;======================================================================
;======================================================================
; Super Move states file for "Ayu Tukimiya"
;======================================================================
;======================================================================

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

;----------------------------------------------------------------------
; Z

[Statedef 700]
type = A
movetype = I
physics = N
anim = 700
ctrl = 1

[State 700, VelAdd]
type = VelAdd
trigger1 = Time > 5
trigger1 = Vel Y < 2.5
y = 0.25

[State 700, VelSet]
type = VelSet
trigger1 = Vel Y > 2.5
y = 2.5

[State 700, VarAdd]
type = VarAdd
trigger1 = Time = 0
trigger1 = fvar(16) = [1,2]
fvar(15) = -13
ignorehitpause = 1

[State 700, VarAdd]
type = VarAdd
trigger1 = Time >= 0
trigger1 = Time % 4 = 0
fvar(15) = -1
ignorehitpause = 1

[State 700, VelAdd]
type = VelAdd
trigger1 = Vel X < 0
trigger1 = command = "holdfwd"
x = 0.25

[State 700, VelAdd]
type = VelAdd
trigger1 = Vel X >= 0
trigger1 = command = "holdfwd"
x = 0.1

[State 700, VelAdd]
type = VelAdd
trigger1 = Vel X < 0
trigger1 = command = "holdback"
x = -0.1

[State 700, VelAdd]
type = VelAdd
trigger1 = Vel X >= 0
trigger1 = command = "holdback"
x = -0.25

[State 700, VelSet]
type = VelSet
trigger1 = Vel X > 2.5
x = 2.5

[State 700, VelSet]
type = VelSet
trigger1 = Vel X < -2.5
x = -2.5

[State 700, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s2,0
channel = 4
ignorehitpause = 1

[State 700, ChangeState]
type = ChangeState
trigger1 = command = "holddown"
value = 53

[State 700, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

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

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

[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) = 0.06
ignorehitpause = 1

[State 1000, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1000, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 1000, VarSet];MoveContact initialize
type = VarSet
trigger1 = MoveContact
trigger2 = MoveReversed
var(12) = 1
ignorehitpause = 1

[State 1000, Effect]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 10100
postype = p1
pos = -20,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
physics = N
ignorehitpause = 1

[State 1000, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 5.5

[State 1000, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(12) = 0
triggerall = AnimElemTime(12) < 0
trigger1 = !MoveContact && !MoveReversed
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*80),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = -5.75,-6
guard.velocity = -7
air.velocity = -6,ifelse(EnemyNear,Vel Y <= 0,(-2.25+EnemyNear,Vel Y*0.75),-2.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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 = var(12) = 0
triggerall = AnimElemTime(13) > 0
trigger1 = !MoveContact && !MoveReversed
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*50),5
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 = -1,-3.5
guard.velocity = -7
air.velocity = -1,-3.5
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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, VelMul]
type = VelMul
trigger1 = AnimElemTime(12) >= 0
trigger1 = Vel X > 0
x = 0.85

[State 1000, Effect]
type = Explod
trigger1 = AnimElemTime(14) = 0
anim = 15110
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(14) = 0
time = 10
freq = 80
ampl = 4

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(14) = 0
value = s2,4

[State 1000, ChangeState]
type = ChangeState
triggerall = AnimElemTime(13) < 0
trigger1 = var(12) = 1
value = 1001
ignorehitpause = 0

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

;----------------------------------------------------------------------
; 236 + A or B - Down

[Statedef 1001]
type = S
movetype = A
physics = N
anim = 1001
ctrl = 0

[State 1001, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1001, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1001, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1001, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 1001, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1001, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 1001, VelMul]
type = VelMul
trigger1 = AnimElemTime(1) >= 0
trigger1 = Vel X > 0
x = ifelse(PrevStateNo = 1000, 0.95, 0.85)

[State 1001, Effect]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 15110
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1001, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(3) = 0
time = 10
freq = 80
ampl = 4

[State 1001, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s2,4

[State 1001, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1001, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*50),5
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 = -1,-3.5
guard.velocity = -7
air.velocity = -1,-3.5
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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 1001, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

[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) = 0.06
ignorehitpause = 1

[State 1010, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1010, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 1010, VarSet];MoveContact initialize
type = VarSet
trigger1 = MoveContact
trigger2 = MoveReversed
var(12) = 1
ignorehitpause = 1

[State 1010, Effect]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10100
postype = p1
pos = -20,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1010, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
physics = N
ignorehitpause = 1

[State 1010, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 7.75

[State 1010, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(12) = 0
triggerall = AnimElemTime(12) < 0
trigger1 = !MoveContact && !MoveReversed
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*80),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = -5.75,-6
guard.velocity = -7
air.velocity = -6,ifelse(EnemyNear,Vel Y <= 0,(-2.25+EnemyNear,Vel Y*0.75),-2.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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 = var(12) = 0
triggerall = AnimElemTime(14) > 0
trigger1 = !MoveContact && !MoveReversed
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*50),5
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 = -1,-3.5
guard.velocity = -7
air.velocity = -1,-3.5
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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, VelMul]
type = VelMul
trigger1 = AnimElemTime(13) >= 0
trigger1 = Vel X > 0
x = 0.9

[State 1010, Effect]
type = Explod
trigger1 = AnimElemTime(15) = 0
anim = 15110
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1010, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(15) = 0
time = 10
freq = 80
ampl = 4

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(15) = 0
value = s2,4

[State 1010, ChangeState]
type = ChangeState
triggerall = AnimElemTime(13) < 0
trigger1 = var(12) = 1
value = 1001
ignorehitpause = 0

[State 1010, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

[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) = 0.06
ignorehitpause = 1

[State 1020, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1020, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 1020, VarSet];MoveContact initialize
type = VarSet
trigger1 = MoveContact
trigger2 = MoveReversed
var(12) = 1
ignorehitpause = 1

[State 1010, 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 < 24
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, AfterImage]
type = AfterImage
triggerall = var(15) = 0
trigger1 = AnimElemTime(1) = 1
time = 40
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 1
Trans = Add1
length = 4

[State 1020, AfterImage]
type = AfterImage
triggerall = var(15) = 1
trigger1 = AnimElemTime(1) = 1
time = 40
PalBright = 0,0,0
PalContrast = 0,0,0
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 1
Trans = Add1
length = 4

[State 1020, Effect]
type = Explod
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(21) < 0
trigger1 = Time % 5 = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1020, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
physics = N
ignorehitpause = 1

[State 1020, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 7.5

[State 1020, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(12) = 0
triggerall = AnimElemTime(22) < 0
trigger1 = !MoveContact && !MoveReversed
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*80),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10150
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = -10,-3
guard.velocity = -7
air.velocity = -7.25,ifelse(EnemyNear,Vel Y <= 0,(-2.25+EnemyNear,Vel Y*0.75),-2.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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
p2facing = 1
p2stateno = 45000

[State 1020, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(12) = 0
triggerall = AnimElemTime(21) > 0
trigger1 = !MoveContact && !MoveReversed
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*50),5
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 = -1,-3.5
guard.velocity = -7
air.velocity = -1,-3.5
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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, VelMul]
type = VelMul
trigger1 = AnimElemTime(23) >= 0
trigger1 = Vel X > 0
x = 0.85

[State 1020, Effect]
type = Explod
trigger1 = AnimElemTime(23) = 0
anim = 15110
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1020, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(23) = 0
time = 10
freq = 80
ampl = 4

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(23) = 0
value = s2,4

[State 1020, ChangeState]
type = ChangeState
triggerall = AnimElemTime(22) < 0
trigger1 = var(12) = 1
value = 1001
ignorehitpause = 0

[State 1020, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1100]
type = S
movetype = A
physics = S
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) = 0.10
ignorehitpause = 1

[State 1100, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 100
ignorehitpause = 1

[State 1100, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1100, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1100, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(4) >= 0
var(16) = 1
ignorehitpause = 1

[State 1100, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(5) < 0
var(17) = 1
ignorehitpause = 1

[State 1100, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(5) >= 0
var(17) = 0
ignorehitpause = 1

[State 1100, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 1100, VarSet];MoveContact initialize
type = VarSet
trigger1 = MoveHit
trigger2 = MoveReversed
var(12) = 1
ignorehitpause = 1

[State 1100, VarSet];MoveContact initialize
type = VarSet
trigger1 = MoveGuarded
var(12) = 2
ignorehitpause = 1

[State 1100, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1100, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 4.5
y = -9

[State 1100, Gravity]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
y = 0.5

[State 1100, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(12) = 0
triggerall = AnimElemTime(5) >= 0
triggerall = AnimElemTime(6) < 0
trigger1 = !MoveContact && !MoveReversed
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*80),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = -3,-10
guard.velocity = -7
air.velocity = -3,-10
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(12) = 0
triggerall = AnimElemTime(6) >= 0
triggerall = AnimElemTime(7) < 0
trigger1 = !MoveContact && !MoveReversed
attr = A,SA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*80),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-55+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 = -4,-6.5
guard.velocity = -7
air.velocity = -4,-6.5
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(12) = 0
triggerall = AnimElemTime(7) >= 0
trigger1 = !MoveContact && !MoveReversed
attr = A,SA
hitflag = MAF
guardflag = H
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*80),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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 = -3,-2.5
guard.velocity = -7
air.velocity = -3,-2.5
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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, ChangeState]
type = ChangeState
trigger1 = var(12) > 0
value = 1102
ignorehitpause = 0

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) >= 1
trigger1 = Pos Y >= 0
value = 1101

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

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

[State 1101, VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

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

[State 1101, VelMul]
type = VelMul
trigger1 = Vel X > 0
x = 0.9

[State 1101, Effect]
type = Explod
trigger1 = Time = 0
anim = 15110
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1101, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
freq = 80
ampl = 4

[State 1101, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,4

[State 1101, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1101, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1102]
type = A
movetype = I
physics = N
anim = 43
velset = ifelse(var(12)=2,-2.5,-1),-8
ctrl = 0

[State 1102, VelAdd]
type = Gravity
trigger1 = 1

[State 1102, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1103

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

[Statedef 1103]
type = S
movetype = I
physics = S
anim = 1103
velset = 0,0
ctrl = 0

[State 1103, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,1
channel = 3

[State 1103, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1103, CtrlSet]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 1103, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1110]
type = S
movetype = A
physics = S
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) = 0.10
ignorehitpause = 1

[State 1110, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 100
ignorehitpause = 1

[State 1110, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1110, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1110, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(4) >= 0
var(16) = 1
ignorehitpause = 1

[State 1110, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(5) < 0
var(17) = 1
ignorehitpause = 1

[State 1110, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(5) >= 0
var(17) = 0
ignorehitpause = 1

[State 1110, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 1110, VarSet];MoveContact initialize
type = VarSet
trigger1 = MoveHit
trigger2 = MoveReversed
var(12) = 1
ignorehitpause = 1

[State 1110, VarSet];MoveContact initialize
type = VarSet
trigger1 = MoveGuarded
var(12) = 2
ignorehitpause = 1

[State 1110, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1110, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 4.5
y = -11.5

[State 1110, Gravity]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
y = 0.5

[State 1110, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(12) = 0
triggerall = AnimElemTime(5) >= 0
triggerall = AnimElemTime(6) < 0
trigger1 = !MoveContact && !MoveReversed
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*100),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = -3,-10
guard.velocity = -7
air.velocity = -3,-10
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(12) = 0
triggerall = AnimElemTime(6) >= 0
triggerall = AnimElemTime(7) < 0
trigger1 = !MoveContact && !MoveReversed
attr = A,SA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*100),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-55+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 = -4,-6.5
guard.velocity = -7
air.velocity = -4,-6.5
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(12) = 0
triggerall = AnimElemTime(7) >= 0
trigger1 = !MoveContact && !MoveReversed
attr = A,SA
hitflag = MAF
guardflag = H
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*100),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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 = -3,-2.5
guard.velocity = -7
air.velocity = -3,-2.5
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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, ChangeState]
type = ChangeState
trigger1 = var(12) > 0
value = 1112
ignorehitpause = 0

[State 1110, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) >= 1
trigger1 = Pos Y >= 0
value = 1101

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

[Statedef 1112]
type = A
movetype = I
physics = N
anim = 43
velset = ifelse(var(12)=2,-2.5,-1),-9
ctrl = 0

[State 1102, VelAdd]
type = Gravity
trigger1 = 1

[State 1102, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1103

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

[Statedef 1120]
type = S
movetype = A
physics = S
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) = 0.01
ignorehitpause = 1

[State 1120, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 100
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, 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, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 1120, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1120, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 4.5
y = -11.5

[State 1120, Gravity]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
y = 0.5

[State 1120, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = AnimElemTime(4) >= 0
triggerall = AnimElemTime(5) < 0
trigger1 = AnimElemTime(4) % 5 = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*20),5
getpower = 50,25
givepower = 25,15
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = -4.5,-10
guard.velocity = -7
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1120, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(5) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*20),2
getpower = 50,25
givepower = 25,15
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-55+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 = -4.5,-6
guard.velocity = -7
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-1.5+EnemyNear,Vel Y*0.25),-1.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1120, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(6) % 5 = 0
attr = A,SA
hitflag = MAF
guardflag = H
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*20),2
getpower = 50,25
givepower = 25,15
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-45+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 = -4,-5
guard.velocity = -7
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-1.5+EnemyNear,Vel Y*0.25),-1.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1120, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) >= 1
trigger1 = Pos Y >= 0
value = 1101

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

[Statedef 1150]
type = A
movetype = A
physics = N
anim = 1150
ctrl = 0
poweradd = 100
velset = 0,0

[State 1150, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1150, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1150, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1150, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.10
ignorehitpause = 1

[State 1150, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 100
ignorehitpause = 1

[State 1150, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1150, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1150, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(2) >= 0
var(16) = 1
ignorehitpause = 1

[State 1150, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(3) < 0
var(17) = 1
ignorehitpause = 1

[State 1150, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(3) >= 0
var(17) = 0
ignorehitpause = 1

[State 1150, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 1150, VarSet];MoveContact initialize
type = VarSet
trigger1 = MoveHit
trigger2 = MoveReversed
var(12) = 1
ignorehitpause = 1

[State 1150, VarSet];MoveContact initialize
type = VarSet
trigger1 = MoveGuarded
var(12) = 2
ignorehitpause = 1

[State 1150, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 4.5
y = -9

[State 1150, Gravity]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = 0.5

[State 1150, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(12) = 0
triggerall = AnimElemTime(3) >= 0
triggerall = AnimElemTime(4) < 0
trigger1 = !MoveContact && !MoveReversed
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*80),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = -3,-10
guard.velocity = -7
air.velocity = -3,-10
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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 1150, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(12) = 0
triggerall = AnimElemTime(4) >= 0
triggerall = AnimElemTime(5) < 0
trigger1 = !MoveContact && !MoveReversed
attr = A,SA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*80),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-55+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 = -4,-6.5
guard.velocity = -7
air.velocity = -4,-6.5
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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 1150, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(12) = 0
triggerall = AnimElemTime(5) >= 0
trigger1 = !MoveContact && !MoveReversed
attr = A,SA
hitflag = MAF
guardflag = H
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*80),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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 = -3,-2.5
guard.velocity = -7
air.velocity = -3,-2.5
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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 1150, ChangeState]
type = ChangeState
trigger1 = var(12) > 0
value = 1102
ignorehitpause = 0

[State 1150, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) >= 1
trigger1 = Pos Y >= 0
value = 1101

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

[Statedef 1160]
type = A
movetype = A
physics = N
anim = 1160
ctrl = 0
poweradd = 100
velset = 0,0

[State 1160, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1160, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1160, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1160, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.10
ignorehitpause = 1

[State 1160, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 100
ignorehitpause = 1

[State 1160, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1160, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1160, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(2) >= 0
var(16) = 1
ignorehitpause = 1

[State 1160, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(3) < 0
var(17) = 1
ignorehitpause = 1

[State 1160, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(3) >= 0
var(17) = 0
ignorehitpause = 1

[State 1160, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 1160, VarSet];MoveContact initialize
type = VarSet
trigger1 = MoveHit
trigger2 = MoveReversed
var(12) = 1
ignorehitpause = 1

[State 1160, VarSet];MoveContact initialize
type = VarSet
trigger1 = MoveGuarded
var(12) = 2
ignorehitpause = 1

[State 1160, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 4.5
y = -11.5

[State 1160, Gravity]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = 0.5

[State 1160, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(12) = 0
triggerall = AnimElemTime(3) >= 0
triggerall = AnimElemTime(4) < 0
trigger1 = !MoveContact && !MoveReversed
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*100),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = -3,-10
guard.velocity = -7
air.velocity = -3,-10
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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 1160, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(12) = 0
triggerall = AnimElemTime(4) >= 0
triggerall = AnimElemTime(5) < 0
trigger1 = !MoveContact && !MoveReversed
attr = A,SA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*100),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-55+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 = -4,-6.5
guard.velocity = -7
air.velocity = -4,-6.5
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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 1160, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(12) = 0
triggerall = AnimElemTime(5) >= 0
trigger1 = !MoveContact && !MoveReversed
attr = A,SA
hitflag = MAF
guardflag = H
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*100),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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 = -3,-2.5
guard.velocity = -7
air.velocity = -3,-2.5
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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 1160, ChangeState]
type = ChangeState
trigger1 = var(12) > 0
value = 1102
ignorehitpause = 0

[State 1160, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) >= 1
trigger1 = Pos Y >= 0
value = 1101

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

[Statedef 1170]
type = A
movetype = A
physics = N
anim = 1170
ctrl = 0
poweradd = 100
velset = 0,0

[State 1170, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1170, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1170, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1170, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.01
ignorehitpause = 1

[State 1170, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 100
ignorehitpause = 1

[State 1170, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1170, 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 1170, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0

[State 1170, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 1170, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 4.5
y = -11.5

[State 1170, Gravity]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = 0.5

[State 1170, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(3) < 0
trigger1 = AnimElemTime(2) % 5 = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*20),2
getpower = 50,25
givepower = 25,15
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = -4.5,-10
guard.velocity = -7
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1170, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(3) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*20),2
getpower = 50,25
givepower = 25,15
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-55+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 = -4.5,-6
guard.velocity = -7
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-1.5+EnemyNear,Vel Y*0.25),-1.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1170, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(4) % 5 = 0
attr = A,SA
hitflag = MAF
guardflag = H
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*20),2
getpower = 50,25
givepower = 25,15
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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 = -4,-5
guard.velocity = -7
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-1.5+EnemyNear,Vel Y*0.25),-1.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1170, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) >= 1
trigger1 = Pos Y >= 0
value = 1101

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

[Statedef 1200]
type = U
movetype = A
physics = N
anim = 1200
ctrl = 0

[State 1200, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[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, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.10
ignorehitpause = 1

[State 1200, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 100
ignorehitpause = 1

[State 1200, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1200, VelSet]
type = VelSet
trigger1 = PrevStateNo = [100,106]
x = 1.5
ignorehitpause = 1

[State 1200, VelSet]
type = VelSet
trigger1 = StateType = S
x = 0
ignorehitpause = 1

[State 1200, StateTypeSet]
type = StateTypeSet
trigger1 = StateType = A
trigger1 = Pos Y >= -5
statetype = S
ignorehitpause = 1

[State 1200, VelAdd]
type = VelAdd
trigger1 = StateType = A
trigger1 = Pos Y < -5
y = 0.4

[State 1200, PosSet]
type = PosSet
trigger1 = Pos Y >= -5
y = 0
ignorehitpause = 1

[State 1200, VelSet]
type = VelSet
trigger1 = Pos Y >= -5
y = 0
ignorehitpause = 1

[State 1200, NotHitBy]
type = Null;NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 1200, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = ceil(fvar(0)*60),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = -1.5,-6
guard.velocity = -7
air.velocity = -1.5,-6
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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 = 0.3

[State 1200, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1201

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

[Statedef 1201]
type = U
movetype = A
physics = N
anim = 1201
ctrl = 0

[State 1201, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1201, VarSet];MoveContact initialize
type = Null;VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1201, VarSet];MoveContact initialize
type = Null;VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1201, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.10
ignorehitpause = 1

[State 1201, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 100
ignorehitpause = 1

[State 1201, Offset]
type = Offset
trigger1 = 1
x = 0
y = -3

[State 1201, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 1
x = 1.5
y = -9

[State 1201, Gravity]
type = Gravity
trigger1 = AnimElemTime(2) >= 1

[State 1201, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 1
statetype = A
ignorehitpause = 1

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 1
value = s3,4
ignorehitpause = 1

[State 1201, Helper]
type = Helper
trigger1 = AnimElemTime(2) = 0
helpertype = normal
ownpal = 1
name = "Wing_1201"
postype = p1
pos = 58,-63
pausemovetime = 0
supermovetime = 0
stateno = ifelse(PrevStateno = 1200,11200,11220)
ignorehitpause = 1

[State 1201, Effect]
type = Explod
trigger1 = StateType = S
trigger1 = AnimElemTime(2) = 0
anim = 10100
postype = p1
pos = -20,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1201, ChangeState]
type = ChangeState
trigger1 = Time >= 15
trigger1 = Pos Y >= 3
value = 1202

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

[Statedef 1202]
type = S
movetype = A
physics = S
anim = 1202
ctrl = 0
velset = 0,0

[State 1202, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 1202, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1210]
type = U
movetype = A
physics = N
anim = 1210
ctrl = 0

[State 1210, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[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, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.10
ignorehitpause = 1

[State 1210, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 100
ignorehitpause = 1

[State 1210, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1210, VelSet]
type = VelSet
trigger1 = PrevStateNo = [100,106]
x = 1.5
ignorehitpause = 1

[State 1210, VelSet]
type = VelSet
trigger1 = StateType = S
x = 0
ignorehitpause = 1

[State 1210, StateTypeSet]
type = StateTypeSet
trigger1 = StateType = A
trigger1 = Pos Y >= -5
statetype = S
ignorehitpause = 1

[State 1210, VelAdd]
type = VelAdd
trigger1 = StateType = A
trigger1 = Pos Y < -5
y = 0.4

[State 1210, PosSet]
type = PosSet
trigger1 = Pos Y >= -5
y = 0
ignorehitpause = 1

[State 1210, VelSet]
type = VelSet
trigger1 = Pos Y >= -5
y = 0
ignorehitpause = 1

[State 1210, NotHitBy]
type = Null;NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 1210, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = ceil(fvar(0)*60),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = -1.5,-6
guard.velocity = -7
air.velocity = -1.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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 = 0.3

[State 1210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1201

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

[Statedef 1220]
type = U
movetype = A
physics = N
anim = 1220
ctrl = 0

[State 1220, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[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, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 1220, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 100
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, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1220, VelSet]
type = VelSet
trigger1 = PrevStateNo = [100,106]
x = 1.5
ignorehitpause = 1

[State 1220, VelSet]
type = VelSet
trigger1 = StateType = S
x = 0
ignorehitpause = 1

[State 1220, StateTypeSet]
type = StateTypeSet
trigger1 = StateType = A
trigger1 = Pos Y >= -5
statetype = S
ignorehitpause = 1

[State 1220, VelAdd]
type = VelAdd
trigger1 = StateType = A
trigger1 = Pos Y < -5
y = 0.4

[State 1220, PosSet]
type = PosSet
trigger1 = Pos Y >= -5
y = 0
ignorehitpause = 1

[State 1220, VelSet]
type = VelSet
trigger1 = Pos Y >= -5
y = 0
ignorehitpause = 1

[State 1220, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 3
ignorehitpause = 1

[State 1220, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 2
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = ceil(fvar(0)*40),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = -1.5,-6
guard.velocity = -7
air.velocity = -1.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.3

[State 1220, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = ceil(fvar(0)*35),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = -1.5,-6
guard.velocity = -7
air.velocity = -1.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.3

[State 1220, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1201

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

[Statedef 1270]
type = A
movetype = A
physics = N
anim = 1270
ctrl = 0
velset = 0,1.25

[State 1270, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1270, VarSet];MoveContact initialize
type = Null;VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1270, VarSet];MoveContact initialize
type = Null;VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1270, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 1270, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 100
ignorehitpause = 1

[State 1270, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1270, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1270, 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 1270, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0

[State 1270, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1270, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1270, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(9) >= 2
var(16) = 1
ignorehitpause = 1

[State 1270, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(5) >= 0
var(17) = 1
ignorehitpause = 1

[State 1270, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1270, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s3,4
ignorehitpause = 1

[State 1270, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = -2.5
y = -8
ignorehitpause = 1

[State 1270, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(9) >= 0
y = 0.45
ignorehitpause = 1

[State 1270, Helper]
type = Helper
trigger1 = AnimElemTime(9) = -1
helpertype = normal
ownpal = 1
name = "Wing_1270"
postype = p1
pos = -5,-20
pausemovetime = 0
supermovetime = 0
stateno = 11270
ignorehitpause = 1

[State 1270, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1202

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

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

[State 6000, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[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, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
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, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(3) = 1
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6000, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 1
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, AfterImage]
type = AfterImage
triggerall = var(15) = 1
trigger1 = AnimElemTime(1) = 1
time = 95
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 1
Trans = Add1
length = 4

[State 6000, AfterImage]
type = AfterImage
triggerall = var(15) = 1
trigger1 = AnimElemTime(1) = 1
time = 95
PalBright = 0,0,0
PalContrast = 0,0,0
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 1
Trans = Add1
length = 4

[State 6000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6001

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

[Statedef 6001]
type = S
movetype = A
physics = N
anim = 6001
velset = 0,0
ctrl = 0

[State 6001, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6001, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6001, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6001, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.01
ignorehitpause = 1

[State 6001, VarSet];Damage Correction
type = VarSet
trigger1 = AnimElemTime(8) = 0
fvar(3) = 0.03
ignorehitpause = 1

[State 6001, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 83
ignorehitpause = 1

[State 6001, Effect]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 16000
postype = p1
pos = 25,-65
facing = 1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause = 0

[State 6001, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 1
x = 7.5

[State 6001, VelMul]
type = VelMul
trigger1 = AnimElemTime(11) >= 0
trigger1 = Vel X > 0
x = 0.8

[State 6001, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*30),2
getpower = 0,0
givepower = 25,15
pausetime = 7,7
guard.pausetime = 7,7
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = -7,0
guard.velocity = -7
air.velocity = -7,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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 6001, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 8
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*100),2
getpower = 0,0
givepower = 25,15
pausetime = 7,7
guard.pausetime = 7,7
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = -8,-3
guard.velocity = -5
air.velocity = -8,ifelse(EnemyNear,Vel Y <= 0,(-2.5+EnemyNear,Vel Y*0.25),-2.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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 6001, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

[State 6010, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[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, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6010, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(3) = 1
time = 40
movetime = 40
anim = -1
sound = s4,2
darken = 0
p2defmul = 1

[State 6010, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(3) = 1
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

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

[State 6010, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 10310
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 = -2000
ignorehitpause = 1

[State 6010, AfterImage]
type = AfterImage
triggerall = var(15) = 0
trigger1 = AnimElemTime(1) = 1
time = 105
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 1
Trans = Add1
length = 4

[State 6010, AfterImage]
type = AfterImage
triggerall = var(15) = 1
trigger1 = AnimElemTime(1) = 1
time = 95
PalBright = 0,0,0
PalContrast = 0,0,0
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 1
Trans = Add1
length = 4

[State 6010, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6011

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

[Statedef 6011]
type = S
movetype = A
physics = N
anim = 6011
velset = 0,0
ctrl = 0

[State 6011, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6011, VarSet];Hitsound and effects select
type = VarSet
trigger1 = AnimElemTime(11) = 0
var(0) = 6
ignorehitpause = 1

[State 6011, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6011, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6011, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.01
ignorehitpause = 1

[State 6011, VarSet];Damage Correction
type = VarSet
trigger1 = AnimElemTime(10) = 0
fvar(3) = 0.03
ignorehitpause = 1

[State 6011, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 83
ignorehitpause = 1

[State 6011, Effect]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 16000
postype = p1
pos = 25,-65
facing = 1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause = 0

[State 6011, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 1
x = 7.5

[State 6011, NotHitBy]
type = NotHitBy
trigger1 = Time < 10
value = SCA
time = 1
ignorehitpause = 1

[State 6011, VelMul]
type = VelMul
trigger1 = AnimElemTime(11) >= 0
trigger1 = Vel X > 0
x = 0.8

[State 6011, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*30),2
getpower = 0,0
givepower = 25,15
pausetime = 7,7
guard.pausetime = 7,7
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = -7,0
guard.velocity = -7
air.velocity = -7,ifelse(EnemyNear,Vel Y <= 0,(-1.75+EnemyNear,Vel Y*0.25),-1.5)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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 6011, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 10
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*30),25
getpower = 0,0
givepower = 25,15
pausetime = 7,7
guard.pausetime = 7,7
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = -7,0
guard.velocity = -7
air.velocity = -7,ifelse(EnemyNear,Vel Y <= 0,(-1.75+EnemyNear,Vel Y*0.25),-1.5)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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 6011, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 11
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*120),2
getpower = 0,0
givepower = 25,15
pausetime = 7,7
guard.pausetime = 7,7
sparkno = S10150
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = -6,-3.5
guard.velocity = -5
air.velocity = -6,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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 6011, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

[State 6020, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[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, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6020, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(2) = 1
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 6020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 1
value = s4,4
ignorehitpause = 1

[State 6020, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(2) = 1
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6020, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(2) >= 1
flag = NoBG
ignorehitpause = 1

[State 6020, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 1
anim = 10320
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(2) = 1
value = -3000
ignorehitpause = 1

[State 6020, AfterImage]
type = AfterImage
triggerall = var(15) = 0
trigger1 = AnimElemTime(1) = 1
time = 105
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 1
Trans = Add1
length = 4

[State 6020, AfterImage]
type = AfterImage
triggerall = var(15) = 1
trigger1 = AnimElemTime(1) = 1
time = 95
PalBright = 0,0,0
PalContrast = 0,0,0
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 1
Trans = Add1
length = 4

[State 6020, ChangeState]
type = ChangeState
trigger1 = Time > 40
value = 6021

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

[Statedef 6021]
type = S
movetype = A
physics = N
anim = 6021
velset = 0,0
ctrl = 0

[State 6021, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6021, VarSet];Hitsound and effects select
type = VarSet
trigger1 = AnimElemTime(13) = 0
var(0) = 6
ignorehitpause = 1

[State 6021, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6021, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6021, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.01
ignorehitpause = 1

[State 6021, VarSet];Damage Correction
type = VarSet
trigger1 = AnimElemTime(12) = 0
fvar(3) = 0.03
ignorehitpause = 1

[State 6021, VarSet];Damage Correction
type = VarSet
trigger1 = AnimElemTime(13) = 0
fvar(3) = 0.15
ignorehitpause = 1

[State 6021, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 83
ignorehitpause = 1

[State 6021, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6021, Effect]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 16000
postype = p1
pos = 25,-65
facing = 1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause = 0

[State 6021, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 1
x = 7.5

[State 6021, NotHitBy]
type = NotHitBy
trigger1 = Time < 14
value = SCA
time = 1
ignorehitpause = 1

[State 6021, VelMul]
type = VelMul
trigger1 = AnimElemTime(11) >= 0
trigger1 = Vel X > 0
x = 0.8

[State 6021, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 11
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*20),2
getpower = 0,0
givepower = 25,15
pausetime = 7,7
guard.pausetime = 7,7
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = -7,0
guard.velocity = -5
air.velocity = -5,ifelse(EnemyNear,Vel Y <= 0,(-1.75+EnemyNear,Vel Y*0.25),-1.5)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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 6021, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 10
trigger2 = AnimElem = 12
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*30),25
getpower = 0,0
givepower = 25,15
pausetime = 7,7
guard.pausetime = 7,7
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = -7,0
guard.velocity = -5
air.velocity = -5,ifelse(EnemyNear,Vel Y <= 0,(-1.75+EnemyNear,Vel Y*0.25),-1.5)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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 6021, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 13
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*300),2
getpower = 0,0
givepower = 25,15
pausetime = 7,7
guard.pausetime = 7,7
sparkno = S10150
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = -7,-4
guard.velocity = -5
air.velocity = -7,ifelse(EnemyNear,Vel Y <= 0,(-3.5+EnemyNear,Vel Y*0.25),-3.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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 6021, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

[State 6100, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[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, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6100, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(2) = 1
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6100, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(2) = 1
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6100, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(2) >= 1
trigger1 = AnimElemTime(2) < 42
flag = NoBG
ignorehitpause = 1

[State 6100, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 1
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6100, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(2) = 1
value = -1000
ignorehitpause = 1

[State 6100, Helper]
type = Helper
trigger1 = AnimElemTime(4) = -1
helpertype = normal
ownpal = 1
name = "Ring_6100"
postype = p1
pos = 10,-45
pausemovetime = 0
supermovetime = 0
stateno = 16100
ignorehitpause = 1

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

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

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

[State 6110, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[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, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = SCA
time = 1
ignorehitpause = 1

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

[State 6110, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(2) = 1
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6110, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(2) >= 1
trigger1 = AnimElemTime(2) < 42
flag = NoBG
ignorehitpause = 1

[State 6110, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 1
anim = 10310
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6110, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(2) = 1
value = -2000
ignorehitpause = 1

[State 6110, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
ownpal = 1
name = "Ring_6110"
postype = p1
pos = 10,-45
pausemovetime = 0
supermovetime = 0
stateno = 16110
ignorehitpause = 1

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

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

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

[State 6120, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[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, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6120, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(2) = 1
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 6120, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(2) = 1
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6120, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(2) >= 1
trigger1 = AnimElemTime(2) < 42
flag = NoBG
ignorehitpause = 1

[State 6120, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 1
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6120, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(2) = 1
value = -3000
ignorehitpause = 1

[State 6120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 1
value = s4,4
ignorehitpause = 1

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

[State 6120, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
ownpal = 1
name = "Ring_6120"
postype = p1
pos = 26,-23
pausemovetime = 0
supermovetime = 0
stateno = 16120
ID = 16121
ignorehitpause = 1

[State 6120, Helper]
type = Helper
trigger1 = AnimElemTime(13) = 0
helpertype = normal
ownpal = 1
name = "Ring_6120"
postype = p1
pos = 31,-66
pausemovetime = 0
supermovetime = 0
stateno = 16120
ID = 16122
ignorehitpause = 1

[State 6120, Helper]
type = Helper
trigger1 = AnimElemTime(22) = 0
helpertype = normal
ownpal = 1
name = "Ring_6120"
postype = p1
pos = 10,-45
pausemovetime = 0
supermovetime = 0
stateno = 16120
ID = 16123
ignorehitpause = 1

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

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

[Statedef 6150]
type = A
movetype = A
physics = N
anim = 6150
velset = 0,0
ctrl = 0

[State 6150, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6150, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6150, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6150, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6150, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(2) = 1
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6150, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(2) = 1
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6150, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(2) >= 1
trigger1 = AnimElemTime(2) < 42
flag = NoBG
ignorehitpause = 1

[State 6150, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 1
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6150, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(2) = 1
value = -1000
ignorehitpause = 1

[State 6150, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = -2
y = -6

[State 6150, VelSet]
type = VelAdd
trigger1 = AnimElemTime(3) >= 0
y = 0.4

[State 6150, Helper]
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
ownpal = 1
name = "Ring_6150"
postype = p1
pos = 10,-45
pausemovetime = 0
supermovetime = 0
stateno = 16100
ignorehitpause = 1

[State 6150, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

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

[Statedef 6160]
type = A
movetype = A
physics = N
anim = 6160
velset = 0,0
ctrl = 0

[State 6160, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6160, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6160, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6160, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6160, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(2) = 1
time = 40
movetime = 40
anim = -1
sound = s4,2
darken = 0
p2defmul = 1

[State 6160, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(2) = 1
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6160, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(2) >= 1
trigger1 = AnimElemTime(2) < 42
flag = NoBG
ignorehitpause = 1

[State 6160, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 1
anim = 10310
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6160, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(2) = 1
value = -2000
ignorehitpause = 1

[State 6160, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = -2
y = -6

[State 6160, VelSet]
type = VelAdd
trigger1 = AnimElemTime(3) >= 0
y = 0.4

[State 6160, Helper]
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
ownpal = 1
name = "Ring_6160"
postype = p1
pos = 10,-45
pausemovetime = 0
supermovetime = 0
stateno = 16110
ignorehitpause = 1

[State 6160, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

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

[Statedef 6170]
type = A
movetype = A
physics = N
anim = 6170
velset = 0,0
ctrl = 0

[State 6170, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6170, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6170, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6170, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6170, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(2) = 1
time = 40
movetime = 40
anim = -1
sound = s4,2;原作が間違っているとしか･･･。
darken = 0
p2defmul = 1

[State 6170, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(2) = 1
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6170, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(2) >= 1
trigger1 = AnimElemTime(2) < 42
flag = NoBG
ignorehitpause = 1

[State 6170, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 1
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6170, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(2) = 1
value = -3000
ignorehitpause = 1

[State 6170, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 1
value = s4,4
ignorehitpause = 1

[State 6170, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6170, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(13) = 0
x = -1.5
y = -5

[State 6170, VelSet]
type = VelSet
trigger1 = AnimElemTime(22) = 0
x = -3
y = -9

[State 6170, VelSet]
type = VelAdd
trigger1 = AnimElemTime(3) >= 0
y = 0.35

[State 6170, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
ownpal = 1
name = "Ring_6170"
postype = p1
pos = 26,-23
pausemovetime = 0
supermovetime = 0
stateno = 16120
ID = 16121
ignorehitpause = 1

[State 6170, Helper]
type = Helper
trigger1 = AnimElemTime(13) = 0
helpertype = normal
ownpal = 1
name = "Ring_6170"
postype = p1
pos = 31,-66
pausemovetime = 0
supermovetime = 0
stateno = 16120
ID = 16122
ignorehitpause = 1

[State 6170, Helper]
type = Helper
trigger1 = AnimElemTime(22) = 0
helpertype = normal
ownpal = 1
name = "Ring_6170"
postype = p1
pos = 10,-45
pausemovetime = 0
supermovetime = 0
stateno = 16120
ID = 16123
ignorehitpause = 1

[State 6170, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

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

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

[State 6200, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 8
ignorehitpause = 1

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

[State 6200, VarSet];Damage Correction
type = VarSet
trigger1 = AnimElemTime(12) >= 5
fvar(3) = 0.11
ignorehitpause = 1

[State 6200, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6200, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 6200, VarSet];MoveContact initialize
type = VarSet
trigger1 = MoveContact
trigger2 = MoveReversed
var(12) = 1
ignorehitpause = 1

[State 6200, VarSet];SIGNAL INITIALIZE
type = VarSet
trigger1 = Time = 0
var(13) = 0
ignorehitpause = 1

[State 6200, VarSet];SIGNAL SUBMIT
type = VarSet
trigger1 = AnimElemTime(16) = 0
var(13) = 1
ignorehitpause = 1

[State 6200, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(11) < 0
value = SCA
time = 1
ignorehitpause = 1

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

[State 6200, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6200, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(8) < 27
flag = NoBG
ignorehitpause = 1

[State 6200, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
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(1) = 0
value = -1000
ignorehitpause = 1

[State 6200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s2,3
ignorehitpause = 1

[State 6200, EnvShake]
type = EnvShake
trigger1 = Time % 5 = 0
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(16) < 0
time = 5
freq = 80
ampl = 10

[State 6200, Helper]
type = Helper
trigger1 = AnimElemTime(9) = -1
helpertype = normal
name = "Wing_16200"
postype = p1
pos = 75,0
ownpal = 1
facing = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16200
ignorehitpause = 1

[State 6200, Helper]
type = Helper
trigger1 = AnimElemTime(9) = -1
helpertype = normal
name = "Wing_16200"
postype = p1
pos = -65,0
ownpal = 1
facing = -1
pausemovetime = 9999
supermovetime = 9999
stateno = 16200
ignorehitpause = 1

[State 6200, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(12) >= 0
trigger1 = AnimElemTime(12) < 5
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*220),2
getpower = 0,0
givepower = 100,50
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10290
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = 0,-12
guard.velocity = -6
air.velocity = 0,-12
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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
persistent = 0

[State 6200, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(12) = 0
trigger1 = AnimElemTime(12) >= 5
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*180),2
getpower = 0,0
givepower = 100,50
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10290
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = 0,-12
guard.velocity = -6
air.velocity = 0,-12
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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
persistent = 0

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

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

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

[State 6210, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6210, VarSet];Hitsound and effects select
type = VarSet
trigger1 = AnimElem = 29
var(0) = 8
ignorehitpause = 1

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

[State 6210, VarSet];Damage Correction
type = VarSet
trigger1 = AnimElem = 29
fvar(3) = 0.05
ignorehitpause = 1

[State 6210, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 100
ignorehitpause = 1

[State 6210, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = AnimElem = 29
fvar(4) = 80
ignorehitpause = 1

[State 6210, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 6210, VarSet];MoveContact initialize
type = VarSet
trigger1 = MoveContact
trigger2 = MoveReversed
var(12) = 1
ignorehitpause = 1

[State 6210, VarSet];SIGNAL INITIALIZE
type = VarSet
trigger1 = Time = 0
var(13) = 0
ignorehitpause = 1

[State 6210, VarSet];SIGNAL SUBMIT
type = VarSet
trigger1 = AnimElemTime(30) = 0
var(13) = 1
ignorehitpause = 1

[State 6210, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(14) < 0
value = SCA
time = 1
ignorehitpause = 1

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

[State 6210, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6210, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(8) < 27
flag = NoBG
ignorehitpause = 1

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

[State 6210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s2,3
ignorehitpause = 1

[State 6210, EnvShake]
type = EnvShake
trigger1 = Time % 5 = 0
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(30) < 0
time = 5
freq = 80
ampl = 10

[State 6210, Helper]
type = Helper
trigger1 = AnimElemTime(9) = -1
helpertype = normal
name = "Wing_16210"
postype = p1
pos = 95,0
ownpal = 1
facing = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16210
ignorehitpause = 1

[State 6210, Helper]
type = Helper
trigger1 = AnimElemTime(9) = -1
helpertype = normal
name = "Wing_16210"
postype = p1
pos = -75,0
ownpal = 1
facing = -1
pausemovetime = 9999
supermovetime = 9999
stateno = 16210
ignorehitpause = 1

[State 6210, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 11
trigger2 = AnimElem = 12
trigger3 = AnimElem = 13
trigger4 = AnimElem = 14
trigger5 = AnimElem = 15
trigger6 = AnimElem = 16
trigger7 = AnimElem = 17
trigger8 = AnimElem = 18
trigger9 = AnimElem = 19
trigger10 = AnimElem = 20
trigger11 = AnimElem = 21
trigger12 = AnimElem = 22
trigger13 = AnimElem = 23
trigger14 = AnimElem = 24
trigger15 = AnimElem = 25
trigger16 = AnimElem = 26
trigger17 = AnimElem = 27
trigger18 = AnimElem = 28
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*18),2
getpower = 0,0
givepower = 10,5
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = 0,-14
guard.velocity = -6
air.velocity = 0,-14
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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 = 0.7

[State 6210, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 29
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*30),4
getpower = 0,0
givepower = 100,50
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10290
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = 0,-20
guard.velocity = -6
air.velocity = 0,-20
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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
persistent = 0

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

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

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

[State 6220, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
trigger2 = AnimElemTime(61) = 0
var(0) = 8
ignorehitpause = 1

[State 6220, VarSet];Hitsound and effects select
type = VarSet
trigger1 = AnimElemTime(41) = 0
var(0) = 3
ignorehitpause = 1

[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, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.11
ignorehitpause = 1

[State 6220, VarSet];Damage Correction
type = VarSet
trigger1 = AnimElemTime(41) = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 6220, VarSet];Damage Correction
type = VarSet
trigger1 = AnimElemTime(61) = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 6220, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 100
ignorehitpause = 1

[State 6220, VarSet];SIGNAL INITIALIZE
type = VarSet
trigger1 = Time = 0
trigger2 = AnimElemTime(14) = 0
trigger3 = AnimElemTime(31) = 0
var(13) = 0
ignorehitpause = 1

[State 6220, VarSet];SIGNAL SUBMIT
type = VarSet
trigger1 = AnimElemTime(13) = 0
trigger2 = AnimElemTime(30) = 0
trigger3 = AnimElemTime(62) = 0
var(13) = 1
ignorehitpause = 1

[State 6220, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(43) < 0
value = SCA
time = 1
ignorehitpause = 1

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

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

[State 6220, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6220, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(8) < 27
flag = NoBG
ignorehitpause = 1

[State 6220, 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 6220, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 0
value = -3000
ignorehitpause = 1

[State 6220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
trigger2 = AnimElemTime(25) = 0
trigger3 = AnimElemTime(41) = 0
value = s2,3
channel = 3
ignorehitpause = 1

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

[State 6220, EnvShake]
type = EnvShake
trigger1 = Time % 5 = 0
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(41) < 0
time = 5
freq = 40
ampl = 5

[State 6220, EnvShake]
type = EnvShake
trigger1 = Time % 5 = 0
trigger1 = AnimElemTime(41) >= 0
trigger1 = AnimElemTime(62) < 0
time = 5
freq = 80
ampl = 12

[State 6220, Helper]
type = Helper
trigger1 = AnimElemTime(9) = -1
helpertype = normal
name = "Wing_16220"
postype = p1
pos = 75,0
ownpal = 1
facing = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16200
ID = 16220
ignorehitpause = 1

[State 6220, Helper]
type = Helper
trigger1 = AnimElemTime(9) = -1
helpertype = normal
name = "Wing_16220"
postype = p1
pos = -65,0
ownpal = 1
facing = -1
pausemovetime = 9999
supermovetime = 9999
stateno = 16200
ID = 16220
ignorehitpause = 1

[State 6220, Helper]
type = Helper
trigger1 = AnimElemTime(25) = -1
helpertype = normal
name = "Wing_16220"
postype = p1
pos = 95,0
ownpal = 1
facing = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16210
ID = 16220
ignorehitpause = 1

[State 6220, Helper]
type = Helper
trigger1 = AnimElemTime(25) = -1
helpertype = normal
name = "Wing_16220"
postype = p1
pos = -75,0
ownpal = 1
facing = -1
pausemovetime = 9999
supermovetime = 9999
stateno = 16210
ID = 16220
ignorehitpause = 1

[State 6220, Helper]
type = Helper
trigger1 = AnimElemTime(41) = -1
helpertype = normal
name = "Wing_16220"
postype = p1
pos = 100,0
ownpal = 1
facing = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16220
ID = 16220
ignorehitpause = 1

[State 6220, Helper]
type = Helper
trigger1 = AnimElemTime(41) = -1
helpertype = normal
name = "Wing_16220"
postype = p1
pos = -85,0
ownpal = 1
facing = -1
pausemovetime = 9999
supermovetime = 9999
stateno = 16220
ID = 16220
ignorehitpause = 1

[State 6220, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 11
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*160),2
getpower = 0,0
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = 0,-9
guard.velocity = -6
air.velocity = 0,-9
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 6220, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 27
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*160),2
getpower = 0,0
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-65+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 = 0,-13
guard.velocity = -6
air.velocity = 0,-13
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35

[State 6220, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 43
trigger2 = AnimElem = 44
trigger3 = AnimElem = 45
trigger4 = AnimElem = 46
trigger5 = AnimElem = 47
trigger6 = AnimElem = 48
trigger7 = AnimElem = 49
trigger8 = AnimElem = 50
trigger9 = AnimElem = 51
trigger10 = AnimElem = 52
trigger11 = AnimElem = 53
trigger12 = AnimElem = 54
trigger13 = AnimElem = 55
trigger14 = AnimElem = 56
trigger15 = AnimElem = 57
trigger16 = AnimElem = 58
trigger17 = AnimElem = 59
trigger18 = AnimElem = 60
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*10),2
getpower = 0,0
givepower = 5,2
pausetime = 0,10
guard.pausetime = 0,10
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 = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = 0,-14
guard.velocity = -6
air.velocity = 0,-14
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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 = 0.7

[State 6220, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 61
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(fvar(0)*10),4
getpower = 0,0
givepower = 100,50
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10290
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-50+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 = 0,-20
guard.velocity = -6
air.velocity = 0,-20
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 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
persistent = 0

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

;----------------------------------------------------------------------
; AA4BC

[Statedef 7000]
type = S
movetype = A
physics = S
anim = 7000
velset = 0,0
ctrl = 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(3) = 3
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 7000, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 3
trigger1 = AnimElemTime(6) < 0
flag = NoBG
ignorehitpause = 1

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 3
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 3
anim = 10330
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(3) = 3
value = s4,4

[State 7000, PlaySnd]
type = PlaySnd
triggerall = var(15) = 1
trigger1 = AnimElemTime(3) = 3
value = s5,1

[State 7000, PlaySnd]
type = PlaySnd
triggerall = var(15) = 1
trigger1 = AnimElemTime(3) = 3
value = s5,2

[State 7000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
trigger2 = Time = 355
value = s3,5

[State 7000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,7

[State 7000, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 3
value = -3000
ignorehitpause = 1

[State 7000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 7000, BGPalFX]
type = BGPalFX
triggerall = var(15) = 0
trigger1 = AnimElemTime(3) > 5
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 7000, BGPalFX]
type = BGPalFX
triggerall = var(15) = 1
trigger1 = AnimElemTime(3) > 5
color = 0
invertall = 1
add = 30,0,0
mul = 255,0,0
time = 1
ignorehitpause = 1

[State 7000, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) >= 1
y = -0.25
ignorehitpause = 1

[State 7000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(6) = 1
statetype = A
physics = N

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 33
anim = 17000
ID = 17000
postype = p1
pos = 0,-45
facing = 1
bindtime = -1
removetime = -1
removeongethit = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -5

[State 7000, VarRandom]
type = VarRandom
trigger1 = 1
v = 13
range = 40,280
ignorehitpause = 1

[State 7000, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 0
trigger2 = Time = 355
helpertype = normal
name = "Circle"
postype = p1
pos = 0,-25
ownpal = 1
stateno = 17003
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

[State 7000, Helper]
type = Helper
trigger1 = AnimElemTime(12) > 0
trigger1 = Time = [95,130]
trigger1 = Time % 2 = 0
trigger1 = NumHelper(17000) < 30
helpertype = normal
name = "Wing"
postype = p1
pos = -320,-1*ceil(Pos Y)+60-var(13)
ownpal = 1
stateno = 17000
ID = 17000
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

[State 7000, Helper]
type = Helper
trigger1 = AnimElemTime(12) > 0
trigger1 = Time = [131,230]
trigger1 = Time % 3 = 0
trigger1 = NumHelper(17000) < 30
helpertype = normal
name = "Wing"
postype = p1
pos = -320,-1*ceil(Pos Y)+60-var(13)
ownpal = 1
stateno = 17000
ID = 17000
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

[State 7000, Helper]
type = Helper
trigger1 = AnimElemTime(12) > 0
trigger1 = Time = [231,350]
trigger1 = Time % 5 = 0
trigger1 = NumHelper(17000) < 30
helpertype = normal
name = "Wing"
postype = p1
pos = -320,-1*ceil(Pos Y)+60-var(13)
ownpal = 1
stateno = 17000
ID = 17000
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

[State 7000, ChangeState]
type = ChangeState
trigger1 = Time > 355
value = 53
ctrl = 1

