value = 59100
persistent = 0
ignorehitpause = 1

[State 200, 9]
type = Explod
trigger1 = animelemtime(3) = 0
anim = 2500
id = 2500
bindtime = 1
ownpal = 1
sprpriority = 3
ignorehitpause = 1

[State 200, 10]
type = HitDef
trigger1 = animelem = 3
attr = S,NA
animtype = Mid
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,11.0,13.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,11.0,13.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,3.0*fvar(15)*fvar(17),6.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,1.0*fvar(15)*fvar(17),3.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 9,9
guard.pausetime = 9,9
sparkxy = -10,-90
sparkno = s10011
guard.sparkno = s10102
hitsound = s3,0+random%6
guardsound = s5,2+random%2
ground.type = high
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 9
guard.ctrltime = 9
guard.velocity = -3
guard.cornerpush.veloff = -6
ground.velocity = -4
ground.cornerpush.veloff = -7
air.hittime = 120
air.velocity = -3,-7.5
airguard.velocity = -4.5,-4.5
guard.kill = ifelse(var(50)=0,1,0)
yaccel = 0.47
fall.recovertime = 1000
id = 200

[State 200, 11]
type = PlaySnd
trigger1 = animelem = 2
value = s0,1

[State 200, 12]
type = PlaySnd
trigger1 = animelem = 2
value = s20,0+random%6
channel = 0

[State 200, 13]
type = PlaySnd
trigger1 = animelem = 3
value = s30,11

[State 200, 14]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 5A
[Statedef 201]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 201
poweradd = 0
sprpriority = 2

[State 201, 1]
type = TargetState
trigger1 = teammode = single || teammode = turns
trigger1 = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 && roundstate = 2 & HitPauseTime <= 1
value = 88100
persistent = 0
ignorehitpause = 1

[State 201, 2]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 201, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 201, 4]
type = StateTypeSet
trigger1 = animelemtime(17) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 201, 5]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 5
ignorehitpause = 1

[State 201, 6];気絶値
type = VarAdd
trigger1 = movehit = 1
var(33) = 12
persistent = 5
ignorehitpause = 1

[State 201, 7];ガクラ値
type = VarAdd
trigger1 = moveguarded = 1
var(31) = 12
persistent = 5
ignorehitpause = 1

[State 201, 8];ガクラ値
type = TargetState
trigger1 = moveguarded = 1
trigger1 = var(31) >= 200
trigger1 = p2statetype = S || p2statetype = C
value = 59100
persistent = 0
ignorehitpause = 1

[State 201, 9]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(10) < 0
anim = 2000+(animelemno(0)-4)-ifelse((movecontact=1||movereversed),ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 201, 10]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = animelemtime(12) >= 0
trigger1 = animelemtime(17) < 0
anim = 2006+(animelemno(0)-12)-ifelse((movecontact=1||movereversed),ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 201, 11]
type = HitDef
trigger1 = animelemtime(6) >= 0
attr = S,NA
animtype = Mid
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,11.0,13.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,11.0,13.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,3.0*fvar(15)*fvar(17),6.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,1.0*fvar(15)*fvar(17),3.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 5,5
guard.pausetime = ifelse(var(50)=0,1,5),5
sparkxy = -30,-70
sparkno = s10000
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
ground.type = low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 9
guard.ctrltime = 9
guard.velocity = -4.8
guard.cornerpush.veloff = -5.8
ground.velocity = -5.3
ground.cornerpush.veloff = -6.3
air.hittime = 120
air.velocity = -3,-7.5
airguard.velocity = -4.5,-4.5
guard.kill = ifelse(var(50)=0,1,0)
yaccel = 0.47
fall.recovertime = 1000
id = 201
nochainid = 201

[State 201, 12]
type = HitDef
trigger1 = animelemtime(14) >= 0
attr = S,NA
animtype = Mid
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,8.0,10.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,8.0,10.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,3.0*fvar(15)*fvar(17),6.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,1.0*fvar(15)*fvar(17),3.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 5,5
guard.pausetime = ifelse(var(50)=0,1,5),5
sparkxy = -30,-70
sparkno = s10009
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 9
guard.ctrltime = 9
guard.velocity = -4
ground.velocity = -4
ground.cornerpush.veloff = -6.4
air.hittime = 120
air.velocity = -3,-7.5
airguard.velocity = -4.5,-4.5
guard.kill = ifelse(var(50)=0,1,0)
yaccel = 0.47
fall.recovertime = 1000
id = 2010
nochainid = 2010

[State 201, 13]
type = PlaySnd
trigger1 = animelem = 3
value = s20,0+random%6
channel = 0

[State 201, 14]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 11
value = s0,0

[State 201, 15]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = moveguarded
value = 750
persistent = 0
ignorehitpause = 1

[State 201, 16]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 5AA
[Statedef 202]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 202
poweradd = 0
sprpriority = 2

[State 202, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 202, 2]
type = TargetState
trigger1 = teammode = single || teammode = turns
trigger1 = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 && roundstate = 2 & HitPauseTime <= 1
value = 88100
persistent = 0
ignorehitpause = 1

[State 202, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 202, 4]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 202, 5]
type = StateTypeSet
trigger1 = animelemtime(17) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 202, 6]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 5
ignorehitpause = 1

[State 202, 7];気絶値
type = VarAdd
trigger1 = movehit = 1
var(33) = 12
persistent = 5
ignorehitpause = 1

[State 202, 8];ガクラ値
type = VarAdd
trigger1 = moveguarded = 1
var(31) = 12
persistent = 5
ignorehitpause = 1

[State 202, 9];ガクラ値
type = TargetState
trigger1 = moveguarded = 1
trigger1 = var(31) >= 200
trigger1 = p2statetype = S || p2statetype = C
value = 59100
persistent = 0
ignorehitpause = 1

[State 202, 10]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(10) < 0
anim = 2000+(animelemno(0)-4)-ifelse((movecontact=1||movereversed),ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 202, 11]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = animelemtime(12) >= 0
trigger1 = animelemtime(17) < 0
anim = 2006+(animelemno(0)-12)-ifelse((movecontact=1||movereversed),ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 202, 12]
type = HitDef
trigger1 = animelemtime(6) >= 0
attr = S,NA
animtype = Mid
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,11.0,13.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,11.0,13.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,3.0*fvar(15)*fvar(17),6.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,1.0*fvar(15)*fvar(17),3.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 5,5
guard.pausetime = ifelse(var(50)=0,1,5),5
sparkxy = -30,-70
sparkno = s10000
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
ground.type = low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 9
guard.ctrltime = 9
guard.velocity = -4.8
guard.cornerpush.veloff = -5.8
ground.velocity = -5.3
ground.cornerpush.veloff = -6.3
air.hittime = 120
air.velocity = -3,-7.5
airguard.velocity = -4.5,-4.5
guard.kill = ifelse(var(50)=0,1,0)
yaccel = 0.47
fall.recovertime = 1000
id = 202
nochainid = 202

[State 202, 13]
type = HitDef
trigger1 = animelemtime(14) >= 0
attr = S,NA
animtype = Mid
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,8.0,10.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,8.0,10.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,3.0*fvar(15)*fvar(17),6.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,1.0*fvar(15)*fvar(17),3.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 5,5
guard.pausetime = ifelse(var(50)=0,1,5),5
sparkxy = -30,-70
sparkno = s10009
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 9
guard.ctrltime = 9
guard.velocity = -4
ground.velocity = -4
ground.cornerpush.veloff = -6.4
air.hittime = 120
air.velocity = -3,-7.5
airguard.velocity = -4.5,-4.5
guard.kill = ifelse(var(50)=0,1,0)
yaccel = 0.47
fall.recovertime = 1000
id = 2020
nochainid = 2020

[State 202, 14]
type = PlaySnd
trigger1 = animelem = 3
value = s20,0+random%6
channel = 0

[State 202, 15]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 11
value = s0,0

[State 202, 16]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = moveguarded
value = 750
persistent = 0
ignorehitpause = 1

[State 202, 17]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 5B
[Statedef 203]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
anim = 203
poweradd = 0
sprpriority = 2

[State 203, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 203, 2]
type = TargetState
trigger1 = teammode = single || teammode = turns
trigger1 = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 && roundstate = 2 & HitPauseTime <= 1
value = 88100
persistent = 0
ignorehitpause = 1

[State 203, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 203, 4]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 203, 5]
type = statetypeset
trigger1 = animelemtime(7) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 203, 6];気絶
type = TargetState
trigger1 = movehit = 1
trigger1 = var(34) >= 1
trigger1 = var(33) = 0
value = 59200
persistent = 0
ignorehitpause = 1

[State 203, 7]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 203, 8];気絶値
type = VarAdd
trigger1 = movehit = 1
var(33) = 24
persistent = 0
ignorehitpause = 1

[State 203, 9];ガクラ値
type = VarAdd
trigger1 = moveguarded = 1
var(31) = 32
persistent = 0
ignorehitpause = 1

[State 203, 10];ガクラ値
type = TargetState
trigger1 = moveguarded = 1
trigger1 = var(31) >= 200
trigger1 = p2statetype = S || p2statetype = C
value = 59100
ignorehitpause=1
persistent = 0

[State 203, 11]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(9) < 0
anim = 2011+(animelemno(0)-3)-ifelse((movecontact=1||movereversed),ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 203, 12]
type = PosAdd
trigger1 = animelem = 4
trigger2 = animelem = 5
x = 4

[State 203, 13]
type = PosAdd
trigger1 = animelem = 10
trigger2 = animelem = 11
x = -4

[State 203, 14]
type = Width
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(11) < 0
player = 15,15
ignorehitpause = 1

[State 203, 15]
type = HitDef
trigger1 = animelemtime(5) >= 0
attr = S,NA
animtype = Mid
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,21.0,28.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,21.0,28.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,5.0*fvar(15)*fvar(17),10.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,2.0*fvar(15)*fvar(17),5.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 13,13
guard.pausetime = ifelse(var(50)=2,13,1),13
sparkxy = -20,-70
sparkno = s10001
guard.sparkno = s10101
hitsound = s1,6+random%6
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 25
ground.hittime = 25
guard.hittime = 13
guard.ctrltime = 13
guard.velocity = -5.8
guard.cornerpush.veloff = -10
ground.velocity = -6
ground.cornerpush.veloff = -9.5
air.hittime = 120
air.velocity = -3,-7.5
airguard.velocity = -4.5,-4.5
guard.kill = ifelse(var(50)=0,1,0)
yaccel = 0.47
fall.recovertime = 1000
p2facing = 1
id = 203
nochainid = 203

[State 203, 16]
type = PlaySnd
trigger1 = animelem = 2
value = s21,0+random%6
channel = 0

[State 203, 17]
type = PlaySnd
trigger1 = animelem = 2
value = s0,0

[State 203, 18]
type = ChangeState
trigger1 = var(50) != 2
trigger1 = moveguarded
value = 750
persistent = 0
ignorehitpause = 1

[State 203, 19]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 6B
[Statedef 204]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 204
poweradd = 0
sprpriority = 2

[State 204, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 204, 2];投げ入力
type = HitDef
triggerall = time = 0
triggerall = prevstateno != [100,101]
triggerall = p2bodydist x <= 6
trigger1 = var(59) = 0
trigger1 = (command != "x" && command != "y")
trigger2 = var(59) = [1,10]
attr = S,NT
hitflag = M-
sparkno = -1
guard.sparkno = -1
hitsound = -1
guardsound = -1
p1stateno = 231
p2stateno = 232
p1facing = 1
p2facing = 1
id = 230

[State 204, 3]
type = TargetState
trigger1 = teammode = single || teammode = turns
trigger1 = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 && roundstate = 2 & HitPauseTime <= 1
value = 88100
persistent = 0
ignorehitpause = 1

[State 204, 4]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 204, 5]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 204, 6]
type = StateTypeSet
trigger1 = animelemtime(12) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 204, 7];気絶
type = TargetState
trigger1 = movehit = 1
trigger1 = var(34) >= 1
trigger1 = var(33) = 0
value = 59200
persistent = 0
ignorehitpause = 1

[State 204, 8]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 204, 9];気絶値
type = VarAdd
trigger1 = movehit = 1
var(33) = 30
persistent = 0
ignorehitpause = 1

[State 204, 10];ガクラ値
type = VarAdd
trigger1 = moveguarded = 1
var(31) = 40
persistent = 0
ignorehitpause = 1

[State 204, 11];ガクラ値
type = TargetState
trigger1 = moveguarded = 1
trigger1 = var(31) >= 200
trigger1 = p2statetype = S || p2statetype = C
value = 59100
persistent = 0
ignorehitpause = 1

[State 204, 12]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(15) < 0
anim = 2017+(animelemno(0)-8)-ifelse((movecontact=1||movereversed),ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 204, 13]
type = PosAdd
trigger1 = animelem = 4
trigger2 = animelem = 5
x = 8

[State 204, 14]
type = PosAdd
trigger1 = animelem = 6
trigger2 = animelem = 7
trigger3 = animelem = 10
x = 10

[State 204, 15]
type = PosAdd
trigger1 = animelem = 8
x = 20

[State 204, 16]
type = PosAdd
trigger1 = animelem = 9
x = 15

[State 204, 17]
type = Width
trigger1 = animelemtime(8) >= 0
player = 20,20
ignorehitpause = 1

[State 204, 18]
type = HitDef
trigger1 = animelemtime(10) >= 0
attr = S,NA
animtype = Hard
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,26.0,44.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,26.0,44.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,6.0*fvar(15)*fvar(17),12.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,3.0*fvar(15)*fvar(17),6.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 15,15
guard.pausetime = ifelse(var(50)=2,15,1),15
sparkxy = -30,-35
sparkno = s10008
guard.sparkno = s10101
hitsound = s1,6+random%6
guardsound = s5,0+random%2
ground.type = low
ground.slidetime = 25
ground.hittime = 25
guard.hittime = 13
guard.ctrltime = 13
guard.velocity = -5
guard.cornerpush.veloff = -7.5
ground.velocity = -6
ground.cornerpush.veloff = -9
air.hittime = 120
air.velocity = -3,-7.5
airguard.velocity = -4.5,-4.5
guard.kill = ifelse(var(50)=0,1,0)
yaccel = 0.47
fall.recovertime = 1000
id = 204
nochainid = 204

[State 204, 19]
type = PlaySnd
trigger1 = animelem = 5
value = s21,0+random%6
channel = 0

[State 204, 20]
type = PlaySnd
trigger1 = animelem = 6
value = s0,0

[State 204, 21]
type = EnvShake
trigger1 = animelem = 10
time = 5
freq = 120
ampl = 6
phase = -1

[State 204, 22]
type = ChangeState
trigger1 = var(50) != 2
trigger1 = moveguarded
value = 750
persistent = 0
ignorehitpause = 1

[State 204, 23]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; B+C（中段）
[Statedef 205]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
anim = 205
poweradd = 0
sprpriority = 2

[State 205, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 205, 2]
type = PosAdd
trigger1 = animelem = 1
trigger2 = animelem = 2
x = 4

[State 205, 3]
type = PosAdd
trigger1 = animelem = 3
trigger2 = animelem = 7
x = 8

[State 205, 4]
type = PosAdd
trigger1 = animelem = 4
trigger2 = animelem = 5
x = 12

[State 205, 5]
type = PosAdd
trigger1 = animelem = 6
x = 16

[State 205, 6]
type = PosAdd
trigger1 = animelem = 12
x = -12

[State 205, 7]
type = PosAdd
trigger1 = animelem = 13
trigger2 = animtime = 0
x = -16

[State 205, 8]
type = PosAdd
trigger1 = animelem = 14
x = -20

[State 205, 9]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 205, 10]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 205, 11]
type = VarSet
trigger1 = uniqhitcount = 0
fvar(19) = ifelse(p2statetype=A,ifelse((enemynear,gethitvar(fall)=1),2,1),0)

[State 205, 12]
type = TargetState
trigger1 = teammode = single || teammode = turns
trigger1 = numtarget
trigger1 = movehit = 1 & fvar(19) != 0 & (target,stateno != [59200,59210]) & roundstate = 2 & HitPauseTime <= 1
value = 88100
persistent = 0
ignorehitpause = 1

[State 205, 13]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 & fvar(19) = 0 & (target,stateno != [59200,59210]) & target,stateno != 88210 & HitPauseTime <= 1
value = 77001-var(50)
persistent = 0
ignorehitpause = 1

[State 205, 14]
type = StateTypeSet
trigger1 = animelemtime(7) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 205, 15]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 205, 16];気絶
type = TargetState
trigger1 = movehit = 1
trigger1 = var(34) >= 1
trigger1 = var(33) = 0
value = 59200
persistent = 0
ignorehitpause = 1

[State 205, 17];気絶値
type = VarAdd
trigger1 = movehit = 1
var(33) = ifelse(var(50)=1,44,40)
persistent = 0
ignorehitpause = 1

[State 205, 18];ガクラ値
type = VarAdd
trigger1 = moveguarded = 1
var(31) = 24
persistent = 0
ignorehitpause = 1

[State 205, 19];ガクラ値
type = TargetState
trigger1 = moveguarded = 1
trigger1 = var(31) >= 200
trigger1 = p2statetype = S || p2statetype = C
value = 59100
persistent = 0
ignorehitpause = 1

[State 205, 20]
type = VarSet
trigger1 = 1
var(25) = ifelse(p2statetype = C,1,0)

[State 205, 21]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(11) < 0
anim = 2024+(animelemno(0)-5)-ifelse((movecontact=1||movereversed),ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 205, 22]
type = Explod
trigger1 = animelemtime(5) = 0
anim = 10103
pos = 90,0
vel = 2,0
ownpal = 1
sprpriority = 2

[State 205, 23]
type = HitDef
trigger1 = animelemtime(6) >= 0
trigger1 = var(50) = 0
trigger1 = enemy,stateno != 88210
attr = A,NA
animtype = Up
guardflag = H
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,17.0,23.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,17.0,23.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,5.0*fvar(15)*fvar(17),10.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,5.0*fvar(15)*fvar(17),10.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 15,15
guard.pausetime = ifelse(var(50)=2,15,1),15
sparkxy = -20,-80
sparkno = s10010
guard.sparkno = s10101
hitsound = s1,6+random%6
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 25
ground.hittime = 25
guard.hittime = 13
guard.ctrltime = 13
guard.velocity = -5
guard.cornerpush.veloff = -9
ground.velocity = -2,-13.75
ground.cornerpush.veloff = -10.5
air.hittime = 120
air.velocity = -3,-7.5
guard.kill = ifelse(var(50)=0,1,0)
yaccel = ifelse(p2statetype=A,0.5,0.82)
fall = ifelse(p2statetype=A,0,1)
fall.recover = 0
id = 205
nochainid = 205

[State 205, 24]
type = HitDef
trigger1 = animelemtime(6) >= 0
trigger1 = var(50) = 1
trigger1 = enemy,stateno != 88210
attr = A,NA
animtype = Mid
guardflag = H
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,17.0,23.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,17.0,23.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,5.0*fvar(15)*fvar(17),10.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,5.0*fvar(15)*fvar(17),10.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 15,15
guard.pausetime = ifelse(var(50)=2,15,1),15
sparkxy = -20,-80
sparkno = s10010
guard.sparkno = s10101
hitsound = s1,6+random%6
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 25
ground.hittime = 25
guard.hittime = 13
guard.ctrltime = 13
guard.velocity = -5
guard.cornerpush.veloff = -9
ground.velocity = -4.5,-10
ground.cornerpush.veloff = -15
air.hittime = 120
air.velocity = -4.5,-10
airguard.velocity = -4.5,-10
guard.kill = ifelse(var(50)=0,1,0)
yaccel = 0.75
fall = ifelse(p2statetype=A,0,1)
fall.recover = 0
id = 205
nochainid = 205

[State 205, 25]
type = TargetState
trigger1 = roundstate = 2
trigger1 = movehit
trigger1 = var(25) = 1
value = 88210
id = 205
persistent = 0
ignorehitpause = 1

[State 205, 26]
type = PlaySnd
trigger1 = animelem = 3
value = s21,0+random%6
channel = 0

[State 205, 27]
type = PlaySnd
trigger1 = animelem = 5
value = s0,0

[State 205, 28]
type = PosAdd
trigger1 = moveguarded
x = -76
persistent = 0

[State 205, 29]
type = ChangeState
trigger1 = var(50) != 2
trigger1 = moveguarded
value = 750
persistent = 0
ignorehitpause = 1

[State 205, 30]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 5C
[Statedef 206]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 206
poweradd = 0
sprpriority = 2

[State 206, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 206, 2]
type = TargetState
trigger1 = teammode = single || teammode = turns
trigger1 = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 && roundstate = 2 & HitPauseTime <= 1
value = 88100
persistent = 0
ignorehitpause = 1

[State 206, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 206, 4]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 206, 5]
type = StateTypeSet
trigger1 = animelemtime(13) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 206, 6];気絶
type = TargetState
trigger1 = animelemtime(12) >= 0
trigger1 = movehit = 1
trigger1 = var(34) >= 1
trigger1 = var(33) = 0
value = 59200
persistent = 0
ignorehitpause = 1

[State 206, 7]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 11
ignorehitpause = 1

[State 206, 8];気絶値
type = VarAdd
trigger1 = animelemtime(4) >= 0
trigger1 = movehit = 1
var(33) = 12
persistent = 0
ignorehitpause = 1

[State 206, 9];気絶値
type = VarAdd
trigger1 = animelemtime(12) >= 0
trigger1 = movehit = 1
var(33) = 24
persistent = 0
ignorehitpause = 1

[State 206, 10];ガクラ値
type = VarAdd
trigger1 = moveguarded = 1
var(31) = 32
persistent = 0
ignorehitpause = 1

[State 206, 11];ガクラ値
type = TargetState
trigger1 = moveguarded = 1
trigger1 = var(31) >= 200
trigger1 = p2statetype = S || p2statetype = C
value = 59100
persistent = 0
ignorehitpause = 1

[State 206, 12]
type = Explod
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(8) < 0
anim = 2030+(animelemno(0)-3)-ifelse((movecontact=1||movereversed),ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 206, 13]
type = Explod
trigger1 = animelemtime(12) >= 0
trigger1 = animelemtime(16) < 0
anim = 2035+(animelemno(0)-12)-ifelse((movecontact=1||movereversed),ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 206, 14]
type = HitDef
trigger1 = animelem = 4
attr = S,NA
animtype = Mid
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,11.0,13.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,11.0,13.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,3.0*fvar(15)*fvar(17),6.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,1.0*fvar(15)*fvar(17),3.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 5,5
guard.pausetime = ifelse(var(50)=2,5,1),5
sparkxy = -30,-40
sparkno = s10000
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
ground.type = low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 9
guard.ctrltime = 9
guard.velocity = -4
guard.cornerpush.veloff = -6
ground.velocity = -4
ground.cornerpush.veloff = -7
air.hittime = 120
air.velocity = -3,-7.5
airguard.velocity = -4.5,-4.5
guard.kill = ifelse(var(50)=0,1,0)
yaccel = 0.47
fall.recovertime = 1000
id = 206

[State 206, 15]
type = HitDef
trigger1 = animelem = 4
trigger1 = p2statetype = L
trigger1 = enemynear,vel y = 0
attr = S,NA
animtype = Mid
hitflag = FD
damage = ceil(floor(ifelse(var(50)!=0,11.0,13.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,11.0,13.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,3.0*fvar(15)*fvar(17),6.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,1.0*fvar(15)*fvar(17),3.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 5,1
sparkxy = 0,-20
sparkno = s10000
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
guardsound = -1
ground.type = low
down.velocity = 0,0
down.hittime = 25
guard.kill = ifelse(var(50)=0,1,0)
yaccel = 0.47
fall.recovertime = 1000
id = 206
nochainid = 206

[State 206, 16]
type = HitDef
trigger1 = animelem = 12
attr = S,NA
animtype = Mid
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,7.0,8.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,7.0,8.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,5.0*fvar(15)*fvar(17),10.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,2.0*fvar(15)*fvar(17),5.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 11,11
guard.pausetime = ifelse(var(50)=2,11,1),11
sparkxy = -20,-75
sparkno = s10001
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 25
ground.hittime = 25
guard.hittime = 13
guard.ctrltime = 13
guard.velocity = -5
guard.cornerpush.veloff = -8
ground.velocity = -6.5
ground.cornerpush.veloff = -10
air.hittime = 120
air.velocity = -3,-7.5
airguard.velocity = -4.5,-4.5
guard.kill = ifelse(var(50)=0,1,0)
yaccel = 0.47
fall.recovertime = 1000
id = 206

[State 206, 17]
type = PlaySnd
trigger1 = animelem = 4
value = s20,0+random%6
channel = 0

[State 206, 18]
type = PlaySnd
trigger1 = animelem = 12
value = s21,0+random%6
channel = 0

[State 206, 19]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 12
value = s0,0

[State 206, 20]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = moveguarded
trigger2 = var(50) = 1
trigger2 = animelemtime(12) >= 0
trigger2 = moveguarded = 1
value = 750
persistent = 0
ignorehitpause = 1

[State 206, 21]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 6C
[Statedef 207]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 207
poweradd = 0
sprpriority = 2

[State 207, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 207, 2]
type = TargetState
trigger1 = teammode = single || teammode = turns
trigger1 = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 && roundstate = 2 & HitPauseTime <= 1
value = 88100
persistent = 0
ignorehitpause = 1

[State 207, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 207, 4]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 207, 5]
type = StateTypeSet
trigger1 = animelemtime(13) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 207, 6];気絶
type = TargetState
trigger1 = animelemtime(12) >= 0
trigger1 = movehit = 1
trigger1 = var(34) >= 1
trigger1 = var(33) = 0
value = 59200
persistent = 0
ignorehitpause = 1

[State 207, 7]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 11
ignorehitpause = 1

[State 207, 8];気絶値
type = VarAdd
trigger1 = animelemtime(4) >= 0
trigger1 = movehit = 1
var(33) = 12
persistent = 0
ignorehitpause = 1

[State 207, 9];気絶値
type = VarAdd
trigger1 = animelemtime(12) >= 0
trigger1 = movehit = 1
var(33) = 24
persistent = 0
ignorehitpause = 1

[State 207, 10];ガクラ値
type = VarAdd
trigger1 = moveguarded = 1
var(31) = 32
persistent = 0
ignorehitpause = 1

[State 207, 11];ガクラ値
type = TargetState
trigger1 = moveguarded = 1
trigger1 = var(31) >= 200
trigger1 = p2statetype = S || p2statetype = C
value = 59100
persistent = 0
ignorehitpause = 1

[State 207, 12]
type = Explod
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(8) < 0
anim = 2030+(animelemno(0)-3)-ifelse((movecontact=1||movereversed),ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 207, 13]
type = Explod
trigger1 = animelemtime(12) >= 0
trigger1 = animelemtime(16) < 0
anim = 2035+(animelemno(0)-12)-ifelse((movecontact=1||movereversed),ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 207, 14]
type = HitDef
trigger1 = animelem = 4
attr = S,NA
animtype = Mid
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,11.0,13.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,11.0,13.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,3.0*fvar(15)*fvar(17),6.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,1.0*fvar(15)*fvar(17),3.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 5,5
guard.pausetime = ifelse(var(50)=2,5,1),5
sparkxy = -30,-40
sparkno = s10000
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
ground.type = low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 9
guard.ctrltime = 9
guard.velocity = -4
guard.cornerpush.veloff = -6
ground.velocity = -4
ground.cornerpush.veloff = -7
air.hittime = 120
air.velocity = -3,-7.5
airguard.velocity = -4.5,-4.5
guard.kill = ifelse(var(50)=0,1,0)
yaccel = 0.47
fall.recovertime = 1000
id = 207

[State 207, 15]
type = HitDef
trigger1 = animelem = 4
trigger1 = p2statetype = L
trigger1 = enemynear,vel y = 0
attr = S,NA
animtype = Mid
hitflag = FD
damage = ceil(floor(ifelse(var(50)!=0,11.0,13.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,11.0,13.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,3.0*fvar(15)*fvar(17),6.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,1.0*fvar(15)*fvar(17),3.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 5,1
sparkxy = 0,-10
sparkno = s10011
guard.sparkno = s10102
hitsound = s3,0+random%6
guardsound = s5,2+random%2
guardsound = -1
ground.type = low
down.velocity = 0,0
down.hittime = 25
guard.kill = ifelse(var(50)=0,1,0)
yaccel = 0.47
fall.recovertime = 1000
id = 207
nochainid = 207

[State 207, 16]
type = HitDef
trigger1 = animelem = 12
attr = S,NA
animtype = Mid
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,7.0,8.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,7.0,8.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,5.0*fvar(15)*fvar(17),10.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,2.0*fvar(15)*fvar(17),5.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 11,11
guard.pausetime = ifelse(var(50)=2,11,1),11
sparkxy = -20,-75
sparkno = s10001
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 25
ground.hittime = 25
guard.hittime = 13
guard.ctrltime = 13
guard.velocity = -5
guard.cornerpush.veloff = -8
ground.velocity = -6.5
ground.cornerpush.veloff = -10
air.hittime = 120
air.velocity = -3,-7.5
airguard.velocity = -4.5,-4.5
guard.kill = ifelse(var(50)=0,1,0)
yaccel = 0.47
fall.recovertime = 1000
id = 207

[State 207, 17]
type = PlaySnd
trigger1 = animelem = 4
value = s20,0+random%6
channel = 0

[State 207, 18]
type = PlaySnd
trigger1 = animelem = 12
value = s21,0+random%6
channel = 0

[State 207, 19]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 12
value = s0,0

[State 207, 20]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = moveguarded
trigger2 = var(50) = 1
trigger2 = animelemtime(12) >= 0
trigger2 = moveguarded = 1
value = 750
persistent = 0
ignorehitpause = 1

[State 207, 21]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 2A
[Statedef 208]
type    = C
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 208
poweradd = 0
sprpriority = 2

[State 208, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 208, 2]
type = TargetState
trigger1 = teammode = single || teammode = turns
trigger1 = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 && roundstate = 2 & HitPauseTime <= 1
value = 88100
persistent = 0
ignorehitpause = 1

[State 208, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 208, 4]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 208, 5]
type = StateTypeSet
trigger1 = animelemtime(6) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 208, 6]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 208, 7];気絶値
type = VarAdd
trigger1 = movehit = 1
var(33) = 12
persistent = 0
ignorehitpause = 1

[State 208, 8];ガクラ値
type = VarAdd
trigger1 = moveguarded = 1
var(31) = 12
persistent = 0
ignorehitpause = 1

[State 208, 9];ガクラ値
type = TargetState
trigger1 = moveguarded = 1
trigger1 = var(31) >= 200
trigger1 = p2statetype = S || p2statetype = C
value = 59100
persistent = 0
ignorehitpause = 1

[State 208, 10]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(8) < 0
anim = 2039+(animelemno(0)-4)-ifelse((movecontact=1||movereversed),ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 208, 11]
type = PosAdd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
x = 4

[State 208, 12]
type = PosAdd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animtime = 0
x = -4

[State 208, 13]
type = PosAdd
trigger1 = animelem = 11
x = -8

[State 208, 14]
type = Width
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(10) < 0
player = 20,20
ignorehitpause = 1

[State 208, 15]
type = HitDef
trigger1 = animelem = 5
attr = C,NA
animtype = Mid
guardflag = L
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,12.0,14.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,12.0,14.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,3.0*fvar(15)*fvar(17),6.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,1.0*fvar(15)*fvar(17),3.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 5,5
guard.pausetime = ifelse(var(50)=0,1,5),5
sparkxy = -20,-30
sparkno = s10005
guard.sparkno = s10101
hitsound = s2,0+random%8
guardsound = s5,0+random%2
ground.type = low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 9
guard.ctrltime = 9
guard.velocity = -3.5
guard.cornerpush.veloff = -5
ground.velocity = -4
ground.cornerpush.veloff = -6.3
air.hittime = 120
air.velocity = -3,-7.5
airguard.velocity = -4.5,-4.5
guard.kill = ifelse(var(50)=0,1,0)
yaccel = 0.47
fall.recovertime = 1000
id = 208

[State 208, 16]
type = PlaySnd
trigger1 = animelem = 4
value = s20,0+random%6
channel = 0

[State 208, 17]
type = PlaySnd
trigger1 = animelem = 4
value = s0,0

[State 208, 18]
type = ChangeState
trigger1 = var(50) = 0
trigger1 = moveguarded
value = 750
persistent = 0
ignorehitpause = 1

[State 208, 19]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 2B
[Statedef 209]
type    = C
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 209
velset = 0,0
poweradd = 0
sprpriority = 2

[State 209, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 209, 2]
type = TargetState
trigger1 = teammode = single || teammode = turns
trigger1 = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 && roundstate = 2 & HitPauseTime <= 1
value = 88100
persistent = 0
ignorehitpause = 1

[State 209, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 209, 4]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 209, 5]
type = StateTypeSet
trigger1 = animelemtime(6) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 209, 6];気絶
type = TargetState
trigger1 = movehit = 1
trigger1 = var(34) >= 1
trigger1 = var(33) = 0
value = 59200
persistent = 0
ignorehitpause = 1

[State 209, 7]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 209, 8];気絶値
type = VarAdd
trigger1 = movehit = 1
var(33) = 24
persistent = 0
ignorehitpause = 1

[State 209, 9];ガクラ値
type = VarAdd
trigger1 = moveguarded = 1
var(31) = 32
persistent = 0
ignorehitpause = 1

[State 209, 10];ガクラ値
type = TargetState
trigger1 = moveguarded = 1
trigger1 = var(31) >= 200
trigger1 = p2statetype = S || p2statetype = C
value = 59100
persistent = 0
ignorehitpause = 1

[State 209, 11]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(8) < 0
anim = 2039+(animelemno(0)-4)-ifelse((movecontact=1||movereversed),ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
sprpriority = 3
ignorehitpause = 1

[State 209, 12]
type = PosAdd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
x = 4

[State 209, 13]
type = PosAdd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animtime = 0
x = -4

[State 209, 14]
type = PosAdd
trigger1 = animelem = 11
x = -8

[State 209, 15]
type = Width
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(10) < 0
player = 20,20
ignorehitpause = 1

[State 209, 16]
type = HitDef
trigger1 = animelem = 5
attr = C,NA
animtype = Mid
guardflag = L
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,18.0,21.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,18.0,21.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,5.0*fvar(15)*fvar(17),10.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,2.0*fvar(15)*fvar(17),5.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 13,13
guard.pausetime = ifelse(var(50)=2,13,1),13
sparkxy = -20,-40
sparkno = s10001
guard.sparkno = s10101
hitsound = s2,0+random%8
guardsound = s5,0+random%2
ground.type = low
ground.slidetime = 25
ground.hittime = 25
guard.hittime = 13
guard.ctrltime = 13
guard.velocity = -5.5
guard.cornerpush.veloff = -9
ground.velocity = -6
ground.cornerpush.veloff = -9.5
air.hittime = 120
air.velocity = -3,-7.5
airguard.velocity = -4.5,-4.5
guard.kill = ifelse(var(50)=0,1,0)
yaccel = 0.47
fall.recovertime = 1000
id = 209
nochainid = 209

[State 209, 17]
type = PlaySnd
trigger1 = animelem = 4
value = s20,0+random%6
channel = 0

[State 209, 18]
type = PlaySnd
trigger1 = animelem = 4
value = s0,0

[State 209, 19]
type = PosAdd
trigger1 = moveguarded
x = -16
persistent = 0

[State 209, 20]
type = ChangeState
trigger1 = var(50) != 2
trigger1 = moveguarded
value = 750
persistent = 0
ignorehitpause = 1

[State 209, 21]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 3B（追い討ち）
[Statedef 213]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 213
poweradd = 0
sprpriority = 2

[State 213, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 213, 2]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 213, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 213, 4]
type = StateTypeSet
trigger1 = animelemtime(5) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 213, 5]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 213, 6];気絶値
type = VarAdd
trigger1 = movehit = 1
var(33) = 12
persistent = 0
ignorehitpause = 1

[State 213, 7]
type = Explod
trigger1 = animelemtime(3) = 0
anim = 2513
id = 2513
bindtime = 1
ownpal = 1
sprpriority = 3
ignorehitpause = 1

[State 213, 8]
type = Explod
trigger1 = animelemtime(7) = 0
anim = 2514
id = 2514
bindtime = 1
ownpal = 1
sprpriority = 4
ignorehitpause = 1

[State 213, 9]
type = HitDef
trigger1 = animelem = 7
trigger1 = enemynear,vel y = 0
attr = C,NA
animtype = Mid
hitflag = FD
damage = ceil(floor(ifelse(var(50)!=0,17.0,21.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,17.0,21.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,6.0*fvar(15)*fvar(17),12.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 9,1
sparkxy = 0,0
sparkno = s10011
guard.sparkno = -1
hitsound = s3,0+random%6
guardsound = -1
ground.type = low
down.velocity = 0,0
down.hittime = 25
guard.kill = ifelse(var(50)=0,1,0)
yaccel = 0.47
fall.recovertime = 1000
id = 213
nochainid = 213

[State 213, 10]
type = PlaySnd
trigger1 = animelem = 7
value = s20,0+random%6
channel = 0

[State 213, 11]
type = PlaySnd
trigger1 = animelem = 7
value = s30,3

[State 213, 12]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; JA
[Statedef 220]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 220
poweradd = 0
sprpriority = 2

[State 220, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 220, 2]
type = VarSet
trigger1 = time = 0
var(6) = 0
persistent = 0

[State 220, 3]
type = Gravity
trigger1 = time >= 1

[State 220, 4]
type = PlayerPush
trigger1 = p2statetype = A
trigger1 = animelemtime(8) < 0
value = 0
ignorehitpause = 1

[State 220, 5]
type = TargetState
trigger1 = teammode = single || teammode = turns
trigger1 = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 && roundstate = 2 & HitPauseTime <= 1
value = 88100
persistent = 0
ignorehitpause = 1

[State 220, 6]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 220, 7]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 220, 8]
type = StateTypeSet
trigger1 = animelemtime(6) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 220, 9];気絶
type = TargetState
trigger1 = movehit = 1
trigger1 = var(34) >= 1
trigger1 = var(33) = 0
value = 59200
persistent = 0
ignorehitpause = 1

[State 220, 10]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 220, 11];気絶値
type = VarAdd
trigger1 = movehit = 1
var(33) = 24
persistent = 0
ignorehitpause = 1

[State 220, 12];ガクラ値
type = VarAdd
trigger1 = moveguarded = 1
var(31) = 32
persistent = 0
ignorehitpause = 1

[State 220, 13];ガクラ値
type = TargetState
trigger1 = moveguarded = 1
trigger1 = var(31) >= 200
trigger1 = p2statetype = S || p2statetype = C
value = 59100
persistent = 0
ignorehitpause = 1

[State 220, 14]
type = Explod
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(9) < 0
trigger1 = (gametime%2) = 0
anim = 2043+(animelemno(0)-3)-ifelse((movecontact=1||movereversed),ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 220, 15]
type = HitDef
trigger1 = animelem = 5
attr = A,NA
animtype = Mid
guardflag = HA
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,19.0,25.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,19.0,25.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,5.0*fvar(15)*fvar(17),10.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,2.0*fvar(15)*fvar(17),5.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 13,13
guard.pausetime = 13,13
sparkxy = -10,0
sparkno = s10008
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 9
guard.ctrltime = 9
guard.velocity = -4.8
guard.cornerpush.veloff = ifelse(vel y <= 0,0,-0.75*vel y)
ground.velocity = -4
ground.cornerpush.veloff = ifelse(vel y <= 0,0,-0.6*vel y)
air.hittime = 120
air.velocity = -3,-7.5
airguard.velocity = -4.5,-4.5
guard.kill = ifelse(var(50)=0,1,0)
yaccel = 0.47
fall.recovertime = 1000
id = 220

[State 220, 16]
type = PlaySnd
trigger1 = animelem = 2
value = s20,0+random%6
channel = 0

[State 220, 17]
type = PlaySnd
trigger1 = animelem = 3
value = s0,0

[State 220, 18]
type = ChangeState
trigger1 = pos y >= -30
trigger1 = vel y > 0
trigger1 = var(6) = 510
trigger1 = var(5) > 0
value = 510

[State 220, 19]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
trigger1 = var(6) != 0
value = 225

[State 220, 20]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; JB
[Statedef 221]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 220
poweradd = 0
sprpriority = 2

[State 221, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 221, 2]
type = VarSet
trigger1 = time = 0
var(6) = 0
persistent = 0

[State 221, 3]
type = Gravity
trigger1 = time >= 1

[State 221, 4]
type = PlayerPush
trigger1 = p2statetype = A
trigger1 = animelemtime(8) < 0
value = 0
ignorehitpause = 1

[State 221, 5]
type = TargetState
trigger1 = teammode = single || teammode = turns
trigger1 = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 && roundstate = 2 & HitPauseTime <= 1
value = 88100
persistent = 0
ignorehitpause = 1

[State 221, 6]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 221, 7]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 221, 8]
type = StateTypeSet
trigger1 = animelemtime(6) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 221, 9];気絶
type = TargetState
trigger1 = movehit = 1
trigger1 = var(34) >= 1
trigger1 = var(33) = 0
value = 59200
persistent = 0
ignorehitpause = 1

[State 221, 10]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 221, 11];気絶値
type = VarAdd
trigger1 = movehit = 1
var(33) = 24
persistent = 0
ignorehitpause = 1

[State 221, 12];ガクラ値
type = VarAdd
trigger1 = moveguarded = 1
var(31) = 32
persistent = 0
ignorehitpause = 1

[State 221, 13];ガクラ値
type = TargetState
trigger1 = moveguarded = 1
trigger1 = var(31) >= 200
trigger1 = p2statetype = S || p2statetype = C
value = 59100
persistent = 0
ignorehitpause = 1

[State 221, 14]
type = Explod
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(9) < 0
trigger1 = (gametime%2) = 0
anim = 2043+(animelemno(0)-3)-ifelse((movecontact=1||movereversed),ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 221, 15]
type = HitDef
trigger1 = animelem = 5
attr = A,NA
animtype = Mid
guardflag = HA
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,19.0,25.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,19.0,25.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,5.0*fvar(15)*fvar(17),10.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,2.0*fvar(15)*fvar(17),5.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 13,13
guard.pausetime = 13,13
sparkxy = -10,0
sparkno = s10008
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 9
guard.ctrltime = 9
guard.velocity = -4.8
guard.cornerpush.veloff = ifelse(vel y <= 0,0,-0.75*vel y)
ground.velocity = -4
ground.cornerpush.veloff = ifelse(vel y <= 0,0,-0.6*vel y)
air.hittime = 120
air.velocity = -3,-7.5
airguard.velocity = -4.5,-4.5
guard.kill = ifelse(var(50)=0,1,0)
yaccel = 0.47
fall.recovertime = 1000
id = 220

[State 221, 16]
type = PlaySnd
trigger1 = animelem = 2
value = s20,0+random%6
channel = 0

[State 221, 17]
type = PlaySnd
trigger1 = animelem = 3
value = s0,0

[State 221, 18]
type = ChangeState
trigger1 = pos y >= -30
trigger1 = vel y > 0
trigger1 = var(6) = 510
trigger1 = var(5) > 0
value = 510

[State 221, 19]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
trigger1 = var(6) != 0
value = 225

[State 221, 20]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; JC
[Statedef 222]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 222
poweradd = 0
sprpriority = 2

[State 222, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 222, 2]
type = VarSet
trigger1 = time = 0
var(6) = 0
persistent = 0

[State 222, 3]
type = Gravity
trigger1 = time >= 1

[State 222, 4]
type = TargetState
trigger1 = teammode = single || teammode = turns
trigger1 = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 && roundstate = 2 & HitPauseTime <= 1
value = 88100
persistent = 0
ignorehitpause = 1

[State 222, 5]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 222, 6]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 222, 7]
type = StateTypeSet
trigger1 = animelemtime(4) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 222, 8]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 222, 9];気絶値
type = VarAdd
trigger1 = movehit = 1
var(33) = 16
persistent = 0
ignorehitpause = 1

[State 222, 10];ガクラ値
type = VarAdd
trigger1 = moveguarded = 1
var(31) = 16
persistent = 0
ignorehitpause = 1

[State 222, 11];ガクラ値
type = TargetState
trigger1 = moveguarded = 1
trigger1 = var(31) >= 200
trigger1 = p2statetype = S || p2statetype = C
value = 59100
persistent = 0
ignorehitpause = 1

[State 222, 12]
type = PlayerPush
trigger1 = p2statetype = A
trigger1 = animelemtime(10) < 0
value = 0
ignorehitpause = 1

[State 222, 13]
type = HitDef
trigger1 = animelem = 3
attr = A,NA
animtype = Mid
guardflag = HA
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,10.0,12.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,10.0,12.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,3.0*fvar(15)*fvar(17),6.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,1.0*fvar(15)*fvar(17),3.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 13,13
guard.pausetime = 13,13
sparkxy = -10,0
sparkno = s10011
guard.sparkno = s10102
hitsound = s3,0+random%6
guardsound = s5,2+random%2
ground.type = high
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 9
guard.ctrltime = 9
guard.velocity = -5
guard.cornerpush.veloff = ifelse(vel y <= 0,0,-0.5*vel y)
ground.velocity = -4
ground.cornerpush.veloff = ifelse(vel y <= 0,0,-0.6*vel y)
air.hittime = 120
air.velocity = -3,-7.5
airguard.velocity = -4.5,-4.5
guard.kill = ifelse(var(50)=0,1,0)
yaccel = 0.47
fall.recovertime = 1000
id = 220

[State 222, 14]
type = PlaySnd
trigger1 = animelem = 2
value = s20,0+random%6
channel = 0

[State 222, 15]
type = PlaySnd
trigger1 = animelem = 2
value = s0,2

[State 222, 16]
type = ChangeState
trigger1 = pos y >= -30
trigger1 = vel y > 0
trigger1 = var(6) = 510
trigger1 = var(5) > 0
value = 510

[State 222, 17]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
trigger1 = var(6) != 0
value = 225

[State 222, 18]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; 焦脚・降炎
[Statedef 223]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 223
poweradd = 0
sprpriority = 2

[State 223, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 223, 2]
type = AfterImage
trigger1 = time = 0
time = -1
palcolor = 256
palbright = 0,0,64
palcontrast = 162,162,256
paladd = 0,0,0
palmul = 1,1,1
length = 4
timegap = 2
framegap = 1
trans = none

[State 223, 3]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77004
ignorehitpause = 1

[State 223, 4]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 223, 5]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 223, 6]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 223, 7];気絶値
type = VarAdd
trigger1 = movehit = 1
var(33) = 20
persistent = 0
ignorehitpause = 1

[State 223, 8];ガクラ値
type = VarAdd
trigger1 = moveguarded = 1
var(31) = 20
persistent = 0
ignorehitpause = 1

[State 223, 9];ガクラ値
type = TargetState
trigger1 = moveguarded = 1
trigger1 = var(31) >= 200
trigger1 = p2statetype = S || p2statetype = C
value = 59100
persistent = 0
ignorehitpause = 1

[State 223, 10]
type = PosSet
trigger1 = time = 0
trigger1 = pos Y >= -30
y = -30

[State 223, 11]
type = Turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State 223, 12]
type = VelSet
trigger1 = animelem = 3
x = 3
y = 7

[State 223, 13]
type = VelAdd
trigger1 = animelemtime(3) >= 0
x = 0.4375
y = 0.4375

[State 223, 14]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = time = [8,17]
anim = 2049+(time-8)-ifelse((movecontact=1||movereversed),ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 223, 15]
type = HitDef
trigger1 = animelem = 3
attr = A,NA
animtype = Mid
guardflag = HA
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,21.0,25.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,21.0,25.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,3.0*fvar(15)*fvar(17),6.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,1.0*fvar(15)*fvar(17),3.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 7,7
guard.pausetime = 7,7
sparkxy = -10,0
sparkno = -1
guard.sparkno = -1
hitsound = s30,0
guardsound = s5,2+random%2
ground.type = high
ground.slidetime = 25
ground.hittime = 25
guard.hittime = 13
guard.ctrltime = 13
guard.velocity = -5
guard.cornerpush.veloff = -5
ground.velocity = -6
ground.cornerpush.veloff = -6
air.hittime = 120
air.velocity = -3.75,-12.5
airguard.velocity = -4.5,-4.5
yaccel = 0.75
fall.recovertime = 1000
palfx.time = 30
palfx.mul = 110,140,240
palfx.add = 80,40,80
palfx.color = 0
id = 223

[State 223, 16]
type = PlayerPush
trigger1 = p2statetype = A
value = 0
ignorehitpause = 1

[State 223, 17]
type = PlaySnd
trigger1 = animelem = 2
value = s21,0+random%6
channel = 0

[State 223, 18]
type = PlaySnd
trigger1 = animelem = 2
value = s30,6

[State 223, 19]
type = ChangeState
trigger1 = pos y >= -30
trigger1 = vel y > 0
trigger1 = var(6) = 510
trigger1 = var(5) > 0
value = 510

[State 223, 20]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= -10
value = 224

;---------------------------------------------------------------------------
; 着地
[Statedef 224]
type    = S
movetype= I
physics = N
velset = 3,0
ctrl = 0
anim = 224
sprpriority = 2

[State 224, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 224, 2]
type = VelAdd
trigger1 = vel x >= 0
x = -0.1875

[State 224, 3]
type = VelSet
trigger1 = vel x <= 0
x = 0

[State 224, 4]
type = PosSet
trigger1 = 1
y = 0

[State 224, 5]
type = PlaySnd
trigger1 = time = 0
value = s6,1

[State 224, 6]
type = Explod
trigger1 = time = 0
anim = 10103
pos = 45,0
ownpal = 1
sprpriority = 3

[State 224, 7]
type = Explod
trigger1 = time = 0
anim = 10104
pos = -5,0
vel = 0,0
ownpal = 1
sprpriority = 3

[State 224, 8]
type = AfterImageTime
trigger1 = time >= 18
time = 0

[State 224, 9]
type = ChangeState
trigger1 = time = 0
trigger1 = var(6) != 0
value = var(6)

[State 224, 10]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 着地先行入力
[Statedef 225]
type    = S
physics = N
ctrl = 0
anim = 47
velset = 0,0

[State 225, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 225, 2]
type = Turn
trigger1 = p2dist x < 0

[State 225, 3]
type = PosSet
trigger1 = 1
y = 0

[State 225, 4]
type = PlaySnd
trigger1 = time = 0
value = s6,1

[State 225, 5]
type = Explod
trigger1 = time = 0
anim = 10103
pos = 25,0
vel = 0,0
ownpal = 1
sprpriority = 3

[State 225, 6]
type = Explod
trigger1 = time = 0
anim = 10104
pos = -25,0
vel = 0,0
ownpal = 1
sprpriority = 3

[State 225, 7]
type = ChangeState
trigger1 = time = 0
trigger1 = var(6) != 0
value = var(6)

;---------------------------------------------------------------------------
; 投げ
;---------------------------------------------------------------------------
; 通常投げ開始
[Statedef 230]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 230
sprpriority = 2

[State 230, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 230, 2]
type = AttackDist
trigger1 = 1
value = 0

[State 230, 3];投げ入力
type = HitDef
triggerall = time = 0
triggerall = p2bodydist x <= 6
trigger1 = var(59) = 0
trigger1 = (command != "x" && command != "y")
trigger2 = var(59) = [1,10]
attr = S,NT
hitflag = M-
sparkno = -1
guard.sparkno = -1
hitsound = -1
guardsound = -1
p1stateno = 231
p2stateno = 232
p1facing = 1
p2facing = 1
id = 230

[State 230, 4]
type = ChangeState
Trigger1 = animtime = 0
value = 203

;---------------------------------------------------------------------------
; 通常投げ成功
[Statedef 231]
type    = S
movetype= A
physics = N
anim = 231
velset = 0,0
poweradd = 0
sprpriority = 2

[State 230, 1]
type = Width
trigger1 = 1
value = 80,20
ignorehitpause = 1

[State 230, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s20,0+random%6

[State 230, 3]
type = PlaySnd
trigger1 = animelem = 6
value = s21,0+random%6

[State 230, 4]
type = PlaySnd
trigger1 = animelem = 3
value = s4,2

[State 230, 5]
type = PlaySnd
trigger1 = animelem = 6
value = s30,0

[State 230, 6]
type = PlaySnd
trigger1 = animelem = 6
value = s30,3

[State 230, 7]
type = Explod
trigger1 = animelemtime(6) = 0
anim = 2530
id = 2530
pos = 0,30
bindtime = 1
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 230, 8]
type = Explod
trigger1 = animelemtime(6) = 3
anim = 2531
pos = 48,-140
ownpal = 1
sprpriority = 4
ignorehitpause = 1

[State 230, 9]
type = Explod
trigger1 = animelemtime(6) = 3
anim = 2531
pos = 80,-93
ownpal = 1
sprpriority = 4
ignorehitpause = 1

[State 230, 10]
type = EnvShake
trigger1 = animelem = 6
time = 10
freq = 120
ampl = 6
phase = -1

[State 230, 11]
type = VelSet
trigger1 = numtarget
trigger1 = target(230),backedgedist < 5
trigger1 = animelem = 7
x = -3

[State 230, 12]
type = VelMul
trigger1 = animelemtime(7) >= 0
x = 0.9

[State 230, 13]
type = VelSet
trigger1 = vel x > -1.0
x = 0

[State 230, 14]
type = PowerAdd
trigger1 = animelem = 6
value = ceil(ifelse(var(50)!=0,5.0*fvar(15)*fvar(17),10.0*fvar(15)*fvar(17)))
persistent = 0
ignorehitpause = 1

[State 230, 15]
type = TargetState
trigger1 = time = 0
value = 232
id = 230

[State 230, 16]
type = TargetBind
trigger1 = animelemtime(1) >= 0 && animelemtime(3) < 0
pos = 60,0
id = 230

[State 230, 17]
type = TargetBind
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
pos = 75,0
id = 230

[State 230, 18]
type = TargetBind
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
pos = 88,-101
id = 230

[State 230, 19]
type = TargetBind
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
pos = 71,-134
id = 230

[State 230, 20]
type = TargetBind
trigger1 = animelem = 6
pos = 75,-75
id = 230

[State 230, 21]
type = Explod
trigger1 = animelem = 6
anim = 4000
id = 4001
postype = p2
facing = -1
pos = -5,-20
ownpal = 1
bindtime = -1
removetime = -1
sprpriority = 3
ignorehitpause = 1
pausemovetime = 123456789
supermovetime = 123456789

[State 230, 22]
type = TargetLifeAdd
trigger1 = animelem = 1
value = -1
id = 230
kill = 0

[State 230, 23]
type = TargetLifeAdd
trigger1 = animelem = 6
value = ceil(floor(floor(ifelse(var(50)!=0,23.0,28.0)*fvar(10))*fvar(11)*3.90625)*Const(data.attack)*-0.01)
id = 230

[State 230, 24]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 通常立ち弾き
[Statedef 700]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim = 700
sprpriority = 0

[State 700, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 700, 2]
type = AttackDist
trigger1 = 1
value = 0

[State 700, 3]
type = AfterImage
trigger1 = time = 0
time = 40
palcolor = 256
palbright = 0,0,64
palcontrast = 162,162,256
paladd = 0,0,0
palmul = 1,1,1
length = 4
timegap = 2
framegap = 1
trans = none

[State 700, 4]
type = ReversalDef
trigger1 = time = 0
reversal.attr = SA,NA
attr = S,NT
hitflag = MAF
pausetime = 0,0
sparkno = -1
hitsound = -1
p1stateno = 710
p2stateno = 720

[State 700, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 必殺立ち弾き
[Statedef 701]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim = 701
sprpriority = 0

[State 701, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 701, 2]
type = AttackDist
trigger1 = 1
value = 0

[State 701, 3]
type = PalFx
trigger1 = time = 0
add = 64,64,64
time = 18

[State 701, 4]
type = AfterImage
trigger1 = time = 0
time = 36
palcolor = 256
palbright = 0,0,64
palcontrast = 162,162,256
paladd = 0,0,0
palmul = 1,1,1
length = 4
timegap = 2
framegap = 1
trans = none

[State 701, 5]
type = ReversalDef
trigger1 = time = 0
reversal.attr = SA,NA,SA
attr = S,NT
hitflag = MAF
pausetime = 0,0
sparkno = -1
hitsound = -1
p1stateno = 710
p2stateno = 720

[State 701, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 通常屈み弾き
[Statedef 702]
type    = C
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim = 702
sprpriority = 0

[State 702, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 702, 2]
type = AttackDist
trigger1 = 1
value = 0

[State 702, 3]
type = AfterImage
trigger1 = time = 0
time = 38
palcolor = 256
palbright = 0,0,64
palcontrast = 162,162,256
paladd = 0,0,0
palmul = 1,1,1
length = 4
timegap = 2
framegap = 1
trans = none

[State 702, 4]
type = ReversalDef
trigger1 = time = 0
reversal.attr = SC,NA
attr = C,NT
hitflag = MAF
pausetime = 0,0
sparkno = -1
hitsound = -1
p1stateno = 710
p2stateno = 720

[State 702, 5]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 必殺屈み弾き
[Statedef 703]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim = 703
sprpriority = 0

[State 703, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 703, 2]
type = AttackDist
trigger1 = 1
value = 0

[State 703, 3]
type = PalFx
trigger1 = time = 0
add = 64,64,64
time = 15

[State 703, 4]
type = AfterImage
trigger1 = time = 0
time = 33
palcolor = 256
palbright = 0,0,64
palcontrast = 162,162,256
paladd = 0,0,0
palmul = 1,1,1
length = 4
timegap = 2
framegap = 1
trans = none

[State 703, 5]
type = ReversalDef
trigger1 = time = 0
reversal.attr = SC,NA,SA
hitflag = MAF
attr = C,NT
pausetime = 0,0
sparkno = -1
hitsound = -1
p1stateno = 710
p2stateno = 720

[State 703, 6]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 弾き成立
[Statedef 710]
type    = U
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 3

[State 710, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 710, 2]
type = AttackDist
trigger1 = 1
value = 0

[State 710, 3]
type = ChangeAnim
trigger1 = time = 0
value = 710+(anim=[702,703])

[State 710, 4]
type = AfterImageTime
trigger1 = time = 0
time = 0

[State 710, 5]
type = PalFx
trigger1 = time = 0
add = 0,0,0
time = 1

[State 710, 6]
type = Turn
trigger1 = p2dist X < 0

[State 710, 7]
type = Explod
trigger1 = anim = 710
trigger1 = animelem = 2
anim = 2570
id = 2570
pos = 0,0
ownpal = 1
sprpriority = 4

[State 710, 7]
type = Explod
trigger1 = anim = 711
trigger1 = animelem = 1
anim = 2570
id = 2570
pos = -20,40
ownpal = 1
sprpriority = 4

[State 710, 8]
type = Explod
trigger1 = animelem = 3
anim = 715
pos = 80,-80
ownpal = 1
sprpriority = 5

[State 710, 9]
type = PlaySnd
trigger1 = animelem = 2
value = s5,0

[State 710, 10]
type = PlaySnd
trigger1 = anim = 710
trigger1 = animelem = 2
trigger2 = anim = 711
trigger2 = animelem = 1
value = s30,5

[State 710, 11]
type = TargetState
trigger1 = animelem = 3
value = 721

[State 710, 12]
type = BGPalFx
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(3) = 2
add = -256,-256,256
time = 1
ignorehitpause = 1

[State 710, 13]
type = BGPalFx
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(3) = 4
add = 256,256,256
time = 1
ignorehitpause = 1

[State 710, 14]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 弾き追加攻撃
[Statedef 715]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
anim = 712
poweradd = 0
sprpriority = 2

[State 715, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 715, 2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 715, 3]
type = PosAdd
trigger1 = animelem = 1
trigger2 = animelem = 2
x = 4

[State 715, 4]
type = PosAdd
trigger1 = animelem = 3
trigger2 = animelem = 7
x = 8

[State 715, 5]
type = PosAdd
trigger1 = animelem = 4
trigger2 = animelem = 5
x = 12

[State 715, 6]
type = PosAdd
trigger1 = animelem = 6
x = 16

[State 715, 7]
type = PosAdd
trigger1 = animelem = 12
x = -12

[State 715, 8]
type = PosAdd
trigger1 = animelem = 13
trigger2 = animtime = 0
x = -16

[State 715, 9]
type = PosAdd
trigger1 = animelem = 14
x = -20

[State 715, 10]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 715, 11]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 715, 12]
type = TargetState
trigger1 = teammode = single || teammode = turns
trigger1 = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 && roundstate = 2 & HitPauseTime <= 1
value = 88100
persistent = 0
ignorehitpause = 1

[State 715, 13]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 & (target,stateno != [59200,59210]) & target,stateno != 88210 & HitPauseTime <= 1
value = 77001-var(50)
persistent = 0
ignorehitpause = 1

[State 715, 14]
type = StateTypeSet
trigger1 = animelemtime(7) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 715, 15];気絶
type = TargetState
trigger1 = movehit = 1
trigger1 = var(34) >= 1
trigger1 = var(33) = 0
value = 59200
persistent = 0
ignorehitpause = 1

[State 715, 16]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 715, 17];気絶値
type = VarAdd
trigger1 = movehit = 1
var(33) = ifelse(var(50)=1,44,40)
persistent = 0
ignorehitpause = 1

[State 715, 18];ガクラ値
type = VarAdd
trigger1 = moveguarded = 1
var(31) = 24
persistent = 0
ignorehitpause = 1

[State 715, 19];ガクラ値
type = TargetState
trigger1 = moveguarded = 1
trigger1 = var(31) >= 200
trigger1 = p2statetype = S || p2statetype = C
value = 59100
persistent = 0
ignorehitpause = 1

[State 715, 20]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(11) < 0
anim = 2024+(animelemno(0)-5)-ifelse((movecontact=1||movereversed),ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 715, 21]
type = HitDef
trigger1 = animelemtime(6) >= 0
trigger1 = var(50) = 0
trigger1 = enemy,stateno != 88210
attr = S,NA
animtype = Up
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,16.0,21.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,16.0,21.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,5.0*fvar(15)*fvar(17),10.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,5.0*fvar(15)*fvar(17),10.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 15,15
guard.pausetime = 15,15
sparkxy = -20,-80
sparkno = s10010
guard.sparkno = s10101
hitsound = s1,6+random%6
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 25
ground.hittime = 25
guard.hittime = 13
guard.ctrltime = 13
guard.velocity = -5
guard.cornerpush.veloff = -9
ground.velocity = -2,-13.75
ground.cornerpush.veloff = -10.5
air.hittime = 120
air.velocity = -3,-7.5
guard.kill = ifelse(var(50)=0,1,0)
yaccel = ifelse(p2statetype=A,0.5,0.82)
fall = ifelse(p2statetype=A,0,1)
fall.recover = 0
id = 715
nochainid = 715

[State 715, 22]
type = HitDef
trigger1 = animelemtime(6) >= 0
trigger1 = var(50) = 1
trigger1 = enemy,stateno != 88210
attr = S,NA
animtype = Mid
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,16.0,21.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,16.0,21.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,5.0*fvar(15)*fvar(17),10.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,5.0*fvar(15)*fvar(17),10.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 15,15
guard.pausetime = 15,15
sparkxy = -20,-80
sparkno = s10010
guard.sparkno = s10101
hitsound = s1,6+random%6
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 25
ground.hittime = 25
guard.hittime = 13
guard.ctrltime = 13
guard.velocity = -5
guard.cornerpush.veloff = -9
ground.velocity = -4.5,-10
ground.cornerpush.veloff = -15
air.hittime = 120
air.velocity = -4.5,-10
airguard.velocity = -4.5,-10
guard.kill = ifelse(var(50)=0,1,0)
yaccel = 0.75
fall = ifelse(p2statetype=A,0,1)
fall.recover = 0
id = 715
nochainid = 715

[State 715, 23]
type = PlaySnd
trigger1 = animelem = 3
value = s21,0+random%6
channel = 0

[State 715, 24]
type = PlaySnd
trigger1 = animelem = 5
value = s0,0

[State 715, 25]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 武器攻撃弾かれ
[Statedef 750]
type    = S
movetype= I
physics = N
vel = 0,0

[State 750, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 750, 2]
type = ChangeAnim
triggerall = time = 0
trigger1 = prevstateno = 201 || prevstateno = 202 || prevstateno = 208
trigger2 = var(50) = 0
trigger2 = prevstateno = 206 || prevstateno = 207
value = 750

[State 750, 3]
type = ChangeAnim
trigger1 = time = 0
trigger1 = prevstateno = 203 || prevstateno = 209
value = 751

[State 750, 4]
type = ChangeAnim
trigger1 = time = 0
trigger1 = prevstateno = 204
value = 752

[State 750, 5]
type = ChangeAnim
trigger1 = time = 0
trigger1 = prevstateno = 205
value = 753

[State 750, 6]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(50) != 0
trigger1 = prevstateno = 206 || prevstateno = 207
value = 754

[State 750, 7]
type = OffSet
trigger1 = animelemtime(2) > 0
trigger1 = animelemtime(3) < 0
trigger1 = (time%2) = 0
x = -1

[State 750, 8]
type = OffSet
trigger1 = animelemtime(2) > 0
trigger1 = animelemtime(3) < 0
trigger1 = (time%2) = 1
x = 1

[State 750, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
