;======================================================================
;======================================================================
; Super Move states file for "Akane Satomura"
;======================================================================
;======================================================================

;----------------------------------------------------------------------
; Super Move 
;----------------------------------------------------------------------

;----------------------------------------------------------------------
; 623 + A

[Statedef 1000]
type = S
movetype = A
physics = S
anim = 1000
ctrl = 0
poweradd = 100

[State 1000, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1000, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1000, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1000, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 1000, VarSet];Damage Correction
type = VarSet
trigger1 = AnimElemTime(3) = 0
fvar(3) = 0.007
ignorehitpause = 1

[State 1000, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 60
ignorehitpause = 1

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

[State 1000, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 2.5
y = -4.5
ignorehitpause = 1

[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1000, VelSet]
type = VelSet
trigger1 = AnimElemTime(16) = 0
x = 1.25
ignorehitpause = 1

[State 1000, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(16) >= 0
y = Const(Movement.yaccel)*0.75

[State 1000, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 2
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*40),5
getpower = 50,25
givepower = 25,15
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-50+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 30
ground.hittime = 30
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-2.5,-4.5
guard.velocity = -2
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1000, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = AnimElemTime(4) >= 0
triggerall = var(10) < 6
trigger1 = Time % 4 = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*7),1
getpower = 10,5
givepower = 5,2
pausetime = 3,4
guard.pausetime = 3,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-50+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 30
ground.hittime = 30
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-2,-4.5
guard.velocity = -2
air.velocity = -2,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1000, VarAdd]
type = VarAdd
triggerall = AnimElemTime(4) >= 0
trigger1 = MoveContact
var(10) = 1
ignorehitpause = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(5) >= 0
trigger1 = Pos Y >= 0
value = 1001

;----------------------------------------------------------------------
; 623 + A - Landing

[Statedef 1001]
type = S
movetype = A
physics = S
anim = 47
ctrl = 0
velset = 0,0

[State 1001, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1001, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 623 + B

[Statedef 1010]
type = S
movetype = A
physics = S
anim = 1010
ctrl = 0
poweradd = 100

[State 1010, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1010, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1010, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1010, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 1010, VarSet];Damage Correction
type = VarSet
trigger1 = AnimElemTime(4) = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 1010, VarSet];Damage Correction
type = VarSet
trigger1 = AnimElemTime(6) = 0
fvar(3) = 0.007
ignorehitpause = 1

[State 1010, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 60
ignorehitpause = 1

[State 1010, VarSet];HitCount
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 1010, Width]
type = Width
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(5) < 0
player = 32,10
ignorehitpause = 1

[State 1010, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 4
ignorehitpause = 1

[State 1010, VelSet]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = 2.5
y = -4.5
ignorehitpause = 1

[State 1010, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
physics = N
ignorehitpause = 1

[State 1010, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(7) = 0
statetype = A
ignorehitpause = 1

[State 1010, VelSet]
type = VelSet
trigger1 = AnimElemTime(15) = 0
x = 1.25
ignorehitpause = 1

[State 1010, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(15) >= 0
y = Const(Movement.yaccel)*0.75

[State 1010, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(5) < 0
trigger1 = Time % 7 = 0
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*10),1
getpower = 20,10
givepower = 10,5
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-50+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 30
ground.hittime = 30
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-2.5,0
guard.velocity = -2
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-1.75+EnemyNear,Vel Y*0.25),-1.5)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1010, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 5
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*40),5
getpower = 50,25
givepower = 25,15
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-50+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 30
ground.hittime = 30
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-2.5,-4.5
guard.velocity = -2
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1010, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = AnimElemTime(7) >= 0
triggerall = var(10) < 4
trigger1 = Time % 4 = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*7),1
getpower = 10,5
givepower = 5,2
pausetime = 3,4
guard.pausetime = 3,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-50+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 30
ground.hittime = 30
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-2,-4.5
guard.velocity = -2
air.velocity = -2,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1010, VarAdd]
type = VarAdd
triggerall = AnimElemTime(7) >= 0
trigger1 = MoveContact
var(10) = 1
ignorehitpause = 1

[State 1010, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(8) >= 0
trigger1 = Pos Y >= 0
value = 1001

;----------------------------------------------------------------------
; 623 + C

[Statedef 1020]
type = S
movetype = A
physics = S
anim = 1020
ctrl = 0
poweradd = 100

[State 1020, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1020, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1020, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1020, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.005
ignorehitpause = 1

[State 1020, VarSet];Damage Correction
type = VarSet
trigger1 = AnimElemTime(4) = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 1020, VarSet];Damage Correction
type = VarSet
trigger1 = AnimElemTime(6) = 0
fvar(3) = 0.007
ignorehitpause = 1

[State 1020, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 60
ignorehitpause = 1

[State 1020, VarSet];HitCount
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 1020, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1020, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1020, NotHitBy]
type = NotHitBy
trigger1 = Time < 11
value = SCA
time = 1
ignorehitpause = 1

[State 1020, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10280
postype = p1
pos = 0,-40
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0

[State 1020, Width]
type = Width
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(5) < 0
player = 32,10
ignorehitpause = 1

[State 1020, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 4
ignorehitpause = 1

[State 1020, VelSet]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = 2.5
y = -4.5
ignorehitpause = 1

[State 1020, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
physics = N
ignorehitpause = 1

[State 1020, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(7) = 0
statetype = A
ignorehitpause = 1

[State 1020, VelSet]
type = VelSet
trigger1 = AnimElemTime(19) = 0
x = 1.25
ignorehitpause = 1

[State 1020, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(19) >= 0
y = Const(Movement.yaccel)*0.75

[State 1020, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(5) < 0
trigger1 = Time % 7 = 0
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*10),1
getpower = 20,10
givepower = 10,5
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-50+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 30
ground.hittime = 30
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-2.5,0
guard.velocity = -2
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-1.75+EnemyNear,Vel Y*0.25),-1.5)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1020, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 5
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*40),5
getpower = 50,25
givepower = 25,15
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-50+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 30
ground.hittime = 30
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-2.5,-4.5
guard.velocity = -2
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1020, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = AnimElemTime(7) >= 0
triggerall = var(10) < 6
trigger1 = Time % 4 = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*10),1
getpower = 10,5
givepower = 5,2
pausetime = 3,3
guard.pausetime = 3,3
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-50+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 30
ground.hittime = 30
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-2,-4.5
guard.velocity = -2
air.velocity = -2,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1020, VarAdd]
type = VarAdd
triggerall = AnimElemTime(7) >= 0
trigger1 = MoveContact
var(10) = 1
ignorehitpause = 1

[State 1020, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(8) >= 0
trigger1 = Pos Y >= 0
value = 1001

;----------------------------------------------------------------------
; 236 + A

[Statedef 1100]
type = A
movetype = A
physics = N
anim = 1100
ctrl = 0
poweradd = 100
velset = 0,0

[State 1100, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1100, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1100, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1100, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.06
ignorehitpause = 1

[State 1100, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1100, VarSet];HitCount
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 1100, VelSet]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = 7.5
y = 8.75
ignorehitpause = 1

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) >= 1
trigger1 = Time % 4 = 0
value = s0,1
channel = 1
ignorehitpause = 0

[State 1100, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(10) < 3
trigger1 = Time % 3 = 0
attr = A,SA
hitflag = MAF
guardflag = HA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*25),4
getpower = 50,25
givepower = 25,15
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 30
ground.hittime = 30
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-2.5,-4.5
guard.velocity = -2
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1100, VarAdd]
type = VarAdd
triggerall = AnimElemTime(4) >= 0
trigger1 = MoveContact
var(10) = 1
ignorehitpause = 1

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 10
trigger1 = Vel Y >= 0
value = 1101
ignorehitpause = 1

;----------------------------------------------------------------------
; 236 + A - Landing

[Statedef 1101]
type = S
movetype = I
physics = S
anim = 1101
ctrl = 0

[State 1101, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 1101, VelSet]
type = VelSet
trigger1 = Time = 1
x = -2
y = -2
ignorehitpause = 1

[State 1101, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 1
statetype = A
physics = N
ignorehitpause = 1

[State 1101, PlaySnd]
type = PlaySnd
trigger1 = Time % 4 = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 1101, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.175
ignorehitpause = 1

[State 1100, ChangeState]
type = ChangeState
trigger1 = Time > 5
trigger1 = Pos Y >= 10
trigger1 = Vel Y >= 0
value = 1102
ignorehitpause = 1

;----------------------------------------------------------------------
; 236 + A - Finish

[Statedef 1102]
type = S
movetype = I
physics = S
anim = 1102
ctrl = 0
velset = 0,0

[State 1102, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 1102, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 236 + B

[Statedef 1110]
type = A
movetype = A
physics = N
anim = 1110
ctrl = 0
poweradd = 100
velset = 0,0

[State 1110, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1110, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1110, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1110, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.06
ignorehitpause = 1

[State 1110, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1110, VarSet];HitCount
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 1110, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = -1.5
y = -2
ignorehitpause = 1

[State 1110, VelSet]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = 8.75
y = 8.75
ignorehitpause = 1

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) >= 1
trigger1 = Time % 4 = 0
value = s0,1
channel = 1
ignorehitpause = 0

[State 1110, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(10) < 3
trigger1 = Time % 3 = 0
attr = A,SA
hitflag = MAF
guardflag = HA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*25),4
getpower = 50,25
givepower = 25,15
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 30
ground.hittime = 30
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-2.5,-4.5
guard.velocity = -2
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1110, VarAdd]
type = VarAdd
triggerall = AnimElemTime(4) >= 0
trigger1 = MoveContact
var(10) = 1
ignorehitpause = 1

[State 1110, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 10
trigger1 = Vel Y >= 0
value = 1111
ignorehitpause = 1

;----------------------------------------------------------------------
; 236 + B - Landing

[Statedef 1111]
type = S
movetype = I
physics = S
anim = 1101
ctrl = 0

[State 1111, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 1111, VelSet]
type = VelSet
trigger1 = Time = 1
x = -2
y = -2
ignorehitpause = 1

[State 1111, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 1
statetype = A
physics = N
ignorehitpause = 1

[State 1111, PlaySnd]
type = PlaySnd
trigger1 = Time % 4 = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 1111, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.175
ignorehitpause = 1

[State 1110, ChangeState]
type = ChangeState
trigger1 = Time > 5
trigger1 = Pos Y >= 10
trigger1 = Vel Y >= 0
value = 1112
ignorehitpause = 1

;----------------------------------------------------------------------
; 236 + B - Finish

[Statedef 1112]
type = S
movetype = I
physics = S
anim = 1102
ctrl = 0
velset = 0,0

[State 1112, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 1112, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 236 + C

[Statedef 1120]
type = A
movetype = A
physics = N
anim = 1120
ctrl = 0
poweradd = 100
velset = 0,0

[State 1120, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1120, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1120, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1120, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 1120, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1120, VarSet];HitCount
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 1120, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1120, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1120, NotHitBy]
type = NotHitBy
trigger1 = Time < 13
value = SCA
time = 1
ignorehitpause = 1

[State 1120, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10280
postype = p1
pos = 0,-40
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0

[State 1120, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = -3
y = -4
ignorehitpause = 1

[State 1120, VelSet]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = 8.75
y = 8.75
ignorehitpause = 1

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) >= 1
trigger1 = Time % 4 = 0
value = s0,1
channel = 1
ignorehitpause = 0

[State 1120, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(10) < 9
attr = A,SA
hitflag = MAF
guardflag = HA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*14),4
getpower = 50,25
givepower = 25,15
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 30
ground.hittime = 30
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-2.5,-4.5
guard.velocity = -2
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1120, VarAdd]
type = VarAdd
triggerall = AnimElemTime(4) >= 0
trigger1 = MoveContact
var(10) = 1
ignorehitpause = 1

[State 1120, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 10
trigger1 = Vel Y >= 0
value = 1121
ignorehitpause = 1

;----------------------------------------------------------------------
; 236 + C - Landing

[Statedef 1121]
type = S
movetype = I
physics = S
anim = 1101
ctrl = 0

[State 1121, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 1121, VelSet]
type = VelSet
trigger1 = Time = 1
x = -2
y = -2
ignorehitpause = 1

[State 1121, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 1
statetype = A
physics = N
ignorehitpause = 1

[State 1121, PlaySnd]
type = PlaySnd
trigger1 = Time % 4 = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 1121, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.175
ignorehitpause = 1

[State 1120, ChangeState]
type = ChangeState
trigger1 = Time > 5
trigger1 = Pos Y >= 10
trigger1 = Vel Y >= 0
value = 1122
ignorehitpause = 1

;----------------------------------------------------------------------
; 236 + C - Finish

[Statedef 1122]
type = S
movetype = I
physics = S
anim = 1102
ctrl = 0
velset = 0,0

[State 1122, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 1122, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 236 + A

[Statedef 1200]
type = S
movetype = A
physics = S
anim = 1200
ctrl = 0
velset = 0,0

[State 1200, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1200, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1200, Helper]
type = Helper
trigger1 = Time = 1
helpertype = normal
name = "Shiko"
ID = 1200
postype = back
pos = -30,-80
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11200
ignorehitpause = 1

[State 1200, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 236 + B

[Statedef 1210]
type = S
movetype = A
physics = S
anim = 1210
ctrl = 0
velset = 0,0

[State 1210, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1210, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1210, Helper]
type = Helper
trigger1 = Time = 1
helpertype = normal
name = "Shiko"
ID = 1200
postype = back
pos = -30,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11210
ignorehitpause = 1

[State 1210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 236 + C

[Statedef 1220]
type = S
movetype = A
physics = S
anim = 1220
ctrl = 0
velset = 0,0

[State 1220, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1220, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1220, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1220, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1220, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10280
postype = p1
pos = 0,-40
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0

[State 1220, Helper]
type = Helper
trigger1 = Time = 1
helpertype = normal
name = "Shiko"
ID = 1200
postype = Front
pos = 80,0
facing = -1
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11220
ignorehitpause = 1

[State 1220, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 214 + A

[Statedef 1300]
type = S
movetype = A
physics = S
anim = 1300
ctrl = 0

[State 1300, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1300, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1300, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1300, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1300, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 1.25
y = -8

[State 1300, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.3

[State 1300, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) >= 0
trigger1 = Pos Y >= 0
value = 1305

;----------------------------------------------------------------------
; 214 + A

[Statedef 1350]
type = A
movetype = A
physics = N
anim = 1301
ctrl = 0

[State 1350, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1350, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1350, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1300, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 1.25
y = -8

[State 1300, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) > 0
y = 0.3

[State 1300, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1305

;----------------------------------------------------------------------
; 214 + A - Sliding

[Statedef 1305]
type = C
movetype = A
physics = N
anim = 1305
ctrl = 0
velset = 5.5,0

[State 1305, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1305, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1305, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1305, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.07
ignorehitpause = 1

[State 1305, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1305, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1305, VelMul]
type = VelMul
trigger1 = Vel X > 0
x = 0.9

[State 1305, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,1
ignorehitpause = 1

[State 1305, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = Time = 0
attr = C,SA
hitflag = MAF
guardflag = L
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*50),0
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-30+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 30
ground.hittime = 30
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-1.5,-5.5
guard.velocity = -2
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-7.0+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1305, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------------------------------
; 214 + B - Landing

[Statedef 1306]
type = C
movetype = I
physics = C
anim = ifelse(PrevStateNo != 1405, 1306, 1307)
ctrl = 0
velset = 0,0

[State 1306, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1306, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1306, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1306, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1306, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,1
ignorehitpause = 1

[State 1306, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 214 + B

[Statedef 1310]
type = S
movetype = A
physics = S
anim = 1300
ctrl = 0

[State 1310, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1310, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1310, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1310, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1310, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = -1.25
y = -8

[State 1310, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.3

[State 1310, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) >= 0
trigger1 = Pos Y >= 0
value = 1306

;----------------------------------------------------------------------
; 214 + B

[Statedef 1360]
type = A
movetype = A
physics = N
anim = 1301
ctrl = 0

[State 1360, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = -1.25
y = -8

[State 1360, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) > 0
y = 0.3

[State 1360, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1306

;----------------------------------------------------------------------
; 236 + A / B / C -> C

[Statedef 1315]
type = A
movetype = A
physics = N
anim = 1315
ctrl = 0
poweradd = 100
velset = 0,0
facep2 = 1

[State 1315, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1315, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1315, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1315, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.06
ignorehitpause = 1

[State 1315, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1315, VarSet];HitCount
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 1315, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 2.5
y = 6
ignorehitpause = 1

[State 1315, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,1
channel = 1
ignorehitpause = 0

[State 1315, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = Time = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*40),4
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-30+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5.5,0
guard.velocity = -2
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1315, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 10
trigger1 = Vel Y >= 0
value = 1317
ignorehitpause = 1

;----------------------------------------------------------------------
; 236 + A / B / C -> C

[Statedef 1316]
type = A
movetype = A
physics = N
anim = 1315
ctrl = 0
poweradd = 100
velset = 0,0

[State 1316, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1316, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1316, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1316, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.06
ignorehitpause = 1

[State 1316, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1316, VarSet];HitCount
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 1316, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 2.5
y = 6
ignorehitpause = 1

[State 1316, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,1
channel = 1
ignorehitpause = 0

[State 1316, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = Time = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*40),4
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-30+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5.5,0
guard.velocity = -2
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1316, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 10
trigger1 = Vel Y >= 0
value = 1317
ignorehitpause = 1

;----------------------------------------------------------------------
; 214 + B - Landing

[Statedef 1317]
type = S
movetype = I
physics = S
anim = 1306
ctrl = 0
velset = 0,0

[State 1317, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1317, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1317, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1317, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1317, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,1
ignorehitpause = 1

[State 1317, CtrlSet]
type = CtrlSet
trigger1 = Time >= 4
value = 1

[State 1317, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 214 + C

[Statedef 1320]
type = S
movetype = A
physics = S
anim = 1300
ctrl = 0

[State 1320, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1320, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1320, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1320, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1320, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 4.25
y = -7.5

[State 1320, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.3

[State 1320, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) >= 0
trigger1 = Pos Y >= 0
value = 1305

;----------------------------------------------------------------------
; 214 + C

[Statedef 1370]
type = A
movetype = A
physics = N
anim = 1301
ctrl = 0

[State 1370, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1370, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1370, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1370, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 4.25
y = -7.5

[State 1370, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) > 0
y = 0.3

[State 1370, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1305

;----------------------------------------------------------------------
; 236 + A / B / C -> 4 + C(Near) - Start

[Statedef 1325]
type = A
movetype = A
physics = A
anim = 520
ctrl = 0
getpower = 70

[State 1325, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1325, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1325, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1325, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 1325, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 60
ignorehitpause = 1

[State 1325, Hitdef]
type = Hitdef
trigger1 = AnimElem = 2
attr = A,ST
hitflag = MAF
guardflag = 
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
priority = 1, Miss
damage = 0,0
getpower = 70,0
givepower = 50,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = -1
sparkxy = -8,-70
hitsound = S1,8
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1facing = 1
p2facing = 1
p1stateno = 1326
p2stateno = 40530
p1sprpriority = 1
p2sprpriority = 0
guard.dist = 0

[State 1325, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1328

;----------------------------------------------------------------------
; 236 + A / B / C -> 4 + C(Near) - Success

[Statedef 1326]
type = A
movetype = A
physics = N
anim = 530
ctrl = 0
velset = 3,-9

[State 1326, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
pos = -14,-41

[State 1326, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(3) < 0
pos = -5,-30

[State 1326, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) < 0
pos = -16,-51

[State 1326, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) < 0
pos = -11,-63

[State 1326, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0
pos = -10,-74

[State 1326, TargetState]
type = TargetState
trigger1 = AnimElemTime(2) = 0
value = 40531

[State 1326, TargetState]
type = TargetState
trigger1 = AnimElemTime(3) = 0
value = 40532

[State 1326, VelAdd]
type = VelAdd
trigger1 = 1
y = Const(Movement.yaccel)

[State 1326, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1327

;----------------------------------------------------------------------
; 236 + A / B / C -> 4 + C(Near) - Landing

[Statedef 1327]
type = S
movetype = A
physics = S
anim = 1327
ctrl = 0
velset = 0,0

[State 1327, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.25
ignorehitpause = 1

[State 1327, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1327, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
pos = -22,-29

[State 1327, TargetState]
type = TargetState
trigger1 = AnimElemTime(1) = 0
value = 40533

[State 1327, TargetState]
type = TargetState
trigger1 = AnimElemTime(2) = 0
value = 40535

[State 1327, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = ceil(-100*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 1

[State 1327, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 20
ampl = -8

[State 1327, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,4
ignorehitpause = 1

[State 1327, Projectile]
type = Projectile
trigger1 = Time = 0
projID = 31500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 1327, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 236 + A / B / C -> 4 + C(Near) - Failed

[Statedef 1328]
type = A
movetype = A
physics = N
anim = 1328
ctrl = 0

[State 1328, VelAdd]
type = VelAdd
trigger1 = 1
y = Const(Movement.yaccel)

[State 1328, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1306

;----------------------------------------------------------------------
; 236 + A / B / C -> 236 + B

[Statedef 1500]
type = A
movetype = A
physics = N
anim = 1500
ctrl = 0
poweradd = 100
velset = 0,0
facep2 = 1

[State 1500, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1500, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1500, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1500, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1500, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(4) >= 1
var(16) = 1
ignorehitpause = 1

[State 1500, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(4) <= 1
var(17) = 1
ignorehitpause = 1

[State 1500, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(4) >= 2
var(17) = 0
ignorehitpause = 1

[State 1500, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(4) < 0
y = 0.7
ignorehitpause = 1

[State 1500, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = -2
y = -4
ignorehitpause = 1

[State 1500, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) > 2
y = Const(Movement.yaccel)
ignorehitpause = 1

[State 1500, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,1
ignorehitpause = 1

[State 1500, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Needle"
postype = p1
pos = 5,-67
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11500
ignorehitpause = 1

[State 1500, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Needle"
postype = p1
pos = 15,-47
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11500
ignorehitpause = 1

[State 1500, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Needle"
postype = p1
pos = -15,-45
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11500
ignorehitpause = 1

[State 1500, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1306

;----------------------------------------------------------------------
; 236 + A / B / C -> 236 + B

[Statedef 1510]
type = A
movetype = A
physics = N
anim = 1500
ctrl = 0
poweradd = 100
velset = 0,0
facep2 = 1

[State 1510, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1510, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1510, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1510, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1510, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(4) >= 1
var(16) = 1
ignorehitpause = 1

[State 1510, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(4) <= 1
var(17) = 1
ignorehitpause = 1

[State 1510, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(4) >= 2
var(17) = 0
ignorehitpause = 1

[State 1510, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(4) < 0
y = 0.7
ignorehitpause = 1

[State 1510, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = -2
y = -4
ignorehitpause = 1

[State 1510, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) > 2
y = Const(Movement.yaccel)
ignorehitpause = 1

[State 1510, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,1
ignorehitpause = 1

[State 1510, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Needle"
postype = p1
pos = 5,-67
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11510
ignorehitpause = 1

[State 1510, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Needle"
postype = p1
pos = 15,-47
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11510
ignorehitpause = 1

[State 1510, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Needle"
postype = p1
pos = -15,-45
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11510
ignorehitpause = 1

[State 1510, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1306

;----------------------------------------------------------------------
; 236 + A / B / C -> 236 + C

[Statedef 1520]
type = A
movetype = A
physics = N
anim = 1500
ctrl = 0
poweradd = 100
velset = 0,0
facep2 = 1

[State 1520, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1520, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1520, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1520, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1520, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(4) >= 1
var(16) = 1
ignorehitpause = 1

[State 1520, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(4) <= 1
var(17) = 1
ignorehitpause = 1

[State 1520, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(4) >= 2
var(17) = 0
ignorehitpause = 1

[State 1520, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(4) < 0
y = 0.9
ignorehitpause = 1

[State 1520, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = -2
y = -4
ignorehitpause = 1

[State 1520, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) > 2
y = Const(Movement.yaccel)
ignorehitpause = 1

[State 1520, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1520, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1520, NotHitBy]
type = NotHitBy
trigger1 = Time < 12
value = SCA
time = 1
ignorehitpause = 1

[State 1520, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10280
postype = p1
pos = 0,-40
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1520, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0

[State 1520, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,1
ignorehitpause = 1

[State 1520, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Needle"
postype = p1
pos = 5,-67
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11520
ignorehitpause = 1

[State 1520, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Needle"
postype = p1
pos = 15,-47
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11520
ignorehitpause = 1

[State 1520, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Needle"
postype = p1
pos = -15,-45
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11520
ignorehitpause = 1

[State 1520, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1306

;----------------------------------------------------------------------
; 412 + A

[Statedef 1400]
type = S
movetype = A
physics = S
anim = 1300
ctrl = 0

[State 1400, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1400, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1400, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1400, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1400, PlayerPush]
type = PlayerPush
trigger1 = Time < 9
value = 0
ignorehitpause = 1

[State 1400, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 9
y = -7.25

[State 1400, VelSet]
type = VelSet
trigger1 = Time = 8
x = 0

[State 1400, VelAdd]
type = VelAdd
trigger1 = Time >= 8
y = 0.3

[State 1400, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) >= 0
trigger1 = Pos Y >= 0
value = 1306

;----------------------------------------------------------------------
; 2 + C

[Statedef 1405]
type = A
movetype = A
physics = N
anim = 1405
ctrl = 0

[State 1405, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1405, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1405, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1405, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.04
ignorehitpause = 1

[State 1405, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 26
ignorehitpause = 1

[State 1405, VarSet];HitCount
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 1405, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
persistent = 0

[State 1405, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 0
y = 6.5
persistent = 0

[State 1405, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) >= 0
trigger1 = Time % 4 = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 1405, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = AnimElemTime(4) >= 0
triggerall = var(10) < 3
trigger1 = Time % 2 = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*25),3
getpower = 10,5
givepower = 5,2
pausetime = 3,5
guard.pausetime = 3,5
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-50+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 30
ground.hittime = 30
guard.hittime = 21
air.hittime = 30
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = -2
air.velocity = 0,ifelse(EnemyNear,Vel Y <= 0,(0.75+EnemyNear,Vel Y*0.25),0.6)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1405, VarAdd]
type = VarAdd
trigger1 = MoveContact
var(10) = 1
ignorehitpause = 1

[State 1405, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 41401
ignorehitpause = 1

[State 1405, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1306

;----------------------------------------------------------------------
; 412 + A

[Statedef 1450]
type = A
movetype = A
physics = N
anim = 1301
ctrl = 0

[State 1450, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1450, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1450, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1450, VelSet]
type = VelSet
trigger1 = Time = 0
x = 9
y = -7.25

[State 1450, PlayerPush]
type = PlayerPush
trigger1 = Time < 9
value = 0
ignorehitpause = 1

[State 1450, VelSet]
type = VelSet
trigger1 = Time = 8
x = 0

[State 1450, VelAdd]
type = VelAdd
trigger1 = Time >= 8
y = 0.3

[State 1450, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1306

;----------------------------------------------------------------------
; 412 + B

[Statedef 1410]
type = S
movetype = A
physics = S
anim = 1300
ctrl = 0

[State 1410, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1410, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1410, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1410, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1410, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 18
y = -7.25

[State 1410, PlayerPush]
type = PlayerPush
trigger1 = Time < 9
value = 0
ignorehitpause = 1

[State 1410, VelSet]
type = VelSet
trigger1 = Time = 8
x = 0

[State 1410, VelAdd]
type = VelAdd
trigger1 = Time >= 8
y = 0.3

[State 1410, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) >= 0
trigger1 = Pos Y >= 0
value = 1306

;----------------------------------------------------------------------
; 412 + B

[Statedef 1460]
type = A
movetype = A
physics = N
anim = 1301
ctrl = 0

[State 1460, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1460, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1460, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1460, VelSet]
type = VelSet
trigger1 = Time = 0
x = 18
y = -7.25

[State 1460, PlayerPush]
type = PlayerPush
trigger1 = Time < 9
value = 0
ignorehitpause = 1

[State 1460, VelSet]
type = VelSet
trigger1 = Time = 8
x = 0

[State 1460, VelAdd]
type = VelAdd
trigger1 = Time >= 8
y = 0.3

[State 1460, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1306

;----------------------------------------------------------------------
; 412 + C

[Statedef 1420]
type = S
movetype = A
physics = S
anim = 1300
ctrl = 0

[State 1420, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1420, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1420, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1420, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1420, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 27
y = -7.25

[State 1420, PlayerPush]
type = PlayerPush
trigger1 = Time < 9
value = 0
ignorehitpause = 1

[State 1420, VelSet]
type = VelSet
trigger1 = Time = 8
x = 0

[State 1420, VelAdd]
type = VelAdd
trigger1 = Time >= 8
y = 0.3

[State 1420, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) >= 0
trigger1 = Pos Y >= 0
value = 1306

;----------------------------------------------------------------------
; 412 + C

[Statedef 1470]
type = A
movetype = A
physics = N
anim = 1301
ctrl = 0

[State 1470, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1470, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1470, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1470, VelSet]
type = VelSet
trigger1 = Time = 0
x = 27
y = -7.25

[State 1470, PlayerPush]
type = PlayerPush
trigger1 = Time < 9
value = 0
ignorehitpause = 1

[State 1470, VelSet]
type = VelSet
trigger1 = Time = 8
x = 0

[State 1470, VelAdd]
type = VelAdd
trigger1 = Time >= 8
y = 0.3

[State 1470, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1306

;----------------------------------------------------------------------
; 214214 + A

[Statedef 6000]
type = S
movetype = A
physics = S
anim = 6000
ctrl = 0

[State 6000, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6000, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6000, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(3) = 1
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6000, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 1
trigger1 = AnimElemTime(7) < 0
flag = NoBG
ignorehitpause = 1

[State 6000, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6000, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 1
value = -1000
ignorehitpause = 1

[State 6000, Explod]
type = Explod
trigger1 = AnimElemTime(5) = 1
anim = 10100
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 6000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,2

[State 6000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(6) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6000, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
name = "Wall"
id = 6000
postype = p1
pos = 0,-60
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16000
ignorehitpause = 1

[State 6000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 214214 + B

[Statedef 6010]
type = S
movetype = A
physics = S
anim = 6000
ctrl = 0

[State 6010, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6010, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6010, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(3) = 1
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6010, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 1
trigger1 = AnimElemTime(7) < 0
flag = NoBG
ignorehitpause = 1

[State 6010, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6010, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 1
value = -1000
ignorehitpause = 1

[State 6010, Explod]
type = Explod
trigger1 = AnimElemTime(5) = 1
anim = 10100
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 6010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,2

[State 6010, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(6) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6010, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
name = "Wall"
id = 6010
postype = p1
pos = 70,-60
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16000
ignorehitpause = 1

[State 6010, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 214214 + C

[Statedef 6020]
type = S
movetype = A
physics = S
anim = 6000
ctrl = 0

[State 6020, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6020, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6020, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(3) = 1
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6020, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 1
trigger1 = AnimElemTime(7) < 0
flag = NoBG
ignorehitpause = 1

[State 6020, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6020, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 1
value = -1000
ignorehitpause = 1

[State 6020, Explod]
type = Explod
trigger1 = AnimElemTime(5) = 1
anim = 10100
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 6020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,2

[State 6020, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(6) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6020, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
name = "Wall"
id = 6020
postype = p1
pos = 0,-150
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16000
ignorehitpause = 1

[State 6020, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 236236 + A

[Statedef 6100]
type = S
movetype = A
physics = S
anim = 6100
ctrl = 0

[State 6100, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6100, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6100, VarSet]
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 6100, VarSet]
type = VarSet
trigger1 = Time = 0
var(13) = 0
ignorehitpause = 1

[State 6100, VarRandom]
type = VarRandom
trigger1 = 1
v = 11
range = 0,1

[State 6100, VarRandom]
type = VarSet;Random
trigger1 = Time = 0
v = 12
value = 16
;range = 12,17

[State 6100, VarRandom]
type = VarRandom
trigger1 = 1
v = 18
range = 0,50

[State 6100, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(5) = 1
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6100, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(5) >= 1
trigger1 = AnimElemTime(7) < 0
flag = NoBG
ignorehitpause = 1

[State 6100, Explod]
type = Explod
trigger1 = AnimElemTime(5) = 1
anim = 10300
postype = p1
pos = 25,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6100, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(5) = 1
value = -1000
ignorehitpause = 1

[State 6100, Explod]
type = Explod
trigger1 = AnimElemTime(5) = 1
anim = 10100
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 6100, NotHitBy]
type = NotHitBy
trigger1 = Time < 9
value = SCA
time = 1
ignorehitpause = 1

[State 6100, Helper]
type = Helper
triggerall = var(13) < var(12)
triggerall = Time % 2 = 0
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(25) < 0
helpertype = normal
name = "Rain_of_Tear"
id = 6100
postype = p1
pos = var(18)*ifelse(var(11) = 1,1,-1),-1*random%60-60
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16100
ignorehitpause = 1

[State 6100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 236236 + B

[Statedef 6110]
type = S
movetype = A
physics = S
anim = 6110
ctrl = 0

[State 6110, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6110, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6110, VarSet]
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 6110, VarSet]
type = VarSet
trigger1 = Time = 0
var(13) = 0
ignorehitpause = 1

[State 6110, VarRandom]
type = VarRandom
trigger1 = 1
v = 11
range = 0,1

[State 6110, VarRandom]
type = VarSet;Random
trigger1 = Time = 0
v = 12
value = 25
;range = 22,27

[State 6110, VarRandom]
type = VarRandom
trigger1 = 1
v = 18
range = 0,50

[State 6110, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(3) = 1
time = 40
movetime = 40
anim = -1
sound = s4,2
darken = 0
p2defmul = 1

[State 6110, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 1
trigger1 = AnimElemTime(7) < 0
flag = NoBG
ignorehitpause = 1

[State 6110, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 10310
postype = p1
pos = 25,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6110, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 1
value = -2000
ignorehitpause = 1

[State 6110, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 10100
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 6110, NotHitBy]
type = NotHitBy
trigger1 = Time < 12
value = SCA
time = 1
ignorehitpause = 1

[State 6110, Helper]
type = Helper
triggerall = var(13) < var(12)
triggerall = Time % 2 = 0
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(33) < 0
helpertype = normal
name = "Rain_of_Tear"
id = 6110
postype = p1
pos = var(18)*ifelse(var(11) = 1,1,-1),-1*random%60-60
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16100
ignorehitpause = 1

[State 6110, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 236236 + C

[Statedef 6120]
type = S
movetype = A
physics = S
anim = 6120
ctrl = 0

[State 6120, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6120, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6120, VarSet]
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 6120, VarSet]
type = VarSet
trigger1 = Time = 0
var(13) = 0
ignorehitpause = 1

[State 6120, VarRandom]
type = VarRandom
trigger1 = 1
v = 11
range = 0,1

[State 6120, VarRandom]
type = VarSet;Random
trigger1 = Time = 0
v = 12
value = 34
;range = 32,37

[State 6120, VarRandom]
type = VarRandom
trigger1 = 1
v = 18
range = 0,50

[State 6120, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 1
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 6120, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 1
trigger1 = AnimElemTime(7) < 0
flag = NoBG
ignorehitpause = 1

[State 6120, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10320
postype = p1
pos = 25,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,4

[State 6120, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 1
value = -3000
ignorehitpause = 1

[State 6120, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6120, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 10100
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 6120, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(6) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6120, Helper]
type = Helper
triggerall = var(13) < var(12)
triggerall = Time % 2 = 0
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(41) < 0
helpertype = normal
name = "Rain_of_Tear"
id = 6120
postype = p1
pos = var(18)*ifelse(var(11) = 1,1,-1),-1*random%60-60
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16100
ignorehitpause = 1

[State 6120, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 641236 + A

[Statedef 6200]
type = S
movetype = A
physics = S
anim = 6200
ctrl = 0

[State 6200, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6200, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6200, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(4) = 1
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6200, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(4) >= 1
trigger1 = AnimElemTime(5) < 3
flag = NoBG
ignorehitpause = 1

[State 6200, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 1
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6200, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(4) = 1
value = -1000
ignorehitpause = 1

[State 6200, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(6) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6200, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6200, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6200, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(5) >= 1
var(16) = 1
ignorehitpause = 1

[State 6200, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(21) <= 1
var(17) = 1
ignorehitpause = 1

[State 1000, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(22) > 2
var(17) = 0
ignorehitpause = 1

[State 6200, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 13
helpertype = normal
name = "Shiko"
ID = 1200
postype = p1
pos = -160,-360
ownpal = 1
pausemovetime = 0
supermovetime = 9999
stateno = 16200
ignorehitpause = 1

[State 6200, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 641236 + B

[Statedef 6210]
type = S
movetype = A
physics = S
anim = 6210
ctrl = 0

[State 6210, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6210, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6210, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(4) = 0
time = 40
movetime = 40
anim = -1
sound = s4,2
darken = 0
p2defmul = 1

[State 6210, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) < 0
flag = NoBG
ignorehitpause = 1

[State 6210, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10310
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6210, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(4) = 0
value = -2000
ignorehitpause = 1

[State 6210, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(7) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6210, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6210, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6210, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(5) >= 1
var(16) = 1
ignorehitpause = 1

[State 6210, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(28) <= 1
var(17) = 1
ignorehitpause = 1

[State 6210, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(22) > 2
var(17) = 0
ignorehitpause = 1

[State 6210, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 13
helpertype = normal
name = "Shiko"
ID = 1200
postype = p1
pos = -160,-360
ownpal = 1
pausemovetime = 0
supermovetime = 9999
stateno = 16210
ignorehitpause = 1

[State 6210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 641236 + C

[Statedef 6220]
type = S
movetype = A
physics = S
anim = 6220
ctrl = 0

[State 6220, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6220, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6220, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(4) = 1
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 6220, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(4) >= 1
trigger1 = AnimElemTime(5) < 0
flag = NoBG
ignorehitpause = 1

[State 6220, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 1
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6220, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(4) = 1
value = -3000
ignorehitpause = 1

[State 6220, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(7) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6220, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 1
value = s4,4

[State 6220, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 13
helpertype = normal
name = "Shiko"
ID = 1200
postype = p1
pos = -160,-360
ownpal = 1
pausemovetime = 0
supermovetime = 9999
stateno = 16220
ignorehitpause = 1

[State 6220, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; AA6BC

[Statedef 7000]
type = S
movetype = A
physics = N
anim = 7000
ctrl = 0
velset = 0,0

[State 7000, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 7000, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 7000, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 7000, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 7000, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(1) < 42
flag = NoBG
ignorehitpause = 1

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 7000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s4,4

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10330
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 7000, AfterImage]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = 105
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 4
FrameGap = 1
Trans = Add1
length = 4

[State 7000, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 0
value = -3000
ignorehitpause = 1

[State 7000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1) <= 51
value = SCA
time = 1
ignorehitpause = 1

[State 7000, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) >= 41
x = 2.5
ignorehitpause = 1

[State 7000, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 7000, Hitdef]
type = Hitdef
trigger1 = P2StateNo != [120,155]
trigger1 = AnimElemTime(1) >= 41
attr = S,HT
hitflag = MAF
guardflag = 
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
priority = 1, Miss
damage = 0,0
getpower = 0,0
givepower = 50,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = -1
sparkxy = -8,-50
hitsound = S1,8
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1facing = 1
p2facing = 1
p1stateno = 7001
p2stateno = 47001
p1sprpriority = 1
p2sprpriority = 0
guard.dist = 0

[State 7000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; AA6BC - Success

[Statedef 7001]
type = S
movetype = A
physics = S
anim = 7001
ctrl = 0
velset = 0,0

[State 7001, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 7001, AfterImage]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = 0
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 1
Trans = Add1
length = 1

[State 7001, TargetBind]
type = TargetBind
trigger1 = 1
pos = 10,0
ignorehitpause = 1

[State 7001, TargetState]
type = TargetState
trigger1 = Time = 10
value = 47002
ignorehitpause = 1

[State 7001, ChangeState]
type = ChangeState
trigger1 = Time = 26
value = 7002

;----------------------------------------------------------------------
; AA6BC - Attack

[Statedef 7002]
type = S
movetype = A
physics = S
anim = -1
ctrl = 0
velset = 0,0

[State 7002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = Invisible
ignorehitpause = 1

[State 7002, TargetState]
type = TargetState
trigger1 = Time = 0
value = 47003
ignorehitpause = 1

[State 7002, Explod]
type = Explod
trigger1 = Time % 5 = 0
anim = 10260
postype = p1
pos = 0,-40
random = 80,80
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 7002, PlaySnd]
type = PlaySnd
trigger1 = Time % 5 = 1
value = s1,2
channel = 2
ignorehitpause = 1

[State 7002, HitAdd]
type = HitAdd
trigger1 = Time % 5 = 1
value = 1
ignorehitpause = 1

[State 7002, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 105
value = ceil(-450*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 1

[State 7002, ChangeState]
type = ChangeState
trigger1 = Time = 106
value = ifelse((RoundState = 2),7003,7005)

;----------------------------------------------------------------------
; AA6BC - Finish

[Statedef 7003]
type = S
movetype = A
physics = S
anim = 7003
ctrl = 0
velset = 0,0

[State 7003, BGPalFX]
type = BGPalFX
trigger1 = Time < 13
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 7003, TargetState]
type = TargetState
trigger1 = Time = 0
value = 47004
ignorehitpause = 1

[State 7003, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; AA6BC - Finish <RoundState > 2>

[Statedef 7005]
type = S
movetype = A
physics = S
anim = 7005
ctrl = 0
velset = 0,0

[State 7005, TargetState]
type = TargetState
trigger1 = Time = 0
value = 47004
ignorehitpause = 1

[State 7005, Explod]
type = Explod
trigger1 = Time = 0
anim = 17005
postype = Left
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -5

[State 7005, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,3
channel = 3
ignorehitpause = 1

[State 7005, ChangeState]
type = ChangeState
trigger1 = Time > 80
value = 0
ctrl = 1

