;======================================================================
;======================================================================
; Super Move states file for "Mai Kawasumi"
;======================================================================
;======================================================================

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

[Statedef 700]
type = S
movetype = A
physics = S
anim = 700
ctrl = 0
poweradd = 0

[State 700, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 700, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 700, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 700, Explod]
type = Explod
triggerall = NumHelper(20000) = 0
trigger1 = Time = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 700, Helper]
type = Helper
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = NumHelper(20000) = 0
trigger1 = Time = 0
helpertype = normal
ownpal = 1
name = "Chibi-Mai"
postype = p1
pos = 0,-20
pausemovetime = 0
supermovetime = 0
stateno = 20001
ID = 20000
ignorehitpause = 1

[State 700, Helper]
type = Helper
triggerall = command = "holdfwd"
triggerall = command != "holdback"
trigger1 = NumHelper(20000) = 0
trigger1 = Time = 0
helpertype = normal
ownpal = 1
name = "Chibi-Mai"
postype = p1
pos = 60,-20
pausemovetime = 0
supermovetime = 0
stateno = 20001
ID = 20000
ignorehitpause = 1

[State 700, Helper]
type = Helper
triggerall = command != "holdfwd"
triggerall = command = "holdback"
trigger1 = NumHelper(20000) = 0
trigger1 = Time = 0
helpertype = normal
ownpal = 1
name = "Chibi-Mai"
postype = p1
pos = -60,-20
pausemovetime = 0
supermovetime = 0
stateno = 20001
ID = 20000
ignorehitpause = 1

[State 700, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = Time = 0
projID = 20009
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 700, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,5
ignorehitpause = 1

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

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

[Statedef 701]
type = S
movetype = A
physics = S
anim = 700
ctrl = 0
poweradd = 0

[State 701, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 701, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 701, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 701, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = Time = 0
projID = 20009
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 701, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,5
ignorehitpause = 1

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

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

;----------------------------------------------------------------------
; 6 + A

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

[State 1000, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
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) = 0.1
ignorehitpause = 1

[State 1000, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 65
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,1
channel = 1
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,2
channel = 1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 6
anim = 11010
postype = p1
pos = -60,-8
facing = 1
bindtime = 1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 1000, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*65),0
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,10
sparkno = S10240
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-4,-8
guard.velocity = -6
air.velocity = -4,-8
airguard.velocity = -2.8,-5.0
ground.cornerpush.veloff = fvar(17)-0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.6

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

;----------------------------------------------------------------------
; 6 + B

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

[State 1010, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
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) = 0.11
ignorehitpause = 1

[State 1010, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 30
ignorehitpause = 1

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,1
channel = 1
ignorehitpause = 1

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,2
channel = 1
ignorehitpause = 1

[State 1010, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 8
anim = 11000
postype = p1
pos = -20,-60
facing = 1
bindtime = 1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 1010, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*65),0
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,10
sparkno = S10240
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*0,-10.5
guard.velocity = -6
air.velocity = 0,-10.5
airguard.velocity = -2.8,-5.0
ground.cornerpush.veloff = fvar(17)-0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.7

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

;----------------------------------------------------------------------
; 6 + C

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

[State 1020, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
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) = 0.10
ignorehitpause = 1

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

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,1
channel = 1
ignorehitpause = 1

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,2
channel = 1
ignorehitpause = 1

[State 1020, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 6
anim = 11020
postype = p1
pos = -50,5
facing = 1
bindtime = 1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 1020, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = S,SA
hitflag = MAF
guardflag = LA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*65),0
getpower = 50,25
givepower = 25,15
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10250
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 = (2.0-fvar(0))*-8.5,0
guard.velocity = -7
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -2.8,-5.0
ground.cornerpush.veloff = fvar(17)-8.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

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

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

[Statedef 1100]
type = S
movetype = A
physics = S
anim = 1100
ctrl = 0
poweradd = 100

[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) = 0.08
ignorehitpause = 1

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

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

[State 1100, VarSet];Button Hold initialize
type = VarSet
trigger1 = AnimElemTime(1) > 0
trigger1 = AnimElemTime(6) < 0
trigger1 = command != "holda"
var(10) = 0
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(7) >= 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(8) < 0
var(17) = 1
ignorehitpause = 1

[State 1100, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(8) >= 0
var(17) = 0
ignorehitpause = 1

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,0
ignorehitpause = 1

[State 1100, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10110
postype = p1
pos = 0,5
bindtime = 1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1100, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(7) = -1
trigger1 = var(10) = 0
x = ceil(P2Dist X) - 40

[State 1100, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(7) = -1
trigger1 = var(10) = 1
x = -40

[State 1100, VelSet]
type = VelSet
trigger1 = AnimElemTime(7) = -1
x = 5

[State 1100, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(7) = -1
physics = N

[State 1100, VelMul]
type = VelMul
trigger1 = AnimElemTime(7) >= 0
trigger1 = Vel X > 0
x = 0.9

[State 1100, ScreenBound]
type = ScreenBound
trigger1 = AnimElemTime(7) >= -1
trigger1 = var(10) = 1
value = 0
movecamera = 0,1

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(7) = -1
trigger1 = var(10) = 1
value = 1101

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 412 + A (Hold)

[Statedef 1101]
type = S
movetype = A
physics = N
anim = 1101
ctrl = 0
velset = 12,0

[State 1101, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1101, VarSet];Hitsound and effects select
type = VarSet
trigger1 = AnimElemTime(7) = 0
var(0) = 3
ignorehitpause = 1

[State 1101, VarSet];MoveContact initialize
type = VarSet
trigger1 = AnimElemTime(7) < 0
var(1) = 0
ignorehitpause = 1

[State 1101, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1101, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1101, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 1101, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1101, VarSet];Button Hold initialize
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 1101, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,1

[State 1101, Reversaldef]
type = ReversalDef
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(7) < 0
reversal.attr = C,AA
attr = C,SA
pausetime = 10,10
sparkno = S10270
sparkxy = 20,0
hitsound = S1,7
numhits = 0
ignorehitpause = 1

[State 1101, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 8
attr = S,SA
hitflag = MAF
guardflag = L
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*85),0
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 = (2.0-fvar(0))*0,-8
guard.velocity = -7
air.velocity = 0,-8
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.55

[State 1101, VelMul]
type = VelMul
trigger1 = AnimElemTime(5) >= 0
trigger1 = Vel X > 0
x = 0.8

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

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

[Statedef 1110]
type = S
movetype = A
physics = S
anim = 1100
ctrl = 0
poweradd = 100

[State 1110, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
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) = 50
ignorehitpause = 1

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

[State 1110, VarSet];Button Hold initialize
type = VarSet
trigger1 = AnimElemTime(1) > 0
trigger1 = AnimElemTime(6) < 0
trigger1 = command != "holdb"
var(10) = 0
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(7) >= 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(8) < 0
var(17) = 1
ignorehitpause = 1

[State 1110, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(8) >= 0
var(17) = 0
ignorehitpause = 1

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,0
ignorehitpause = 1

[State 1110, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10110
postype = p1
pos = 0,5
bindtime = 1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1110, PosSet]
type = PosSet
trigger1 = AnimElemTime(7) = -1
trigger1 = var(10) = 0
x = -50

[State 1110, VelSet]
type = VelSet
trigger1 = AnimElemTime(7) = -1
trigger1 = var(10) = 0
x = 7

[State 1110, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(7) = -1
trigger1 = var(10) = 1
x = ceil(P2Dist X) - 100
y = -80

[State 1110, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(7) = -1
physics = N

[State 1110, VelMul]
type = VelMul
trigger1 = AnimElemTime(7) >= 0
trigger1 = Vel X > 0
x = 0.8

[State 1110, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(7) = -1
trigger1 = var(10) = 1
value = 1111

[State 1110, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1111]
type = A
movetype = A
physics = N
anim = 1111
ctrl = 0
velset = 3,-2

[State 1111, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
ignorehitpause = 1

[State 1111, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1111, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1111, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.10
ignorehitpause = 1

[State 1111, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1111, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s0,1
ignorehitpause = 1

[State 1101, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.3

[State 1111, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*85),0
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10250
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 = (2.0-fvar(0))*0,6
guard.velocity = -7
air.velocity = 0,6
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.6

[State 1111, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1112

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

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

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

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

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

[Statedef 1120]
type = S
movetype = A
physics = S
anim = 1120
ctrl = 0
poweradd = 100

[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) = 0.10
ignorehitpause = 1

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

[State 1120, VarAdd]
type = VarAdd
triggerall = fvar(12) != 4
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1120, VarAdd]
type = VarAdd
triggerall = fvar(12) != 4
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1120, VarAdd]
type = VarAdd
triggerall = fvar(12) = 4
trigger1 = AnimElemTime(1) = 1
fvar(11) = -10.5
ignorehitpause = 1

[State 1120, NotHitBy]
type = NotHitBy
trigger1 = Time < 10
value = SCA
time = 1
ignorehitpause = 1

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

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

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,0
ignorehitpause = 1

[State 1120, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10110
postype = p1
pos = 0,5
bindtime = 1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1120, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
ownpal = 1
name = "AfterImage_Root_11120"
postype = p1
pos = 0,0
pausemovetime = 0
supermovetime = 0
stateno = 11120
ignorehitpause = 1

[State 1120, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(6) = 0
x = 100

[State 1120, VelSet]
type = VelSet
trigger1 = AnimElemTime(7) = -1
x = 10

[State 1120, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(7) = -1
physics = N

[State 1120, VelMul]
type = VelMul
trigger1 = AnimElemTime(7) >= 0
trigger1 = Vel X > 0
x = 0.93

[State 1120, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*100),5
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
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 = (2.0-fvar(0))*0,-9
guard.velocity = -7
air.velocity = 0,-9
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 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 = 0.5

[State 1120, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 41121
ignorehitpause = 1

[State 1120, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1200]
type = A
movetype = A
physics = N
anim = 1200
ctrl = 0
poweradd = 100
velset = Vel X / 1.5,Vel Y / 1.5

[State 1200, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
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) = 0.15
ignorehitpause = 1

[State 1200, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1200, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(12) < 0
y = 0.2

[State 1200, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(12) >= 0
y = 0.3

[State 1200, NotHitBy]
type = NotHitBy
trigger1 = Time < 9
value = SCA
time = 1
ignorehitpause = 1

[State 1200, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = S,SA
hitflag = MAF
guardflag = HA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*62),0
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10240
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 = (2.0-fvar(0))*-1.5,-5
guard.velocity = -6
air.velocity = -1.5,-5
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.25

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

[State 1200, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1201

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

[Statedef 1201]
type = S
movetype = A
physics = S
anim = 1201
ctrl = 0
velset = 0,0

[State 1201, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1

[State 1201, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1210]
type = A
movetype = A
physics = N
anim = 1200
ctrl = 0
poweradd = 100
velset = Vel X / 1.5,Vel Y / 1.5

[State 1210, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
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) = 0.15
ignorehitpause = 1

[State 1210, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 60
ignorehitpause = 1

[State 1210, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.3

[State 1210, NotHitBy]
type = NotHitBy
trigger1 = Time < 8
value = SCA
time = 1
ignorehitpause = 1

[State 1210, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*62),0
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10240
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 = (2.0-fvar(0))*-1.5,-6.5
guard.velocity = -6
air.velocity = -1.5,-6.5
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.25

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

[State 1210, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1201

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

[Statedef 1220]
type = A
movetype = A
physics = N
anim = 1220
ctrl = 0
poweradd = 100
velset = Vel X / 1.5,Vel Y / 1.5

[State 1220, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
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) = 0.15
ignorehitpause = 1

[State 1220, VarSet];Damage Correction
type = VarSet
trigger1 = AnimElemTime(9) = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 1220, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 60
ignorehitpause = 1

[State 1220, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(12) < 0
y = 0.2

[State 1220, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(12) >= 0
y = 0.3

[State 1220, VarAdd]
type = VarAdd
triggerall = fvar(12) != 4
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1220, VarAdd]
type = VarAdd
triggerall = fvar(12) != 4
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1220, VarAdd]
type = VarAdd
triggerall = fvar(12) = 4
trigger1 = AnimElemTime(1) = 1
fvar(11) = -10.5
ignorehitpause = 1

[State 1220, NotHitBy]
type = NotHitBy
trigger1 = Time < 14
value = SCA
time = 1
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, Explod]
type = Explod
trigger1 = AnimElemTime(9) = 0
anim = 11220
postype = p1
pos = 40,-26
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1220, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 9
attr = S,SA
hitflag = MAF
guardflag = HA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*62),0
getpower = 50,25
givepower = 25,15
pausetime = 4,10
guard.pausetime = 4,10
sparkno = S10240
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 = (2.0-fvar(0))*-1.5,-10
guard.velocity = -6
air.velocity = -1.5,-10
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.25

[State 1220, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 10
attr = S,SA
hitflag = MAF
guardflag = HA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*62),0
getpower = 50,25
givepower = 25,15
pausetime = 4,0
guard.pausetime = 4,0
sparkno = S10240
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 = (2.0-fvar(0))*-1.5,-10
guard.velocity = -6
air.velocity = -1.5,-10
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.3

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

[State 1220, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1201

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

[Statedef 1300]
type = S
movetype = A
physics = S
anim = 1300
ctrl = 0
poweradd = 100

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

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

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

[State 1300, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1300, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1300, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(5) >= 0
var(16) = 1
ignorehitpause = 1

[State 1300, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) < 2
var(17) = 1
ignorehitpause = 1

[State 1300, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(5) >= 2
var(17) = 0
ignorehitpause = 1

[State 1300, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 1
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 1300, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 1
helpertype = normal
ownpal = 1
name = "Chibi-Mai"
postype = p1
pos = 0,-20
pausemovetime = 0
supermovetime = 0
stateno = 21300
ID = 20000
ignorehitpause = 1

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,5
ignorehitpause = 1

[State 1300, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1310]
type = S
movetype = A
physics = S
anim = 1310
ctrl = 0
poweradd = 100

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

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

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

[State 1310, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1310, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1310, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(5) >= 0
var(16) = 1
ignorehitpause = 1

[State 1310, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) < 2
var(17) = 1
ignorehitpause = 1

[State 1310, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(5) >= 2
var(17) = 0
ignorehitpause = 1

[State 1310, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 1
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 1310, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 1
helpertype = normal
ownpal = 1
name = "Chibi-Mai"
postype = p1
pos = 0,-20
pausemovetime = 0
supermovetime = 0
stateno = 21310
ID = 20000
ignorehitpause = 1

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,5
ignorehitpause = 1

[State 1310, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

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

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

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

[State 1320, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1320, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1320, NotHitBy]
type = NotHitBy
trigger1 = Time < 10
value = SCA
time = 1
ignorehitpause = 1

[State 1320, 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 1320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0

[State 1320, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1320, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1320, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(5) >= 0
var(16) = 1
ignorehitpause = 1

[State 1320, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) < 2
var(17) = 1
ignorehitpause = 1

[State 1320, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(5) >= 2
var(17) = 0
ignorehitpause = 1

[State 1320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,0
ignorehitpause = 1

[State 1320, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 1
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 1320, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 1
helpertype = normal
ownpal = 1
name = "Chibi-Mai"
postype = p1
pos = 0,-20
pausemovetime = 0
supermovetime = 0
stateno = 21320
ID = 20000
ignorehitpause = 1

[State 1320, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,5
ignorehitpause = 1

[State 1320, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1400]
type = S
movetype = A
physics = S
anim = 1400
ctrl = 0
poweradd = 100

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

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

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

[State 1400, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1400, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1400, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(5) >= 0
var(16) = 1
ignorehitpause = 1

[State 1400, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) < 2
var(17) = 1
ignorehitpause = 1

[State 1400, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(5) >= 2
var(17) = 0
ignorehitpause = 1

[State 1400, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 1
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 1400, Helper]
type = Helper
trigger1 = AnimElemTime(4) = -2
helpertype = normal
ownpal = 1
name = "Chibi-Mai"
postype = p1
pos = 80,-20
pausemovetime = 0
supermovetime = 0
stateno = 21400
ID = 20000
ignorehitpause = 1

[State 1400, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1410]
type = S
movetype = A
physics = S
anim = 1400
ctrl = 0
poweradd = 100

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

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

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

[State 1410, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1410, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1410, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(5) >= 0
var(16) = 1
ignorehitpause = 1

[State 1410, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) < 2
var(17) = 1
ignorehitpause = 1

[State 1410, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(5) >= 2
var(17) = 0
ignorehitpause = 1

[State 1410, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 1
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 1410, Helper]
type = Helper
trigger1 = AnimElemTime(4) = -2
helpertype = normal
ownpal = 1
name = "Chibi-Mai"
postype = p1
pos = 160,-20
pausemovetime = 0
supermovetime = 0
stateno = 21400
ID = 20000
ignorehitpause = 1

[State 1410, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1420]
type = S
movetype = A
physics = S
anim = 1420
ctrl = 0
poweradd = 100

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

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

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

[State 1420, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1420, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1420, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(5) >= 0
var(16) = 1
ignorehitpause = 1

[State 1420, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) < 2
var(17) = 1
ignorehitpause = 1

[State 1420, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(5) >= 2
var(17) = 0
ignorehitpause = 1

[State 1420, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 1
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 1420, Helper]
type = Helper
trigger1 = AnimElemTime(4) = -2
helpertype = normal
ownpal = 1
name = "Chibi-Mai"
postype = p1
pos = 240,-20
pausemovetime = 0
supermovetime = 0
stateno = 21400
ID = 20000
ignorehitpause = 1

[State 1420, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1500]
type = S
movetype = A
physics = S
anim = 1500
ctrl = 0
poweradd = 100

[State 1500, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

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

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

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

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

[State 1500, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(5) >= 0
var(16) = 1
ignorehitpause = 1

[State 1500, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) < 2
var(17) = 1
ignorehitpause = 1

[State 1500, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(5) >= 2
var(17) = 0
ignorehitpause = 1

[State 1500, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 1500, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
ownpal = 1
name = "Chibi-Mai"
postype = p1
pos = 50,0
pausemovetime = 0
supermovetime = 0
stateno = 21500
ID = 20000
ignorehitpause = 1

[State 1500, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1510]
type = S
movetype = A
physics = S
anim = 1500
ctrl = 0
poweradd = 100

[State 1510, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

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

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

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

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

[State 1510, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(5) >= 0
var(16) = 1
ignorehitpause = 1

[State 1510, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) < 2
var(17) = 1
ignorehitpause = 1

[State 1510, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(5) >= 2
var(17) = 0
ignorehitpause = 1

[State 1510, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 1510, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
ownpal = 1
name = "Chibi-Mai"
postype = p1
pos = 130,0
pausemovetime = 0
supermovetime = 0
stateno = 21500
ID = 20000
ignorehitpause = 1

[State 1510, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1520]
type = S
movetype = A
physics = S
anim = 1500
ctrl = 0
poweradd = 100

[State 1520, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

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

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

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

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

[State 1520, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(5) >= 0
var(16) = 1
ignorehitpause = 1

[State 1520, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) < 2
var(17) = 1
ignorehitpause = 1

[State 1520, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(5) >= 2
var(17) = 0
ignorehitpause = 1

[State 1520, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 1520, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
ownpal = 1
name = "Chibi-Mai"
postype = p1
pos = 210,0
pausemovetime = 0
supermovetime = 0
stateno = 21500
ID = 20000
ignorehitpause = 1

[State 1520, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

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

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

[State 6000, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(3) = 10
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6000, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 10
trigger1 = AnimElemTime(5) < 2
flag = NoBG
ignorehitpause = 1

[State 6000, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 10
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) = 10
value = -1000
ignorehitpause = 1

[State 6000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) < 10
value = SCA
time = 1
ignorehitpause = 1

[State 6000, Helper]
type = Helper
trigger1 = AnimElemTime(3) = 10
helpertype = normal
ownpal = 1
name = "Chibi-Mai"
postype = p1
pos = 0,-20
pausemovetime = 9999
supermovetime = 9999
stateno = 26000
ID = 20000
ignorehitpause = 1

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

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

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

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

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

[State 6010, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(3) = 10
time = 40
movetime = 40
anim = -1
sound = s4,2
darken = 0
p2defmul = 1

[State 6010, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 10
trigger1 = AnimElemTime(5) < 2
flag = NoBG
ignorehitpause = 1

[State 6010, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 10
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) = 10
value = -2000
ignorehitpause = 1

[State 6010, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) < 10
value = SCA
time = 1
ignorehitpause = 1

[State 6010, Helper]
type = Helper
trigger1 = AnimElemTime(3) = 10
helpertype = normal
ownpal = 1
name = "Chibi-Mai"
postype = p1
pos = 0,-20
pausemovetime = 9999
supermovetime = 9999
stateno = 26010
ID = 20000
ignorehitpause = 1

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

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

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

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

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

[State 6020, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(3) = 14
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 6020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 14
value = s4,4

[State 6020, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 14
trigger1 = AnimElemTime(5) < 2
flag = NoBG
ignorehitpause = 1

[State 6020, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 14
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(3) = 14
value = -3000
ignorehitpause = 1

[State 6020, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) < 14
value = SCA
time = 1
ignorehitpause = 1

[State 6020, Helper]
type = Helper
trigger1 = AnimElemTime(3) = 14
helpertype = normal
ownpal = 1
name = "Chibi-Mai"
postype = p1
pos = 0,-20
pausemovetime = 9999
supermovetime = 9999
stateno = 26020
ID = 20000
ignorehitpause = 1

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

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

[Statedef 6050]
type = S
movetype = A
physics = S
anim = 6050
velset = 0,0
ctrl = 0

[State 6050, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6050, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6050, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(3) = 5
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6050, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 5
trigger1 = AnimElemTime(5) < 2
flag = NoBG
ignorehitpause = 1

[State 6050, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 5
anim = 10300
postype = p1
pos = var(30),-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 6

[State 6050, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 5
value = -1000
ignorehitpause = 1

[State 6050, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) < 5
value = SCA
time = 1
ignorehitpause = 1

[State 6050, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = AnimElemTime(3) = 4
projID = 26050
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6050, Helper]
type = Helper
trigger1 = AnimElemTime(3) = 4
helpertype = normal
ownpal = 1
name = "Chibi-Mai"
postype = p1
pos = var(30),-20
pausemovetime = 999999
supermovetime = 999999
stateno = 26050
ID = 20000
ignorehitpause = 1

[State 6050, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6060]
type = S
movetype = A
physics = S
anim = 6050
velset = 0,0
ctrl = 0

[State 6060, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6060, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6060, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(3) = 5
time = 40
movetime = 40
anim = -1
sound = s4,2
darken = 0
p2defmul = 1

[State 6060, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 5
trigger1 = AnimElemTime(5) < 2
flag = NoBG
ignorehitpause = 1

[State 6060, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 5
anim = 10310
postype = p1
pos = var(30),-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 6

[State 6060, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 5
value = -2000
ignorehitpause = 1

[State 6060, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) < 5
value = SCA
time = 1
ignorehitpause = 1

[State 6060, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = AnimElemTime(3) = 4
projID = 26060
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6060, Helper]
type = Helper
trigger1 = AnimElemTime(3) = 4
helpertype = normal
ownpal = 1
name = "Chibi-Mai"
postype = p1
pos = var(30),-20
pausemovetime = 999999
supermovetime = 999999
stateno = 26060
ID = 20000
ignorehitpause = 1

[State 6060, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6070]
type = S
movetype = A
physics = S
anim = 6050
velset = 0,0
ctrl = 0

[State 6070, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6070, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6070, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(3) = 5
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 6070, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 5
value = s4,4

[State 6070, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 5
trigger1 = AnimElemTime(5) < 2
flag = NoBG
ignorehitpause = 1

[State 6070, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 5
anim = 10320
postype = p1
pos = var(30),-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 6

[State 6070, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 5
value = -3000
ignorehitpause = 1

[State 6070, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) < 5
value = SCA
time = 1
ignorehitpause = 1

[State 6070, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = AnimElemTime(3) = 4
projID = 26070
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6070, Helper]
type = Helper
trigger1 = AnimElemTime(3) = 4
helpertype = normal
ownpal = 1
name = "Chibi-Mai"
postype = p1
pos = var(30),-20
pausemovetime = 999999
supermovetime = 999999
stateno = 26070
ID = 20000
ignorehitpause = 1

[State 6070, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

[State 6100, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 8
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, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 6100, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 60
ignorehitpause = 1

[State 6100, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(2) = 12
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6100, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(2) >= 12
trigger1 = AnimElemTime(6) < 1
flag = NoBG
ignorehitpause = 1

[State 6100, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 12
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) = 12
value = -1000
ignorehitpause = 1

[State 6100, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) < 10
value = SCA
time = 1
ignorehitpause = 1

[State 6100, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,0
ignorehitpause = 1

[State 6100, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10110
postype = p1
pos = 0,5
bindtime = 1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 6100, Width]
type = Width
trigger1 = AnimElemTime(9) < 0
player = 16,13

[State 6100, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(4) = 0
x = 30

[State 6100, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(5) = 0
x = 7

[State 6100, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(6) = 0
x = 19

[State 6100, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(7) = 0
x = 8

[State 6100, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(8) = 0
trigger2 = AnimElemTime(8) = 2
trigger3 = AnimElemTime(8) = 4
trigger4 = AnimElemTime(8) = 6
x = 3

[State 6100, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = -1
x = 7.5

[State 6100, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(9) = -1
physics = N

[State 6100, VelMul]
type = VelMul
trigger1 = AnimElemTime(9) >= 0
trigger1 = Vel X > 0
x = 0.9

[State 6100, PosAdd]
type = PosAdd
trigger1 = AnimTime = 0
x = -20

[State 6100, 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 = 0,0
getpower = 0,0
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,10
sparkno = S10290
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 = (2.0-fvar(0))*0,0
guard.velocity = -6
air.velocity = 0,0
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
ID = 6100
p2facing = 1
p1stateno = 6101
p2stateno = 46100

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

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

[Statedef 6101]
type = S
movetype = A
physics = N
anim = 6101
ctrl = 0

[State 6101, HitEffect]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 1
ignorehitpause = 1

[State 6101, HitEffect]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 2
ignorehitpause = 1

[State 6101, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = ceil(P2Dist X) + 30
ignorehitpause = 1

[State 6101, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 0.75
ignorehitpause = 1

[State 6101, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6102

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

[Statedef 6102]
type = S
movetype = A
physics = N
anim = 6102
ctrl = 0
velset = 0,0

[State 6102, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) >= 0
trigger1 = Time % 4 = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 6102, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 100
ignorehitpause = 1

[State 6102, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6103

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

[Statedef 6103]
type = S
movetype = A
physics = N
anim = 6103
ctrl = 0
velset = 0,0

[State 6103, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,2
ignorehitpause = 1

[State 6103, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.6
ignorehitpause = 1

[State 6103, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(3) = 30
value = ceil(-240*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 1

[State 6103, Projectile]
type = Projectile
trigger1 = AnimElemTime(3) = 30
projID = 31500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6103, TargetState]
type = TargetState
trigger1 = AnimElemTime(3) = 30
value = 46101

[State 6103, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 30
anim = 10290
postype = p2
pos = 0,-30
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 6103, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 30
value = s1,6
ignorehitpause = 1

[State 6101, HitEffect]
type = Helper
trigger1 = AnimElemTime(3) = 30
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 1
ignorehitpause = 1

[State 6101, HitEffect]
type = Helper
trigger1 = AnimElemTime(3) = 30
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 2
ignorehitpause = 1

[State 6103, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6110]
type = S
movetype = A
physics = S
anim = 6100
ctrl = 0

[State 6110, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 8
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, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 6110, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 60
ignorehitpause = 1

[State 6110, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(2) = 14
time = 40
movetime = 40
anim = -1
sound = s4,2
darken = 0
p2defmul = 1

[State 6110, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(2) >= 14
trigger1 = AnimElemTime(6) < 1
flag = NoBG
ignorehitpause = 1

[State 6110, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 14
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) = 14
value = -2000
ignorehitpause = 1

[State 6110, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) < 10
value = SCA
time = 1
ignorehitpause = 1

[State 6110, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,0
ignorehitpause = 1

[State 6110, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10110
postype = p1
pos = 0,5
bindtime = 1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 6110, Width]
type = Width
trigger1 = AnimElemTime(9) < 0
player = 16,13

[State 6110, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(4) = 0
x = 30

[State 6110, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(5) = 0
x = 7

[State 6110, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(6) = 0
x = 19

[State 6110, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(7) = 0
x = 8

[State 6110, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(8) = 0
trigger2 = AnimElemTime(8) = 2
trigger3 = AnimElemTime(8) = 4
trigger4 = AnimElemTime(8) = 6
x = 5

[State 6110, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = -1
x = 8.5

[State 6110, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(9) = -1
physics = N

[State 6110, VelMul]
type = VelMul
trigger1 = AnimElemTime(9) >= 0
trigger1 = Vel X > 0
x = 0.9

[State 6110, PosAdd]
type = PosAdd
trigger1 = AnimTime = 0
x = -20

[State 6110, 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 = 0,0
getpower = 0,0
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,10
sparkno = S10290
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 = (2.0-fvar(0))*0,0
guard.velocity = -6
air.velocity = 0,0
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
ID = 6110
p2facing = 1
p1stateno = 6111
p2stateno = 46100

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

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

[Statedef 6111]
type = S
movetype = A
physics = N
anim = 6111
ctrl = 0

[State 6111, HitEffect]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 1
ignorehitpause = 1

[State 6111, HitEffect]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 2
ignorehitpause = 1

[State 6111, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = ceil(P2Dist X) + 30
ignorehitpause = 1

[State 6111, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 0.75
ignorehitpause = 1

[State 6111, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6112

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

[Statedef 6112]
type = S
movetype = A
physics = N
anim = 6112
ctrl = 0
velset = 0,0

[State 6112, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) >= 0
trigger1 = Time % 4 = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 6112, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 100
ignorehitpause = 1

[State 6112, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6113

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

[Statedef 6113]
type = S
movetype = A
physics = N
anim = 6113
ctrl = 0
velset = 0,0

[State 6113, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,2
ignorehitpause = 1

[State 6113, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.6
ignorehitpause = 1

[State 6113, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 34
value = ceil(-320*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 1

[State 6113, Projectile]
type = Projectile
trigger1 = Time = 34
projID = 31500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6113, TargetState]
type = TargetState
trigger1 = Time = 34
value = 46101

[State 6113, Explod]
type = Explod
trigger1 = Time = 34
anim = 10290
postype = p2
pos = 0,-30
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 6113, PlaySnd]
type = PlaySnd
trigger1 = Time = 34
value = s1,6
ignorehitpause = 1

[State 6111, HitEffect]
type = Helper
trigger1 = Time = 34
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 1
ignorehitpause = 1

[State 6111, HitEffect]
type = Helper
trigger1 = Time = 34
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 2
ignorehitpause = 1

[State 6113, ChangeState]
type = ChangeState
trigger1 = Time > 82
value = 0
ctrl = 1

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

[Statedef 6120]
type = S
movetype = A
physics = S
anim = 6100
ctrl = 0

[State 6120, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 8
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, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 6120, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 60
ignorehitpause = 1

[State 6120, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

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

[State 6120, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(2) = 14
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 6120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 14
value = s4,4
ignorehitpause = 1

[State 6120, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(2) >= 14
trigger1 = AnimElemTime(6) < 1
flag = NoBG
ignorehitpause = 1

[State 6120, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 14
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) = 14
value = -3000
ignorehitpause = 1

[State 6120, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) < 10
value = SCA
time = 1
ignorehitpause = 1

[State 6120, BGPalFX]
type = BGPalFX
trigger1 = AnimElemTime(2) > 14
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6120, Width]
type = Width
trigger1 = AnimElemTime(9) < 0
player = 20,13

[State 6120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,0
ignorehitpause = 1

[State 6120, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10110
postype = p1
pos = 0,5
bindtime = 1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 6120, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(4) = 0
x = 30

[State 6120, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(5) = 0
x = 7

[State 6120, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(6) = 0
x = 19

[State 6120, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(7) = 0
x = 8

[State 6120, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(8) = 0
x = 3

[State 6120, PosAdd]
type = PosAdd
triggerall = var(1) != 2
trigger1 = AnimElemTime(8) = 2
trigger2 = AnimElemTime(8) = 4
trigger3 = AnimElemTime(8) = 6
x = 30

[State 6120, PosAdd]
type = PosAdd
triggerall = var(1) = 2
trigger1 = AnimElemTime(8) = 2
trigger2 = AnimElemTime(8) = 4
trigger3 = AnimElemTime(8) = 6
x = 3

[State 6120, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = -1
x = 10.5

[State 6120, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(9) = -1
physics = N

[State 6120, VelMul]
type = VelMul
trigger1 = AnimElemTime(9) >= 0
trigger1 = Vel X > 0
x = 0.9

[State 6120, PosAdd]
type = PosAdd
trigger1 = AnimTime = 0
x = -20

[State 6120, 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 = 0,0
getpower = 0,0
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,10
sparkno = S10290
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 = (2.0-fvar(0))*0,0
guard.velocity = -6
air.velocity = 0,0
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
ID = 6120
p2facing = 1
p1stateno = 6121
p2stateno = 46100

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

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

[Statedef 6121]
type = S
movetype = A
physics = N
anim = 6111
ctrl = 0

[State 6121, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay
ignorehitpause = 1

[State 6121, HitEffect]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 1
ignorehitpause = 1

[State 6121, HitEffect]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 2
ignorehitpause = 1

[State 6121, Explod]
type = Explod
trigger1 = Time = 0
anim = 16120
postype = p1
pos = -320,-380
bindtime = 1
removetime = -1
removeongethit = 1
ownpal = 1
ontop = 0
ID = 6120
supermovetime = 0
pausemovetime = 0
sprpriority = -7

[State 6121, Explod]
type = Explod
trigger1 = Time = 0
anim = 16121
postype = p1
pos = -320,-50
bindtime = 1
removetime = -1
removeongethit = 1
ownpal = 1
ontop = 1
ID = 6120
supermovetime = 0
pausemovetime = 0
sprpriority = 7

[State 6121, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = ceil(P2Dist X) + 30
ignorehitpause = 1

[State 6121, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 0.75
ignorehitpause = 1

[State 6121, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6122

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

[Statedef 6122]
type = S
movetype = A
physics = N
anim = 6112
ctrl = 0
velset = 0,0

[State 6122, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) >= 0
trigger1 = Time % 4 = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 6122, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay
ignorehitpause = 1

[State 6122, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 100
ignorehitpause = 1

[State 6122, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6123

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

[Statedef 6123]
type = S
movetype = A
physics = N
anim = 6113
ctrl = 0
velset = 0,0

[State 6123, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 240
ignorehitpause = 1

[State 6123, VarSet]
type = VarSet
trigger1 = Time = 0
var(11) = 20
ignorehitpause = 1

[State 6123, VarAdd]
type = VarAdd
trigger1 = var(10) > 0
trigger1 = Time >= 71
var(10) = -20
ignorehitpause = 1

[State 6123, VarAdd]
type = VarAdd
trigger1 = var(11) < 240
trigger1 = Time >= 71
var(11) = 20
ignorehitpause = 1

[State 6123, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay
ignorehitpause = 1

[State 6123, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,2
ignorehitpause = 1

[State 6123, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.6
ignorehitpause = 1

[State 6123, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 34
value = ceil(-450*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 1

[State 6123, Projectile]
type = Projectile
trigger1 = Time = 34
projID = 31500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6123, TargetState]
type = TargetState
trigger1 = Time = 34
value = 46101

[State 6123, Explod]
type = Explod
trigger1 = Time = 34
anim = 10290
postype = p2
pos = 0,-30
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 6123, PlaySnd]
type = PlaySnd
trigger1 = Time = 34
value = s1,6
ignorehitpause = 1

[State 6121, HitEffect]
type = Helper
trigger1 = Time = 34
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 1
ignorehitpause = 1

[State 6121, HitEffect]
type = Helper
trigger1 = Time = 34
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 2
ignorehitpause = 1

[State 6121, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 70
ID = 6120
trans = AddAlpha
alpha = var(10),var(11)
ignorehitpause = 1

[State 6121, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 82
ID = 6120
ignorehitpause = 1

[State 6123, ChangeState]
type = ChangeState
trigger1 = Time > 82
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 236236 + Z

[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, VarSet];Flag ON
type = VarSet
trigger1 = Time = 70
fvar(12) = 4
ignorehitpause = 1

[State 7000, VarSet];Flag ON
type = VarSet
trigger1 = Time = 70
fvar(11) = 100
ignorehitpause = 1

[State 7000, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 110
movetime = 110
anim = -1
sound = s3,3
darken = 0
p2defmul = 1

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

[State 7000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
ignorehitpause = 1

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 5

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10330
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 5

[State 7000, Explod]
type = Explod
trigger1 = Time = 70
anim = 10600
postype = p1
pos = 40,-76
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 5

[State 7000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,6

[State 7000, PlaySnd]
type = PlaySnd
trigger1 = Time = 75
value = s1,0

[State 7000, PlaySnd]
type = PlaySnd
trigger1 = Time = 70
value = s3,4

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

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

[State 7000, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
ownpal = 1
name = "Chibi-Mai"
postype = p1
pos = 20,0
pausemovetime = 9999
supermovetime = 9999
stateno = 27000
ID = 20000
ignorehitpause = 1

[State 7000, ChangeState]
type = ChangeState
trigger1 = Time = 110
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 6 + A

[Statedef 7100]
type = S
movetype = A
physics = S
anim = 7100
ctrl = 0

[State 7100, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
ignorehitpause = 1

[State 7100, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 7100, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 7100, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.1
ignorehitpause = 1

[State 7100, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 65
ignorehitpause = 1

[State 7100, VarSet]
type = VarAdd
trigger1 = AnimElemTime(3) = 0
fvar(11) = -10.5
ignorehitpause = 1

[State 7100, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,1
channel = 1
ignorehitpause = 1

[State 7100, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,2
channel = 1
ignorehitpause = 1

[State 7100, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 11010
postype = p1
pos = -60,-8
facing = 1
bindtime = 1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 7100, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*65),0
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,10
sparkno = S10240
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5,-11
guard.velocity = -6
air.velocity = -5,-11
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.5

[State 7100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 6 + B

[Statedef 7110]
type = S
movetype = A
physics = S
anim = 7110
ctrl = 0

[State 7110, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
ignorehitpause = 1

[State 7110, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 7110, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 7110, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.15
ignorehitpause = 1

[State 7110, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 38
ignorehitpause = 1

[State 7110, VarSet]
type = VarAdd
trigger1 = AnimElemTime(3) = 0
fvar(11) = -10.5
ignorehitpause = 1

[State 7110, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,1
channel = 1
ignorehitpause = 1

[State 7110, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,2
channel = 1
ignorehitpause = 1

[State 7110, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 11000
postype = p1
pos = -20,-60
facing = 1
bindtime = 1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 7110, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*65),0
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,10
sparkno = S10240
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*0,-13
guard.velocity = -6
air.velocity = 0,-11.5
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.5

[State 7110, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 6 + C

[Statedef 7120]
type = S
movetype = A
physics = S
anim = 7120
ctrl = 0

[State 7120, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
ignorehitpause = 1

[State 7120, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 7120, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 7120, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.12
ignorehitpause = 1

[State 7120, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 7120, VarSet]
type = VarAdd
trigger1 = AnimElemTime(3) = 0
fvar(11) = -10.5
ignorehitpause = 1

[State 7120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,1
channel = 1
ignorehitpause = 1

[State 7120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,2
channel = 1
ignorehitpause = 1

[State 7120, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 11020
postype = p1
pos = -50,5
facing = 1
bindtime = 1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 7120, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*65),0
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10250
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 = (2.0-fvar(0))*0,-12.0
guard.velocity = -7
air.velocity = 0,-10.5
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-8.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.6

[State 7120, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 7200]
type = S
movetype = A
physics = S
anim = 7200
ctrl = 0
poweradd = 100

[State 7200, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 7200, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 7200, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 7200, VarSet]
type = VarAdd
trigger1 = AnimElemTime(4) = 0
fvar(11) = -10.5
ignorehitpause = 1

[State 7200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,7
channel = 1
ignorehitpause = 1

[State 7200, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 7200, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 7200, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(4) >= 0
var(16) = 1
ignorehitpause = 1

[State 7200, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(5) < 0
var(17) = 1
ignorehitpause = 1

[State 7200, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(5) >= 0
var(17) = 0
ignorehitpause = 1

[State 7200, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
ownpal = 1
name = "Pillar_7200"
postype = p1
pos = 75,0
pausemovetime = 0
supermovetime = 0
stateno = 17200
ignorehitpause = 1

[State 7200, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 7210]
type = S
movetype = A
physics = S
anim = 7200
ctrl = 0
poweradd = 100

[State 7210, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 7210, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 7210, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 7210, VarSet]
type = VarAdd
trigger1 = AnimElemTime(4) = 0
fvar(11) = -10.5
ignorehitpause = 1

[State 7210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,7
channel = 1
ignorehitpause = 1

[State 7210, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 7210, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 7210, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(4) >= 0
var(16) = 1
ignorehitpause = 1

[State 7210, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(5) < 0
var(17) = 1
ignorehitpause = 1

[State 7210, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(5) >= 0
var(17) = 0
ignorehitpause = 1

[State 7210, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
ownpal = 1
name = "Pillar_7210"
postype = p1
pos = 150,0
pausemovetime = 0
supermovetime = 0
stateno = 17200
ignorehitpause = 1

[State 7210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 7220]
type = S
movetype = A
physics = S
anim = 7200
ctrl = 0
poweradd = 100

[State 7220, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 7220, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 7220, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 7220, VarSet]
type = VarAdd
trigger1 = AnimElemTime(4) = 0
fvar(11) = -10.5
ignorehitpause = 1

[State 7220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,7
channel = 1
ignorehitpause = 1

[State 7220, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 7220, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 7220, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(4) >= 0
var(16) = 1
ignorehitpause = 1

[State 7220, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(5) < 0
var(17) = 1
ignorehitpause = 1

[State 7220, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(5) >= 0
var(17) = 0
ignorehitpause = 1

[State 7220, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
ownpal = 1
name = "Pillar_7220"
postype = p1
pos = 235,0
pausemovetime = 0
supermovetime = 0
stateno = 17200
ignorehitpause = 1

[State 7220, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 236236 + Z

[Statedef 7300]
type = S
movetype = A
physics = S
anim = 7300
velset = 0,0
ctrl = 0

[State 7300, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 7300, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 7300, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 7300, VarSet]
type = VarSet
trigger1 = AnimTime = 0
fvar(11) = 0
ignorehitpause = 1

[State 7300, VarSet];Hitsound and effects select
type = VarSet
trigger1 = AnimElemTime(9) = 0
var(0) = 4
ignorehitpause = 1

[State 7300, VarSet];MoveContact initialize
type = VarSet
trigger1 = AnimElemTime(9) = 0
var(1) = 0
ignorehitpause = 1

[State 7300, VarSet];MoveContact initialize
type = VarSet
trigger1 = AnimElemTime(9) = 0
var(2) = 0
ignorehitpause = 1

[State 7300, VarSet];Damage Correction
type = VarSet
trigger1 = AnimElemTime(9) = 0
fvar(3) = 0.25
ignorehitpause = 1

[State 7300, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = AnimElemTime(9) = 0
fvar(4) = 50
ignorehitpause = 1

[State 7300, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 7300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s4,4

[State 7300, AssertSpecial]
type = AssertSpecial
trigger1 = Time <= 40
flag = NoBG
ignorehitpause = 1

[State 7300, 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 = 5

[State 7300, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10330
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 5

[State 7300, NotHitBy]
type = NotHitBy
trigger1 = Time < 50
value = SCA
time = 1
ignorehitpause = 1

[State 7300, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
ownpal = 1
name = "Timer_7300"
postype = p1
pos = 0,0
pausemovetime = 9999
supermovetime = 9999
stateno = 27300
ignorehitpause = 1

[State 7300, Hitdef]
type = Hitdef
trigger1 = AnimElem = 4
attr = S,HT
hitflag = M-
guardflag = 
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
priority = 1, Miss
damage = 0,0
getpower = 70,0
givepower = 50,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -8,-50
hitsound = -1
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 0
guard.kill = 0
yaccel = 0.4
p1facing = 1
p2facing = 1
p1stateno = 7301
p2stateno = 47300
p1sprpriority = 1
p2sprpriority = 0
guard.dist = 0

[State 7300, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 9
attr = S,HA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*250-(100-fvar(11))*0.75),0
getpower = 0,0
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10250
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 = (2.0-fvar(0))*-3,-6
guard.velocity = -7
air.velocity = -3,-6
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-8.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 7300, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 236236 + Z

[Statedef 7301]
type = S
movetype = A
physics = S
anim = 7301
ctrl = 0

[State 7301, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay
flag2 = Invisible
flag3 = NoBG
ignorehitpause = 1

[State 7301, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = GlobalNoShadow
ignorehitpause = 1

[State 7301, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s5,0
volume = -10
ignorehitpause = 1

[State 7301, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s5,1
volume = -10
ignorehitpause = 1

[State 7301, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s5,2
volume = -10
ignorehitpause = 1

[State 7301, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s5,3
volume = -10
ignorehitpause = 1

[State 7301, Explod]
type = Explod
trigger1 = Time = 0
anim = 17300
postype = Left
pos = 0,0
bindtime = -1
removetime = -2
removeongethit = 1
ownpal = 1
ontop = 1
ID = 17300
supermovetime = 0
pausemovetime = 0
sprpriority = 10

[State 7301, ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = NumExplod(17300) = 0
value = 7302

;----------------------------------------------------------------------
; 236236 + Z

[Statedef 7302]
type = S
movetype = A
physics = S
anim = 7301
ctrl = 0

[State 7302, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = GlobalNoShadow
ignorehitpause = 1

[State 7302, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
add = 255,255,255
mul = 255,255,255
time = 1
ignorehitpause = 1

[State 7302, TargetState]
type = TargetState
trigger1 = Time = 0
value = 47301

[State 7302, ChangeState]
type = ChangeState
trigger1 = Time >= 108
value = 7303

;----------------------------------------------------------------------
; 236236 + Z

[Statedef 7303]
type = S
movetype = A
physics = N
anim = 7302
ctrl = 0
velset = 0,0

[State 7303, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.6
ignorehitpause = 1

[State 7303, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 62
value = ceil((-500+((100-fvar(11))*1.5))*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 1

[State 7303, Projectile]
type = Projectile
trigger1 = Time = 62
projID = 31500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 7303, TargetState]
type = TargetState
trigger1 = Time = 62
value = 47302

[State 7303, Explod]
type = Explod
trigger1 = Time = 62
anim = 10290
postype = p2
pos = 0,-30
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 7303, PlaySnd]
type = PlaySnd
trigger1 = Time = 62
value = s1,6
ignorehitpause = 1

[State 7303, HitEffect]
type = Helper
trigger1 = Time = 62
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 1
ignorehitpause = 1

[State 7303, HitEffect]
type = Helper
trigger1 = Time = 62
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 2
ignorehitpause = 1

[State 7303, VarSet]
type = VarSet
trigger1 = AnimTime = 0
fvar(11) = 0
ignorehitpause = 1

[State 7303, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

