;---------------------------------------------------------------------------
; 超必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 無明剣・贄（始動）
[Statedef 2000]
type     = S
movetype = A
physics  = N
juggle   = 1
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 2

[State 2000, 1]
type = VarSet
trigger1 = Time = 0
v = 17
value = 0

[State 2000, 2]
type = VarSet
triggerall = Time = 0
trigger1 = Anim = 261
trigger1 = AnimElemTime(10) < 0
trigger2 = Anim = 1210
trigger2 = AnimElemTime(13) < 0
v = 17
value = 1

[State 2000, 3]
type = ChangeAnim
trigger1 = Time = 0
value = 2000

[State 2000, 4]
type = PowerAdd
trigger1 = Time = 0
trigger1 = Floor((256*Life)/LifeMax) >= 65
value = -1000
persistent = 0
ignorehitpause = 1

[State 2000, 5]
type = AfterImage
trigger1 = Time = 0
time = -1
palcolor = 256
palbright = 40,40,40
palcontrast = 256,256,256
paladd = 0,0,0
palmul = 1,1,1
length = 4
timegap = 2
framegap = 1
trans = none

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = S23,4
channel = 0

[State 2000, 7]
type = PlaySnd
trigger1 = Time = 0
value = S7,0

[State 2000, 8]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = S6,3
channel = 5
loop = 1

[State 2000, 9]
type = StopSnd
trigger1 = AnimElemTime(15) = 0
channel = 5

[State 2000, 10]
type = PlaySnd
trigger1 = AnimElemTime(17) = 0
value = S6,4

[State 2000, 11]
type = Explod
trigger1 = Time = 0
anim = IfElse(Var(1) = 0, 15300, 15320)
postype = P1
pos = -15,-107
bindtime = 1
ontop = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

;昇華エフェクト
[State 2000, 12]
type = AfterImageTime
triggerall = Var(1) != 1
triggerall = AnimElemTime(4) >= 0 && AnimElemTime(6) < 0
trigger1 = Var(17) = 1
value = 0

[State 2000, 13]
type = Helper
triggerall = Var(1) != 1
triggerall = AnimElemTime(6) = 0
trigger1 = Var(17) = 1
stateno = 12000
persistent = 0

[State 2000, 14]
type = PosAdd
trigger1 = AnimElemTime(8) = 0
x = 16

[State 2000, 15]
type = PosAdd
trigger1 = AnimElemTime(16) = 0
x = -8

[State 2000, 16]
type = PosAdd
trigger1 = AnimElemTime(21) = 0
x = 8

[State 2000, 17]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = 10

[State 2000, 18]
type = VelSet
trigger1 = AnimElemTime(15) = 0
x = 3.125

[State 2000, 19]
type = VelMul
trigger1 = AnimElemTime(15) >= 0
x = 0.9375

[State 2000, 20]
type = VelSet
trigger1 = AnimElemTime(19) >= 0
x = 0

[State 2000, 21]
type = Explod
trigger1 = AnimElemTime(9) = 0
trigger2 = AnimElemTime(12) = 0
anim = 15420
id = 15420
postype = P1
pos = -25,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

[State 2000, 22]
type = Explod
trigger1 = AnimElemTime(16) = 0
anim = 15420
id = 15420
postype = P1
pos = 30,5
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

[State 2000, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = Var(4) > 1
trigger1 = MoveHit = 1
v = 4
value = -1
persistent = 0
ignorehitpause = 1

[State 2000, 23]
type = HitDef
trigger1 = Var(9) != 1
trigger1 = AnimElem = 9
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=0,15,IfElse(Var(1)=1,11,13))*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 2,2		;KO演出対策で+1
guard.pausetime = 1,1
priority = 5,Hit
sparkno = -1
guard.sparkno = -1;S15210
sparkxy = 0,-75
hitsound = S1,0+(Random%6)
guardsound = S5,0+(Random%2)
guard.hittime = 11
guard.velocity = -3.5
ground.type = High
ground.slidetime = 26
ground.hittime = 26
ground.velocity = -4,0
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
numhits = 0
yaccel = 1.0
kill = 0
id = 2000

[State 2000, 24]
type = StateTypeSet
trigger1 = AnimElem = 15
movetype = I

[State 2000, 25]
type = AfterImageTime
trigger1 = AnimElem = 21
trigger2 = MoveContact || MoveReversed
time = 0

[State 2000, 26]
type = VarSet
trigger1 = Time = 0
v = 18
value = 0
ignorehitpase = 1

[State 2000, 27]
type = VarSet
triggerall = Var(18) = 0
trigger1 = MoveContact || MoveReversed
trigger2 = AnimElemTime(9) >= 0
trigger2 = NumTarget(2000) > 0
trigger2 = Target(2000),StateNo = [5000,5099]
v = 18
value = 1
ignorehitpase = 1

[State 2000, 28]
type = ChangeState
trigger1 = MoveContact || MoveReversed || Var(18) = 1
value = 2001
ctrl = 0

[State 2000, 29]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 無明剣・贄（ダッシュヒット）
[Statedef 2001]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 2001
ctrl = 0
poweradd = 0
sprpriority = 2

[State 2001, 1]
type = Width
trigger1 = FrontEdgeBodyDist <= 0
edge = 3,0
ignorehitpause = 1

[State 2001, 2]
type = AfterImage
trigger1 = Time = 0
time = -1
palcolor = 256
palbright = 40,40,40
palcontrast = 256,256,256
paladd = 0,0,0
palmul = 1,1,1
length = 4
timegap = 2
framegap = 1
trans = none

[State 2001, 3]
type = TargetBind
trigger1 = NumTarget(2000) > 0
trigger1 = Target(2000),StateType != A
trigger1 = Time = 0
id = 2000
pos = Floor(P2BodyDist X)+1,0

[State 2001, 4]
type = PosAdd
trigger1 = Time = 0
x = 26

[State 2001, 5]
type = PosAdd
trigger1 = AnimElemTime(43) = 0
x = -16

[State 2001, 6]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 5.5

[State 2001, 7]
type = VelSet
trigger1 = AnimElemTime(16) = 0
x = 3.5

[State 2001, 8]
type = VelSet
trigger1 = AnimElemTime(26) = 0
x = 7.5

[State 2001, 9]
type = VelSet
trigger1 = AnimElemTime(12) = 0
trigger2 = AnimElemTime(25) = 0
trigger3 = AnimElemTime(36) = 0
x = 0

[State 2001, 10]
type = VelMul
trigger1 = AnimElemTime(5) >= 0
x = 0.9375

[State 2001, 11]
type = PlaySnd
trigger1 = Time = 0
value = S22,0
channel = 0

[State 2001, 12]
type = PlaySnd
trigger1 = AnimElemTime(17) = 0
value = S22,1
channel = 0

[State 2001, 13]
type = PlaySnd
trigger1 = AnimElemTime(25) = 0
value = S22,4
channel = 0

[State 2001, 14]
type = PlaySnd
trigger1 = Time = 0
value = S20,4

[State 2001, 15]
type = PlaySnd
trigger1 = AnimElemTime(15) = 0
value = S20,5

[State 2001, 16]
type = PlaySnd
trigger1 = AnimElemTime(25) = 0
value = S20,9

[State 2001, 17]
type = Explod
trigger1 = MoveHit = 1
trigger1 = NumExplod(12004) = 0
anim = 12004
id = 12004
pos = 0,0
postype = Left
scale = 9999,9999
ownpal = 1
bindtime = -1
removetime = -2
sprpriority = -1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 2001, 18]
type = HitDef
triggerall = Var(9) = 0
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=0,8,IfElse(Var(1)=1,7,11))*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 3,3
guard.pausetime = 3,3
priority = 5,Hit
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-75
;hitsound = S2,0+(Random%4)
;guardsound = S5,0+(Random%2)
guard.hittime = 14
guard.velocity = -5
ground.type = High
ground.slidetime = 26
ground.hittime = 26
ground.velocity = -8,0
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = IfElse((Var(50) & 256),-7,-10)
air.cornerpush.veloff = -7
guard.cornerpush.veloff = -5.5
airguard.cornerpush.veloff = -5.5
p1sprpriority = 2
p2facing = IfElse(Var(7)=0,1,0)
yaccel = 1.0
kill = 0
id = 2001

[State 2001, 19]
type = HitDef
triggerall = Var(9) = 0
trigger1 = AnimElem = 18
trigger2 = AnimElem = 19
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=0,8,IfElse(Var(1)=1,7,11))*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 3,3
guard.pausetime = 3,3
priority = 5,Hit
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-75
;hitsound = S2,0+(Random%4)
;guardsound = S5,0+(Random%2)
guard.hittime = 14
guard.velocity = -5
ground.type = High
ground.slidetime = 26
ground.hittime = 26
ground.velocity = -8,0
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = IfElse((Var(50) & 256),-7,-12)
air.cornerpush.veloff = -7
guard.cornerpush.veloff = -5.5
airguard.cornerpush.veloff = -5.5
p1sprpriority = 2
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .45
kill = 0
id = 2002

[State 2001, 20]
type = HitDef
triggerall = Var(9) = 0
trigger1 = AnimElem = 27
attr = S,HA
animtype = Hard
guardflag = H
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=0,5,IfElse(Var(1)=1,3,6))*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 8,8 ;3,3
guard.pausetime = 8,8 ;3,3
priority = 5,Hit
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-75
;hitsound = S2,0+(Random%4)
;guardsound = S5,0+(Random%2)
guard.hittime = 14
guard.velocity = -5
ground.type = High
ground.slidetime = 26
ground.hittime = 26
ground.velocity = -8,0
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-1,1*(Facing*EnemyNear,Facing)),-13
airguard.velocity = -1,-13
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
guard.cornerpush.veloff = -5.5
airguard.cornerpush.veloff = -5.5
p1sprpriority = 2
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .50
kill = 0
id = 2003
air.fall = 1
fall.recover = 1
fall.recovertime = 9999

[State 2001, 21]
type = HitDef
triggerall = Var(9) = 0
trigger1 = AnimElem = 28
trigger2 = AnimElem = 29
trigger3 = AnimElem = 30
trigger4 = AnimElem = 31
trigger5 = AnimElem = 32
trigger6 = AnimElem = 33
trigger7 = AnimElem = 34
trigger8 = AnimElem = 35
attr = S,HA
animtype = Hard
guardflag = H
hitflag = MAF
damage = Ceil(Ceil(IfElse(Var(1)=0,5,IfElse(Var(1)=1,4,6))*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 4,4 ;3,3
guard.pausetime = 4,4 ;3,3
priority = 5,Hit
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-75
;hitsound = S2,0+(Random%4)
;guardsound = S5,0+(Random%2)
guard.hittime = 14
guard.velocity = -5
ground.type = High
ground.slidetime = 26
ground.hittime = 26
ground.velocity = -8,0
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-1,1*(Facing*EnemyNear,Facing)),-13
airguard.velocity = -1,-13
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
guard.cornerpush.veloff = -5.5
airguard.cornerpush.veloff = -5.5
p1sprpriority = 2
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .50
kill = 0
id = 2004
air.fall = 1
fall.recover = 1
fall.recovertime = 9999

[State 2001, 22]
type = PlaySnd
trigger1 = MoveHit = 1
value = S2,2+(Random%4)
channel = 20
persistent = 4
ignorehitpause = 1

[State 2001, 23]
type = PlaySnd
trigger1 = MoveGuarded = 1
value = S5,0+(Random%2)
channel = 20
persistent = 4
ignorehitpause = 1

[State 2001, 24]
type = AfterImageTime
trigger1 = AnimElem = 43
time = 0

[State 2001, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 4
ignorehitpause = 1

[State 2001, 25]
type = RemoveExplod
trigger1 = NumExplod(15110) > 0
trigger1 = MoveHit = 1
id = 15110

[State 2001, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
anim = 15110
id = 15110
pos = -5,-75
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 2001, 26]
type = Explod
trigger1 = !(Var(50) & 256)
trigger1 = Time > 0 && MoveHit = 1
trigger1 = AnimElemTime(27) >= 0 && AnimElemTime(28) < 0
anim = 12002
pos = 0,0
postype = Left
scale = 9999,9999
ownpal = 1
bindtime = -1
removetime = 1
sprpriority = -2
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 2001, 27]
type = VarSet
triggerall = Var(18) = 1
trigger1 = MoveHit || MoveReversed
trigger1 = NumEnemy >= 2
trigger1 = Enemy(0),StateType != A && Enemy(1),StateType != A
v = 18
value = 2
ignorehitpase = 1

[State 2001, 28]
type = ChangeState
triggerall = MoveHit || MoveReversed
trigger1 = Var(18) = 2
trigger2 = NumTarget(2003) > 0
trigger2 = Target(2003),StateType != A
value = 2002
ctrl = 0

[State 2001, 29]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 無明剣・贄（フィニッシュ）
[Statedef 2002]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 4,0
anim = 2002
ctrl = 0
poweradd = 0
sprpriority = 2

[State 2002, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2002, 2]
type = AssertSpecial
trigger1 = Time < 100
flag = NoFG
ignorehitpause = 1

[State 2002, 3]
type = PosAdd
trigger1 = AnimTime = 0
x = -14

[State 2002, 4]
type = VarSet
trigger1 = Time = 0
v = 18
value = 0
ignorehitpause = 1

[State 2002, 5]
type = VarSet
trigger1 = Time = 0
v = 19
value = 0
ignorehitpause = 1

[State 2002, 6]
type = RemoveExplod
trigger1 = Time = 0
trigger1 = NumExplod(15110) > 0
id = 15110

[State 2002, 7]
type = Explod
trigger1 = Time = 0
trigger1 = NumExplod(12002) = 0
anim = 12002
id = 12002
pos = 0,0
postype = Left
scale = 9999,9999
ownpal = 1
bindtime = -1
removetime = 141
sprpriority = -2
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 2002, 8]
type = Explod
trigger1 = Time = 99
trigger1 = NumExplod(12003) = 0
anim = 12003
id = 12003
pos = 0,0
postype = Left
scale = 9999,9999
ontop = 1
ownpal = 1
bindtime = -1
removetime = -2
sprpriority = 99
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 2002, 9]
type = Explod
trigger1 = MoveHit = 1
trigger1 = NumExplod(12005) = 0
anim = 12005
id = 12005
pos = 0,0
postype = Left
scale = 9999,9999
ownpal = 1
bindtime = -1
removetime = -2
sprpriority = -1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 2002, 10]
type = Explod
trigger1 = AnimElemTime(25) = 0
anim = 52050
id = 52050
postype = P1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

[State 2002, 11]
type = VelSet
trigger1 = AnimElemTime(12) = 0
x = 0

[State 2002, 12]
type = VelMul
trigger1 = Time >= 0
x = 0.875

;============================================
; 中央移動演出なし
;============================================
[State 2002, 13]
type = AfterImageTime
triggerall = TeamMode = Simul || Enemy,TeamMode = Simul || !(Var(50) & 256)
trigger1 = AnimElem = 11
time = 0

[State 2002, 14]
type = AfterImage
triggerall = TeamMode = Simul || Enemy,TeamMode = Simul || !(Var(50) & 256)
trigger1 = AnimElem = 24
time = 1
palcolor = 256
palbright = 40,40,40
palcontrast = 256,256,256
paladd = 0,0,0
palmul = 1,1,1
length = 4
timegap = 2
framegap = 1
trans = none

[State 2002, 15]
type = PosFreeze
triggerall = TeamMode = Simul || Enemy,TeamMode = Simul || !(Var(50) & 256)
trigger1 = AnimElemTime(12) > 0
trigger1 = AnimElemTime(24) < 0
value = 1

[State 2002, 16]
type = TargetBind
triggerall = TeamMode = Simul || Enemy,TeamMode = Simul || !(Var(50) & 256)
trigger1 = p2bodydist X >25
trigger1 = AnimElemTime(24) < 0 && MoveHit
id = 2005
pos = Ceil(P2Dist X),0
ignorehitpause = 1

[State 2002, 17]
type = TargetBind
triggerall = TeamMode = Simul || Enemy,TeamMode = Simul || !(Var(50) & 256)
trigger1 = P2BodyDist X > 25
trigger1 = AnimElemTime(10) < 0
id = 2005
pos = Ceil(P2Dist X-Floor(Time/10)),0
ignorehitpause = 1

[State 2002, 18]
type = TargetBind
triggerall = TeamMode = Simul || Enemy,TeamMode = Simul || !(Var(50) & 256)
trigger1 = P2BodyDist X >25
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(15) < 0
id = 2005
pos = Ceil(P2Dist X),0
ignorehitpause = 1

[State 2002, 19]
type = VarSet
triggerall = TeamMode = Simul || Enemy,TeamMode = Simul || !(Var(50) & 256)
trigger1 = Time = 0
trigger1 = NumHelper(10000)
v = 19
value = IfElse(Helper(10000),Var(0)>=180,40,50)
ignorehitpause = 1

[State 2002, 20]
type = VarAdd
trigger1 = TeamMode = Simul || Enemy,TeamMode = Simul || !(Var(50) & 256)
v = 18
value = 1
ignorehitpause = 1

[State 2002, 21]
type = VarAdd
triggerall = TeamMode = Simul || Enemy,TeamMode = Simul || !(Var(50) & 256)
trigger1 = AnimElemTime(24) < 0
trigger1 = Var(18) < 67 && MoveHit && (Time%8 = 0 && Var(18) >= 54 || Time%4 = 0 && (Var(18) = [37,53]) || Var(18) <= 36)
v = 19
value = Ceil(4-IfElse(Floor(Var(18)/10.0)>=3.0,3.0,Floor(Var(18)/10.0)))
ignorehitpause = 1

[State 2002, 22]
type = Width
triggerall = TeamMode = Simul || Enemy,TeamMode = Simul || !(Var(50) & 256)
trigger1 = AnimElemTime(24) < 0 && MoveHit
edge = Var(19)+10,Floor(Var(19)*0.8)
ignorehitpause = 1
;============================================
; ここまで
;============================================

;============================================
; 中央移動演出あり（シングル・チーム戦のみ）
;============================================
[State 2002, 23]
type = VarSet
triggerall = (Var(50) & 256)
trigger1 = AnimElemTime(12) = 0
trigger1 = NumHelper(10000) > 0
v = 18
value = IfElse(Abs(Helper(10000),Var(0)) > (Abs(Helper(10000),Var(0))+Abs(Helper(10000),Var(1)))*0.55, 1, 2)

[State 2002, 24]
type = VarSet
triggerall = (Var(50) & 256)
trigger1 = AnimElemTime(12) = 0
v = 19
value = IfElse(Var(18) = 1, FrontEdgeBodyDist, BackEdgeBodyDist) + 50

[State 2002, 25]
type = AfterImageTime
triggerall = (Var(50) & 256)
triggerall = TeamMode = Single || TeamMode = Turns
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
trigger1 = AnimElem = 11
time = 0

[State 2002, 26]
type = AfterImage
triggerall = (Var(50) & 256)
triggerall = TeamMode = Single || TeamMode = Turns
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
trigger1 = AnimElem = 24
time = -1
palcolor = 256
palbright = 40,40,40
palcontrast = 256,256,256
paladd = 0,0,0
palmul = 1,1,1
length = 4
timegap = 2
framegap = 1
trans = none

[State 2002, 27]
type = PosFreeze
triggerall = (Var(50) & 256)
trigger1 = AnimElemTime(12) > 0
trigger1 = AnimElemTime(24) < 0
value = 1

[State 2002, 28]
type = TargetBind
triggerall = (Var(50) & 256)
trigger1 = AnimElemTime(12) > 0
trigger1 = AnimElemTime(24) < 0
id = 2005
pos = Ceil(P2Dist X),0

[State 2002, 29]
type = Width
triggerall = (Var(50) & 256)
triggerall = TeamMode = Single || TeamMode = Turns
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
triggerall = AnimElemTime(12) > 0
triggerall = AnimElemTime(24) < 0
trigger1 = Var(18) = 1
edge = Var(19)-Ceil(Time*1.75),0;Var(19)-(Time*2),0
ignorehitpause = 1

[State 2002, 30]
type = Width
triggerall = (Var(50) & 256)
triggerall = TeamMode = Single || TeamMode = Turns
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
triggerall = AnimElemTime(12) > 0
triggerall = AnimElemTime(24) < 0
trigger1 = Var(18) = 2
edge = 0,Var(19)-Ceil(Time*2.75);0,Var(19)-(Time*4)
ignorehitpause = 1

[State 2002, 31]
type = PosAdd
triggerall = (Var(50) & 256)
triggerall = TeamMode = Single || TeamMode = Turns
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
triggerall = NumHelper(10000) > 0
triggerall = Abs(Helper(10000),Var(0)) > (Abs(Helper(10000),Var(0))+Abs(Helper(10000),Var(1)))*0.45
triggerall = AnimElemTime(12) > 0
triggerall = AnimElemTime(24) < 0
trigger1 = Var(18) = 1
x = 100

[State 2002, 32]
type = PosAdd
triggerall = (Var(50) & 256)
triggerall = TeamMode = Single || TeamMode = Turns
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
triggerall = NumHelper(10000) > 0
triggerall = Abs(Helper(10000),Var(0)) < (Abs(Helper(10000),Var(0))+Abs(Helper(10000),Var(1)))*0.45
triggerall = AnimElemTime(12) > 0
triggerall = AnimElemTime(24) < 0
trigger1 = Var(18) = 2
x = -100
;=====================================
; ここまで
;=====================================

[State 2002, 33]
type = PlaySnd
trigger1 = Time = 0
value = S23,5
channel = 0

[State 2002, 34]
type = PlaySnd
trigger1 = AnimElemTime(24) = 0
value = S23,6
channel = 0

[State 2002, 35]
type = PlaySnd
trigger1 = AnimElemTime(24) = 0
value = S20,13

[State 2002, 36]
type = HitDef
triggerall = Var(9) = 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 5
trigger5 = AnimElem = 7
trigger6 = AnimElem = 9
trigger7 = AnimElem = 11
attr = S,HA
animtype = Hard
guardflag = H
hitflag = MAF
damage = Ceil(Ceil(IfElse(Var(1)=0,5,IfElse(Var(1)=1,4,6))*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
pausetime = 4,4 ;3,3
guard.pausetime = 4,4 ;3,3
priority = 5,Hit
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-50
;hitsound = S2,0+(Random%4)
;guardsound = S5,0+(Random%2)
guard.hittime = 14
guard.velocity = -5
ground.type = High
ground.slidetime = 26
ground.hittime = 26
ground.velocity = -8,0
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-1,1*(Facing*EnemyNear,Facing)),-13
airguard.velocity = -1,-13
ground.cornerpush.veloff = -3.25
air.cornerpush.veloff = -2.5
guard.cornerpush.veloff = -2.5
airguard.cornerpush.veloff = -2.5
p2facing = IfElse(Var(7)=0,1,0)
numhits = 0
yaccel = .50
kill = 0
id = 2005
air.fall = 1
fall.recover = 1
fall.recovertime = 9999

[State 2002, 37]
type = HitDef
triggerall = Var(9) = 0
trigger1 = AnimElem = 27
trigger2 = AnimElem = 28
trigger3 = AnimElem = 29
trigger4 = AnimElem = 30
attr = S,HA
animtype = Up
guardflag = M
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=0,10,IfElse(Var(1)=1,11,13))*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 5,Hit
pausetime = 6,6
guard.pausetime = 6,6
sparkno = S15070
guard.sparkno = S15210
sparkxy = -10,Floor(Enemy,Pos Y)-40
:hitsound = S1,0+(Random%6)
;guardsound = S5,0+(Random%2)
guard.hittime = 14
guard.velocity = -4
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -1.1,-13.5
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-1.1,1.1*(Facing*EnemyNear,Facing)),-13.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .70
kill = 0
id = 2006
fall = 1
fall.recover = 1
fall.recovertime = 9999

[State 2002, 38]
type = PlaySnd
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(27) < 0
value = S2,0+(Random%4)
channel = 20
persistent = 4
ignorehitpause = 1

[State 2002, 39]
type = PlaySnd
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(27) >= 0
trigger1 = AnimElemTime(30) < 0
value = S1,0+(Random%6)
channel = 20
persistent = 7
ignorehitpause = 1

[State 2002, 40]
type = PlaySnd
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(30) >= 0
value = S7,1
channel = 20
persistent = 0
ignorehitpause = 1

[State 2002, 41]
type = PlaySnd
trigger1 = MoveGuarded = 1
trigger1 = AnimElemTime(27) < 0
value = S5,0+(Random%2)
channel = 20
persistent = 4
ignorehitpause = 1

[State 2002, 42]
type = PlaySnd
trigger1 = MoveGuarded = 1
trigger1 = AnimElemTime(27) >= 0
value = S5,0+(Random%2)
channel = 20
persistent = 7
ignorehitpause = 1

[State 2002, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
trigger1 = AnimElemTime(27) >= 0
anim = 15100
id = 15100
pos = -5,-75
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 7
ignorehitpause = 1

[State 2002, 43]
type = AfterImageTime
trigger1 = AnimElem = 34
time = 0

[State 2002, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(27) >= 0
v = 4
value = 1
persistent = 7
ignorehitpause = 1

[State 2002, 44]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 無明剣・贄（相手空中ヒット１）
[Statedef 2005]
type    = A
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 2005, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 2005, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 2005, 3]
type = ChangeState
trigger1 = !Alive
value = 2008

[State 2005, 4]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 2005, 5]
type = ChangeAnim
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
value = 5040

[State 2005, 6]
type = VelAdd
trigger1 = Time >= 1
y = GetHitVar(yaccel)

[State 2005, 7]
type = HitVelSet
trigger1 = Time = 1
x = 1
y = 1

[State 2005, 8]
type = HitBy
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = SCA, AA, AT, AP
time = 1

[State 2005, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2006
ctrl = 1

;---------------------------------------------------------------------------
; 無明剣・贄（相手空中ヒット２）
[Statedef 2006]
type    = S
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 2006, 1]
type = HitBy
trigger1 = 1
value = SCA, AA, AT, AP
time = 1

[State 2006, 2]
type = ChangeAnim2
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5975)
value = 2006

[State 2006, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5975)
value = 5975

[State 2006, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2006, 5]
type = VelSet
trigger1 = Time >= 0
x = -1.3
y = 0

[State 2006, 6]
type = VelSet
trigger1 = Time >= 149
x = 0

[State 2006, 7]
type = SelfState
trigger1 = Time >= 153
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 無明剣・贄（相手崩れ落ち）
[Statedef 2007]
type    = S
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = -1

[State 2007, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 2007

[State 2007, 2-1]
type = ChangeAnim
triggerall = Time = 0
trigger1 = Name = "Genbu no Okina" && AuthorName = "HAL"
value = 15950
elem = 2

[State 2007, 2-2]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "kaede" && AuthorName = "ohgaki"
trigger2 = Name = "Maede" && AuthorName = "ohgaki"
value = 15951
elem = 2

[State 2007, 2-3]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Shigen_Naoe" && AuthorName = "ohgaki"
value = 15952
elem = 2

[State 2007, 2-4]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "sanada_ani" && AuthorName = "ohgaki"
value = 15953
elem = 2

[State 2007, 2-5]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Setsuna" && AuthorName = "HSR"
value = 15954
elem = 2

[State 2007, 2-6]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Hibiki Takane" && AuthorName = "HSR"
value = 15955
elem = 2

[State 2007, 2-7]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Hyo Amano" && AuthorName = "abuhachi" 
value = 15956
elem = 2

[State 2007, 2-8]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Musashi Akatsuki" && AuthorName = "abuhachi"
value = 15957
elem = 2

[State 2007, 2-9]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Kouryu" && AuthorName = "abuhachi"
value = 15958
elem = 2

[State 2007, 2-10]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Mukuro" && AuthorName = "ahuron"
trigger2 = Name = "Mukuro" && AuthorName = "HAL"
value = 15959
elem = 2

[State 2007, 2-11]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Shinnosuke Kagami" && AuthorName = "ahuron"
trigger2 = Name = "Shinnosuke Kagami" && AuthorName = "HAL"
value = 15960
elem = 2

[State 2007, 2-12]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Ponta" && AuthorName = "ahuron"
value = 15961
elem = 2

[State 2007, 2-13]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Lee Rekka" && AuthorName = "abuhachi"
value = 15962
elem = 2

[State 2007, 2-14]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Moriya Minakata" && AuthorName = "HAL"
value = 15963
elem = 2

[State 2007, 2-15]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Kojiroh Sanada" && AuthorName = "HAL"
value = 15964
elem = 2

[State 2007, 2-16]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "washizuka" && AuthorName = "ohgaki"
value = 15965
elem = 2

[State 2007, 2-17]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Yuki" && AuthorName = "ohgaki"
value = 15966
elem = 2

[State 2007, 2-18]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Juzo Kanzaki" && AuthorName = "HAL"
value = 15967
elem = 2

[State 2007, 2-19]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Nayu" && AuthorName = "ohgaki"
value = 15970
elem = 2

[State 2007, 3]
type = ChangeAnim
triggerall = SelfAnimExist(5950)
triggerall = Anim = 2007 && Time = 32
trigger1  = Name = "Madoka Kaname" && AuthorName = "HAL"
trigger2  = Name = "Mami Tomoe" && AuthorName = "HAL"
trigger3  = Name = "Kyouko Sakura" && AuthorName = "HAL"
trigger4  = Name = "Shinnosuke Kagami" && AuthorName = "ohgaki"
trigger5  = Name = "Shikyoh" && AuthorName = "ohgaki"
trigger6  = Name = "andrew" && AuthorName = "ohgaki"
trigger7  = Name = "Kyoshiro" && AuthorName = "ohgaki"
trigger8  = Name = "Yoshitora" && AuthorName = "ohgaki"
trigger9  = Name = "rock" && AuthorName = "ohgaki"
trigger10 = Name = "Shiki" && AuthorName = "ohgaki"
trigger11 = Name = "Kanna" && AuthorName = "ohgaki"
trigger12 = Name = "Chibi Suika" && AuthorName = "ohgaki"
trigger13 = Name = "Akari Ichijo" && AuthorName = "ohgaki"
trigger14 = Name = "Unyuho" && AuthorName = "ohgaki" && SelfAnimExist(5081) && SelfAnimExist(5111)
value = 5950

[State 2007, 4]
type = StateTypeSet
trigger1 = TeamMode = Single || TeamMode = Turns
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
trigger1 = Enemy,Name = "Kojiroh Sanada" && Enemy,AuthorName = "HAL"
trigger1 = Enemy,StateNo = 2002 && Enemy,AnimElemTime(12) = 0
statetype = A

[State 2007, 5]
type = StateTypeSet
trigger1 = TeamMode = Single || TeamMode = Turns
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
trigger1 = Enemy,Name = "Kojiroh Sanada" && Enemy,AuthorName = "HAL"
trigger1 = Enemy,StateNo = 2002 && Enemy,AnimElemTime(24) = 0
statetype = S

[State 2007, 6]
type = ChangeState
trigger1 = Anim != 5950
trigger1 = AnimTime = 0
trigger2 = Anim = 5950
trigger2 = Time = 95
value = 268

;---------------------------------------------------------------------------
; 無明剣・贄（終了吹き飛び）
[Statedef 2008]
type     = A
movetype = H
physics  = N
juggle   = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 2008, 1]
type = LifeSet
trigger1 = 1
value = 0

[State 2008, 2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2008, 3]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 2008, 4]
type = VelSet
trigger1 = Time = 0
x = -2.5
y = -8.5

[State 2008, 5]
type = VelAdd
trigger1 = Time >= 0
y = 0.47

[State 2008, 6]
type = ChangeAnim
trigger1 = Anim != 5050
trigger1 = Vel Y >= -3.0
value = 5050

[State 2008, 7]
type = ChangeState
trigger1 = Pos Y > 0
trigger1 = Vel Y > 0
value = 3903

;---------------------------------------------------------------------------
; 狼牙・零
[Statedef 3000]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 3000
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3000, 1]
type = PowerAdd
trigger1 = Time = 0
value = -1000
persistent = 0
ignorehitpause = 1

[State 3000, 2]
type = PlaySnd
trigger1 = Time = 0
value = S23,7
channel = 0

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 0
value = S7,0

[State 3000, 4]
type = Explod
trigger1 = Time = 0
anim = 15310
postype = P1
pos = -25,-64
bindtime = 1
ontop = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 3000, 5]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 15420
id = 15420
postype = P1
pos = -25,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

[State 3000, 6]
type = Explod
trigger1 = AnimElemTime(20) = 0
anim = 15420
id = 15420
postype = P1
pos = -5,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

[State 3000, 7]
type = Helper
trigger1 = AnimElemTime(22) = 0
name = "zero_efect_helper"
stateno = 53000
id = 53000
pos = 0,0
postype = P1
helpertype = Normal
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0

[State 3000, 8]
type = PosAdd
trigger1 = AnimElem = 3
x = -8

[State 3000, 9]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
x = -16

[State 3000, 10]
type = PosAdd
trigger1 = AnimElem = 5
x = -24

[State 3000, 11]
type = VarSet
trigger1 = NumHelper(10000) > 0
trigger1 = AnimElemTime(19) < 0
v = 20
value = (Helper(10000),Var(10) >= 92)

;ディレイ解除
[State 3000, 12]
type = changeanim
trigger1 = StateNo = 3000 && (AnimElemTime(11) >= 0 && AnimElemTime(19) < 0)
trigger1 = Command != "hold_b"
value = 3000
elem = 19

[State 3000, 13]
type = PalFx
trigger1 = Time%2 = 0
trigger1 = Time >= 164
trigger1 = AnimElemTime(19) < 0
time = 1
add = 120,40,40
mul = 255,100,20
color = 0

[State 3000, 14]
type = PlaySnd
trigger1 = AnimElemTime(19) = 0
value = S23,8
channel = 0

[State 3000, 15]
type = PlaySnd
trigger1 = AnimElemTime(19) = 0
value = S20,12

[State 3000, 16]
type = PosAdd
trigger1 = AnimElem = 19
x = 8

[State 3000, 17]
type = PosAdd
trigger1 = Anim = 3000
trigger1 = AnimElem = 31
x = 16

[State 3000, 18]
type = PosAdd
trigger1 = Anim = 3000
trigger1 = AnimElem = 33
x = -16

[State 3000, 19]
type = VelSet
trigger1 = AnimElemTime(21) = 0
x = 21

[State 3000, 20]
type = VelSet
trigger1 = Vel X > 0
trigger1 = AnimElemTime(21) > 0
x = (Vel X - 1)

[State 3000, 21]
type = VelSet
trigger1 = AnimElemTime(27) >= 0
x = 0

[State 3000, 22]
type = HitDef
trigger1 = Var(9) != 1
trigger1 = Var(20) = 0
;trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(21) >= 0
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=0,126,128)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(IfElse(Var(1)=0,15,16)*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 6,Hit
pausetime = 8,8
guard.pausetime = 0,8
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-70
hitsound = S7,1
guardsound = S5,0+(Random%2)
guard.hittime = 14
guard.velocity = -2.75
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = 0,0
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
p2stateno = 3050
kill = 0
guard.kill = 0
yaccel = .45
id = 3000

[State 3000, 23]
type = HitDef
trigger1 = Var(9) != 1
trigger1 = Var(20) != 0
;trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(21) >= 0
attr = S,HA
animtype = Hard
guardflag = 
hitflag = MAF
damage = Floor(Ceil(139*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Floor(Ceil(139*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3)
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 6,Hit
pausetime = 8,8
guard.pausetime = 0,8
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-70
hitsound = S7,1
guardsound = S5,0+(Random%2)
guard.hittime = 14
guard.velocity = -2.75
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = 0,0
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
p2stateno = 3050
kill = 0
guard.kill = 0
yaccel = .45
id = 3000

[State 3000, 24]
type = HitDef
triggerall = Enemy,TeamMode = Simul
trigger1 = Var(9) != 1
trigger1 = Var(20) = 0
trigger1 = NumTarget
trigger1 = Target,StateNo = 3050
trigger1 = AnimElemTime(21) >= 0
attr = S,HA
animtype = Hard
guardflag = 
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=0,126,128)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(IfElse(Var(1)=0,15,16)*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 6,Hit
pausetime = 8,8
guard.pausetime = 0,8
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-70
hitsound = S7,1
guardsound = S5,0+(Random%2)
guard.hittime = 14
guard.velocity = -2.75
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = 0,0
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = IfElse(Var(7)=0,1,0)
p2stateno = 3050
kill = 0
yaccel = .45
id = 3000

[State 3000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 31
movetype = I

[State 3000, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
anim = 15120
id = 15120
pos = -5,-55
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 3000, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;=====================================
; ヒット後演出
;=====================================
[State 3000, 25]
type = AssertSpecial
trigger1 = MoveHit
flag = NoFG
ignorehitpause = 1

[State 3000, 26]
type = NotHitBy
trigger1 = MoveHit
value = SCA
ignorehitpause = 1

[State 3000, 27]
type = PlayerPush
trigger1 = MoveHit
value = 0
ignorehitpause = 1

[State 3000, 28]
type = PlaySnd
trigger1 = Anim = 3002
trigger1 = AnimElemTime(35) = 0
value = S23,10
channel = 0

[State 3000, 29]
type = PlaySnd
trigger1 = MoveHit = 1
value = S20,15

[State 3000, 30]
type = PlaySnd
trigger1 = MoveHit = 75
value = S20,16

[State 3000, 31]
type = Explod
trigger1 = MoveHit = 1
trigger1 = NumExplod(12006) = 0
anim = 12006
id = 12006
pos = 0,0
postype = Left
scale = FVar(6),1
bindtime = -1
ownpal = 1
removetime = 180
sprpriority = -2
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 3000, 32]
type = Explod
trigger1 = MoveHit = 1
trigger1 = NumExplod(12006) > 0
trigger1 = NumExplod(12007) = 0
anim = 12007
id = 12007
pos = 0,0
postype = Left
scale = FVar(6),1
bindtime = -1
ownpal = 1
ontop = 1
sprpriority = 99
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 3000, 33]
type = Explod
triggerall = NumExplod(12006) > 0
triggerall = NumExplod(12007) = 0
trigger1 = Anim = 3001
trigger1 = AnimElemTime(33) = 0
trigger2 = Anim = 3002
trigger2 = AnimElemTime(36) = 0
anim = 12007
id = 12007
pos = 0,0
postype = Left
scale = FVar(6),1
bindtime = -1
ownpal = 1
ontop = 1
sprpriority = 99
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 3000, 34]
type = RemoveExplod
triggerall = NumExplod(12006) > 0
trigger1 = Anim = 3001
trigger1 = AnimElemTime(33) > 0
trigger2 = Anim = 3002
trigger2 = AnimElemTime(36) > 0
id = 12006

[State 3000, 35]
type = ChangeAnim
triggerall = MoveHit
triggerall = Anim = 3000
trigger1 = NumTarget
trigger1 = Target,StateNo = 3050
trigger1 = AnimElemTime(30) = 0
value = IfElse(Target,Life < 4, 3002, 3001)
elem = 30
ignorehitpause = 1
;=====================================
; ここまで
;=====================================

[State 3000, 36]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Life < 4
trigger1 = MoveGuarded
value = 3051
id = 3000
ignorehitpause = 1

[State 3000, 37]
type = ChangeState
trigger1 = NumTarget
trigger1 = Target,Life < 4
trigger1 = MoveGuarded
value = 3006
id = 3000
ignorehitpause = 1

[State 3000, 38]
type = ChangeState
trigger1 = MoveGuarded
value = 3005
id = 3000
ignorehitpause = 1

[State 3000, 39]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 狼牙・零（通常・相手ガード）
[Statedef 3005]
type    = A
movetype= I
physics = N
anim = 3005
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3005, 1]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
trigger1 = AnimElemTime(8) < 0
y = 0.75

[State 3005, 2]
type = VelSet
trigger1 = AnimElem = 2
x = -1.75
y = -5.5

[State 3005, 3]
type = VelSet
trigger1 = AnimElem = 8
x = 0
y = 0

[State 3005, 4]
type = PosSet
trigger1 = AnimElem = 8
y = 0

[State 3005, 5]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = S

[State 3005, 6]
type = PlaySnd
trigger1 = AnimElem = 8
value = S6,1

[State 3005, 7]
type = Explod
trigger1 = AnimElem = 8
anim = 15420
id = 15420
postype = P1
pos = 18,5
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

[State 3005, 8]
type = Explod
trigger1 = AnimElem = 8
anim = 15420
id = 15420
postype = P1
pos = -18,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

[State 3005, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 狼牙・零（通常・相手ガードフィニッシュ）
[Statedef 3006]
type    = S
movetype= I
physics = N
ctrl = 0
sprpriority = 2

[State 3006, 1]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1

[State 3006, 2]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 3006, 3]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 3006, 4]
type = VelSet
trigger1 = AnimElemTime(21) = 0
x = 21

[State 3006, 5]
type = VelSet
trigger1 = Vel X > 0
trigger1 = AnimElemTime(21) > 0
x = (Vel X - 1)

[State 3006, 6]
type = VelSet
trigger1 = AnimElemTime(27) >= 0
x = 0

[State 3006, 7]
type = PlaySnd
trigger1 = AnimElemTime(35) = 0
value = S23,10
channel = 0

[State 3006, 8]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,StateNo = 3051
trigger1 = AnimElemTime(35) = 0
value = 3052
id = 3000
ignorehitpause = 1

[State 3006, 9]
type = ChangeAnim
trigger1 = AnimElemTime(30) = 0
value = 3002
elem = 30
ignorehitpause = 1

[State 3006, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 狼牙・零（ヒット・相手崩れ落ち）
[Statedef 3050]
type    = S
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = -1

[State 3050, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3050, 2]
type = PosSet
trigger1 = 1
y = 0

[State 3050, 3]
type = ChangeAnim2
trigger1 = Time = 0
value = 3050

[State 3050, 4-1]
type = ChangeAnim
triggerall = Time = [51,96]
trigger1 = Name = "Genbu no Okina" && AuthorName = "HAL"
value = 15950
elem = 6

[State 3050, 4-2]
type = ChangeAnim2
triggerall = Time = [51,96]
trigger1 = Name = "kaede" && AuthorName = "ohgaki"
value = 15951
elem = 7

[State 3050, 4-3]
type = ChangeAnim2
triggerall = Time = [51,96]
trigger1 = Name = "Shigen_Naoe" && AuthorName = "ohgaki"
value = 15952
elem = 6

[State 3050, 4-4]
type = ChangeAnim2
triggerall = Time = [51,96]
trigger1 = Name = "sanada_ani" && AuthorName = "ohgaki"
value = 15953
elem = 6

[State 3050, 4-5]
type = ChangeAnim2
triggerall = Time = [51,96]
trigger1 = Name = "Setsuna" && AuthorName = "HSR"
value = 15954
elem = 8

[State 3050, 4-6]
type = ChangeAnim2
triggerall = Time = [51,96]
trigger1 = Name = "Hibiki Takane" && AuthorName = "HSR"
value = 15955
elem = 6

[State 3050, 4-7]
type = ChangeAnim2
triggerall = Time = [51,96]
trigger1 = Name = "Hyo Amano" && AuthorName = "abuhachi" 
value = 15956
elem = 8

[State 3050, 4-8]
type = ChangeAnim2
triggerall = Time = [51,96]
trigger1 = Name = "Musashi Akatsuki" && AuthorName = "abuhachi"
value = 15957
elem = 6

[State 3050, 4-9]
type = ChangeAnim2
triggerall = Time = [51,96]
trigger1 = Name = "Kouryu" && AuthorName = "abuhachi"
value = 15958
elem = 8

[State 3050, 4-10]
type = ChangeAnim2
triggerall = Time = [51,96]
trigger1 = Name = "Mukuro" && AuthorName = "ahuron"
trigger2 = Name = "Mukuro" && AuthorName = "HAL"
value = 15959
elem = 3

[State 3050, 4-11]
type = ChangeAnim2
triggerall = Time = [51,96]
trigger1 = Name = "Shinnosuke Kagami" && AuthorName = "ahuron"
trigger2 = Name = "Shinnosuke Kagami" && AuthorName = "HAL"
value = 15960
elem = 6

[State 3050, 4-12]
type = ChangeAnim2
triggerall = Time = [51,96]
trigger1 = Name = "Ponta" && AuthorName = "ahuron"
value = 15961
elem = 5

[State 3050, 4-13]
type = ChangeAnim2
triggerall = Time = [51,96]
trigger1 = Name = "Lee Rekka" && AuthorName = "abuhachi"
value = 15962
elem = 7

[State 3050, 4-14]
type = ChangeAnim2
triggerall = Time = [51,96]
trigger1 = Name = "Moriya Minakata" && AuthorName = "HAL"
value = 15963
elem = 7

[State 3050, 4-15]
type = ChangeAnim2
triggerall = Time = [51,96]
trigger1 = Name = "Kojiroh Sanada" && AuthorName = "HAL"
value = 15964
elem = 6

[State 3050, 4-16]
type = ChangeAnim2
triggerall = Time = [51,96]
trigger1 = Name = "washizuka" && AuthorName = "ohgaki"
value = 15965
elem = 4

[State 3050, 4-17]
type = ChangeAnim2
triggerall = Time = [51,96]
trigger1 = Name = "Yuki" && AuthorName = "ohgaki"
value = 15966
elem = 5

[State 3050, 4-18]
type = ChangeAnim2
triggerall = Time = [51,96]
trigger1 = Name = "Juzo Kanzaki" && AuthorName = "HAL"
value = 15967
elem = 5

[State 3050, 4-19]
type = ChangeAnim2
triggerall = Time = [51,96]
trigger1 = Name = "Nayu" && AuthorName = "ohgaki"
value = 15970
elem = 6

[State 3050, 5]
type = ChangeAnim
triggerall = Time = [51,96]
trigger1 = SelfAnimExist(5950)
value = 5950

[State 3050, 6]
type = LifeSet
triggerall = Life < 4
trigger1 = AnimTime = 0
trigger2 = Anim = 5950
trigger2 = AnimTime > 0
trigger2 = AnimElemTime(AnimElemNo(0)+1) = 0
trigger2 = AnimElemTime(AnimElemNo(0)) >= 5
trigger3 = Enemy,Name = "Kojiroh Sanada" && Enemy,AuthorName = "HAL"
trigger3 = Enemy,Anim = 3002 && Enemy,AnimElemTime(36) > 0
value = 0

[State 3050, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = Anim = 5950
trigger2 = AnimTime > 0
trigger2 = AnimElemTime(AnimElemNo(0)+1) = 0
trigger2 = AnimElemTime(AnimElemNo(0)) >= 5
value = 268

;---------------------------------------------------------------------------
; 狼牙・零（ガード・相手崩れ落ち１）
[Statedef 3051]
type    = U
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = -1

[State 3051, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3051, 2]
type = PosSet
trigger1 = 1
y = 0

[State 3052, 3-1]
type = ChangeAnim
trigger1 = Time < 120
value = 130 + (statetype = C)*1 + (statetype = A)*2

[State 3051, 3]
type = SelfState
trigger1 = Time = 120
value = 150 + (statetype = C)*2 + (statetype = A)*4
ctrl = 0

;---------------------------------------------------------------------------
; 狼牙・零（相手崩れ落ち）
[Statedef 3052]
type    = S
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = -1

[State 3052, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3052, 2]
type = PosSet
trigger1 = 1
y = 0

[State 3052, 3-1]
type = ChangeAnim
triggerall = Time = 0
trigger1 = Name = "Genbu no Okina" && AuthorName = "HAL"
value = 15950
elem = 6

[State 3052, 3-2]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "kaede" && AuthorName = "ohgaki"
value = 15951
elem = 7

[State 3052, 3-3]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Shigen_Naoe" && AuthorName = "ohgaki"
value = 15952
elem = 6

[State 3052, 3-4]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "sanada_ani" && AuthorName = "ohgaki"
value = 15953
elem = 6

[State 3052, 3-5]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Setsuna" && AuthorName = "HSR"
value = 15954
elem = 8

[State 3052, 3-6]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Hibiki Takane" && AuthorName = "HSR"
value = 15955
elem = 6

[State 3052, 3-7]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Hyo Amano" && AuthorName = "abuhachi" 
value = 15956
elem = 8

[State 3052, 3-8]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Musashi Akatsuki" && AuthorName = "abuhachi"
value = 15957
elem = 6

[State 3052, 3-9]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Kouryu" && AuthorName = "abuhachi"
value = 15958
elem = 8

[State 3052, 3-10]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Mukuro" && AuthorName = "ahuron"
trigger2 = Name = "Mukuro" && AuthorName = "HAL"
value = 15959
elem = 3

[State 3052, 3-11]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Shinnosuke Kagami" && AuthorName = "ahuron"
trigger2 = Name = "Shinnosuke Kagami" && AuthorName = "HAL"
value = 15960
elem = 6

[State 3052, 3-12]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Ponta" && AuthorName = "ahuron"
value = 15961
elem = 5

[State 3052, 3-13]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Lee Rekka" && AuthorName = "abuhachi"
value = 15962
elem = 7

[State 3052, 3-14]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Moriya Minakata" && AuthorName = "HAL"
value = 15963
elem = 7

[State 3052, 3-15]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Kojiroh Sanada" && AuthorName = "HAL"
value = 15964
elem = 6

[State 3052, 3-16]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "washizuka" && AuthorName = "ohgaki"
value = 15965
elem = 4

[State 3052, 3-17]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Yuki" && AuthorName = "ohgaki"
value = 15966
elem = 5

[State 3052, 3-18]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Juzo Kanzaki" && AuthorName = "HAL"
value = 15967
elem = 5

[State 3052, 3-19]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Name = "Nayu" && AuthorName = "ohgaki"
value = 15970
elem = 6

[State 3052, 4]
type = ChangeAnim
triggerall = Time = 0
trigger1 = SelfAnimExist(5950)
value = 5950

[State 3052, 5]
type = LifeSet
triggerall = Life < 4
trigger1 = AnimTime = 0
trigger2 = Anim = 5950
trigger2 = AnimTime > 0
trigger2 = AnimElemTime(AnimElemNo(0)+1) = 0
trigger2 = AnimElemTime(AnimElemNo(0)) >= 5
trigger3 = Enemy,Name = "Kojiroh Sanada" && Enemy,AuthorName = "HAL"
trigger3 = Enemy,Anim = 3002 && Enemy,AnimElemTime(36) > 0
value = 0

[State 3052, 6]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = Anim = 5950
trigger2 = AnimTime > 0
trigger2 = AnimElemTime(AnimElemNo(0)+1) = 0
trigger2 = AnimElemTime(AnimElemNo(0)) >= 5
value = 268

;---------------------------------------------------------------------------
; 活殺・乱れ雪月花（最終吹き飛び１）
[Statedef 3091]
type     = A
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 3091, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 265

[State 3091, 2]
type = VelSet
trigger1 = Time = 0
x = -6.5
y = -6.5

[State 3091, 3]
type = VelAdd
trigger1 = Time > 0
y = 0.7

[State 3091, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3092

;---------------------------------------------------------------------------
; 活殺・乱れ雪月花（最終吹き飛び２）
[Statedef 3092]
type     = L
movetype = H
physics  = N
velset = -9,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 3092, 1]
type = ChangeAnim
triggerall = Anim != 277
triggerall = Time < 6
trigger1 = SelfAnimExist(5100)
trigger1 = SelfAnimExist(5110)
trigger1 = SelfAnimExist(5170)
value = 5100

[State 3092, 2]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = !SelfAnimExist(5100)
trigger1 = !SelfAnimExist(5110)
trigger1 = !SelfAnimExist(5170)
value = 266

[State 3092, 3]
type = ChangeAnim
triggerall = Time = 0
trigger1 = Name = "Genbu no Okina" && AuthorName = "HAL"
trigger2 = Name = "Moriya Minakata" && AuthorName = "HAL"
value = 277

[State 3092, 4]
type = ChangeAnim
triggerall = Anim = 5100
triggerall = Time = 6
trigger1 = SelfAnimExist(5100)
trigger1 = SelfAnimExist(5110)
trigger1 = SelfAnimExist(5170)
value = 5170

[State 3092, 5]
type = ChangeAnim
triggerall = Time = 6
trigger1  = Name = "Shigen_naoe" && AuthorName = "ohgaki"
trigger2  = Name = "sanada_ani" && AuthorName = "ohgaki"
trigger3  = Name = "kaede" && AuthorName = "ohgaki"
trigger4  = Name = "Shinnosuke Kagami" && AuthorName = "ohgaki"
trigger5  = Name = "Shikyoh" && AuthorName = "ohgaki"
trigger6  = Name = "andrew" && AuthorName = "ohgaki"
trigger7  = Name = "Kyoshiro" && AuthorName = "ohgaki"
trigger8  = Name = "Yoshitora" && AuthorName = "ohgaki"
trigger9  = Name = "Kanna" && AuthorName = "ohgaki"
trigger10 = Name = "rock" && AuthorName = "ohgaki"
trigger11 = Name = "Chibi Suika" && AuthorName = "ohgaki"
trigger12 = Name = "Shiki" && AuthorName = "ohgaki"
value = 5160

[State 3092, 6]
type = ChangeAnim
trigger1 = Anim = 277 || Anim = 5160 || Anim = 5170
trigger1 = AnimTime = 0
value = 5110

[State 3092, 7]
type = EnvShake
trigger1 = Time = 0
time = 5
freq = 120
ampl = 6
phase = -1

[State 3092, 8]
type = PosSet
trigger1 = 1
y = 0

[State 3092, 9]
type = VelMul
trigger1 = 1
x = 0.85

[State 3092, 10]
type = LifeSet
trigger1 = Time >= 8
trigger1 = Life < 4
value = 0

[State 3092, 11]
type = SelfState
trigger1 = Time = 20
trigger1 = Life = 0 || !Alive
value = 5110

[State 3092, 12]
type = SelfState
trigger1 = Anim = 266
trigger1 = AnimTime = 0
trigger2 = Time = 55
value = 5120

;---------------------------------------------------------------------------
; 活殺・乱れ雪月花（相手空中ヒット１）
[Statedef 3095]
type    = A
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3095, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3095, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 3095, 2]
type = ChangeAnim
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
value = 5040

[State 3095, 3]
type = VelAdd
trigger1 = Time >= 1
y = GetHitVar(yaccel)

[State 3095, 4]
type = HitVelSet
trigger1 = Time = 1
x = 1
y = 1

[State 3095, 5]
type = SelfState
trigger1 = !Alive
value = 5050

[State 3095, 6]
type = HitBy
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = SCA, AA, AT, AP
time = 1

[State 3095, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3096
ctrl = 1

;---------------------------------------------------------------------------
; 活殺・乱れ雪月花（相手空中ヒット２）
[Statedef 3096]
type    = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3096, 1]
type = HitBy
trigger1 = 1
value = SCA, AA, AT, AP
time = 1

[State 3096, 2]
type = ChangeAnim2
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5975)
value = 3096

[State 3096, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5975)
value = 5975

[State 3096, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Name = "Moriya Minakata" && AuthorName = "HAL"
value = 3097

[State 3096, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3096, 6]
type = VelSet
trigger1 = Time >= 0
x = -1.3
y = 0

[State 3096, 7]
type = VelSet
trigger1 = Time >= 149
x = 0

[State 3096, 8]
type = SelfState
trigger1 = Time >= 153
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 活殺・乱れ雪月花（相手地上ヒット１）
[Statedef 3098]
type    = S
movetype= H
physics = N
velset = 0,0

[State 3098, 1]
type = HitBy
trigger1 = 1
value = S, HA
time = 1

[State 3098, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 5000

[State 3098, 3]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 3099

;---------------------------------------------------------------------------
; 活殺・乱れ雪月花（相手地上ヒット２）
[Statedef 3099]
type    = S
movetype= H
physics = S

[State 3099, 1]
type = HitBy
trigger1 = 1
value = S, HA
time = 1

[State 3099, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 3099, 3]
type = ChangeAnim
triggerall = Time = 0
trigger1 = Anim != [5000,5009]
trigger1 = Anim != [5010,5019]
value = 5010

[State 3099, 4]
type = ChangeAnim
triggerall = GetHitVar(hittime) < 9
trigger1 = Anim != [5005,5009]
trigger1 = Anim != [5015,5019]
value = Anim + 5

[State 3099, 5] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 3099, 6]
type = VelSet
trigger1 = HitOver
x = 0

[State 3099, 7]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 3099, 8]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（上段）
[Statedef 3500]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = ifelse(PrevStateNo = 410, 3501, 3500)
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3500, AfterImage]
type = AfterImage
trigger1 = 1
time = -1
timegap = 1
framegap = 2
length = 5
palcolor = 256
palcontrast = 196,196,196
paladd = 0,0,255
palmul = 0,0,255
trans = none
ignorehitpause = 1

[State 3500, 1]
type = PowerAdd
trigger1 = Time = 0
value = -1000
persistent = 0
ignorehitpause = 1

[State 3500, 2]
type = PlaySnd
trigger1 = Time = 0
value = S7,0

[State 3500, 3]
type = PlaySnd
trigger1 = Time = 0
value = S23,11
channel = 0

[State 3500, 4]
type = AssertSpecial
trigger1 = Time = [11,44]
flag = NoFG

[State 3500, 5]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 15330
postype = P1
pos = -26,-106
bindtime = -1
ontop = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 3500, 6]
type = Explod
trigger1 = AnimElemTime(6) = 0
trigger1 = Facing = 1
anim = 12001
pos = 0,0
postype = Left
scale = FVar(6),1
ownpal = 1
sprpriority = -2
removetime = 34
pausemovetime = 999999999
supermovetime = 999999999

[State 3500, 7]
type = Explod
trigger1 = AnimElemTime(6) = 0
trigger1 = Facing = -1
anim = 12001
pos = 0,0
postype = Right
scale = FVar(6),1
facing = -1
ownpal = 1
sprpriority = -2
removetime = 34
pausemovetime = 999999999
supermovetime = 999999999

[State 3500, 8]
type = AllPalFx
trigger1 = AnimElemTime(6) = 0
trigger2 = AnimElemTime(6) = 33
add = 256,256,256
time = 1

[State 3500, 9]
type = EnvColor
trigger1 = AnimElemTime(6) = 1
time = 34
value = 0,0,0
under = 1

[State 3500, 10]
type = Pause
trigger1 = AnimElemTime(6) = 0
time = 33
movetime = 33

[State 3500, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 3502

;---------------------------------------------------------------------------
; 百舌連斬（下段）
[Statedef 3501]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = ifelse((PrevStateNo=210||PrevStateNo=211||PrevStateNo=410),3501,3500)
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3501, AfterImage]
type = AfterImage
trigger1 = 1
time = -1
timegap = 1
framegap = 2
length = 5
palcolor = 256
palcontrast = 196,196,196
paladd = 0,0,255
palmul = 0,0,255
trans = none
ignorehitpause = 1

[State 3501, 1]
type = PowerAdd
trigger1 = Time = 0
value = -1000
persistent = 0
ignorehitpause = 1

[State 3501, 2]
type = PlaySnd
trigger1 = Time = 0
value = S7,0

[State 3501, 3]
type = PlaySnd
trigger1 = Time = 0
value = S23,11
channel = 0

[State 3501, 4]
type = AssertSpecial
trigger1 = Time = [11,44]
flag = NoFG

[State 3501, 5]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 15330
postype = P1
pos = -26,-106
bindtime = -1
ontop = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 3501, 6]
type = Explod
trigger1 = AnimElemTime(6) = 0
trigger1 = Facing = 1
anim = 12001
pos = 0,0
postype = Left
scale = FVar(6),1
ownpal = 1
sprpriority = -2
removetime = 34
pausemovetime = 999999999
supermovetime = 999999999

[State 3501, 7]
type = Explod
trigger1 = AnimElemTime(6) = 0
trigger1 = Facing = -1
anim = 12001
pos = 0,0
postype = Right
scale = FVar(6),1
facing = -1
ownpal = 1
sprpriority = -2
removetime = 34
pausemovetime = 999999999
supermovetime = 999999999

[State 3501, 8]
type = AllPalFx
trigger1 = AnimElemTime(6) = 0
trigger2 = AnimElemTime(6) = 33
add = 256,256,256
time = 1

[State 3501, 9]
type = EnvColor
trigger1 = AnimElemTime(6) = 1
time = 34
value = 0,0,0
under = 1

[State 3501, 10]
type = Pause
trigger1 = AnimElemTime(6) = 0
time = 33
movetime = 33

[State 3501, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 3502

;---------------------------------------------------------------------------
; 百舌連斬（ダッシュ）
[Statedef 3502]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3502
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3502, Helper]
type = null;Helper
trigger1 = Time = 0
helpertype = Normal
name = "AfterImage"
stateno = 3505
postype = P1
pos = 0,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

[State 3502, 1]
type = PlaySnd
trigger1 = Time = 0
value = S6,3
channel = 5
loop = 1

[State 3502, 2]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 8.75

[State 3502, 3]
type = PlayerPush
trigger1 = P2StateType = L
value = 0

[State 3502, 4]
type = HitDef
trigger1 = Var(9) = 0;1
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = 0,0
getpower = 0,0
givepower = 0,0
priority = 4,Hit
pausetime = 1,1
guard.sparkno = -1
sparkno = -1
hitsound = -1
guardsound = -1
ground.guardtime = 0
ground.hittime = 20
air.hittime = 20
guard.hittime = 15
id = 3502
numhits = 0
p2facing = IfElse(Var(7)=0,1,0)
kill = 0

[State 3502, 5]
type = TargetState
trigger1 = NumTarget
trigger1 = MoveHit
value = 3900+(PrevStateNo = 3501)
id = 3502
persistent = 0
ignorehitpause = 1

[State 3502, 6]
type = TargetBind
trigger1 = MoveHit
trigger1 = P2BodyDist X <= 0
pos = 50,0
id = 3502
ignorehitpause = 1

[State 3502, 7]
type = ChangeState
trigger1 = MoveContact
trigger2 = Time > 30
value = 3503+(PrevStateNo = 3501)
ignorehitpause = 1

;---------------------------------------------------------------------------
; 百舌連斬（上段攻撃）
[Statedef 3503]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3503
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3503, 1]
type = PosAdd
trigger1 = AnimElemTime(3) > 0
trigger1 = AnimElemTime(6) < 0
x = 4

[State 3503, 2]
type = PosAdd
trigger1 = AnimElem = 5
x = 24

[State 3503, 3]
type = PosAdd
trigger1 = AnimElem = 12
x = -24

[State 3503, 4]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = S22,2+(Random%4)
channel = 0

[State 3503, 5]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = S0,0

[State 3503, 6]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 6
attr = S,HA
animtype = Hard
guardflag = H
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=1,19,22)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 14,14
guard.pausetime = 14,14
sparkno = S15080
guard.sparkno = S15210
sparkxy = -5,-75
hitsound = S1,0+(Random%6)
guardsound = S5,0+(Random%2)
guard.hittime = 12
guard.velocity = -1.75
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -4
guard.cornerpush.veloff = -3
id = 3503
p2facing = IfElse(Var(7)=0,1,0)
kill = 0
yaccel = .45

[State 3503, 7]
type = StateTypeSet
trigger1 = AnimElem = 8
movetype = I

[State 3503, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
anim = 15100
id = 15100
pos = 0,-75
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 3503, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3503, 8]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3503, 9]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "a"
trigger1 = Command != "holdup" && Command != "holddown"
trigger1 = Command != "holdfwd" && Command != "holdback"
value = 3510
ignorehitpause = 1

[State 3503, 10]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3503
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3503
persistent = 0
ignorehitpause = 1

[State 3503, 11]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = AnimElemTime(8) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3503, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（下段攻撃）
[Statedef 3504]
type     = C
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3504
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3504, 1]
type = PosAdd
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(6) < 0
x = 4

[State 3504, 2]
type = PosAdd
trigger1 = AnimElem = 4
x = 16

[State 3504, 3]
type = PosAdd
trigger1 = AnimElem = 8
x = -16

[State 3504, 4]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S22,0+(Random%4)
channel = 0

[State 3504, 5]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S0,0

[State 3504, 6]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = C,HA
animtype = Hard
guardflag = L
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=1,19,22)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 14,14
guard.pausetime = 14,14
sparkno = S15020
guard.sparkno = S15210
sparkxy = -5,-25
hitsound = S2,0+(Random%4)
guardsound = S5,0+(Random%2)
guard.hittime = 12
guard.velocity = -2.5
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.5
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -6.5
guard.cornerpush.veloff = -5
id = 3504
p2facing = IfElse(Var(7)=0,1,0)
kill = 0
yaccel = .45

[State 3504, 7]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 3504, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
anim = 15100
id = 15100
pos = 0,-55
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 3504, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3504, 8]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3504, 9]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "a"
trigger1 = Command != "holdup" && Command != "holddown"
trigger1 = Command != "holdfwd" && Command != "holdback"
value = 3510
ignorehitpause = 1

[State 3504, 10]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3504
trigger1 = MoveHit = 1 && P2StateType = A
value = 3901
id = 3504
persistent = 0
ignorehitpause = 1

[State 3504, 11]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = AnimElemTime(6) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3504, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（共通ルート・Ａ）
[Statedef 3510]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3510
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3510, 1]
type = PosAdd
trigger1 = AnimElemTime(5) < 0
x = 4

[State 3510, 2]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S22,0+(Random%4)
channel = 0

[State 3510, 3]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = S0,1

[State 3510, 4]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 3
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=1,9,11)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 12,12
guard.pausetime = 12,12
sparkno = S15000
guard.sparkno = S15200
sparkxy = -10,-72
hitsound = S3,0+(Random%6)
guardsound = S5,2+(Random%2)
guard.hittime = 12
guard.velocity = -3
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.5
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -6.5
guard.cornerpush.veloff = -6
id = 3510
p2facing = IfElse(Var(7)=0,1,0)
kill = 0
yaccel = .45

[State 3510, 5]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 3510, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3510, 6]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3510, 7]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "b"
trigger1 = Command != "holdup" && Command != "holddown"
trigger1 = Command != "holdfwd" && Command != "holdback"
value = 3511
ignorehitpause = 1

[State 3510, 8]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3510
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3510
persistent = 0
ignorehitpause = 1

[State 3510, 9]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = AnimElemTime(5) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3510, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（共通ルート・ＡＢ）
[Statedef 3511]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3511
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3511, 1]
type = PosAdd
trigger1 = AnimElemTime(6) < 0
x = 4

[State 3511, 2]
type = PosAdd
trigger1 = AnimElem = 4
x = 24

[State 3511, 3]
type = PosAdd
trigger1 = AnimElem = 9
x = -24

[State 3511, 4]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S22,0+(Random%4)
channel = 0

[State 3511, 5]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S0,0

[State 3511, 6]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=1,9,11)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 12,12
guard.pausetime = 12,12
sparkno = S15040
guard.sparkno = S15210
sparkxy = -25,-35
hitsound = S1,0+(Random%6)
guardsound = S5,0+(Random%2)
guard.hittime = 12
guard.velocity = -2.5
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -6.5
id = 3511
p2facing = IfElse(Var(7)=0,1,0)
kill = 0
yaccel = .45

[State 3511, 7]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 3511, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
anim = 15100
id = 15100
pos = 0,-55
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 3511, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3511, 8]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3511, 9]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "c"
trigger1 = Command != "holdup" && Command != "holddown"
trigger1 = Command != "holdfwd" && Command != "holdback"
value = 3512
ignorehitpause = 1

[State 3511, 10]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3511
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3511
persistent = 0
ignorehitpause = 1

[State 3511, 11]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = AnimElemTime(6) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3511, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（共通ルート・ＡＢＣ）
[Statedef 3512]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3512
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3512, 1]
type = PosAdd
trigger1 = AnimElemTime(5) < 0
x = 4

[State 3512, 2]
type = PosAdd
trigger1 = AnimElem = 1
x = 24

[State 3512, 3]
type = PosAdd
trigger1 = AnimElem = 7
x = -24

[State 3512, 4]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S22,0+(Random%4)
channel = 0

[State 3512, 5]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S0,0

[State 3512, 6]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 2
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=1,9,11)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 12,12
guard.pausetime = 12,12
sparkno = S15020
guard.sparkno = S15210
sparkxy = 0,-70
hitsound = S2,0+(Random%4)
guardsound = S5,0+(Random%2)
guard.hittime = 12
guard.velocity = -3
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.5
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -8.5
id = 3512
p2facing = IfElse(Var(7)=0,1,0)
kill = 0
yaccel = .45

[State 3512, 7]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 3512, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
anim = 15100
id = 15100
pos = -5,-75
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 3512, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3512, 8]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

;通常・下段ルートへ
[State 3512, 9]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "a"
trigger1 = Command != "holdup" && Command != "holddown"
trigger1 = Command != "holdfwd" && Command != "holdback"
value = 3520
ignorehitpause = 1

;打ち上げ・特殊ルートへ
[State 3512, 10]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "holddown" && Command = "c"
value = 3530
ignorehitpause = 1

[State 3512, 11]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3512
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3512
persistent = 0
ignorehitpause = 1

[State 3512, 12]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = AnimElemTime(4) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3512, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（通常＆下段ルート・Ａ）
[Statedef 3520]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3520
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3520, 1]
type = PosAdd
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(6) < 0
x = 4

[State 3520, 2]
type = PosAdd
trigger1 = AnimElem = 4
x = 16

[State 3520, 3]
type = PosAdd
trigger1 = AnimElem = 9
x = -16

[State 3520, 4]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S22,2+(Random%4)
channel = 0

[State 3520, 5]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S0,0

[State 3520, 6]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=1,11,13)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S15030
guard.sparkno = S15210
sparkxy = -5,-70
hitsound = S2,0+(Random%4)
guardsound = S5,0+(Random%2)
guard.hittime = 12
guard.velocity = -2
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
id = 3520
p2facing = IfElse(Var(7)=0,1,0)
kill = 0
yaccel = .45

[State 3520, 7]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 3520, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
anim = 15100
id = 15100
pos = -5,-75
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 3520, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3520, 8]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3520, 9]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "b"
trigger1 = Command != "holdup" && Command != "holddown"
trigger1 = Command != "holdfwd" && Command != "holdback"
value = 3521
ignorehitpause = 1

[State 3520, 10]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3520
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3520
persistent = 0
ignorehitpause = 1

[State 3520, 11]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = AnimElemTime(6) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3520, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（通常＆下段ルート・ＡＢ）
[Statedef 3521]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3521
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3521, 1]
type = PosAdd
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(6) < 0
x = 8

[State 3521, 2]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S22,2+(Random%4)
channel = 0

[State 3521, 3]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S0,1

[State 3521, 4]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 5
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=1,11,13)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S15000
guard.sparkno = S15200
sparkxy = -15,-22
hitsound = S3,0+(Random%6)
guardsound = S5,2+(Random%2)
guard.hittime = 12
guard.velocity = -2.5
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -4.5
id = 3521
p2facing = IfElse(Var(7)=0,1,0)
kill = 0
yaccel = .45

[State 3521, 5]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 3521, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3521, 6]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3521, 7]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "c"
trigger1 = Command != "holdup" && Command != "holddown"
trigger1 = Command != "holdfwd" && Command != "holdback"
value = 3522
ignorehitpause = 1

[State 3521, 8]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3521
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3521
persistent = 0
ignorehitpause = 1

[State 3521, 9]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = AnimElemTime(7) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3521, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（通常＆下段ルート・ＡＢＣ）
[Statedef 3522]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3522
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3522, 1]
type = PosAdd
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(6) < 0
x = 6

[State 3522, 2]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S22,0+(Random%4)
channel = 0

[State 3522, 3]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S0,2

[State 3522, 4]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 5
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=1,11,13)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S15010
guard.sparkno = S15200
sparkxy = -5,-70
hitsound = S4,0+(Random%6)
guardsound = S5,2+(Random%2)
guard.hittime = 12
guard.velocity = -2
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -4.5
id = 3522
p2facing = IfElse(Var(7)=0,1,0)
kill = 0
yaccel = .45

[State 3522, 5]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 3522, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3522, 6]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

;通常ルートへ
[State 3522, 7]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "a"
trigger1 = Command != "holdup" && Command != "holddown"
trigger1 = Command != "holdfwd" && Command != "holdback"
value = 3540
ignorehitpause = 1

;下段ルートへ
[State 3522, 8]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "c"
trigger1 = Command != "holdup" && Command != "holddown"
trigger1 = Command != "holdfwd" && Command != "holdback"
value = 3550
ignorehitpause = 1

[State 3522, 9]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3522
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3522
persistent = 0
ignorehitpause = 1

[State 3522, 10]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = AnimElemTime(6) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3522, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（打ち上げ＆特殊ルート・２Ｃ）
[Statedef 3530]
type     = C
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3530
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3530, 1]
type = PosAdd
trigger1 = AnimElemTime(5) < 0
x = 4

[State 3530, 2]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S22,0+(Random%4)
channel = 0

[State 3530, 3]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = S0,1

[State 3530, 4]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 3
attr = C,HA
animtype = Hard
guardflag = L
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=1,9,11)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S15000
guard.sparkno = S15200
sparkxy = -15,-15
hitsound = S3,0+(Random%6)
guardsound = S5,2+(Random%2)
guard.hittime = 12
guard.velocity = -3
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.5
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -4.5
id = 3530
p2facing = IfElse(Var(7)=0,1,0)
kill = 0
yaccel = .45

[State 3530, 5]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 3530, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3530, 6]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3530, 7]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "a"
trigger1 = Command != "holdup" && Command != "holdfwd" && Command != "holdback"
value = 3531
ignorehitpause = 1

[State 3530, 8]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3530
trigger1 = MoveHit = 1 && P2StateType = A
value = 3901
id = 3530
persistent = 0
ignorehitpause = 1

[State 3530, 9]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = AnimElemTime(5) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3530, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（打ち上げ＆特殊ルート・２ＣＡ）
[Statedef 3531]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3531
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3531, 1]
type = Width
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(6) < 0
value = 5,0

[State 3531, 2]
type = PosAdd
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(6) < 0
x = 4

[State 3531, 3]
type = PosAdd
trigger1 = AnimElem = 4
x = 16

[State 3531, 4]
type = PosAdd
trigger1 = AnimElem = 9
x = -16

[State 3531, 5]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S22,2+(Random%4)
channel = 0

[State 3531, 6]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S0,0

[State 3531, 7]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=1,9,11)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-63
hitsound = S2,0+(Random%4)
guardsound = S5,0+(Random%2)
guard.hittime = 12
guard.velocity = -1.5
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -2.5
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -4.5
id = 3520
p2facing = IfElse(Var(7)=0,1,0)
kill = 0
yaccel = .45

[State 3531, 8]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 3531, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
anim = 15100
id = 15100
pos = -5,-75
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 3531, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3531, 9]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

;打ち上げルートへ
[State 3531, 10]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "holddown" && Command = "c"
value = 3560
ignorehitpause = 1

;特殊ルートへ
[State 3531, 11]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "holdfwd" && (Command = "B+C" || Command = "z")
value = 3570
ignorehitpause = 1

[State 3531, 12]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3531
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3531
persistent = 0
ignorehitpause = 1

[State 3531, 13]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = AnimElemTime(6) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3531, 14]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（通常ルートフィニッシュ・Ａ）
[Statedef 3540]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3540
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3540, 1]
type = PosAdd
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(11) < 0
x = 4

[State 3540, 2]
type = PosAdd
trigger1 = AnimElem = 7
x = 16

[State 3540, 3]
type = PosAdd
trigger1 = AnimElem = 8
x = 8

[State 3540, 4]
type = PosAdd
trigger1 = AnimElem = 15
x = -16

[State 3540, 5]
type = PosAdd
trigger1 = AnimElem = 16
x = -8

[State 3540, 6]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S22,2+(Random%4)
channel = 0

[State 3540, 7]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S0,0

[State 3540, 8]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 10
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=1,16,19)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S15050
guard.sparkno = S15210
sparkxy = 0,-75
hitsound = S1,0+(Random%6)
guardsound = S5,0+(Random%2)
guard.hittime = 12
guard.velocity = -3
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.5
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -5.5
guard.cornerpush.veloff = -4
id = 3540
p2facing = IfElse(Var(7)=0,1,0)
kill = 0
yaccel = .45

[State 3540, 9]
type = StateTypeSet
trigger1 = AnimElem = 12
movetype = I

[State 3540, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
anim = 15100
id = 15100
pos = 0,-70
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 3540, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3540, 10]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3540, 11]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "b"
trigger1 = Command != "holdup" && Command != "holddown"
trigger1 = Command != "holdfwd" && Command != "holdback"
value = 3541
ignorehitpause = 1

[State 3540, 12]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3540
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3540
persistent = 0
ignorehitpause = 1

[State 3540, 13]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = AnimElemTime(12) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3540, 14]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（通常ルートフィニッシュ・ＡＢ）
[Statedef 3541]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3541
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3541, 1]
type = PosAdd
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(6) < 0
x = 4

[State 3541, 2]
type = PosAdd
trigger1 = AnimElem = 3
x = 16

[State 3541, 3]
type = PosAdd
trigger1 = AnimElem = 10
x = -16

[State 3541, 4]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S22,2+(Random%4)
channel = 0

[State 3541, 5]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S0,0

[State 3541, 6]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=1,16,19)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S15030
guard.sparkno = S15210
sparkxy = -5,-75
hitsound = S2,0+(Random%4)
guardsound = S5,0+(Random%2)
guard.hittime = 12
guard.velocity = -3
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.5
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -5.5
guard.cornerpush.veloff = -4
p1sprpriority = 2
id = 3541
p2facing = IfElse(Var(7)=0,1,0)
kill = 0
yaccel = .45

[State 3541, 7]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 3541, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
anim = 15100
id = 15100
pos = 5,-73
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 3541, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3541, 8]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3541, 9]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "236+C"
value = 3542
ignorehitpause = 1

[State 3541, 10]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3541
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3541
persistent = 0
ignorehitpause = 1

[State 3541, 11]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = AnimElemTime(6) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3541, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（通常ルートフィニッシュ・ＡＢ２３６Ｃ）
[Statedef 3542]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3542
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3542, 1]
type = VelSet
trigger1 = AnimElemTime(6) = 0
trigger2 = AnimElemTime(26) = 0
x = 11

[State 3542, 2]
type = VelSet
trigger1 = AnimElemTime(16) = 0
x = 5

[State 3542, 3]
type = VelSet
trigger1 = AnimElemTime(11) = 0
trigger2 = AnimElemTime(21) = 0
trigger3 = AnimElemTime(29) = 0
x = 0

[State 3542, 4]
type = VelMul
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(11) < 0
trigger2 = AnimElemTime(26) >= 0
trigger2 = AnimElemTime(29) < 0
x = 0.9375

[State 3542, 5]
type = PosAdd
trigger1 = Time = 0
x = 12

[State 3542, 6]
type = PosAdd
trigger1 = AnimElem = 39
x = -16

[State 3542, 7]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = S22,2
channel = 0

[State 3542, 8]
type = PlaySnd
trigger1 = AnimElemTime(16) = 0
value = S22,5
channel = 0

[State 3542, 9]
type = PlaySnd
trigger1 = AnimElemTime(24) = 0
value = S22,7
channel = 0

[State 3542, 10]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(16) = 0
trigger3 = AnimElemTime(25) = 0
value = S0,0

[State 3542, 11]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 9
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Ceil(Ceil(IfElse(Var(1)=1,7,8)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 3,3
guard.pausetime = 3,3
sparkno = S15040
guard.sparkno = S15210
sparkxy = -25,-70
;hitsound = S3,0+(Random%6)
;guardsound = S5,0+(Random%2)
guard.hittime = 12
guard.velocity = -3
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.5
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
id = 3542
p2facing = IfElse(Var(7)=0,1,0)
kill = 0
yaccel = .45

[State 3542, 12]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 19
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Ceil(Ceil(IfElse(Var(1)=1,7,8)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 3,3
guard.pausetime = 3,3
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-75
;hitsound = S3,0+(Random%6)
;guardsound = S5,0+(Random%2)
guard.hittime = 12
guard.velocity = -3
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.5
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -5.5
guard.cornerpush.veloff = -4
id = 3542
p2facing = IfElse(Var(7)=0,1,0)
kill = 0
yaccel = .45

[State 3542, 13]
type = HitDef
triggerall = Var(9) = 0
trigger1 = AnimElem = 26
trigger2 = AnimElem = 27
trigger3 = AnimElem = 28
trigger4 = AnimElem = 29
trigger5 = AnimElem = 30
trigger6 = AnimElem = 31
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Ceil(Ceil(IfElse(Var(1)=1,3,5)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 3,3
guard.pausetime = 3,3
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-75
;hitsound = S3,0+(Random%6)
;guardsound = S5,0+(Random%2)
guard.hittime = 12
guard.velocity = -3
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.5
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -5.5
guard.cornerpush.veloff = -4
id = 3542
p2facing = IfElse(Var(7)=0,1,0)
kill = 0
yaccel = .45

[State 3542, 14]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 32
attr = S,HA
animtype = Up
guardflag = M
hitflag = MAF
damage = Ceil(Ceil(IfElse(Var(1)=1,11,13)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 5,Hit
pausetime = 20,20
guard.pausetime = 20,20
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-75
;hitsound = S7,1
;guardsound = S5,0+(Random%2)
guard.hittime = 12
guard.velocity = -3
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3,-11
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-11
airguard.velocity = -3,-11
ground.cornerpush.veloff = -5.5
guard.cornerpush.veloff = -4
id = 3543
p2facing = IfElse(Var(7)=0,1,0)
kill = 1
yaccel = .70

[State 3542, 15]
type = StateTypeSet
trigger1 = AnimElem = 33
movetype = I

[State 3542, 16]
type = PlaySnd
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(11) < 0
value = S2,0+(Random%4)
channel = 20
persistent = 0
ignorehitpause = 1

[State 3542, 17]
type = PlaySnd
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(19) >= 0
trigger1 = AnimElemTime(21) < 0
value = S2,0+(Random%4)
channel = 20
persistent = 0
ignorehitpause = 1

[State 3542, 18]
type = PlaySnd
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(26) >= 0
trigger1 = AnimElemTime(32) < 0
value = S2,0+(Random%4)
channel = 20
persistent = 4
ignorehitpause = 1

[State 3542, 19]
type = PlaySnd
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(32) >= 0
trigger1 = AnimElemTime(34) < 0
value = S7,1
channel = 20
persistent = 0
ignorehitpause = 1

[State 3542, 20]
type = PlaySnd
trigger1 = MoveGuarded = 1
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(11) < 0
value = S5,0+(Random%2)
channel = 20
persistent = 0
ignorehitpause = 1

[State 3542, 21]
type = PlaySnd
trigger1 = MoveGuarded = 1
trigger1 = AnimElemTime(19) >= 0
trigger1 = AnimElemTime(21) < 0
value = S5,0+(Random%2)
channel = 20
persistent = 0
ignorehitpause = 1

[State 3542, 22]
type = PlaySnd
trigger1 = MoveGuarded = 1
trigger1 = AnimElemTime(26) >= 0
trigger1 = AnimElemTime(32) < 0
value = S5,0+(Random%2)
channel = 20
persistent = 4
ignorehitpause = 1

[State 3542, 23]
type = PlaySnd
trigger1 = MoveGuarded = 1
trigger1 = AnimElemTime(32) >= 0
trigger1 = AnimElemTime(34) < 0
value = S5,0+(Random%2)
channel = 20
persistent = 0
ignorehitpause = 1

[State 3542, 24]
type = RemoveExplod
trigger1 = NumExplod(15100) > 0
trigger1 = MoveHit = 1
id = 15100

[State 3542, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
anim = 15100
id = 15100
pos = 0,-75
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
ignorehitpause = 1

[State 3542, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(11) < 0
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3542, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(19) >= 0
trigger1 = AnimElemTime(21) < 0
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 2001, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(26) >= 0
trigger1 = AnimElemTime(32) < 0
v = 4
value = 1
persistent = 4
ignorehitpause = 1

[State 3542, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(32) >= 0
trigger1 = AnimElemTime(34) < 0
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3542, 25]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(11) < 0
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3542, 26]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(19) >= 0
trigger1 = AnimElemTime(21) < 0
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3542, 27]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(26) >= 0
trigger1 = AnimElemTime(32) < 0
time = 2
add = 256,-256,-256
persistent = 4
ignorehitpause = 1

[State 3542, 28]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(32) >= 0
trigger1 = AnimElemTime(34) < 0
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3542, 29]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3542
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3542
persistent = 0
ignorehitpause = 1

[State 3542, 30]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = AnimElemTime(33) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3542, 31]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（下段ルートフィニッシュ・Ｃ）
[Statedef 3550]
type     = A
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3550
ctrl = 0
poweradd = 0
sprpriority = 2

[State 2935, 1]
type = VelSet
trigger1 = Time = 0
x = 4
y = -8

[State 2935, 2]
type = VelAdd
trigger1 = 1
y = 1.0

[State 3550, 3]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S22,2+(Random%4)
channel = 0

[State 3550, 4]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S0,0

[State 3550, 5]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 5
attr = S,HA
animtype = Hard
guardflag = HA
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=1,21,25)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(IfElse(Var(1)=1,2,3)*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S15030
guard.sparkno = S15210
sparkxy = -10,-50
hitsound = S2,0+(Random%4)
guardsound = S5,0+(Random%2)
guard.hittime = 12
guard.velocity = -3
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.5
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -5.5
guard.cornerpush.veloff = -4
id = 3550
p2facing = IfElse(Var(7)=0,1,0)
kill = 0
yaccel = .45

[State 3550, 6]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = I

[State 3550, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
anim = 15100
id = 15100
pos = -5,-70
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 3550, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3550, 7]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3550, 8]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "b"
trigger1 = Command != "holdup" && Command != "holddown"
trigger1 = Command != "holdfwd" && Command != "holdback"
value = 3552
ignorehitpause = 1

[State 3550, 9]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3550
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3550
persistent = 0
ignorehitpause = 1

[State 3550, 10]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = AnimElemTime(9) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3550, 11]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3551
ctrl = 0

;---------------------------------------------------------------------------
; 百舌連斬（下段ルートフィニッシュ・Ｃ・着地）
[Statedef 3551]
type     = S
movetype = I
physics  = N
juggle   = 0
velset = 0,0
anim = 3551
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3551, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3551, 2]
type = PlaySnd
trigger1 = Time = 0
value = S6,1

[State 3551, Explod]
type = Explod
trigger1 = Time = 0
anim = 15420
id = 15420
postype = P1
pos = 18,5
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

[State 3551, Explod]
type = Explod
trigger1 = Time = 0
anim = 15420
id = 15420
postype = P1
pos = -18,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 3
ignorehitpause = 1

[State 3551, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（下段ルートフィニッシュ・ＣＢ）
[Statedef 3552]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3552
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3552, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3552, 2]
type = Width
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(6) < 0
value = 5,0

[State 3552, 3]
type = PosAdd
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(6) < 0
x = 7

[State 3552, 4]
type = PosAdd
trigger1 = AnimElem = 4
x = 16

[State 3552, 5]
type = PosAdd
trigger1 = AnimElem = 9
x = -16

[State 3552, 6]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S22,0+(Random%4)
channel = 0

[State 3552, 7]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S0,0

[State 3552, 8]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=1,21,25)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(IfElse(Var(1)=1,2,3)*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S15030
guard.sparkno = S15210
sparkxy = -5,-70
hitsound = S2,2+(Random%4)
guardsound = S5,0+(Random%2)
guard.hittime = 12
guard.velocity = -2
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -4.5
id = 3552
p2facing = IfElse(Var(7)=0,1,0)
kill = 0
yaccel = .45

[State 3552, 9]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 3552, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
anim = 15100
id = 15100
pos = -5,-75
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 3552, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3552, 10]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3552, 11]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "a"
trigger1 = Command != "holdup" && Command != "holddown"
trigger1 = Command != "holdfwd" && Command != "holdback"
value = 3553
ignorehitpause = 1

[State 3552, 12]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3552
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3552
persistent = 0
ignorehitpause = 1

[State 3552, 13]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = AnimElemTime(6) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3552, 14]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（下段ルートフィニッシュ・ＣＢＡ）
[Statedef 3553]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3553
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3553, 1]
type = PosAdd
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(7) < 0
x = 3

[State 3553, 2]
type = PosAdd
trigger1 = AnimElem = 4
x = 16

[State 3553, 3]
type = PosAdd
trigger1 = AnimElem = 11
x = -16

[State 3553, 4]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S22,2+(Random%4)
channel = 0

[State 3553, 5]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = S0,0

[State 3553, 6]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 5
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=1,21,25)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(IfElse(Var(1)=1,2,3)*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S15030
guard.sparkno = S15210
sparkxy = -5,-75
hitsound = S2,0+(Random%4)
guardsound = S5,0+(Random%2)
guard.hittime = 12
guard.velocity = -2
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -4.5
p1sprpriority = 2
id = 3552
p2facing = IfElse(Var(7)=0,1,0)
kill = 0
yaccel = .45

[State 3553, 7]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 3553, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
anim = 15100
id = 15100
pos = 0,-70
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 3553, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3553, 8]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3553, 9]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "236+C"
value = 3554
ignorehitpause = 1

[State 3553, 10]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3552
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3553
persistent = 0
ignorehitpause = 1

[State 3553, 11]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = AnimElemTime(7) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3553, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（下段ルートフィニッシュ・ＣＢＡ２３６Ｃ）
[Statedef 3554]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3554
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3554, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 3554, 2]
type = PosAdd
trigger1 = AnimElemTime(2) = 0
x = 34

[State 3554, 3]
type = PosAdd
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(8) = 0
trigger3 = AnimElemTime(12) = 0
x = 8

[State 3554, 4]
type = PosAdd
trigger1 = AnimElemTime(8) = 1
trigger2 = AnimElemTime(9) = 0
x = 16

[State 3554, 5]
type = PosAdd
trigger1 = AnimElemTime(9) = 1
trigger2 = AnimElemTime(10) = 1
x = 12

[State 3554, 6]
type = PosAdd
trigger1 = AnimElemTime(10) = 0
x = 18

[State 3554, 7]
type = PosAdd
trigger1 = AnimElemTime(11) = 0
trigger2 = AnimElemTime(11) = 1
x = 10

[State 3554, 8]
type = PosAdd
trigger1 = AnimElemTime(12) = 1
x = 7

[State 3554, 9]
type = PosAdd
trigger1 = AnimElemTime(13) = 0
x = 6

[State 3554, 10]
type = PosAdd
trigger1 = AnimElemTime(13) = 1
x = 5

[State 3554, 11]
type = PosAdd
trigger1 = AnimElemTime(14) = 0
x = 4

[State 3554, 12]
type = PosAdd
trigger1 = AnimElemTime(14) = 1
x = 3

[State 3554, 13]
type = PosAdd
trigger1 = AnimElemTime(15) = 0
x = 2

[State 3554, 14]
type = PosAdd
trigger1 = AnimElemTime(15) = 1
x = 1

[State 3554, 15]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = S23,3
channel = 0

[State 3554, 16]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = S20,6

[State 3554, 17]
type = Explod
trigger1 = AnimElemTime(8) = 0
anim = 51200
id = 51200
postype = P1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = 3
removeongethit = 1
ignorehitpause = 1

[State 3554, 18]
type = Explod
trigger1 = AnimElemTime(9) = 0
anim = 15430
id = 15430
postype = P1
pos = 65,0
vel = 8,0
accel = -0.25,0
bindtime = 1
ownpal = 1
sprpriority = 3
removeongethit = 1
ignorehitpause = 0

[State 3554, 19]
type = Explod
trigger1 = AnimElemTime(10) = 0
anim = 15440
id = 15440
postype = P1
pos = -65,0
bindtime = 1
ownpal = 1
sprpriority = 3
removeongethit = 1
ignorehitpause = 0

;一段目
[State 3554, 20]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 7
attr = C,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = 0,0
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 8,8
guard.pausetime = 8,8
sparkno = S15040
guard.sparkno = S15210
sparkxy = -10,-25
hitsound = S1,0+(Random%6)
guardsound = S5,0+(Random%2)
guard.hittime = 12
guard.velocity = -2
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = 0,0
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
id = 3554
forcestand = 1
p2facing = IfElse(Var(7)=0,1,0)
kill = 0
yaccel = .45

;二段目
[State 3554, 21]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 12
attr = S,HA
animtype = Hard
guardflag = L
hitflag = M
damage = Floor(Ceil(IfElse(Var(1)=1,50,58)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(IfElse(Var(1)=1,6,7)*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 0,15
guard.pausetime = 0,15
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-15
hitsound = S7,1
guardsound = S5,0+(Random%2)
guard.hittime = 12
guard.velocity = -4
ground.type = Trip
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -4
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
id = 3555
p2facing = IfElse(Var(7)=0,1,0)
p2stateno = 1205
kill = 1
yaccel = .45

;三段目（ヒット確認できず）
[State 3554, 22]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 13
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=1,23,27)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(IfElse(Var(1)=1,2,3)*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 8,8
guard.pausetime = 8,8
sparkno = S15030
guard.sparkno = S15210
sparkxy = 0,-65
hitsound = S2,6+(Random%2)
guardsound = S5,0+(Random%2)
guard.hittime = 17
guard.velocity = -5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -8,0
air.type = High
air.hittime = 27
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -12.5
air.cornerpush.veloff = -6
guard.cornerpush.veloff = -8.5
airguard.cornerpush.veloff = -8.5
id = 3556
nochainid = 3555
p2facing = IfElse(Var(7)=0,1,0)
kill = 1
yaccel = .45

[State 3554, 23]
type = StateTypeSet
trigger1 = AnimElem = 14
movetype = I

[State 3554, Blood_1]
type = Explod
trigger1 = AnimElemTime(8) < 0
trigger1 = Time > 0 && MoveHit = 1
anim = 15100
id = 15100
pos = 0,-50
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 3554, Blood_2]
type = Explod
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(13) < 0
trigger1 = Time > 0 && MoveHit = 1
anim = 15120
id = 15120
pos = 0,-70
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 3554, Blood_3]
type = Explod
trigger1 = AnimElemTime(13) >= 0
trigger1 = Time > 0 && MoveHit = 1
anim = 15130
id = 15130
pos = 0,-70
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 3554, HitCount_1]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1 && HitCount = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3554, HitCount_2]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1 && HitCount = 2
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3554, HitCount_3]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1 && HitCount = 3
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3554, 24]
type = BGPalFx
trigger1 = AnimElemTime(8) < 0
trigger1 = Time > 0 && MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3554, 25]
type = BGPalFx
trigger1 = AnimElemTime(13) >= 0
trigger1 = Time > 0 && MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3554, 26]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3554
trigger1 = MoveHit = 1 && P2StateType = A
value = 3901
id = 3554
persistent = 0
ignorehitpause = 1

[State 3554, 27]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = AnimElemTime(14) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3554, 28]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（打ち上げルートフィニッシュ・２Ｃ）
[Statedef 3560]
type     = C
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3560
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3560, 1]
type = PosAdd
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(6) < 0
x = 2

[State 3560, 2]
type = PosAdd
trigger1 = AnimElem = 4
x = 16

[State 3560, 3]
type = PosAdd
trigger1 = AnimElem = 8
x = -16

[State 3560, 4]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S22,0+(Random%4)
channel = 0

[State 3560, 5]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S0,0

[State 3560, 6]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = C,HA
animtype = Hard
guardflag = L
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=1,9,11)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S15020
guard.sparkno = S15210
sparkxy = -15,-25
hitsound = S2,0+(Random%4)
guardsound = S5,0+(Random%2)
guard.hittime = 12
guard.velocity = -2
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -4.5
id = 3560
p2facing = IfElse(Var(7)=0,1,0)
kill = 0
yaccel = .45

[State 3560, 7]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 3560, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
anim = 15100
id = 15100
pos = 0,-55
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 3560, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3560, 8]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3560, 9]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "holdfwd" && (Command = "B+C" || Command = "z")
value = 3561
ignorehitpause = 1

[State 3560, 10]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3560
trigger1 = MoveHit = 1 && P2StateType = A
value = 3901
id = 3560
persistent = 0
ignorehitpause = 1

[State 3560, 11]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = AnimElemTime(6) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3560, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（打ち上げルートフィニッシュ・２Ｃ６ＢＣ）
[Statedef 3561]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3561
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3561, 1]
type = PosAdd
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(6) < 0
x = 4

[State 3561, 2]
type = PosAdd
trigger1 = AnimElem = 5
x = 24

[State 3561, 3]
type = PosAdd
trigger1 = AnimElem = 12
x = -24

[State 3561, 4]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S22,2+(Random%4)
channel = 0

[State 3561, 5]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = S0,0

[State 3561, 6]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 6
attr = S,HA
animtype = Up
guardflag = H
hitflag = MAF
damage = Ceil(Ceil(IfElse(Var(1)=1,11,13)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(1*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 20,20
guard.pausetime = 20,20
sparkno = S15080
guard.sparkno = S15210
sparkxy = -10,-64
hitsound = S7,1
guardsound = S5,0+(Random%2)
guard.hittime = 12
guard.velocity = -3
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -1,-13
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-1,1*(Facing*EnemyNear,Facing)),-13
airguard.velocity = -1,-13
ground.cornerpush.veloff = -2
guard.cornerpush.veloff = -1
id = 3561
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .50
kill = 1
fall = 1
fall.recover = 1
fall.recovertime = 9999

[State 3561, 7]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 3561, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
anim = 15100
id = 15100
pos = 5,-78
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 3561, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3561, 8]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3561, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（特殊ルートフィニッシュ・６ＢＣ）
[Statedef 3570]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3570
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3570, 1]
type = PosAdd
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(6) < 0
x = 5

[State 3570, 2]
type = PosAdd
trigger1 = AnimElem = 5
x = 24

[State 3570, 3]
type = PosAdd
trigger1 = AnimElem = 12
x = -24

[State 3570, 4]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S22,2+(Random%4)
channel = 0

[State 3570, 5]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = S0,0

[State 3570, 6]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 6
attr = S,HA
animtype = Hard
guardflag = H
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=1,16,19)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S15080
guard.sparkno = S15210
sparkxy = -10,-80
hitsound = S1,0+(Random%6)
guardsound = S5,0+(Random%2)
guard.hittime = 12
guard.velocity = -1
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -2
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -5
guard.cornerpush.veloff = -3.5
id = 3570
p2facing = IfElse(Var(7)=0,1,0)
kill = 0
yaccel = .45

[State 3570, 7]
type = StateTypeSet
trigger1 = AnimElem = 8
movetype = I

[State 3570, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
anim = 15100
id = 15100
pos = 0,-70
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 3570, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3570, 8]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3570, 9]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "a"
trigger1 = Command != "holdup" && Command != "holdfwd" && Command != "holdback"
value = 3571
ignorehitpause = 1

[State 3570, 10]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3570
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3570
persistent = 0
ignorehitpause = 1

[State 3570, 11]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = AnimElemTime(8) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3570, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（特殊ルートフィニッシュ・６ＢＣＡ）
[Statedef 3571]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3571
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3571, 1]
type = PosAdd
trigger1 = AnimElemTime(6) < 0
x = 3

[State 3571, 2]
type = PosAdd
trigger1 = AnimElem = 4
x = 24

[State 3571, 3]
type = PosAdd
trigger1 = AnimElem = 9
x = -24

[State 3571, 4]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S22,0+(Random%4)
channel = 0

[State 3571, 5]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = S0,0

[State 3571, 6]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 4
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=1,16,19)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S15040
guard.sparkno = S15210
sparkxy = -25,-35
hitsound = S1,0+(Random%6)
guardsound = S5,0+(Random%2)
guard.hittime = 12
guard.velocity = -2.5
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -4.5
id = 3571
p2facing = IfElse(Var(7)=0,1,0)
kill = 0
yaccel = .45

[State 3571, 7]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 3571, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
anim = 15100
id = 15100
pos = 0,-55
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 3571, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3571, 8]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3571, 9]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "b"
trigger1 = Command != "holdup" && Command != "holdfwd" && Command != "holdback"
value = 3572
ignorehitpause = 1

[State 3571, 10]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3571
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3571
persistent = 0
ignorehitpause = 1

[State 3571, 11]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = AnimElemTime(6) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3571, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（特殊ルートフィニッシュ・６ＢＣＡＢ）
[Statedef 3572]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3572
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3512, 1]
type = PosAdd
trigger1 = AnimElemTime(5) < 0
x = 4

[State 3512, 2]
type = PosAdd
trigger1 = AnimElem = 1
x = 24

[State 3512, 3]
type = PosAdd
trigger1 = AnimElem = 7
x = -24

[State 3512, 4]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S22,0+(Random%4)
channel = 0

[State 3512, 5]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S0,0

[State 3512, 6]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = AnimElem = 2
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Floor(Ceil(IfElse(Var(1)=1,16,19)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(2*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S15020
guard.sparkno = S15210
sparkxy = 0,-70
hitsound = S2,0+(Random%4)
guardsound = S5,0+(Random%2)
guard.hittime = 12
guard.velocity = -3
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.5
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3,3*(Facing*EnemyNear,Facing)),-6.5
airguard.velocity = -3,-6.5
ground.cornerpush.veloff = -8.5
guard.cornerpush.veloff = -7
id = 3572
p2facing = IfElse(Var(7)=0,1,0)
kill = 0
yaccel = .45

[State 3572, 6]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 3572, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
anim = 15100
id = 15100
pos = -5,-75
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 3572, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3572, 7]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3571, 8]
type = ChangeState
triggerall = Time > 0
triggerall = MoveType = A && MoveContact
trigger1 = Var(59) = 0
trigger1 = Command = "236+B"
value = 3573
ignorehitpause = 1

[State 3571, 9]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3572
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3572
persistent = 0
ignorehitpause = 1

[State 3571, 10]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = AnimElemTime(5) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3572, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（特殊ルートフィニッシュ・６ＢＣＡＢ２３６Ｂ）
[Statedef 3573]
type     = S
movetype = A
physics  = N
juggle   = 0
velset = 0,0
anim = 3573
ctrl = 0
poweradd = 0
sprpriority = 2

[State 3573, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 3573, 2]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = -8

[State 3573, 3]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 20
x = -16

[State 3573, 4]
type = PosAdd
trigger1 = AnimElem = 5
x = -24

[State 3573, 5]
type = PosAdd
trigger1 = AnimElem = 11
trigger2 = AnimElem = 12
trigger3 = AnimElem = 14
x = 16

[State 3573, 6]
type = PosAdd
trigger1 = AnimElem = 13
trigger2 = AnimElem = 15
x = 24

[State 3573, 7]
type = PlaySnd
trigger1 = AnimElemTime(13) = 0
value = S22,2+(Random%4)
channel = 0

[State 3573, 8]
type = PlaySnd
trigger1 = AnimElemTime(11) = 0
value = S20,14

[State 3573, 9]
type = PlaySnd
trigger1 = AnimElemTime(12) = 0
value = S0,0

[State 3573, 10]
type = PosAdd
trigger1 = Time > 0
trigger1 = AnimElemTime(16) >= 0
trigger1 = AnimElemTime(18) < 1
x = 8

[State 3573, 11]
type = PosAdd
trigger1 = Time > 0
trigger1 = AnimElemTime(18) >= 1
trigger1 = AnimElemTime(18) < 4
x = 7

[State 3573, 12]
type = PosAdd
trigger1 = Time > 0
trigger1 = AnimElemTime(18) >= 4
trigger1 = AnimElemTime(18) < 8
x = 6

[State 3573, 13]
type = PosAdd
trigger1 = Time > 0
trigger1 = AnimElemTime(18) >= 8
trigger1 = AnimElemTime(18) < 11
x = 5

[State 3573, 14]
type = PosAdd
trigger1 = Time > 0
trigger1 = AnimElemTime(18) >= 11
trigger1 = AnimElemTime(18) < 15
x = 4

[State 3573, 15]
type = PosAdd
trigger1 = Time > 0
trigger1 = AnimElemTime(18) >= 15
trigger1 = AnimElemTime(18) < 18
x = 3

[State 3573, 16]
type = PosAdd
trigger1 = Time > 0
trigger1 = AnimElemTime(18) >= 18
trigger1 = AnimElemTime(18) < 22
x = 2

[State 3573, 17]
type = PosAdd
trigger1 = Time > 0
trigger1 = AnimElemTime(18) >= 22
trigger1 = AnimElemTime(18) < 25
x = 1

[State 3573, 18]
type = Helper
trigger1 = Time > 0
trigger1 = AnimElemTime(13) = 0
name = "zero_efect_helper"
stateno = 53000
id = 53000
pos = 0,0
postype = P1
helpertype = Normal
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0

[State 3573, 19]
type = Explod
trigger1 = Time > 0
trigger1 = AnimElemTime(14) = 0
anim = 15430
id = 15430
postype = P1
pos = 65,0
vel = 8,0
accel = -0.25,0
bindtime = 1
ownpal = 1
sprpriority = 3
removeongethit = 1
ignorehitpause = 0

[State 3573, 20]
type = Explod
trigger1 = Time > 0
trigger1 = AnimElemTime(17) = 0
anim = 15440
id = 15440
postype = P1
pos = -65,0
bindtime = 1
ownpal = 1
sprpriority = 3
removeongethit = 1
ignorehitpause = 0

[State 3573, 21]
type = HitDef
trigger1 = Var(9) = 0
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(14) >= 0
attr = S,HA
animtype = Hard
guardflag = M
hitflag = MAF
damage = Ceil(Ceil(IfElse(Var(1)=1,71,83)*FVar(0)*FVar(1)-(Var(4)>1))*FVar(2))*Var(3),Ceil(IfElse(Var(1)=1,3,4)*FVar(2))
getpower = 0,0
givepower = IfElse(Var(4)=1,31,0),0
priority = 4,Hit
pausetime = 16,16
guard.pausetime = 16,16
sparkno = S15040
guard.sparkno = S15210
sparkxy = -10,-77
hitsound = S7,1
guardsound = S5,0+(Random%2)
guard.hittime = 12
guard.velocity = -3
ground.type = High
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -3.25,-11
air.type = High
air.hittime = 21
air.velocity = IfElse(Var(7)=0,-3.25,3.25*(Facing*EnemyNear,Facing)),-11
airguard.velocity = -3.25,-11
id = 3574
p2facing = IfElse(Var(7)=0,1,0)
yaccel = .70
kill = 1
fall = 1
fall.recover = 0

[State 3573, 15]
type = StateTypeSet
trigger1 = AnimElem = 16
movetype = I

[State 3573, Blood]
type = Explod
trigger1 = Time > 0 && MoveHit = 1
anim = 15100
id = 15100
pos = 0,-75
postype = P2
facing = -1
scale = 1,1
bindtime = 1
ownpal = 1
sprpriority = 1
persistent = 0
ignorehitpause = 1

[State 3573, HitCount]
type = VarAdd
trigger1 = Time > 0
trigger1 = MoveHit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 3573, 19]
type = BGPalFx
trigger1 = Time > 0
trigger1 = MoveHit = 1
time = 2
add = 256,-256,-256
persistent = 0
ignorehitpause = 1

[State 3573, 22]
type = TargetState
trigger1 = NumTarget
trigger1 = Anim = 3573
trigger1 = MoveHit = 1 && P2StateType = A
value = 3900
id = 3573
persistent = 0
ignorehitpause = 1

[State 3573, 23]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = AnimElemTime(16) >= 0
trigger1 = MoveHit && HitPauseTime = 0 && Target,Life < 4
value = 3902
persistent = 0

[State 3573, 24]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（上段攻撃・相手食らい）
[Statedef 3900]
type     = S
movetype = H
physics  = N
juggle   = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 3900, 1]
type = HitFallSet
trigger1 = Time = 0
value = 0

[State 3900, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3900, 3]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3900, 4]
type = ChangeAnim2
trigger1 = Time = 0
value = 3900

[State 3900, 5]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 百舌連斬（下段攻撃・相手食らい）
[Statedef 3901]
type     = S
movetype = H
physics  = N
juggle   = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 3901, 1]
type = HitFallSet
trigger1 = Time = 0
value = 0

[State 3901, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3901, 3]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3901, 4]
type = ChangeAnim2
trigger1 = Time = 0
value = 3901

[State 3901, 5]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 乱舞終了吹き飛び
[Statedef 3902]
type     = A
movetype = H
physics  = N
juggle   = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 3902, 1]
type = LifeSet
trigger1 = 1
value = 0

[State 3902, 2]
type = HitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 3902, 3]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 3902, 4]
type = VelSet
trigger1 = Time = 0
x = -2.5
y = -8.5

[State 3902, 5]
type = VelAdd
trigger1 = Time >= 0
y = 0.47

[State 3902, 6]
type = ChangeAnim
trigger1 = Anim != 5050
trigger1 = Vel Y > 0
value = 5050

[State 3902, 7]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3903

;---------------------------------------------------------------------------
; 乱舞終了吹き飛び（ダウン１）
[Statedef 3903]
type     = L
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 3903, 0]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3903, shake]
type = EnvShake
trigger1 = Time = 0
time = 5
freq = 120
ampl = 6
phase = -1

[State 3903, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5100)
triggerall = SelfAnimExist(5110)
triggerall = SelfAnimExist(5160)
triggerall = SelfAnimExist(5170)
trigger1 = Time = 0
value = 5100

[State 3903, 2]
type = ChangeAnim
triggerall = SelfAnimExist(5100)
triggerall = SelfAnimExist(5110)
triggerall = SelfAnimExist(5160)
triggerall = SelfAnimExist(5170)
trigger1 = Anim = 5100
trigger1 = AnimTime = 0
trigger2 = Time >= 10
value = 5160

[State 3903, 3]
type = ChangeAnim
triggerall = SelfAnimExist(5100)
triggerall = SelfAnimExist(5110)
triggerall = SelfAnimExist(5160)
triggerall = SelfAnimExist(5170)
trigger1 = Anim = 5160
trigger1 = AnimTime = 0
value = 5170

[State 3903, 4]
type = ChangeAnim
triggerall = SelfAnimExist(5100)
triggerall = SelfAnimExist(5110)
triggerall = SelfAnimExist(5160)
triggerall = SelfAnimExist(5170)
trigger1 = Anim = 5170
trigger1 = AnimTime = 0
value = 5110

[State 3903, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3903, 6]
type = VelSet
trigger1 = Time = 8
x = -2
y = -3

[State 3903, 7]
type = VelAdd
trigger1 = Time > 8
y = 0.45

[State 3903, 8]
type = SelfState
trigger1 = Time = 100
value = 5120

[State 3903, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3904

;---------------------------------------------------------------------------
; 乱舞終了吹き飛び（ダウン２）
[Statedef 3904]
type     = L
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 3904, shake]
type = EnvShake
trigger1 = Time = 0
time = 5
freq = 120
ampl = 6
phase = -1

[State 3904, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3904, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 3904, 3]
type = ChangeAnim
trigger1 = Time = 0
value = 5110

[State 3904, 4]
type = SelfState
trigger1 = Time = 5
trigger1 = Life = 0 || !Alive
value = 5150

[State 3904, 5]
type = SelfState
trigger1 = Time = 25
value = 5120

;---------------------------------------------------------------------------
; 打ち上げルートフィニッシュ（相手打ち上げ）
[Statedef 3905]
type     = A
movetype = H
physics  = N
ctrl = 0
poweradd = 0
sprpriority = -1

[State 3905, 1]
type = HitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 3905, 2]
type = AfterImage
trigger1 = Time = 0
time = 55
timegap = 1
framegap = 2
length = 6
palcolor = 32
palcontrast = 128,96,256
paladd = 3,3,3
palmul = 1,1,1
trans = add1
ignorehitpause = 1

[State 3905, 3]
type = HitFallSet
trigger1 = Time = 0
value = 0

[State 3905, 4]
type = VelAdd
trigger1 = Time >= 1
y = GetHitVar(yaccel)

[State 3905, 5]
type = HitVelSet
trigger1 = Time = 1
x = 1
y = 1

[State 3905, 6]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5035) = 1
value = 5035

[State 3905, 7]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5051) = 1
value = 5051

[State 3905, 8]
type = ChangeAnim
trigger1 = Time = 4
trigger1 = Anim != 5051
trigger1 = SelfAnimExist(5061) = 0
trigger2 = Anim = 5035
trigger2 = AnimTime = 0
value = 5050

[State 3905, 9]
type = ChangeAnim
triggerall = (Anim = 5030) || (Anim = 5051)
triggerall = SelfAnimExist(5061) = 1
trigger1 = Vel Y != 0
trigger1 = Vel Y > -7.0
value = 5061

[State 3905, 10]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
