;======================================================================
;======================================================================
; Super Move states file for "Mayu Shiina"
;======================================================================
;======================================================================

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

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

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

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

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

[State 1000, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 1000, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Time < 9
value = SCA
time = 1
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,0

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

[State 1000, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 5
y = -8

[State 1000, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
trigger1 = AnimElemTime(9) < 0
y = 0.6

[State 1000, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(9) >= 0
y = 1.0

[State 1000, VelMul]
type = VelMul
trigger1 = AnimElemTime(6) > 0
x = 0.9

[State 1000, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = A,SA
hitflag = MAF
guardflag = M
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*60),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-3.0,-10
guard.velocity = -2
air.velocity = -3.0,-10
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 = 0.4

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) > 0
trigger1 = Pos Y >= 0
value = 1001

;----------------------------------------------------------------------
; 623 + A or B - Landing

[Statedef 1001]
type = S
movetype = A
physics = S
anim = ifelse(PrevStateNo = 1020,1021,1001)
ctrl = 0
velset = 0,0

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

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

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

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

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

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

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

[State 1010, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 1010, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1010, NotHitBy]
type = NotHitBy
trigger1 = Time < 5
value = SCA
time = 1
ignorehitpause = 1

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,0

[State 1010, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
statetype = A
physics = N

[State 1010, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 8.5
y = -10

[State 1010, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
trigger1 = AnimElemTime(9) < 0
y = 0.6

[State 1010, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(9) >= 0
y = 1.0

[State 1010, VelMul]
type = VelMul
trigger1 = AnimElemTime(6) > 0
x = 0.9

[State 1010, VelMul]
type = VelMul
trigger1 = AnimElemTime(10) >= 5
x = 0.6

[State 1010, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = A,SA
hitflag = MAF
guardflag = M
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*60),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-3.0,-10
guard.velocity = -2
air.velocity = -3.0,-10
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 = 0.4

[State 1010, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) > 0
trigger1 = Pos Y >= 0
value = 1001

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

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

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

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

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

[State 1020, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 1020, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

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

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

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

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

[State 1020, NotHitBy]
type = NotHitBy
trigger1 = Time < 12
value = SCA
time = 1
ignorehitpause = 1

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,0

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

[State 1020, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 5
y = -11

[State 1020, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
trigger1 = AnimElemTime(9) < 0
y = 0.6

[State 1020, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(9) >= 0
y = 1.0

[State 1020, VelMul]
type = VelMul
trigger1 = AnimElemTime(3) > 0
x = 0.9

[State 1020, VelMul]
type = VelMul
trigger1 = AnimElemTime(10) >= 5
x = 0.6

[State 1020, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = A,SA
hitflag = MAF
guardflag = M
animtype = back
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 = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-2.25,-7
guard.velocity = -2
air.velocity = -3.0,-7
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 = 0.35

[State 1020, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) > 0
trigger1 = Pos Y >= 0
value = 1001

;----------------------------------------------------------------------
; 41236 + Z

[Statedef 1100]
type = S
movetype = A
physics = S
anim = 1100
ctrl = 0
getpower = 70

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

[State 1100, Hitdef]
type = Hitdef
triggerall = EnemyNear,StateNo != [150,152]
triggerall = EnemyNear,StateNo != [5000,5150]
trigger1 = AnimElem = 2
attr = S,ST
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 = S10260
guard.sparkno = -1
sparkxy = -8,-50
hitsound = S1,8
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
fall.recover = 0
forcestand = 0
fall = 0
air.fall = 0
kill = 1
guard.kill = 0
yaccel = 0.4
p1facing = 1
p2facing = 1
p1stateno = 1101
p2stateno = 41101
p1sprpriority = 1
p2sprpriority = 0
guard.dist = 0

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

;----------------------------------------------------------------------
; 41236 + Z

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

[State 1101, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.25
ignorehitpause = 1

[State 1101, Projectile]
type = Projectile
trigger1 = Time = 0
projID = 31500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 1101, BindToTarget]
type = BindToTarget
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(5) < 0
time = 1
pos = 0-var(10),0+var(11),Head

[State 1101, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) = 0
pos = 30,0

[State 1101, Width]
type = Width
trigger1 = AnimElemTime(5) >= 0
edge = 10,10

[State 1101, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 0
statetype = A
physics = N

[State 1101, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 3.0

[State 1101, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) >= 0
y = 0.2

[State 1101, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(5) >= 0
trigger1 = Pos Y >= 0
value = 1102

;----------------------------------------------------------------------
; 41236 + Z

[Statedef 1102]
type = S
movetype = A
physics = S
anim = 47
ctrl = 0
velset = 0,0
facep2 = 1

[State 1102, TargetState]
type = TargetState
trigger1 = Time = 0
value = 41102

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

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

[Statedef 1200]
type = A
movetype = A
physics = N
anim = 1200
ctrl = 0
velset = 0,0
poweradd = 100

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

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

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

[State 1200, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.03
ignorehitpause = 1

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

[State 1200, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 2.25
y = 5

[State 1200, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 6
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*20),5
getpower = 20,10
givepower = 10,5
pausetime = 0,15
guard.pausetime = 0,15
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+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 = -2
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 = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1200, ChangeState]
type = ChangeState
trigger1 = MoveContact
value = 1201
ignorehitpause = 1

[State 1200, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1202

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

[Statedef 1201]
type = A
movetype = A
physics = N
anim = 1201
ctrl = 0
velset = 0,0
poweradd = 100

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

[State 1201, VarSet];Hitsound and effects select
type = VarSet
trigger1 = AnimElemTime(14) = 0
var(0) = 6
ignorehitpause = 1

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

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

[State 1201, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.03
ignorehitpause = 1

[State 1201, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1201, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 9
trigger4 = AnimElem = 12
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*20),5
getpower = 20,10
givepower = 10,5
pausetime = 0,15
guard.pausetime = 0,15
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+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 = -2
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 = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1201, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 15
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*20),5
getpower = 20,10
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+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))*-3,9
guard.velocity = -2
air.velocity = -3,9
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 = 0.4

[State 1201, VelSet]
type = VelSet
trigger1 = AnimElemTime(17) = 0
x = 2

[State 1201, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(17) >= 0
y = 0.4

[State 1201, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1202

;---------------------------------------------------------------------------
; 236 + A or B or C

[Statedef 1202]
type = S
movetype = I
physics = S
ctrl = 0
anim = 47
facep2 = 1

[State 1202, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1202, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1202, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1210]
type = A
movetype = A
physics = N
anim = 1200
ctrl = 0
velset = 0,0
poweradd = 100

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

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

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

[State 1210, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.03
ignorehitpause = 1

[State 1210, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1210, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 6
y = 6

[State 1210, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 6
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*20),5
getpower = 20,10
givepower = 10,5
pausetime = 0,15
guard.pausetime = 0,15
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+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 = -2
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 = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1210, ChangeState]
type = ChangeState
trigger1 = MoveContact
value = 1201
ignorehitpause = 1

[State 1210, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1202

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

[Statedef 1220]
type = A
movetype = A
physics = N
anim = 1200
ctrl = 0
velset = 0,0
poweradd = 100

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

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

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

[State 1220, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.03
ignorehitpause = 1

[State 1220, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

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

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

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

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

[State 1220, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 6
y = 6

[State 1220, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 6
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*20),5
getpower = 20,10
givepower = 10,5
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 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 = -2
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 = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1220, ChangeState]
type = ChangeState
trigger1 = MoveContact
value = 1221
ignorehitpause = 1

[State 1220, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1202

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

[Statedef 1221]
type = A
movetype = A
physics = N
anim = 1221
ctrl = 0
poweradd = 100

[State 1221, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1221, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.015
ignorehitpause = 1

[State 1221, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1221, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(5) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*10),5
getpower = 10,5
givepower = 5,2
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+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))*-5,0
guard.velocity = -2
air.velocity = -2.0,ifelse(EnemyNear,Vel Y <= 0,(-3.0+EnemyNear,Vel Y*0.25),-3.75)
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 = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1221, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1202

;----------------------------------------------------------------------
; 41236 + A

[Statedef 1300]
type = S
movetype = A
physics = N
anim = 1300
ctrl = 0
velset = 0,0
getpower = 70

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

[State 1300, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 5

[State 1300, Hitdef]
type = Hitdef
trigger1 = Time >= 21
attr = S,ST
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 = S10260
guard.sparkno = -1
sparkxy = -8,-50
hitsound = S1,8
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1facing = 1
p2facing = 1
p1stateno = 1302
p2stateno = 41301
p1sprpriority = 1
p2sprpriority = 0
guard.dist = 0

[State 1300, ChangeState]
type = ChangeState
trigger1 = Time > 62
value = 1301

;----------------------------------------------------------------------
; 41236 + A

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

[State 1301, VelMul]
type = VelMul
trigger1 = 1
x = 0.9

[State 1301, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 41236 + A or B - Success

[Statedef 1302]
type = S
movetype = A
physics = S
anim = 1302
ctrl = 0

[State 1302, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.25
ignorehitpause = 1

[State 1302, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(5) = 0
value = ceil(-50*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 1

[State 1302, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) < 0
pos = 30,0

[State 1302, BindToTarget]
type = BindToTarget
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) < 0
pos = 40-var(10),30+var(11),Mid

[State 1302, TargetState]
type = TargetState
trigger1 = AnimElemTime(5) = 0
value = 41302

[State 1302, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 0
pos = 15,-47

[State 1302, TargetState]
type = TargetState
trigger1 = AnimElemTime(6) = 0
value = 41303

[State 1302, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(6) = 0
pos = -18,-36

[State 1302, Projectile]
type = Projectile
trigger1 = AnimElemTime(5) = 0
projID = 31500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 1302, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 0
statetype = A
physics = N

[State 1302, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = -2.0
y = -6

[State 1302, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) >= 0
y = 0.3

[State 1302, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(7) >= 0
trigger1 = Pos Y >= 0
value = 1303

;----------------------------------------------------------------------
; 41236 + A or B - Success

[Statedef 1303]
type = S
movetype = I
physics = S
anim = 47
ctrl = 0
velset = 0,0
facep2 = 1

[State 1303, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1303, CtrlSet]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 1303, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 41236 + B

[Statedef 1310]
type = S
movetype = A
physics = N
anim = 1310
ctrl = 0
velset = 0,0
getpower = 70

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

[State 1310, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 7.15

[State 1310, Hitdef]
type = Hitdef
trigger1 = Time >= 27
attr = S,ST
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 = S10260
guard.sparkno = -1
sparkxy = -8,-50
hitsound = S1,8
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1facing = 1
p2facing = 1
p1stateno = 1302
p2stateno = 41301
p1sprpriority = 1
p2sprpriority = 0
guard.dist = 0

[State 1310, ChangeState]
type = ChangeState
trigger1 = Time > 55
value = 1301

;----------------------------------------------------------------------
; 41236 + C

[Statedef 1320]
type = S
movetype = A
physics = N
anim = 1300
ctrl = 0
velset = 0,0
getpower = 70

[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, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 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, 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, NotHitBy]
type = NotHitBy
trigger1 = Time < 7
value = SCA
time = 1
ignorehitpause = 1

[State 1320, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 5

[State 1320, Hitdef]
type = Hitdef
trigger1 = Time >= 21
attr = S,ST
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 = S10260
guard.sparkno = -1
sparkxy = -8,-50
hitsound = S1,8
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
fall.recover = 0
fall.recovertime = 9999
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1facing = 1
p2facing = 1
p1stateno = 1322
p2stateno = 41321
p1sprpriority = 1
p2sprpriority = 0
guard.dist = 0

[State 1320, ChangeState]
type = ChangeState
trigger1 = Time > 62
value = 1301

;----------------------------------------------------------------------
; 41236 + C - Success

[Statedef 1322]
type = S
movetype = A
physics = S
anim = 1302
ctrl = 0

[State 1322, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.2
ignorehitpause = 1

[State 1322, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(5) = 0
value = ceil(-100*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 1

[State 1322, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) < 0
pos = 30,0

[State 1322, BindToTarget]
type = BindToTarget
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) < 0
pos = 40-var(10),30+var(11),Mid

[State 1322, TargetState]
type = TargetState
trigger1 = AnimElemTime(5) = 0
value = 41302

[State 1322, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 0
pos = 15,-47

[State 1322, TargetState]
type = TargetState
trigger1 = AnimElemTime(6) = 0
value = 41322

[State 1322, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(6) = 0
pos = -18,-36

[State 1322, Projectile]
type = Projectile
trigger1 = AnimElemTime(5) = 0
projID = 31500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 1322, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 0
statetype = A
physics = N

[State 1322, TargetFacing]
type = TargetFacing
trigger1 = AnimElemTime(6) = 0
value = Facing*Target,Facing*-1
persistent = 0

[State 1322, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = -3.0
y = -8

[State 1322, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) >= 0
y = 0.3

[State 1322, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(7) >= 0
trigger1 = Pos Y >= 0
value = 1303

;----------------------------------------------------------------------
; 236 + 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) = 3
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];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.07
ignorehitpause = 1

[State 1400, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1400, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(7) = 0
physics = N

[State 1400, StateTypeSet]
type = StateTypeSet
trigger1 = Time > 50
movetype = I

[State 1400, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = 7.8

[State 1400, VelMul]
type = VelMul
trigger1 = Time % 2 = 0
trigger1 = Time > 32
x = 0.9

[State 1400, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = Time = [17,50]
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*70),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-2.5,-5.0
guard.velocity = -2
air.velocity = -2.0,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
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 = 0.4
persistent = 0

[State 1400, ChangeState]
type = ChangeState
trigger1 = Time > 56
value = 1401

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

[Statedef 1401]
type = S
movetype = A
physics = N
anim = 1401
ctrl = 0

[State 1401, VelMul]
type = VelMul
trigger1 = Time % 2 = 0
x = 0.9

[State 1401, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1402]
type = S
movetype = A
physics = N
anim = 1402
ctrl = 0

[State 1402, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1402, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1402, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1402, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.04
ignorehitpause = 1

[State 1402, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1402, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 0
statetype = A

[State 1402, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 0
y = -9

[State 1402, VelMul]
type = VelMul
trigger1 = AnimElemTime(5) > 0
x = 0.85

[State 1402, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
y = 0.4

[State 1402, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s0,0
ignorehitpause = 1

[State 1402, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*15),3
getpower = 30,15
givepower = 15,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-1.5,-7.0
guard.velocity = -2
air.velocity = -1.75,ifelse(EnemyNear,Vel Y <= 0,(-8.5+EnemyNear,Vel Y*0.25),-8.25)
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 = 0.35

[State 1402, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(6) > 0
trigger1 = Pos Y >= 0
value = 1404

;----------------------------------------------------------------------
; 236 + A -> B

[Statedef 1403]
type = S
movetype = A
physics = N
anim = 1403
ctrl = 0
velset = 0,0

[State 1403, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1403, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1403, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1403, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.07
ignorehitpause = 1

[State 1403, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1403, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
statetype = A
persistent = 0

[State 1403, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 2.5
y = -8

[State 1403, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) > 0
y = 0.4

[State 1403, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(4) >= 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*45),3
getpower = 30,15
givepower = 15,7
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5,0
guard.velocity = -2
air.velocity = -1.75,ifelse(EnemyNear,Vel Y <= 0,(-6.75+EnemyNear,Vel Y*0.25),-6.25)
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 = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
persistent = 0

[State 1403, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) > 0
trigger1 = Pos Y >= 0
value = 1404

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

[Statedef 1404]
type = S
movetype = A
physics = N
anim = 1404
ctrl = 0

[State 1404, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1404, VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1404, VelMul]
type = VelMul
trigger1 = 1
x = 0.9

[State 1404, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 236 + A -> B -> A

[Statedef 1405]
type = A
movetype = A
physics = N
anim = 1412
ctrl = 0
velset = 0,0

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

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

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

[State 1405, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.011
ignorehitpause = 1

[State 1405, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1405, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 3
y = 8

[State 1405, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s0,2
persistent = 0
ignorehitpause = 1

[State 1405, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(4) >= 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*55),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -20+random%20,-20+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))*-2.5,-7.0
guard.velocity = -2
air.velocity = -2.0,ifelse(EnemyNear,Vel Y <= 0,(-8.5+EnemyNear,Vel Y*0.25),-8.25)
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 = 0.35
persistent = 0

[State 1405, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1413

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

[Statedef 1410]
type = S
movetype = A
physics = N
anim = 1410
ctrl = 0
velset = 0,0

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

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

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

[State 1410, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.07
ignorehitpause = 1

[State 1410, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1410, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
statetype = A
persistent = 0

[State 1410, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 3.1
y = -9

[State 1410, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) > 0
y = 0.4

[State 1410, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(7) >= 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*70),5
getpower = 50,25
givepower = 15,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-3,-8.25
guard.velocity = -2
air.velocity = -3,-8.25
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 = 0.35
persistent = 0

[State 1410, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) > 0
trigger1 = Pos Y >= 0
value = 1411

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

[Statedef 1411]
type = S
movetype = A
physics = N
anim = 1411
ctrl = 0

[State 1411, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1411, VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1411, VelMul]
type = VelMul
trigger1 = 1
x = 0.9

[State 1411, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 236 + B -> A

[Statedef 1412]
type = A
movetype = A
physics = N
anim = 1412
ctrl = 0
velset = 0,0

[State 1412, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1412, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1412, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1412, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.011
ignorehitpause = 1

[State 1412, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1412, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 3
y = 8

[State 1412, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s0,2
persistent = 0
ignorehitpause = 1

[State 1412, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(4) >= 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*55),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-2.5,-7.0
guard.velocity = -2
air.velocity = -2.0,ifelse(EnemyNear,Vel Y <= 0,(-8.5+EnemyNear,Vel Y*0.25),-8.25)
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 = 0.35
persistent = 0

[State 1412, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1413

;----------------------------------------------------------------------
; 236 + A -> B -> A

[Statedef 1413]
type = S
movetype = A
physics = S
anim = 1413
ctrl = 0
velset = 0,0

[State 1413, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1413, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1420]
type = A
movetype = A
physics = N
anim = 1420
ctrl = 0
velset = 0,0

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

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

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

[State 1420, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.09
ignorehitpause = 1

[State 1420, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 45
ignorehitpause = 1

[State 1420, VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 1420, VarSet]
type = VarSet
trigger1 = Time = 0
var(13) = 0
ignorehitpause = 1

[State 1420, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 9

[State 1420, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(1) = 0
y = -25

[State 1420, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1420, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1420, 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 1420, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0

[State 1420, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(3) >= 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*70),5
getpower = 50,25
givepower = 15,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-8,-6
guard.velocity = -2
air.velocity = -8,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
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 = 0.4
p2facing = 1
p2stateno = 45000
persistent = 0

[State 1420, VarSet]
type = VarSet
trigger1 = MoveContact
trigger2 = MoveReversed
var(12) = 1
ignorehitpause = 1

[State 1420, VarAdd]
type = VarAdd
trigger1 = var(12) = 1
var(13) = 1
ignorehitpause = 1

[State 1420, ChangeState]
type = ChangeState
trigger1 = var(13) >= 10
value = 1422
ignorehitpause = 1

[State 1420, ChangeState]
type = ChangeState
trigger1 = Time >= 45
value = 1421

;----------------------------------------------------------------------
; 236 + A -> B -> A

[Statedef 1421]
type = S
movetype = A
physics = S
anim = 1421
ctrl = 0
velset = 0,0

[State 1421, Turn]
type = Turn
trigger1 = Time > 10
trigger1 = ceil(P2Dist X) < -5

[State 1421, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1421, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1422]
type = A
movetype = A
physics = N
ctrl = 0
velset = -1.5,-4.5

[State 1422, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.3

[State 1422, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1421

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

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

[State 1500, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
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];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 1500, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1500, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
statetype = A
physics = N

[State 1500, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = -10
y = -6

[State 1500, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
y = 0.2

[State 1500, ChangeState]
type = ChangeState
triggerall = Time < 60
trigger1 = AnimElemTime(4) > 3
trigger1 = BackEdgeBodyDist < 5
value = 1501

[State 1500, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) > 0
trigger1 = Pos Y >= 0
value = 1413

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

[Statedef 1501]
type = A
movetype = I
physics = N
velset = 0,0
anim = 1501
ctrl = 0

[State 1501, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s1,8

[State 1501, PosSet]
type = PosSet
trigger1 = 1
x = -140*facing

[State 1501, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1502

[State 1501, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1413

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

[Statedef 1502]
type = A
movetype = I
physics = N
velset = 5,-8
anim = 1502
ctrl = 0

[State 1502, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 1502, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1413

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

[Statedef 1503]
type = A
movetype = A
physics = N
anim = 1503
ctrl = 0
velset = 0,0

[State 1503, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1503, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1503, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1503, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.011
ignorehitpause = 1

[State 1503, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1503, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 1.5
y = 9

[State 1503, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s0,2
persistent = 0
ignorehitpause = 1

[State 1503, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(4) >= 0
attr = A,SA
hitflag = MAF
guardflag = HA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*55),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -20+random%20,-20+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))*-2.5,-7.0
guard.velocity = -2
air.velocity = -2.0,ifelse(EnemyNear,Vel Y <= 0,(-8.5+EnemyNear,Vel Y*0.25),-8.25)
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 = 0.35
persistent = 0

[State 1503, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1413

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

[Statedef 1504]
type = A
movetype = A
physics = N
anim = 1503
ctrl = 0
velset = 0,0

[State 1504, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1504, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1504, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1504, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.011
ignorehitpause = 1

[State 1504, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1504, Turn]
type = Turn
trigger1 = Time = 0

[State 1504, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 1.5
y = 9

[State 1504, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s0,2
persistent = 0
ignorehitpause = 1

[State 1504, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(4) >= 0
attr = A,SA
hitflag = MAF
guardflag = HA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*55),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -20+random%20,-20+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))*-2.5,-7.0
guard.velocity = -2
air.velocity = -2.0,ifelse(EnemyNear,Vel Y <= 0,(-8.5+EnemyNear,Vel Y*0.25),-8.25)
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 = 0.35
persistent = 0

[State 1504, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1413

;----------------------------------------------------------------------
; 214 + A -> B

[Statedef 1505]
type = A
movetype = A
physics = N
anim = 1505
ctrl = 0
velset = 0,0

[State 1505, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1505, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1505, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1505, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.011
ignorehitpause = 1

[State 1505, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1505, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 5.75
y = 6.25

[State 1505, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s0,2
persistent = 0
ignorehitpause = 1

[State 1505, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(4) >= 0
attr = A,SA
hitflag = MAF
guardflag = HA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*55),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -20+random%20,-20+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))*-2.5,-7.0
guard.velocity = -2
air.velocity = -2.0,ifelse(EnemyNear,Vel Y <= 0,(-8.5+EnemyNear,Vel Y*0.25),-8.25)
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 = 0.35
persistent = 0

[State 1505, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1413

;----------------------------------------------------------------------
; 214 + A -> B

[Statedef 1506]
type = A
movetype = A
physics = N
anim = 1505
ctrl = 0
velset = 0,0

[State 1506, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1506, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1506, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1506, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.011
ignorehitpause = 1

[State 1506, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1506, Turn]
type = Turn
trigger1 = Time = 0

[State 1506, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 5.75
y = 6.25

[State 1506, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s0,2
persistent = 0
ignorehitpause = 1

[State 1506, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(4) >= 0
attr = A,SA
hitflag = MAF
guardflag = HA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*55),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -20+random%20,-20+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))*-2.5,-7.0
guard.velocity = -2
air.velocity = -2.0,ifelse(EnemyNear,Vel Y <= 0,(-8.5+EnemyNear,Vel Y*0.25),-8.25)
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 = 0.35
persistent = 0

[State 1506, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1413

;----------------------------------------------------------------------
; 214 + A -> C

[Statedef 1507]
type = A
movetype = A
physics = N
anim = 1507
ctrl = 0

[State 1507, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1507, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1507, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1507, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.07
ignorehitpause = 1

[State 1507, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1507, VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 1507, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.3

[State 1507, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(12) < 4
trigger1 = Time % 2 = 0
trigger1 = AnimElemTime(4) >= 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*25),3
getpower = 30,15
givepower = 15,7
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -20+random%20,-20+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))*-2.5,-6.0
guard.velocity = -2
air.velocity = -2.0,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
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 = 0.35

[State 1507, VarSet]
type = VarSet
trigger1 = MoveContact
trigger2 = MoveReversed
var(12) = 1
ignorehitpause = 1

[State 1507, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1509

;----------------------------------------------------------------------
; 214 + A -> C

[Statedef 1508]
type = A
movetype = A
physics = N
anim = 1507
ctrl = 0

[State 1508, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1508, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1508, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1508, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.07
ignorehitpause = 1

[State 1508, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1508, VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 1508, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 1508, Turn]
type = Turn
trigger1 = Time = 0

[State 1508, VelSet]
type = VelSet
trigger1 = Time = 0
x = (Vel X)*-1

[State 1508, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(12) < 4
trigger1 = Time % 2 = 0
trigger1 = AnimElemTime(4) >= 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*25),3
getpower = 30,15
givepower = 15,7
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -20+random%20,-20+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))*-2.5,-6.0
guard.velocity = -2
air.velocity = -2.0,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
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 = 0.35

[State 1508, VarSet]
type = VarSet
trigger1 = MoveContact
trigger2 = MoveReversed
var(12) = 1
ignorehitpause = 1

[State 1508, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1509

;----------------------------------------------------------------------
; 214 + A -> C - Landing

[Statedef 1509]
type = S
movetype = I
physics = N
anim = 1509
ctrl = 0

[State 1509, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1509, VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1509, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
y = -4

[State 1509, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = 0.4

[State 1509, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
trigger1 = Pos Y >= 0
value = 1413

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

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

[State 1510, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
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];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 1510, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1510, VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 1510, VarSet]
type = VarSet
trigger1 = Time = 0
var(13) = 0
ignorehitpause = 1

[State 1510, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
statetype = A
physics = N

[State 1510, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = -8
y = -6

[State 1510, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
y = 0.2

[State 1510, ChangeState]
type = ChangeState
triggerall = Time < 60
trigger1 = AnimElemTime(4) > 3
trigger1 = BackEdgeBodyDist < 5
value = 1511

[State 1510, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) > 0
trigger1 = Pos Y >= 0
value = 1413

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

[Statedef 1511]
type = A
movetype = I
physics = N
velset = 0,0
anim = 1501
ctrl = 0

[State 1511, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s1,8

[State 1511, PosSet]
type = PosSet
trigger1 = 1
x = -140*facing

[State 1511, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1512

[State 1511, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1413

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

[Statedef 1512]
type = A
movetype = A
physics = N
anim = 1512
ctrl = 0
velset = 0,0

[State 1512, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1512, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1512, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1512, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.011
ignorehitpause = 1

[State 1512, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1512, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 10
y = 5

[State 1512, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,2
persistent = 0
ignorehitpause = 1

[State 1512, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(3) >= 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*55),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -20+random%20,-20+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))*-2.5,-7.0
guard.velocity = -2
air.velocity = -2.0,ifelse(EnemyNear,Vel Y <= 0,(-8.5+EnemyNear,Vel Y*0.25),-8.25)
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 = 0.35
persistent = 0

[State 1512, VarSet]
type = VarSet
trigger1 = MoveContact
trigger2 = MoveReversed
var(12) = 1
ignorehitpause = 1

[State 1512, VarAdd]
type = VarAdd
trigger1 = var(12) = 1
var(13) = 1
ignorehitpause = 1

[State 1512, ChangeState]
type = ChangeState
trigger1 = var(13) >= 10
value = 1513
ignorehitpause = 1

[State 1512, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1413

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

[Statedef 1513]
type = A
movetype = I
physics = N
anim = 1513
ctrl = 0
velset = -1.5,-3

[State 1513, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 1513, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1413

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

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

[State 1520, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
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];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 1520, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1520, Turn]
type = Turn
trigger1 = AnimElemTime(4) = 0

[State 1520, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
statetype = A
physics = N

[State 1520, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = -10
y = -6

[State 1520, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
y = 0.2

[State 1520, ChangeState]
type = ChangeState
triggerall = Time < 60
trigger1 = AnimElemTime(4) > 3
trigger1 = BackEdgeBodyDist < 5
value = 1501

[State 1520, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) > 0
trigger1 = Pos Y >= 0
value = 1413

;----------------------------------------------------------------------
; 214 + Z

[Statedef 1530]
type = S
movetype = I
physics = S
anim = 1500
ctrl = 0
poweradd = 100

[State 1530, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1530, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1530, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1530, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 1530, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1530, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
statetype = A
physics = N

[State 1530, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = -8
y = -6

[State 1530, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
y = 0.2

[State 1530, ChangeState]
type = ChangeState
triggerall = Time < 60
trigger1 = AnimElemTime(4) > 3
trigger1 = BackEdgeBodyDist < 5
value = 1531

[State 1530, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) > 0
trigger1 = Pos Y >= 0
value = 1413

;----------------------------------------------------------------------
; 214 + Z

[Statedef 1531]
type = A
movetype = I
physics = N
velset = 0,0
anim = 1501
ctrl = 0

[State 1531, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s1,8

[State 1531, PosSet]
type = PosSet
trigger1 = 1
x = -140*facing

[State 1531, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1532

[State 1531, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1413

;----------------------------------------------------------------------
; 214 + Z

[Statedef 1532]
type = A
movetype = A
physics = N
anim = 1532
ctrl = 0
velset = 6,-2

[State 1532, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1532, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1532, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1532, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 1532, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1532, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 1532, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s0,2
persistent = 0
ignorehitpause = 1

[State 1532, Hitdef]
type = Hitdef
trigger1 = AnimElem = 3
attr = A,ST
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 = S10260
guard.sparkno = -1
sparkxy = 0,-20
hitsound = S1,8
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1facing = 1
p2facing = 1
p1stateno = 1533
p2stateno = 41530
p1sprpriority = 1
p2sprpriority = 0
guard.dist = 0

[State 1532, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1413

;----------------------------------------------------------------------
; 214 + Z - Success

[Statedef 1533]
type = S
movetype = A
physics = S
anim = 1533
ctrl = 0
velset = 0,0

[State 1533, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.25
ignorehitpause = 1

[State 1533, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(11) = 0
value = ceil(-110*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 1

[State 1533, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(6) < 0
pos = 30,0

[State 1533, BindToTarget]
type = BindToTarget
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(6) < 0
pos = 40-var(10),30+var(11),Mid

[State 1533, TargetState]
type = TargetState
trigger1 = AnimElemTime(6) = 0
value = 41533

[State 1533, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(7) < 0
pos = 13,-14

[State 1533, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) < 0
pos = -12,-15

[State 1533, TargetState]
type = TargetState
trigger1 = AnimElemTime(8) = 0
value = 41532

[State 1533, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
pos = -31,-32

[State 1533, TargetState]
type = TargetState
trigger1 = AnimElemTime(9) = 0
value = 41533

[State 1533, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(11) < 0
pos = 0,0

[State 1533, TargetState]
type = TargetState
trigger1 = AnimElemTime(11) = 0
value = 41534

[State 1533, Projectile]
type = Projectile
trigger1 = AnimElemTime(11) = 0
projID = 31500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 1533, PosSet]
type = PosSet
trigger1 = AnimElemTime(11) = 0
y = 0

[State 1533, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(11) = 0
value = s1,2

[State 1533, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(11) = 0
value = s2,4

[State 1533, Effect]
type = Explod
trigger1 = AnimElemTime(11) = 0
anim = 15110
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1533, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(11) = 0
time = 10
freq = 80
ampl = 4

[State 1533, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(16) = 0
statetype = A
physics = N

[State 1533, VelSet]
type = VelSet
trigger1 = AnimElemTime(16) = 0
x = -2.5
y = -5

[State 1533, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(16) > 0
y = 0.4

[State 1533, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(16) > 0
trigger1 = Pos Y >= 0
value = 1413

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

[Statedef 1550]
type = A
movetype = I
physics = N
anim = 1550
ctrl = 0
poweradd = 100

[State 1550, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1550, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1550, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1550, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 1550, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1550, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = -10
y = -6

[State 1550, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.2

[State 1550, ChangeState]
type = ChangeState
trigger1 = Time > 4
trigger1 = Time < 60
trigger1 = BackEdgeBodyDist < 5
value = 1501

[State 1550, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) > 0
trigger1 = Pos Y >= 0
value = 1413

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

[Statedef 1560]
type = A
movetype = I
physics = N
anim = 1550
ctrl = 0
poweradd = 100

[State 1560, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1560, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1560, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1560, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 1560, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1560, VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 1560, VarSet]
type = VarSet
trigger1 = Time = 0
var(13) = 0
ignorehitpause = 1

[State 1560, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = -10
y = -6

[State 1560, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.2

[State 1560, ChangeState]
type = ChangeState
trigger1 = Time > 4
trigger1 = Time < 60
trigger1 = BackEdgeBodyDist < 5
value = 1511

[State 1560, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) > 0
trigger1 = Pos Y >= 0
value = 1413

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

[Statedef 1570]
type = A
movetype = I
physics = N
anim = 1550
ctrl = 0
poweradd = 100

[State 1570, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1570, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1570, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1570, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 1570, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1570, Turn]
type = Turn
trigger1 = Time = 0

[State 1570, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = -10
y = -6

[State 1570, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.2

[State 1570, ChangeState]
type = ChangeState
trigger1 = Time > 4
trigger1 = Time < 60
trigger1 = BackEdgeBodyDist < 5
value = 1501

[State 1570, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) > 0
trigger1 = Pos Y >= 0
value = 1413

;----------------------------------------------------------------------
; 214 + Z

[Statedef 1580]
type = A
movetype = I
physics = N
anim = 1550
ctrl = 0
poweradd = 100

[State 1580, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1580, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1580, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1580, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 1580, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1580, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = -10
y = -6

[State 1580, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.2

[State 1580, ChangeState]
type = ChangeState
trigger1 = Time > 4
trigger1 = Time < 60
trigger1 = BackEdgeBodyDist < 5
value = 1531

[State 1580, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) > 0
trigger1 = Pos Y >= 0
value = 1413

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

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

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

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

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

[State 6000, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

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

[State 6000, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(3) < 30
flag = NoBG
ignorehitpause = 1

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

[State 6000, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 0
value = -1000
ignorehitpause = 1

[State 6000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(5) < 2
value = SCA
time = 1
ignorehitpause = 1

[State 6000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
statetype = A
physics = N

[State 6000, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 6
y = -8

[State 6000, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(8) >= 0
y = 0.35

[State 6000, VelMul]
type = VelMul
trigger1 = AnimElemTime(11) >= 0
x = 0.9125

[State 6000, Hitdef]
type = Hitdef
trigger1 = var(4) = 1
attr = A,HT
hitflag = AF
guardflag = 
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
priority = 1, Miss
damage = 0,0
getpower = 70,0
givepower = 50,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = -1
sparkxy = -8,-50
hitsound = S1,8
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1facing = 1
p2facing = 1
p1stateno = 6002
p2stateno = 40530
p1sprpriority = 1
p2sprpriority = 0
guard.dist = 0

[State 6000, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) > 0
trigger1 = Pos Y >= 0
value = 6001

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

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

[State 6001, BGPalFX]
type = BGPalFX
trigger1 = PrevStateNo = [6020,6029]
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6001, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 6001, VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 6001, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Ariel Throw - Success

[Statedef 6002]
type = A
movetype = A
physics = N
anim = 6002
ctrl = 0
velset = vel x, -10

[State 6002, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) < 0
pos = 23,-52

[State 6002, TargetState]
type = TargetState
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
value = 40530

[State 6002, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 0
pos = 16,-73

[State 6002, TargetState]
type = TargetState
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 0
value = 40531

[State 6002, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(7) < 0
pos = -27,-54

[State 6002, TargetState]
type = TargetState
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(7) < 0
value = 40532

[State 6002, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) < 0
pos = -36,-22

[State 6002, TargetState]
type = TargetState
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) < 0
value = 40533

[State 6002, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
pos = -20,2

[State 6002, TargetState]
type = TargetState
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
value = 40534

[State 6002, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(10) < 0
pos = 10,-10

[State 6002, TargetState]
type = TargetState
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(10) < 0
value = 40535

[State 6002, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(11) < 0
pos = 30,-14

[State 6002, TargetState]
type = TargetState
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(11) < 0
value = 40536

[State 6002, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(12) < 0
pos = 42,-53

[State 6002, TargetState]
type = TargetState
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(12) < 0
value = 40537

[State 6002, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(12) >= 0
trigger1 = AnimElemTime(13) < 0
pos = 24,-75

[State 6002, TargetState]
type = TargetState
trigger1 = AnimElemTime(12) >= 0
trigger1 = AnimElemTime(13) < 0
value = 40537

[State 6002, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(13) = 0
pos = -27,-54

[State 6002, TargetState]
type = TargetState
trigger1 = AnimElemTime(13) = 0
value = 40532

[State 6002, VelMul]
type = VelMul
trigger1 = AnimElemTime(2) >= 0
x = 0.9

[State 6002, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = 0.3

[State 6002, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 6003

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

[Statedef 6003]
type = A
movetype = A
physics = N
anim = 6003
ctrl = 0
velset = 0,0

[State 6003, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 6003, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 6003, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = ceil(-250*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 1

[State 6003, Projectile]
type = Projectile
trigger1 = Time = 0
projID = 31500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6003, TargetState]
type = TargetState
trigger1 = Time = 1
value = 46003

[State 6003, TargetState]
type = TargetState
trigger1 = AnimElemTime(3) = 0
value = 46004

[State 6003, TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 0,0

[State 6003, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = -4.5
y = -8

[State 6003, Gravity]
type = Gravity
trigger1 = AnimElemTime(3) >= 0

[State 6003, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s1,6

[State 6003, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 20
freq = 80
ampl = 10

[State 6003, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
trigger1 = Pos Y >= 0
value = 6001

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

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

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

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

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

[State 6010, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

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

[State 6010, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(3) < 30
flag = NoBG
ignorehitpause = 1

[State 6010, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10310
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6010, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 0
value = -2000
ignorehitpause = 1

[State 6010, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(7) < 2
value = SCA
time = 1
ignorehitpause = 1

[State 6010, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
statetype = A
physics = N

[State 6010, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 6
y = -8

[State 6010, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(12) >= 0
y = 0.35

[State 6010, VelMul]
type = VelMul
trigger1 = AnimElemTime(15) >= 0
x = 0.9125

[State 6010, Hitdef]
type = Hitdef
trigger1 = var(4) = 1
attr = A,HT
hitflag = AF
guardflag = 
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
priority = 1, Miss
damage = 0,0
getpower = 70,0
givepower = 50,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = -1
sparkxy = -8,-50
hitsound = S1,8
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1facing = 1
p2facing = 1
p1stateno = 6012
p2stateno = 40530
p1sprpriority = 1
p2sprpriority = 0
guard.dist = 0

[State 6010, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) > 0
trigger1 = Pos Y >= 0
value = 6011

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

[Statedef 6011]
type = S
movetype = A
physics = S
anim = 6001
ctrl = 0

[State 6011, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 6011, VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 6011, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Ariel Throw - Success

[Statedef 6012]
type = A
movetype = A
physics = N
anim = 6002
ctrl = 0
velset = vel x, -11

[State 6012, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) < 0
pos = 23,-52

[State 6012, TargetState]
type = TargetState
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
value = 40530

[State 6012, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 0
pos = 16,-73

[State 6012, TargetState]
type = TargetState
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 0
value = 40531

[State 6012, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(7) < 0
pos = -27,-54

[State 6012, TargetState]
type = TargetState
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(7) < 0
value = 40532

[State 6012, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) < 0
pos = -36,-22

[State 6012, TargetState]
type = TargetState
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) < 0
value = 40533

[State 6012, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
pos = -20,2

[State 6012, TargetState]
type = TargetState
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
value = 40534

[State 6012, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(10) < 0
pos = 10,-10

[State 6012, TargetState]
type = TargetState
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(10) < 0
value = 40535

[State 6012, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(11) < 0
pos = 30,-14

[State 6012, TargetState]
type = TargetState
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(11) < 0
value = 40536

[State 6012, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(12) < 0
pos = 42,-53

[State 6012, TargetState]
type = TargetState
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(12) < 0
value = 40537

[State 6012, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(12) >= 0
trigger1 = AnimElemTime(13) < 0
pos = 24,-75

[State 6012, TargetState]
type = TargetState
trigger1 = AnimElemTime(12) >= 0
trigger1 = AnimElemTime(13) < 0
value = 40537

[State 6012, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(13) = 0
pos = -27,-54

[State 6012, TargetState]
type = TargetState
trigger1 = AnimElemTime(13) = 0
value = 40532

[State 6012, VelMul]
type = VelMul
trigger1 = AnimElemTime(3) >= 0
x = 0.9

[State 6012, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = 0.3

[State 6012, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 6013

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

[Statedef 6013]
type = A
movetype = A
physics = N
anim = 6013
ctrl = 0
velset = 0,0

[State 6013, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 6013, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 6013, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = ceil(-100*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 1

[State 6013, Projectile]
type = Projectile
trigger1 = Time = 0
projID = 31500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6013, TargetState]
type = TargetState
trigger1 = Time = 1
value = 46003

[State 6013, TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 0,0

[State 6013, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s1,6

[State 6013, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 30
freq = 80
ampl = 10

[State 6013, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6014

;----------------------------------------------------------------------
; Ariel Throw - Success

[Statedef 6014]
type = A
movetype = A
physics = N
anim = 6014
ctrl = 0
velset = -9, -10

[State 6014, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) < 0
pos = 23,-52

[State 6014, TargetState]
type = TargetState
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
value = 40530

[State 6014, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 0
pos = 16,-73

[State 6014, TargetState]
type = TargetState
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 0
value = 40531

[State 6014, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(7) < 0
pos = -27,-54

[State 6014, TargetState]
type = TargetState
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(7) < 0
value = 40532

[State 6014, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) < 0
pos = -36,-22

[State 6014, TargetState]
type = TargetState
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) < 0
value = 40533

[State 6014, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
pos = -20,2

[State 6014, TargetState]
type = TargetState
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
value = 40534

[State 6014, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(10) < 0
pos = 10,-10

[State 6014, TargetState]
type = TargetState
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(10) < 0
value = 40535

[State 6014, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(11) < 0
pos = 30,-14

[State 6014, TargetState]
type = TargetState
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(11) < 0
value = 40536

[State 6014, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(12) < 0
pos = 42,-53

[State 6014, TargetState]
type = TargetState
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(12) < 0
value = 40537

[State 6014, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(12) >= 0
trigger1 = AnimElemTime(13) < 0
pos = 24,-75

[State 6014, TargetState]
type = TargetState
trigger1 = AnimElemTime(12) >= 0
trigger1 = AnimElemTime(13) < 0
value = 40537

[State 6014, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(13) = 0
pos = -27,-54

[State 6014, TargetState]
type = TargetState
trigger1 = AnimElemTime(13) = 0
value = 40532

[State 6014, VelMul]
type = VelMul
trigger1 = Time >= 30
x = 0.9

[State 6014, VelAdd]
type = VelAdd
trigger1 = Time >= 20
y = 0.3

[State 6014, ChangeState]
type = ChangeState
trigger1 = Time >= 10
trigger1 = Pos Y >= 0
value = 6015

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

[Statedef 6015]
type = A
movetype = A
physics = N
anim = 6015
ctrl = 0
velset = 0,0

[State 6015, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 6015, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 6015, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = ceil(-220*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 1

[State 6015, Projectile]
type = Projectile
trigger1 = Time = 0
projID = 31500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6015, TargetState]
type = TargetState
trigger1 = Time = 1
value = 46003

[State 6015, TargetState]
type = TargetState
trigger1 = AnimElemTime(3) = 0
value = 46004

[State 6015, TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 0,0

[State 6015, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = -4.5
y = -8

[State 6015, Gravity]
type = Gravity
trigger1 = AnimElemTime(3) >= 0

[State 6015, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s1,6

[State 6015, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 20
freq = 80
ampl = 10

[State 6015, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
trigger1 = Pos Y >= 0
value = 6001

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

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

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

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

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

[State 6020, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

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

[State 6020, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(3) < 30
flag = NoBG
ignorehitpause = 1

[State 6020, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6020, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 0
value = -3000
ignorehitpause = 1

[State 6020, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(10) < 2
value = SCA
time = 1
ignorehitpause = 1

[State 6120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s4,4
ignorehitpause = 1

[State 6020, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6020, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
statetype = A
physics = N

[State 6020, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 7
y = -10

[State 6020, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(16) >= 0
y = 0.4

[State 6020, VelMul]
type = VelMul
trigger1 = AnimElemTime(19) >= 0
x = 0.9

[State 6020, Hitdef]
type = Hitdef
trigger1 = var(4) = 1
attr = A,HT
hitflag = AF
guardflag = 
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
priority = 1, Miss
damage = 0,0
getpower = 70,0
givepower = 50,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = -1
sparkxy = -8,-50
hitsound = S1,8
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1facing = 1
p2facing = 1
p1stateno = 6022
p2stateno = 40530
p1sprpriority = 1
p2sprpriority = 0
guard.dist = 0

[State 6020, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) > 0
trigger1 = Pos Y >= 0
value = 6021

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

[Statedef 6021]
type = S
movetype = A
physics = S
anim = 6001
ctrl = 0

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

[State 6021, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 6021, VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 6021, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Ariel Throw - Success

[Statedef 6022]
type = A
movetype = A
physics = N
anim = 6002
ctrl = 0
velset = vel x, -11

[State 6022, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6022, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) < 0
pos = 23,-52

[State 6022, TargetState]
type = TargetState
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
value = 40530

[State 6022, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 0
pos = 16,-73

[State 6022, TargetState]
type = TargetState
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 0
value = 40531

[State 6022, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(7) < 0
pos = -27,-54

[State 6022, TargetState]
type = TargetState
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(7) < 0
value = 40532

[State 6022, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) < 0
pos = -36,-22

[State 6022, TargetState]
type = TargetState
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) < 0
value = 40533

[State 6022, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
pos = -20,2

[State 6022, TargetState]
type = TargetState
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
value = 40534

[State 6022, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(10) < 0
pos = 10,-10

[State 6022, TargetState]
type = TargetState
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(10) < 0
value = 40535

[State 6022, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(11) < 0
pos = 30,-14

[State 6022, TargetState]
type = TargetState
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(11) < 0
value = 40536

[State 6022, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(12) < 0
pos = 42,-53

[State 6022, TargetState]
type = TargetState
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(12) < 0
value = 40537

[State 6022, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(12) >= 0
trigger1 = AnimElemTime(13) < 0
pos = 24,-75

[State 6022, TargetState]
type = TargetState
trigger1 = AnimElemTime(12) >= 0
trigger1 = AnimElemTime(13) < 0
value = 40537

[State 6022, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(13) = 0
pos = -27,-54

[State 6022, TargetState]
type = TargetState
trigger1 = AnimElemTime(13) = 0
value = 40532

[State 6022, VelMul]
type = VelMul
trigger1 = AnimElemTime(3) >= 0
x = 0.9

[State 6022, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = 0.3

[State 6022, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 6023

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

[Statedef 6023]
type = A
movetype = A
physics = N
anim = 6023
ctrl = 0
velset = 0,0

[State 6023, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6023, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 6023, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 6023, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = ceil(-100*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 1

[State 6023, Projectile]
type = Projectile
trigger1 = Time = 0
projID = 31500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6023, TargetState]
type = TargetState
trigger1 = Time = 1
value = 46003

[State 6023, TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 0,0

[State 6023, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s1,6

[State 6023, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 30
freq = 80
ampl = 10

[State 6023, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6024

;----------------------------------------------------------------------
; Ariel Throw - Success

[Statedef 6024]
type = A
movetype = A
physics = N
anim = 6014
ctrl = 0
velset = -10.5, -16

[State 6024, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6024, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) < 0
pos = 23,-52

[State 6024, TargetState]
type = TargetState
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
value = 40530

[State 6024, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 0
pos = 16,-73

[State 6024, TargetState]
type = TargetState
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 0
value = 40531

[State 6024, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(7) < 0
pos = -27,-54

[State 6024, TargetState]
type = TargetState
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(7) < 0
value = 40532

[State 6024, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) < 0
pos = -36,-22

[State 6024, TargetState]
type = TargetState
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) < 0
value = 40533

[State 6024, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
pos = -20,2

[State 6024, TargetState]
type = TargetState
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
value = 40534

[State 6024, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(10) < 0
pos = 10,-10

[State 6024, TargetState]
type = TargetState
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(10) < 0
value = 40535

[State 6024, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(11) < 0
pos = 30,-14

[State 6024, TargetState]
type = TargetState
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(11) < 0
value = 40536

[State 6024, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(12) < 0
pos = 42,-53

[State 6024, TargetState]
type = TargetState
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(12) < 0
value = 40537

[State 6024, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(12) >= 0
trigger1 = AnimElemTime(13) < 0
pos = 24,-75

[State 6024, TargetState]
type = TargetState
trigger1 = AnimElemTime(12) >= 0
trigger1 = AnimElemTime(13) < 0
value = 40537

[State 6024, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(13) = 0
pos = -27,-54

[State 6024, TargetState]
type = TargetState
trigger1 = AnimElemTime(13) = 0
value = 40532

[State 6024, VelMul]
type = VelMul
trigger1 = Time >= 30
x = 0.9

[State 6024, VelAdd]
type = VelAdd
trigger1 = Time >= 20
y = 0.3

[State 6024, ChangeState]
type = ChangeState
trigger1 = Time >= 10
trigger1 = Pos Y >= 0
value = 6025

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

[Statedef 6025]
type = A
movetype = A
physics = N
anim = 6025
ctrl = 0
velset = 0,0

[State 6025, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6025, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 6025, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 6025, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = ceil(-400*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 1

[State 6025, Projectile]
type = Projectile
trigger1 = Time = 0
projID = 31500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6025, TargetState]
type = TargetState
trigger1 = Time = 1
value = 46003

[State 6025, TargetState]
type = TargetState
trigger1 = AnimElemTime(3) = 0
value = 46004

[State 6025, TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 0,0

[State 6025, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = -4.5
y = -8

[State 6025, Gravity]
type = Gravity
trigger1 = AnimElemTime(3) >= 0

[State 6025, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s1,6

[State 6025, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 20
freq = 80
ampl = 10

[State 6025, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
trigger1 = Pos Y >= 0
value = 6001

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

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

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

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

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

[State 6100, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.03
ignorehitpause = 1

[State 6100, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6100, VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 6100, VarSet]
type = VarSet
trigger1 = AnimElemTime(9) >= 0
var(12) = AnimElemNo(0)-8
ignorehitpause = 1

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

[State 6100, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(2) >= 1
trigger1 = AnimElemTime(7) < 0
flag = NoBG
ignorehitpause = 1

[State 6100, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 1
anim = 10300
postype = p1
pos = 18,-36
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

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

[State 6100, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(5) < 2
value = SCA
time = 1
ignorehitpause = 1

[State 6100, PlaySnd]
type = PlaySnd
trigger1 = Time % 6 = 0
trigger1 = AnimElemTime(9) >= 0
value = s0,0
channel = 1

[State 6100, VelAdd]
type = VelAdd
trigger1 = Vel X < 4.5
trigger1 = AnimElemTime(9) >= 0
trigger1 = command = "holdfwd"
trigger1 = command != "holdback"
x = 0.15

[State 6100, VelAdd]
type = VelAdd
trigger1 = Vel X > 0
trigger1 = AnimElemTime(9) >= 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = -0.15

[State 6100, VelAdd]
type = VelAdd
trigger1 = Vel X > -4.5
trigger1 = AnimElemTime(9) >= 0
trigger1 = command != "holdfwd"
trigger1 = command = "holdback"
x = -0.15

[State 6100, VelAdd]
type = VelAdd
trigger1 = Vel X < 0
trigger1 = AnimElemTime(9) >= 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0.15

[State 6100, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = Time % 4 = 0
attr = S,HA
hitflag = MAF
guardflag = M
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*12),4
getpower = 0,0
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-7.0,0
guard.velocity = -7.0
air.velocity = -2.0,ifelse(EnemyNear,Vel Y <= 0,(-3.0+EnemyNear,Vel Y*0.25),-3.75)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = -7.0
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 = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 6100, ChangeState]
type = ChangeState
trigger1 = Time >= 85
value = 6101

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

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

[State 6101, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 6
ignorehitpause = 1

[State 6101, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6101, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6101, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.015
ignorehitpause = 1

[State 6101, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6101, PlaySnd]
type = PlaySnd
trigger1 = Time = 6
value = s0,0
channel = 1

[State 6101, VelAdd]
type = VelAdd
trigger1 = Vel X < 4.5
trigger1 = command = "holdfwd"
trigger1 = command != "holdback"
x = 0.15

[State 6101, VelAdd]
type = VelAdd
trigger1 = Vel X > 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = -0.15

[State 6101, VelAdd]
type = VelAdd
trigger1 = Vel X > -4.5
trigger1 = command != "holdfwd"
trigger1 = command = "holdback"
x = -0.15

[State 6101, VelAdd]
type = VelAdd
trigger1 = Vel X < 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0.15

[State 6101, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 6101
elem = var(12)

[State 6101, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = Time = 0
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*75),4
getpower = 0,0
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10150
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-6.0,-6.0
guard.velocity = -5.0
air.velocity = -6.0,ifelse(EnemyNear,Vel Y <= 0,(-6.0+EnemyNear,Vel Y*0.25),-6.75)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 2.25
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 = 0.4

[State 6101, StateTypeSet]
type = StateTypeSet
trigger1 = Time > 4
movetype = I

[State 6101, ChangeState]
type = ChangeState
trigger1 = Time >= 6
trigger1 = AnimElemNo(0) = var(12)
value = 6102

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

[Statedef 6102]
type = S
movetype = I
physics = N
anim = 6102
ctrl = 0

[State 6102, VelMul]
type = VelMul
trigger1 = 1
x = 0.8

[State 6102, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

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

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

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

[State 6110, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.01
ignorehitpause = 1

[State 6110, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6110, VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 6110, VarSet]
type = VarSet
trigger1 = AnimElemTime(9) >= 0
var(12) = AnimElemNo(0)-8
ignorehitpause = 1

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

[State 6110, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(2) >= 1
trigger1 = AnimElemTime(7) < 0
flag = NoBG
ignorehitpause = 1

[State 6110, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 1
anim = 10310
postype = p1
pos = 18,-36
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

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

[State 6110, NotHitBy]
type = NotHitBy
trigger1 = Time < 50
value = SCA
time = 1
ignorehitpause = 1

[State 6110, PlaySnd]
type = PlaySnd
trigger1 = Time % 6 = 0
trigger1 = AnimElemTime(9) >= 0
value = s0,0
channel = 1

[State 6110, VelAdd]
type = VelAdd
trigger1 = Vel X < 4.0
trigger1 = AnimElemTime(9) >= 0
trigger1 = command = "holdfwd"
trigger1 = command != "holdback"
x = 0.125

[State 6110, VelAdd]
type = VelAdd
trigger1 = Vel X > 0
trigger1 = AnimElemTime(9) >= 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = -0.125

[State 6110, VelAdd]
type = VelAdd
trigger1 = Vel X > -4.0
trigger1 = AnimElemTime(9) >= 0
trigger1 = command != "holdfwd"
trigger1 = command = "holdback"
x = -0.125

[State 6110, VelAdd]
type = VelAdd
trigger1 = Vel X < 0
trigger1 = AnimElemTime(9) >= 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0.125

[State 6110, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = Time % 4 = 0
attr = S,HA
hitflag = MAF
guardflag = M
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*12),4
getpower = 0,0
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5.5,0
guard.velocity = -5.5
air.velocity = -2.0,ifelse(EnemyNear,Vel Y <= 0,(-3.0+EnemyNear,Vel Y*0.25),-3.75)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = -5.5
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 = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 6110, ChangeState]
type = ChangeState
trigger1 = Time >= 100
value = 6111

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

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

[State 6111, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 6
ignorehitpause = 1

[State 6111, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6111, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6111, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.015
ignorehitpause = 1

[State 6111, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6111, PlaySnd]
type = PlaySnd
trigger1 = Time = 6
value = s0,0
channel = 1

[State 6111, VelAdd]
type = VelAdd
trigger1 = Vel X < 4.0
trigger1 = command = "holdfwd"
trigger1 = command != "holdback"
x = 0.125

[State 6111, VelAdd]
type = VelAdd
trigger1 = Vel X > 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = -0.125

[State 6111, VelAdd]
type = VelAdd
trigger1 = Vel X > -4.0
trigger1 = command != "holdfwd"
trigger1 = command = "holdback"
x = -0.125

[State 6111, VelAdd]
type = VelAdd
trigger1 = Vel X < 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0.125

[State 6111, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 6101
elem = var(12)

[State 6111, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = Time = 0
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*100),5
getpower = 0,0
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10150
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-6.0,-6.0
guard.velocity = -5.0
air.velocity = -6.0,ifelse(EnemyNear,Vel Y <= 0,(-6.0+EnemyNear,Vel Y*0.25),-6.75)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 2.25
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 = 0.4

[State 6111, StateTypeSet]
type = StateTypeSet
trigger1 = Time > 4
movetype = I

[State 6111, ChangeState]
type = ChangeState
trigger1 = Time >= 6
trigger1 = AnimElemNo(0) = var(12)
value = 6112

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

[Statedef 6112]
type = S
movetype = I
physics = N
anim = 6102
ctrl = 0

[State 6112, VelMul]
type = VelMul
trigger1 = 1
x = 0.8

[State 6112, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

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

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

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

[State 6120, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.01
ignorehitpause = 1

[State 6120, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6120, VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 6120, VarSet]
type = VarSet
trigger1 = AnimElemTime(9) >= 0
var(12) = AnimElemNo(0)-8
ignorehitpause = 1

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

[State 6120, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(2) >= 1
trigger1 = AnimElemTime(7) < 0
flag = NoBG
ignorehitpause = 1

[State 6120, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 1
anim = 10320
postype = p1
pos = 18,-36
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

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

[State 6120, NotHitBy]
type = NotHitBy
trigger1 = Time < 57
value = SCA
time = 1
ignorehitpause = 1

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

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

[State 6120, PlaySnd]
type = PlaySnd
trigger1 = Time % 6 = 0
trigger1 = AnimElemTime(9) >= 0
value = s0,0
channel = 1

[State 6120, VelAdd]
type = VelAdd
trigger1 = Vel X < 4.5
trigger1 = AnimElemTime(9) >= 0
trigger1 = command = "holdfwd"
trigger1 = command != "holdback"
x = 0.15

[State 6120, VelAdd]
type = VelAdd
trigger1 = Vel X > 0
trigger1 = AnimElemTime(9) >= 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = -0.15

[State 6120, VelAdd]
type = VelAdd
trigger1 = Vel X > -4.5
trigger1 = AnimElemTime(9) >= 0
trigger1 = command != "holdfwd"
trigger1 = command = "holdback"
x = -0.15

[State 6120, VelAdd]
type = VelAdd
trigger1 = Vel X < 0
trigger1 = AnimElemTime(9) >= 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0.15

[State 6120, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = Time % 4 = 0
attr = S,HA
hitflag = MAF
guardflag = M
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*12),4
getpower = 0,0
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5.5,0
guard.velocity = -5.5
air.velocity = -2.0,ifelse(EnemyNear,Vel Y <= 0,(-3.0+EnemyNear,Vel Y*0.25),-3.75)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = -6.0
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 = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 6120, ChangeState]
type = ChangeState
trigger1 = Time >= 140
value = 6121

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

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

[State 6121, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 6
ignorehitpause = 1

[State 6121, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6121, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6121, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.015
ignorehitpause = 1

[State 6121, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6121, PlaySnd]
type = PlaySnd
trigger1 = Time = 6
value = s0,0
channel = 1

[State 6121, VelAdd]
type = VelAdd
trigger1 = Vel X < 4.0
trigger1 = command = "holdfwd"
trigger1 = command != "holdback"
x = 0.15

[State 6121, VelAdd]
type = VelAdd
trigger1 = Vel X > 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = -0.15

[State 6121, VelAdd]
type = VelAdd
trigger1 = Vel X > -4.0
trigger1 = command != "holdfwd"
trigger1 = command = "holdback"
x = -0.15

[State 6121, VelAdd]
type = VelAdd
trigger1 = Vel X < 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0.15

[State 6121, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 6101
elem = var(12)

[State 6121, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6121, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = Time = 0
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*135),7
getpower = 0,0
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10150
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-6.0,-6.0
guard.velocity = -5.0
air.velocity = -6.0,ifelse(EnemyNear,Vel Y <= 0,(-6.0+EnemyNear,Vel Y*0.25),-6.75)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 2.25
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 = 0.4

[State 6121, StateTypeSet]
type = StateTypeSet
trigger1 = Time > 4
movetype = I

[State 6121, ChangeState]
type = ChangeState
trigger1 = Time >= 6
trigger1 = AnimElemNo(0) = var(12)
value = 6122

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

[Statedef 6122]
type = S
movetype = I
physics = N
anim = 6102
ctrl = 0

[State 6122, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6122, VelMul]
type = VelMul
trigger1 = 1
x = 0.8

[State 6122, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 2141236 + A

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

[State 6200, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

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

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

[State 6200, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

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

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

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

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

[State 6200, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(11) < 0
flag = NoBG
ignorehitpause = 1

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

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

[State 6200, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(10) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6200, VelSet]
type = VelSet
trigger1 = Time = 48
x = 8.0

[State 6200, VelSet]
type = VelSet
trigger1 = MoveHit
x = 0
ignorehitpause = 1

[State 6200, VelMul]
type = VelMul
trigger1 = Time >= 60
x = 0.9

[State 6200, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = 1
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = high
air.type = high
damage = 0,5
getpower = 0,0
givepower = 10,5
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = -7.0
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 = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1
persistent = 0

[State 6200, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 46200
ignorehitpause = 1

[State 6200, VarSet]
type = VarSet
trigger1 = MoveHit
var(12) = 1
ignorehitpause = 1

[State 6200, VarAdd]
type = VarAdd
trigger1 = var(12) = 1
var(13) = 1
ignorehitpause = 1

[State 6200, ChangeState]
type = ChangeState
trigger1 = var(13) >= 10
value = 6202
ignorehitpause = 1

[State 6200, ChangeState]
type = ChangeState
trigger1 = Time >= 73
value = 6201

;----------------------------------------------------------------------
; 2141236 + A

[Statedef 6201]
type = S
movetype = A
physics = N
anim = 6201
ctrl = 0

[State 6201, BGPalFX]
type = BGPalFX
trigger1 = PrevStateNo = [6220,6229]
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6201, VelMul]
type = VelMul
trigger1 = 1
x = 0.9

[State 6201, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 2141236 + A

[Statedef 6202]
type = S
movetype = A
physics = N
anim = 6202
ctrl = 0
velset = 0,0

[State 6202, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6202, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6202, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6202, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 6202, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6202, VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 6202, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(13) = 0
var(12) = 1
ignorehitpause = 1

[State 6202, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(11) = 0
x = 20
ignorehitpause = 1

[State 6202, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(14) = 0
x = 10
ignorehitpause = 1

[State 6202, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
trigger2 = AnimElemTime(12) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 6202, TargetBind]
type = TargetBind
triggerall = NumTarget
triggerall = Target,StateNo != [120,155]
trigger1 = MoveHit
trigger2 = Time = 0
pos = 35,0
time = 1
ignorehitpause = 1

[State 6202, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6202, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = 0,5
getpower = 0,0
givepower = 10,5
pausetime = 0,4
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5.0,0
guard.velocity = -7.0
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 = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1

[State 6202, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(15) = 2
trigger1 = var(12) = 2
value = 6203

;----------------------------------------------------------------------
; 2141236 + A

[Statedef 6203]
type = S
movetype = A
physics = N
anim = 6203
ctrl = 0
velset = 0,0

[State 6203, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6203, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6203, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6203, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.06
ignorehitpause = 1

[State 6203, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6203, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 0
statetype = A

[State 6203, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6203, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 4
y = -8

[State 6203, VelMul]
type = VelMul
trigger1 = AnimElemTime(7) > 0
x = 0.85

[State 6203, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(6) > 0
y = 0.4

[State 6203, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 6203, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*80),3
getpower = 0,0
givepower = 15,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-1.5,-7.0
guard.velocity = -2
air.velocity = -2.0,ifelse(EnemyNear,Vel Y <= 0,(-7.5+EnemyNear,Vel Y*0.25),-7.25)
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 = 0.35

[State 6203, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(6) > 0
trigger1 = Pos Y >= 0
value = 1413

;----------------------------------------------------------------------
; 2141236 + B

[Statedef 6210]
type = S
movetype = A
physics = N
anim = 6200
ctrl = 0
velset = 0,0

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

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

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

[State 6210, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 6210, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

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

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

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

[State 6210, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(11) < 0
flag = NoBG
ignorehitpause = 1

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

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

[State 6210, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(10) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6210, VelSet]
type = VelSet
trigger1 = Time = 48
x = 8.0

[State 6210, VelSet]
type = VelSet
trigger1 = MoveHit
x = 0
ignorehitpause = 1

[State 6210, VelMul]
type = VelMul
trigger1 = Time >= 65
x = 0.9

[State 6210, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = 1
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = high
air.type = high
damage = 0,5
getpower = 0,0
givepower = 10,5
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = -7.0
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 = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1
persistent = 0

[State 6210, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 46200
ignorehitpause = 1

[State 6210, VarSet]
type = VarSet
trigger1 = MoveHit
var(12) = 1
ignorehitpause = 1

[State 6210, VarAdd]
type = VarAdd
trigger1 = var(12) = 1
var(13) = 1
ignorehitpause = 1

[State 6210, ChangeState]
type = ChangeState
trigger1 = var(13) >= 10
value = 6212
ignorehitpause = 1

[State 6210, ChangeState]
type = ChangeState
trigger1 = Time >= 79
value = 6201

;----------------------------------------------------------------------
; 2141236 + B

[Statedef 6212]
type = S
movetype = A
physics = N
anim = 6202
ctrl = 0
velset = 0,0

[State 6212, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6212, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6212, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6212, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 6212, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6212, VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 6212, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(13) = 0
var(12) = 1
ignorehitpause = 1

[State 6212, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(11) = 0
x = 20
ignorehitpause = 1

[State 6212, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(14) = 0
x = 10
ignorehitpause = 1

[State 6212, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
trigger2 = AnimElemTime(12) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 6212, TargetBind]
type = TargetBind
triggerall = NumTarget
triggerall = Target,StateNo != [120,155]
trigger1 = MoveHit
trigger2 = Time = 0
pos = 35,0
time = 1
ignorehitpause = 1

[State 6212, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6212, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = 0,5
getpower = 0,0
givepower = 10,5
pausetime = 0,4
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5.0,0
guard.velocity = -7.0
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 = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1

[State 6212, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(13) = 2
trigger1 = var(12) = 3
value = 6213

;----------------------------------------------------------------------
; 2141236 + B

[Statedef 6213]
type = S
movetype = A
physics = N
anim = 6213
ctrl = 0
velset = 0,0

[State 6213, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6213, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6213, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6213, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 6213, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6213, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 6213, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6213, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*10),2
getpower = 0,0
givepower = 10,5
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-1.0,-6.0
guard.velocity = -7.0
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 = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
p2facing = 1

[State 6213, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6214

;----------------------------------------------------------------------
; 2141236 + B

[Statedef 6214]
type = S
movetype = A
physics = N
anim = 6214
ctrl = 0
velset = 0,0

[State 6214, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6214, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6214, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6214, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.06
ignorehitpause = 1

[State 6214, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6214, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 0
statetype = A

[State 6214, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6214, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 4
y = -9

[State 6214, VelMul]
type = VelMul
trigger1 = AnimElemTime(7) > 0
x = 0.85

[State 6214, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(6) > 0
y = 0.4

[State 6214, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 6214, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 6
trigger2 = AnimElemTime(7) = 0
trigger3 = AnimElemTime(7) = 7
trigger4 = AnimElemTime(7) = 14
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*78),3
getpower = 0,0
givepower = 15,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-1.5,-7.0
guard.velocity = -2
air.velocity = -2.0,ifelse(EnemyNear,Vel Y <= 0,(-6.75+EnemyNear,Vel Y*0.25),-6.5)
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 = 0.35

[State 6214, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(6) > 0
trigger1 = Pos Y >= 0
value = 1413

;----------------------------------------------------------------------
; 2141236 + C

[Statedef 6220]
type = S
movetype = A
physics = N
anim = 6200
ctrl = 0
velset = 0,0

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

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

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

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

[State 6220, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6220, VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 6220, VarSet]
type = VarSet
trigger1 = Time = 0
var(13) = 0
ignorehitpause = 1

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

[State 6220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s4,4

[State 6220, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(11) < 0
flag = NoBG
ignorehitpause = 1

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

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

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

[State 6220, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(10) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6220, VelSet]
type = VelSet
trigger1 = Time = 48
x = 11.5

[State 6220, VelSet]
type = VelSet
trigger1 = MoveHit
x = 0
ignorehitpause = 1

[State 6220, VelMul]
type = VelMul
trigger1 = Time >= 70
x = 0.9

[State 6220, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = 1
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = high
air.type = high
damage = 0,5
getpower = 0,0
givepower = 10,5
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = -7.0
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 = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1
persistent = 0

[State 6220, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 46200
ignorehitpause = 1

[State 6220, VarSet]
type = VarSet
trigger1 = MoveHit
var(12) = 1
ignorehitpause = 1

[State 6220, VarAdd]
type = VarAdd
trigger1 = var(12) = 1
var(13) = 1
ignorehitpause = 1

[State 6220, ChangeState]
type = ChangeState
trigger1 = var(13) >= 10
value = 6222
ignorehitpause = 1

[State 6220, ChangeState]
type = ChangeState
trigger1 = Time >= 79
value = 6201

;----------------------------------------------------------------------
; 2141236 + C

[Statedef 6222]
type = S
movetype = A
physics = N
anim = 6222
ctrl = 0
velset = 0,0

[State 6222, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6222, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6222, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6222, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 6222, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6222, VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 6222, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(12) = 0
var(12) = 1
ignorehitpause = 1

[State 6222, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(11) = 0
x = 20
ignorehitpause = 1

[State 6222, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(14) = 0
x = 10
ignorehitpause = 1

[State 6222, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
trigger2 = AnimElemTime(12) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 6222, TargetBind]
type = TargetBind
triggerall = NumTarget
triggerall = Target,StateNo != [120,155]
trigger1 = MoveHit
trigger2 = Time = 0
pos = 35,0
time = 1
ignorehitpause = 1

[State 6222, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6222, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = 0,5
getpower = 0,0
givepower = 10,5
pausetime = 0,4
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5.0,0
guard.velocity = -7.0
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 = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1

[State 6222, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(13) = 0
trigger1 = var(12) = 12
value = 6223

;----------------------------------------------------------------------
; 2141236 + C

[Statedef 6223]
type = S
movetype = A
physics = N
anim = 6223
ctrl = 0
velset = 0,0

[State 6223, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6223, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6223, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6223, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.06
ignorehitpause = 1

[State 6223, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6223, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(6) = 0
statetype = A

[State 6223, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6223, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 2
y = -4

[State 6223, VelMul]
type = VelMul
trigger1 = AnimElemTime(8) > 0
x = 0.85

[State 6223, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(7) > 0
y = 0.35

[State 6223, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 6223, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 8
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*90),3
getpower = 0,0
givepower = 15,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-0.5,-7.0
guard.velocity = -2
air.velocity = -1.0,ifelse(EnemyNear,Vel Y <= 0,(-6.75+EnemyNear,Vel Y*0.25),-6.5)
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 = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35

[State 6223, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(7) > 0
trigger1 = Pos Y >= 0
value = 6224

;----------------------------------------------------------------------
; 2141236 + C

[Statedef 6224]
type = S
movetype = A
physics = N
anim = 6224
ctrl = 0
velset = 0,0

[State 6224, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6224, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6224, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6224, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.06
ignorehitpause = 1

[State 6224, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6224, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 6224, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 0
statetype = A

[State 6224, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6224, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 3
y = -6

[State 6224, VelMul]
type = VelMul
trigger1 = AnimElemTime(7) > 0
x = 0.35

[State 6224, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(6) > 0
y = 0.4

[State 6224, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 6224, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 7
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*90),3
getpower = 0,0
givepower = 15,7
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-0.5,-7.0
guard.velocity = -2
air.velocity = -0.5,ifelse(EnemyNear,Vel Y <= 0,(-7.75+EnemyNear,Vel Y*0.25),-7.5)
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 = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35

[State 6224, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(6) > 0
trigger1 = Pos Y >= 0
value = 6225

;----------------------------------------------------------------------
; 2141236 + C

[Statedef 6225]
type = S
movetype = A
physics = N
anim = 6225
ctrl = 0
velset = 0,0

[State 6225, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6225, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6225, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6225, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.06
ignorehitpause = 1

[State 6225, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6225, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 6225, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 0
statetype = A

[State 6225, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6225, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 4
y = -11

[State 6225, VelMul]
type = VelMul
trigger1 = AnimElemTime(7) > 0
x = 0.35

[State 6225, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(6) > 0
y = 0.4

[State 6225, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 6225, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(6) = 0
trigger2 = AnimElemTime(7) = 0
trigger3 = AnimElemTime(7) = 3
trigger4 = AnimElemTime(7) = 6
trigger5 = AnimElemTime(7) = 9
trigger6 = AnimElemTime(7) = 12
trigger7 = AnimElemTime(7) = 15
trigger8 = AnimElemTime(7) = 18
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*50),3
getpower = 0,0
givepower = 15,7
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-0.5,-7.0
guard.velocity = -2
air.velocity = -0.25,ifelse(EnemyNear,Vel Y <= 0,(-7.0+EnemyNear,Vel Y*0.25),-6.75)
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 = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35

[State 6225, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(6) > 0
trigger1 = Pos Y >= 0
value = 1413

;----------------------------------------------------------------------
; 23693 + Z

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

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

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

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

[State 7000, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 7000, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 7000, VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 7000, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 43
movetime = 43
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 7000, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(3) < 32
flag = NoBG
ignorehitpause = 1

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

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

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

[State 7000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(6) < 0
value = SCA
time = 1
ignorehitpause = 1

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

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

[State 7000, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 3.75
y = -5.5

[State 7000, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) > 0
y = 0.3

[State 7000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
statetype = A
physics = N

[State 7000, 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 = S10260
guard.sparkno = -1
sparkxy = -8,-50
hitsound = S1,8
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1facing = 1
p2facing = 1
p1stateno = 7015
p2stateno = 41530
p1sprpriority = 1
p2sprpriority = 0
guard.dist = 0

[State 7000, Hitdef]
type = Hitdef
trigger1 = AnimElemTime(6) > 0
attr = A,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 = S10260
guard.sparkno = -1
sparkxy = 0,0
hitsound = S1,8
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1facing = 1
p2facing = 1
p1stateno = 7001
p2stateno = 41530
p1sprpriority = 1
p2sprpriority = 0
guard.dist = 0

[State 7000, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(5) >= 0
trigger1 = Pos Y >= 0
value = 7050

;----------------------------------------------------------------------
; 23693 + Z - Success

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

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

[State 7001, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 7001, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(6) < 0
pos = 30,0

[State 7001, BindToTarget]
type = BindToTarget
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(6) < 0
pos = 40-var(10),30+var(11),Mid

[State 7001, TargetState]
type = TargetState
trigger1 = AnimElemTime(6) = 0
value = 41531

[State 7001, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(7) < 0
pos = 2,-12

[State 7001, TargetState]
type = TargetState
trigger1 = AnimElemTime(7) = 0
value = 41532

[State 7001, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) < 0
pos = -23,-54

[State 7001, TargetState]
type = TargetState
trigger1 = AnimElemTime(8) = 0
value = 41535

[State 7001, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
pos = -33,-30

[State 7001, TargetState]
type = TargetState
trigger1 = AnimElemTime(9) = 0
value = 41533

[State 7001, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0
pos = -10,0

[State 7001, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 0
statetype = A
physics = N

[State 7001, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = -1.0
y = -15

[State 7001, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
y = 0.4

[State 7001, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(7) > 0
trigger1 = Pos Y >= 0
value = 7002

;----------------------------------------------------------------------
; 23693 + Z - Success

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

[State 7002, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 7002, TargetState]
type = TargetState
trigger1 = AnimElemTime(1) = 0
value = 47002

[State 7002, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) = 0
pos = 0,0

[State 7002, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(1) = 0
value = ceil(-100*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 0

[State 7002, Projectile]
type = Projectile
trigger1 = AnimElemTime(1) = 0
projID = 31500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 7002, PosSet]
type = PosSet
trigger1 = AnimElemTime(1) = 0
y = 0

[State 7002, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s1,2

[State 7002, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,4

[State 7002, Effect]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 15110
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 7002, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(1) = 0
time = 10
freq = 80
ampl = 4

[State 7002, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(3) = 0
x = -4

[State 7002, HitAdd]
type = HitAdd
trigger1 = Time = 0
value = 1

[State 7002, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 7003

;----------------------------------------------------------------------
; 23693 + Z - Success

[Statedef 7003]
type = A
movetype = A
physics = N
anim = 7003
ctrl = 0
velset = 0,-11.75

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

[State 7003, VarAdd]
type = VarAdd
trigger1 = Time = 0
var(12) = 1
ignorehitpause = 1

[State 7003, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.04
ignorehitpause = 1

[State 7003, HitEffects]
type = Helper
trigger1 = var(12) = 2
trigger1 = Time = 10
helpertype = normal
name = "Helper_7003"
postype = p1
pos = 30,-240
pausemovetime = 9999
supermovetime = 9999
stateno = 17000
ID = 17000
ignorehitpause = 1

[State 7003, HitEffects]
type = Helper
trigger1 = var(12) = 2
trigger1 = Time = 15
helpertype = normal
name = "Helper_7003"
postype = p1
pos = -30,-240
pausemovetime = 9999
supermovetime = 9999
stateno = 17010
ID = 17010
ignorehitpause = 1

[State 7003, TargetState]
type = TargetState
trigger1 = NumProjID(17020) >= 1
trigger2 = NumProjID(17021) >= 1
value = 47002

[State 7003, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = NumProjID(17020) >= 1
trigger2 = NumProjID(17021) >= 1
value = ceil(-30*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 0

[State 7003, Projectile]
type = Projectile
trigger1 = NumProjID(17020) >= 1
trigger2 = NumProjID(17021) >= 1
projID = 31500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 7003, PlaySnd]
type = PlaySnd
trigger1 = NumProjID(17020) >= 1
trigger2 = NumProjID(17021) >= 1
value = s1,2
channel = 2

[State 7003, PlaySnd]
type = PlaySnd
trigger1 = NumProjID(17020) >= 1
trigger2 = NumProjID(17021) >= 1
value = s2,4
channel = 5

[State 7003, HitAdd]
type = HitAdd
trigger1 = NumProjID(17020) >= 1
trigger2 = NumProjID(17021) >= 1
value = 1

[State 7003, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) >= 0
y = 0.7

[State 7003, ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Pos Y >= 0
value = 7004

;----------------------------------------------------------------------
; 23693 + Z - Success

[Statedef 7004]
type = S
movetype = A
physics = S
anim = 7004
ctrl = 0
velset = 0,0

[State 7004, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 7004, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.04
ignorehitpause = 1

[State 7004, TargetState]
type = TargetState
trigger1 = AnimElemTime(1) = 0
trigger2 = NumProjID(17020) >= 1
trigger3 = NumProjID(17021) >= 1
value = 47002

[State 7004, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(1) = 0
trigger2 = NumProjID(17020) >= 1
trigger3 = NumProjID(17021) >= 1
value = ceil(-30*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 0

[State 7004, Projectile]
type = Projectile
trigger1 = AnimElemTime(1) = 0
trigger2 = NumProjID(17020) >= 1
trigger3 = NumProjID(17021) >= 1
projID = 31500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 7004, PosSet]
type = PosSet
trigger1 = AnimElemTime(1) = 0
y = 0

[State 7004, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger2 = NumProjID(17020) >= 1
trigger3 = NumProjID(17021) >= 1
value = s1,2
channel = 2

[State 7004, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger2 = NumProjID(17020) >= 1
trigger3 = NumProjID(17021) >= 1
value = s2,4
channel = 5

[State 7004, HitAdd]
type = HitAdd
trigger1 = AnimElemTime(1) = 0
trigger2 = NumProjID(17020) >= 1
trigger3 = NumProjID(17021) >= 1
value = 1

[State 7004, Effect]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 15110
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 7004, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(1) = 0
time = 10
freq = 80
ampl = 4

[State 7004, ChangeState]
type = ChangeState
trigger1 = var(12) < 6
trigger1 = AnimTime = 0
value = 7003

[State 7004, HitEffects]
type = Helper
trigger1 = var(12) = 2
trigger1 = Time =0
helpertype = normal
name = "MakeDust_7004"
postype = p1
pos = 0,0
pausemovetime = 9999
supermovetime = 9999
stateno = 17025
ignorehitpause = 1

[State 7004, ChangeState]
type = ChangeState
trigger1 = var(12) >= 6
trigger1 = Time = 1
value = 7005

;----------------------------------------------------------------------
; 23693 + Z - Success

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

[State 7005, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 7005, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.04
ignorehitpause = 1

[State 7005, TargetState]
type = TargetState
trigger1 = NumProjID(17020) >= 1
trigger2 = NumProjID(17021) >= 1
value = 47002

[State 7005, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = NumProjID(17020) >= 1
trigger2 = NumProjID(17021) >= 1
value = ceil(-30*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 0

[State 7005, Projectile]
type = Projectile
trigger1 = NumProjID(17020) >= 1
trigger2 = NumProjID(17021) >= 1
projID = 31500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 7005, PlaySnd]
type = PlaySnd
trigger1 = NumProjID(17020) >= 1
trigger2 = NumProjID(17021) >= 1
value = s1,2
channel = 2 

[State 7005, PlaySnd]
type = PlaySnd
trigger1 = NumProjID(17020) >= 1
trigger2 = NumProjID(17021) >= 1
value = s2,4
channel = 5

[State 7005, HitAdd]
type = HitAdd
trigger1 = NumProjID(17020) >= 1
trigger2 = NumProjID(17021) >= 1
value = 1

[State 7005, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 7006

;----------------------------------------------------------------------
; 23693 + Z - Success

[Statedef 7006]
type = A
movetype = A
physics = N
anim = 7003
ctrl = 0
velset = 0,-15

[State 7006, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 7006, VarAdd]
type = VarAdd
trigger1 = Time = 0
var(12) = 1
ignorehitpause = 1

[State 7006, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.04
ignorehitpause = 1

[State 7006, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) >= 0
y = 0.6

[State 7006, ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Pos Y >= 0
value = 7007

;----------------------------------------------------------------------
; 23693 + Z - Success

[Statedef 7007]
type = S
movetype = A
physics = S
anim = 7007
ctrl = 0
velset = 0,0

[State 7007, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 7007, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.04
ignorehitpause = 1

[State 7007, TargetState]
type = TargetState
trigger1 = AnimElemTime(1) = 0
value = 47007

[State 7007, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(1) = 0
value = ceil(-140*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 1

[State 7007, Projectile]
type = Projectile
trigger1 = AnimElemTime(1) = 0
projID = 31500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 7007, PosSet]
type = PosSet
trigger1 = AnimElemTime(1) = 0
y = 0

[State 7007, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s1,6
channel = 1

[State 7007, Effect]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 15110
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 7007, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(1) = 0
time = 30
freq = 80
ampl = 10

[State 7007, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 7008

;----------------------------------------------------------------------
; 23693 + Z - Success

[Statedef 7008]
type = S
movetype = A
physics = N
anim = 7003
ctrl = 0
velset = -2,-6

[State 7008, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 7008, VarSet]
type = VarSet
trigger1 = NumHelper(17000)
fvar(11) = Helper(17000),ScreenPos X
ignorehitpause = 1

[State 7008, VarSet]
type = VarSet
trigger1 = NumHelper(17010)
fvar(12) = Helper(17010),ScreenPos X
ignorehitpause = 1

[State 7008, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.04
ignorehitpause = 1

[State 7008, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) >= 0
y = 0.4

[State 7008, ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Pos Y >= 0
value = 7009

;----------------------------------------------------------------------
; 23693 + Z - Success

[Statedef 7009]
type = S
movetype = A
physics = S
anim = 7009
ctrl = 0
velset = 0,0

[State 7009, VarSet]
type = VarSet
trigger1 = NumHelper(17000)
fvar(11) = Helper(17000),ScreenPos X
ignorehitpause = 1

[State 7009, VarSet]
type = VarSet
trigger1 = NumHelper(17010)
fvar(12) = Helper(17010),ScreenPos X
ignorehitpause = 1

[State 7009, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 7009, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 7009, ChangeState]
type = ChangeState
trigger1 = Time >= 90
value = 7010

;----------------------------------------------------------------------
; 23693 + Z - Success

[Statedef 7010]
type = S
movetype = A
physics = S
anim = 7010
ctrl = 0
velset = 0,0

[State 7010, VarSet]
type = VarSet
trigger1 = NumHelper(17000)
fvar(11) = Helper(17000),ScreenPos X
ignorehitpause = 1

[State 7010, VarSet]
type = VarSet
trigger1 = NumHelper(17010)
fvar(12) = Helper(17010),ScreenPos X
ignorehitpause = 1

[State 7010, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 7010, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 23693 + Z - Near

[Statedef 7015]
type = S
movetype = A
physics = S
anim = 7015
ctrl = 0
velset = 0,0

[State 7015, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 7015, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 7015, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(6) < 0
pos = 30,0

[State 7015, BindToTarget]
type = BindToTarget
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(6) < 0
pos = 40-var(10),30+var(11),Mid

[State 7015, TargetState]
type = TargetState
trigger1 = AnimElemTime(6) = 0
value = 41531

[State 7015, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(7) < 0
pos = 2,-12

[State 7015, TargetState]
type = TargetState
trigger1 = AnimElemTime(7) = 0
value = 41532

[State 7015, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) < 0
pos = -23,-54

[State 7015, TargetState]
type = TargetState
trigger1 = AnimElemTime(8) = 0
value = 41535

[State 7015, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
pos = -33,-30

[State 7015, TargetState]
type = TargetState
trigger1 = AnimElemTime(9) = 0
value = 41533

[State 7015, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0
pos = -10,0

[State 7015, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 0
statetype = A
physics = N

[State 7015, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = -1.0
y = -15

[State 7015, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
y = 0.4

[State 7015, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(7) > 0
trigger1 = Pos Y >= 0
value = 7002

;----------------------------------------------------------------------
; 23693 + Z

[Statedef 7050]
type = S
movetype = A
physics = S
anim = 1413
ctrl = 0
velset = 0,0

[State 7050, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 7050, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 7050, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

