;======================================================================
;======================================================================
; Super Move states file for "Mishio Amano"
;======================================================================
;======================================================================

;----------------------------------------------------------------------
; 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) = 4
ignorehitpause = 1

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

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

[State 1000, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.11
ignorehitpause = 1

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

[State 1000, VarSet];Initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 1000, VarSet];Initialize
type = VarSet
trigger1 = MoveContact
trigger2 = EnemyNear,AuthorName = "586" && (EnemyNear,StateNo = [120,155]) && MoveReversed
trigger3 = EnemyNear,AuthorName = "586" && (EnemyNear,StateNo = [120,155]) && MoveHit
var(11) = 1
ignorehitpause = 1

[State 1000, VarSet];Initialize
type = VarSet
trigger1 = fvar(12) = 0
trigger1 = AnimTime = 0
trigger1 = var(11) = 1
fvar(12) = 1+(random%2)
ignorehitpause = 1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Time < 5
value = SCA
time = 1
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,0
channel = 1
ignorehitpause = 1

[State 1000, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
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),10
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10250
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))*-7.5,-3.5
guard.velocity = -8.5
air.velocity = -7.5,-3.5
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -13.5
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 = 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) = 4
ignorehitpause = 1

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

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

[State 1010, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.11
ignorehitpause = 1

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

[State 1010, VarSet];Initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 1010, VarSet];Initialize
type = VarSet
trigger1 = MoveContact
trigger2 = EnemyNear,AuthorName = "586" && (EnemyNear,StateNo = [120,155]) && MoveReversed
trigger3 = EnemyNear,AuthorName = "586" && (EnemyNear,StateNo = [120,155]) && MoveHit
var(11) = 1
ignorehitpause = 1

[State 1010, VarSet];Initialize
type = VarSet
trigger1 = fvar(12) = 0
trigger1 = AnimTime = 0
trigger1 = var(11) = 1
fvar(12) = 1+(random%2)
ignorehitpause = 1

[State 1010, NotHitBy]
type = NotHitBy
trigger1 = Time < 19
value = SCA
time = 1
ignorehitpause = 1

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,0
channel = 1
ignorehitpause = 1

[State 1010, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
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),10
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10250
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))*-7.5,-3.5
guard.velocity = -8.5
air.velocity = -7.5,-3.5
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -13.5
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 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 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) = 4
ignorehitpause = 1

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

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

[State 1020, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.11
ignorehitpause = 1

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

[State 1020, VarSet];Initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 1020, VarSet];Initialize
type = VarSet
trigger1 = MoveContact
trigger2 = EnemyNear,AuthorName = "586" && (EnemyNear,StateNo = [120,155]) && MoveReversed
trigger3 = EnemyNear,AuthorName = "586" && (EnemyNear,StateNo = [120,155]) && MoveHit
var(11) = 1
ignorehitpause = 1

[State 1020, VarSet];Initialize
type = VarSet
trigger1 = fvar(12) = 0
trigger1 = AnimTime = 0
trigger1 = var(11) = 1
fvar(12) = 1+(random%2)
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 < 7
value = SCA
time = 1
ignorehitpause = 1

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(13) = 0
value = s3,0
channel = 1
ignorehitpause = 1

[State 1020, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4, <= 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*80),10
getpower = 50,25
givepower = 25,15
pausetime = 4,10
guard.pausetime = 4,10
sparkno = S10250
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))*6.5,0
guard.velocity = -8.5
air.velocity = 3.0,-3.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = -4.5
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -13.5
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1020, Hitdef]
type = Hitdef
triggerall = var(1) = 0
triggerall = var(4) = 1
trigger1 = AnimElem = 4, > 0 && AnimElem = 5, < 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*45),10
getpower = 50,25
givepower = 25,15
pausetime = 4,10
guard.pausetime = 4,10
sparkno = S10250
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))*6.5,0
guard.velocity = -8.5
air.velocity = 4.0,-3.0
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = -4.5
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -13.5
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1020, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 13
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)*60),10
getpower = 50,25
givepower = 25,15
pausetime = 4,2
guard.pausetime = 4,2
sparkno = S10250
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,-11.75
guard.velocity = -8.5
air.velocity = -1.5*ifelse(p2dist x < 0,-1,1),-11.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -13.5
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 = 0.325

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

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

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

[State 1100, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
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) = 0.015
ignorehitpause = 1

[State 1100, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1100, 1]
type = Width
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) < 0
player = 15,13
ignorehitpause = 1

[State 1100, 1]
type = Width
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(20) < 0
player = 30,13
ignorehitpause = 1

[State 1100, 1]
type = Width
trigger1 = AnimElemTime(20) >= 0
player = 15,13
ignorehitpause = 1

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
trigger2 = AnimElemTime(10) = 0
trigger3 = AnimElemTime(13) = 0
trigger4 = AnimElemTime(16) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 1100, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
trigger3 = AnimElem = 13
attr = A,SA
hitflag = MAF
guardflag = M
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*10),2
getpower = 10,5
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10250
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))*-4.0,0
guard.velocity = -5.5
air.velocity = -4.0,-4.0
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-4.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.0
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 1100, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 16
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)*65),2
getpower = 10,5
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10250
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,-4.0
guard.velocity = -6.75
air.velocity = -5.5,-4.0
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-4.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

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

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

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

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

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

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

[State 1110, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 1110, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1110, VarSet];Initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 1110, VarSet];Initialize
type = VarSet
trigger1 = MoveContact
var(11) = 1
ignorehitpause = 1

[State 1110, Width]
type = Width
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(16) < 0
player = 30,13
ignorehitpause = 1

[State 1110, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 7.0

[State 1110, VelMul]
type = VelMul
trigger1 = AnimElemTime(10) >= 0
x = 0.9

[State 1110, Explod]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 10100
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 1110, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*30),5
getpower = 10,5
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))*-5.0,0
guard.velocity = -6.5
air.velocity = -6.0,-4.0
airguard.velocity = -2.8,-7.5
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 1110, ChangeState]
type = ChangeState
trigger1 = var(11) = 1
trigger1 = AnimElemTime(12) = 0
value = 1111

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

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

[Statedef 1111]
type = S
movetype = A
physics = S
anim = 1111
ctrl = 0
velset = 0,0

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

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

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

[State 1111, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.015
ignorehitpause = 1

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

[State 1111, 1]
type = Width
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(17) < 0
player = 35,13
ignorehitpause = 1

[State 1111, 1]
type = Width
trigger1 = AnimElemTime(17) >= 0
player = 15,13
ignorehitpause = 1

[State 1111, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(7) = 0
trigger3 = AnimElemTime(10) = 0
trigger4 = AnimElemTime(13) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 1111, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*10),2
getpower = 10,5
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10250
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))*-4.0,0
guard.velocity = -7.5
air.velocity = -6.0,-4.0
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-4.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.5
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 1111, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 13
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),2
getpower = 10,5
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10250
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,-4.0
guard.velocity = -7.5
air.velocity = -6.0,-4.0
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-4.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.5
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 1111, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

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

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

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

[State 1120, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.01
ignorehitpause = 1

[State 1120, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1120, VarSet];Initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 1120, VarSet];Initialize
type = VarSet
trigger1 = AnimElemTime(10) >= 0
trigger1 = MoveContact
var(11) = 1
ignorehitpause = 1

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

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

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

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

[State 1120, NotHitBy]
type = NotHitBy
trigger1 = Time < 14
value = SCA
time = 1
ignorehitpause = 1

[State 1120, Width]
type = Width
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(18) < 0
player = 30,13
ignorehitpause = 1

[State 1120, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 7.0

[State 1120, VelMul]
type = VelMul
trigger1 = AnimElemTime(12) >= 0
x = 0.9

[State 1120, Explod]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 10100
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 1120, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 10
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*10),2
getpower = 10,5
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))*-3.75,0
guard.velocity = -8.5
air.velocity = -6.0,-4.0
airguard.velocity = -2.8,-7.5
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 1120, ChangeState]
type = ChangeState
trigger1 = var(11) = 1
trigger1 = AnimElemTime(12) = 0
value = 1121

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

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

[Statedef 1121]
type = S
movetype = A
physics = S
anim = 1121
ctrl = 0
velset = 0,0

[State 1121, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
ignorehitpause = 1

[State 1121, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1121, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1121, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.01
ignorehitpause = 1

[State 1121, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1121, 1]
type = Width
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(17) < 0
player = 35,13
ignorehitpause = 1

[State 1121, 1]
type = Width
trigger1 = AnimElemTime(17) >= 0
player = 15,13
ignorehitpause = 1

[State 1121, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(7) = 0
trigger3 = AnimElemTime(10) = 0
trigger4 = AnimElemTime(13) = 0
trigger5 = AnimElemTime(16) = 0
trigger6 = AnimElemTime(19) = 0
trigger7 = AnimElemTime(22) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 1121, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 13
trigger5 = AnimElem = 16
trigger6 = AnimElem = 19
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*8),2
getpower = 10,5
givepower = 10,5
pausetime = 0,4
guard.pausetime = 0,4
sparkno = S10250
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))*-4.25,0
guard.velocity = -4.5
air.velocity = -6.0,-4.0
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-2.75
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -4.75
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 1121, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 22
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)*75),2
getpower = 10,5
givepower = 10,5
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10250
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,-6.5
guard.velocity = -9.0
air.velocity = -6.0,-6.5
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.5
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 1121, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1200]
type = S
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) = 0.1
ignorehitpause = 1

[State 1200, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,5
persistent = 0
ignorehitpause = 1

[State 1200, OffSet]
type = OffSet
trigger1 = AnimElemTime(5) >= 0
x = 8
ignorehitpause = 1

[State 1200, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 4.5
y = -4.5
persistent = 0

[State 1200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(6) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1200, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "Fire_1200"
ID = 11200
postype = p1
pos = 12,-59
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11200
persistent = 0
ignorehitpause = 1

[State 1200, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*60),5
getpower = 50,25
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
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 1200, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 1200, ChangeState]
type = ChangeState
trigger1 = Time > 44
value = 1201

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

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

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

[State 1201, VarSet];MoveContact initialize
type = 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, VelSet]
type = VelSet
trigger1 = Time = 0
x = Vel X*0.6

[State 1201, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.35

[State 1201, ChangeState]
type = ChangeState
trigger1 = Pos Y >= -10
value = 1202

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

[Statedef 1202]
type = S
movetype = I
physics = S
anim = ifelse((PrevStateNo != [1280,1289]),1202,1203)
ctrl = 0
velset = 0,0

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

[State 1202, Turn]
type = Turn
trigger1 = Time >= 10
trigger1 = Facing = Enemy,Facing
persistent = 0

[State 1202, VarSet];MoveContact initialize
type = VarSet
trigger1 = PrevStateNo = [1280,1289]
trigger1 = AnimTime = 0
trigger1 = fvar(12) != 3
fvar(12) = 0
ignorehitpause = 1

[State 1202, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,1
channel = 3

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

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

[Statedef 1210]
type = S
movetype = A
physics = N
anim = 1210
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) = 0.1
ignorehitpause = 1

[State 1210, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,5
persistent = 0
ignorehitpause = 1

[State 1210, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
y = -6.0
persistent = 0

[State 1210, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(6) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1210, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "Fire_1200"
ID = 11210
postype = p1
pos = 18,-59
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11200
persistent = 0
ignorehitpause = 1

[State 1210, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*60),5
getpower = 50,25
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
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 1210, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 1210, ChangeState]
type = ChangeState
trigger1 = Time > 44
value = 1201

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

[Statedef 1220]
type = S
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) = 0.1
ignorehitpause = 1

[State 1220, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,5
persistent = 0
ignorehitpause = 1

[State 1220, Turn]
type = Turn
trigger1 = AnimElemTime(5) = 0

[State 1220, OffSet]
type = OffSet
trigger1 = AnimElemTime(5) >= 0
x = 8
ignorehitpause = 1

[State 1220, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 4.5
y = -4.5
persistent = 0

[State 1220, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(6) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1220, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "Fire_1220"
ID = 11200
postype = p1
pos = 12,-59
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11200
persistent = 0
ignorehitpause = 1

[State 1220, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*60),5
getpower = 50,25
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
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 1220, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 1220, ChangeState]
type = ChangeState
trigger1 = Time > 44
value = 1201

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

[Statedef 1250]
type = A
movetype = A
physics = N
anim = 1250
ctrl = 0
velset = 0,0
poweradd = 100

[State 1250, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1250, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1250, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1250, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.1
ignorehitpause = 1

[State 1250, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 1250, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,5
persistent = 0
ignorehitpause = 1

[State 1250, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 6.5
persistent = 0

[State 1250, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Fire_1250"
ID = 11250
postype = p1
pos = 24,-40
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11200
ignorehitpause = 1

[State 1250, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*60),5
getpower = 50,25
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
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 1250, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 1250, ChangeState]
type = ChangeState
trigger1 = Time > 41
value = 1201

[State 1250, ChangeState]
type = ChangeState
trigger1 = Pos Y >= -10
value = 1202

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

[Statedef 1260]
type = A
movetype = A
physics = N
anim = 1260
ctrl = 0
velset = 0,0
poweradd = 100

[State 1260, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1260, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1260, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1260, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.1
ignorehitpause = 1

[State 1260, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 1260, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,5
persistent = 0
ignorehitpause = 1

[State 1260, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 4.5
y = 4.5
persistent = 0

[State 1260, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "Fire_1260"
ID = 11260
postype = p1
pos = 11,-28
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11200
ignorehitpause = 1

[State 1260, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*60),5
getpower = 50,25
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
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 1260, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 1260, ChangeState]
type = ChangeState
trigger1 = Time > 41
value = 1201

[State 1260, ChangeState]
type = ChangeState
trigger1 = Pos Y >= -10
value = 1202

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

[Statedef 1270]
type = A
movetype = A
physics = N
anim = 1270
ctrl = 0
velset = 0,0
poweradd = 100

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

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

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

[State 1270, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.1
ignorehitpause = 1

[State 1270, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 1270, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,5
persistent = 0
ignorehitpause = 1

[State 1270, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
y = 6.0
persistent = 0

[State 1270, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "Fire_1270"
ID = 11270
postype = p1
pos = 2,-66
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11200
ignorehitpause = 1

[State 1270, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*60),5
getpower = 50,25
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
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 1270, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 1270, ChangeState]
type = ChangeState
trigger1 = Time > 41
value = 1201

[State 1270, ChangeState]
type = ChangeState
trigger1 = Pos Y >= -10
value = 1202

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

[Statedef 1280]
type = A
movetype = I
physics = N
anim = 1201
ctrl = 0

[State 1280, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1280, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1280, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1280, VelSet]
type = VelSet
trigger1 = Time = 0
x = Vel X*0.6

[State 1280, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.35

[State 1280, ChangeState]
type = ChangeState
trigger1 = Pos Y >= -10
value = 1202

;----------------------------------------------------------------------
; 214 + A or B or C -> A or B or C <holdback+holddown>

[Statedef 1281]
type = A
movetype = A
physics = N
anim = 1281
ctrl = 0
velset = 0,0

[State 1281, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1281, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1281, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1281, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 1281, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 1281, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s3,5
persistent = 0
ignorehitpause = 1

[State 1281, Turn]
type = Turn
trigger1 = Time = 0

[State 1281, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = 4.5
y = 4.5
persistent = 0

[State 1281, Helper]
type = Helper
trigger1 = AnimElemTime(9) = 0
helpertype = normal
name = "Fire_1281"
ID = 11281
postype = p1
pos = 11,-28
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11200
persistent = 0
ignorehitpause = 1

[State 1281, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*60),5
getpower = 50,25
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
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 1281, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 1281, ChangeState]
type = ChangeState
trigger1 = Time > 51
value = 1280

[State 1281, ChangeState]
type = ChangeState
trigger1 = Time > 24
trigger1 = Pos Y >= -10
value = 1202

;----------------------------------------------------------------------
; 214 + A or B or C -> A or B or C <holddown>

[Statedef 1282]
type = A
movetype = A
physics = N
anim = 1282
ctrl = 0
velset = 0,0

[State 1282, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1282, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1282, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1282, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 1282, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 1282, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s3,5
persistent = 0
ignorehitpause = 1

[State 1282, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = 0
y = 6.5
persistent = 0

[State 1282, Helper]
type = Helper
trigger1 = AnimElemTime(9) = 0
helpertype = normal
name = "Fire_1282"
ID = 11282
postype = p1
pos = 2,-66
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11200
persistent = 0
ignorehitpause = 1

[State 1282, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*60),5
getpower = 50,25
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
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 1282, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 1282, ChangeState]
type = ChangeState
trigger1 = Time > 51
value = 1280

[State 1282, ChangeState]
type = ChangeState
trigger1 = Time > 24
trigger1 = Pos Y >= -10
value = 1202

;----------------------------------------------------------------------
; 214 + A or B or C -> A or B or C <holdfwd+holddown>

[Statedef 1283]
type = A
movetype = A
physics = N
anim = 1281
ctrl = 0
velset = 0,0

[State 1283, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1283, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1283, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1283, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 1283, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 1283, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s3,5
persistent = 0
ignorehitpause = 1

[State 1283, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = 4.5
y = 4.5
persistent = 0

[State 1283, Helper]
type = Helper
trigger1 = AnimElemTime(9) = 0
helpertype = normal
name = "Fire_1283"
ID = 11283
postype = p1
pos = 11,-28
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11200
persistent = 0
ignorehitpause = 1

[State 1283, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*60),5
getpower = 50,25
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
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 1283, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 1283, ChangeState]
type = ChangeState
trigger1 = Time > 51
value = 1280

[State 1283, ChangeState]
type = ChangeState
trigger1 = Time > 24
trigger1 = Pos Y >= -10
value = 1202

;----------------------------------------------------------------------
; 214 + A or B or C -> A or B or C <holdback>

[Statedef 1284]
type = A
movetype = A
physics = N
anim = 1284
ctrl = 0
velset = 0,0

[State 1284, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1284, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1284, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1284, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 1284, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 1284, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,5
persistent = 0
ignorehitpause = 1

[State 1284, Turn]
type = Turn
trigger1 = Time = 0

[State 1284, VelSet]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 6.5
persistent = 0

[State 1284, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 0
helpertype = normal
name = "Fire_1284"
ID = 11284
postype = p1
pos = 24,-40
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11200
persistent = 0
ignorehitpause = 1

[State 1284, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*60),5
getpower = 50,25
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
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 1284, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 1284, ChangeState]
type = ChangeState
trigger1 = Time > 51
value = 1280

[State 1284, ChangeState]
type = ChangeState
trigger1 = Time > 22
trigger1 = Pos Y >= -10
value = 1202

;----------------------------------------------------------------------
; 214 + A or B or C -> A or B or C <holdfwd>

[Statedef 1286]
type = A
movetype = A
physics = N
anim = 1284
ctrl = 0
velset = 0,0

[State 1286, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1286, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1286, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1286, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 1286, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 1286, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,5
persistent = 0
ignorehitpause = 1

[State 1286, VelSet]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 6.5
persistent = 0

[State 1286, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 0
helpertype = normal
name = "Fire_1286"
ID = 11286
postype = p1
pos = 24,-40
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11200
persistent = 0
ignorehitpause = 1

[State 1286, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*60),5
getpower = 50,25
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
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 1286, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 1286, ChangeState]
type = ChangeState
trigger1 = Time > 51
value = 1280

[State 1286, ChangeState]
type = ChangeState
trigger1 = Time > 22
trigger1 = Pos Y >= -10
value = 1202

;----------------------------------------------------------------------
; 214 + A or B or C -> A or B or C <holdback+holdup>

[Statedef 1287]
type = A
movetype = A
physics = N
anim = 1287
ctrl = 0
velset = 0,0

[State 1287, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1287, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1287, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1287, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 1287, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 1287, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,5
persistent = 0
ignorehitpause = 1

[State 1287, Turn]
type = Turn
trigger1 = Time = 0

[State 1287, VelSet]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 4.5
y = -4.5
persistent = 0

[State 1287, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 0
helpertype = normal
name = "Fire_1287"
ID = 11287
postype = p1
pos = 12,-59
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11200
persistent = 0
ignorehitpause = 1

[State 1287, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*60),5
getpower = 50,25
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
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 1287, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 1287, ChangeState]
type = ChangeState
trigger1 = Time > 51
value = 1280

[State 1287, ChangeState]
type = ChangeState
trigger1 = Time > 22
trigger1 = Pos Y >= -10
value = 1202

;----------------------------------------------------------------------
; 214 + A or B or C -> A or B or C <holdup>

[Statedef 1288]
type = A
movetype = A
physics = N
anim = 1288
ctrl = 0
velset = 0,0

[State 1288, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1288, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1288, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1288, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.09
ignorehitpause = 1

[State 1288, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 1288, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,5
persistent = 0
ignorehitpause = 1

[State 1288, VelSet]
type = VelSet
trigger1 = AnimElemTime(8) = 0
y = -6.5
persistent = 0

[State 1288, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 0
helpertype = normal
name = "Fire_1288"
ID = 11288
postype = p1
pos = 12,-59
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11200
persistent = 0
ignorehitpause = 1

[State 1288, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*60),5
getpower = 50,25
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
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 1288, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 1288, ChangeState]
type = ChangeState
trigger1 = Time > 51
value = 1280

[State 1288, ChangeState]
type = ChangeState
trigger1 = Time > 22
trigger1 = Pos Y >= -10
value = 1202

;----------------------------------------------------------------------
; 214 + A or B or C -> A or B or C <holdfwd+holdup>

[Statedef 1289]
type = A
movetype = A
physics = N
anim = 1287
ctrl = 0
velset = 0,0

[State 1289, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1289, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1289, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1289, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 1289, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 1289, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,5
persistent = 0
ignorehitpause = 1

[State 1289, VelSet]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 4.5
y = -4.5
persistent = 0

[State 1289, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 0
helpertype = normal
name = "Fire_1289"
ID = 11289
postype = p1
pos = 12,-59
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11200
persistent = 0
ignorehitpause = 1

[State 1289, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*60),5
getpower = 50,25
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
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 1289, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 1289, ChangeState]
type = ChangeState
trigger1 = Time > 51
value = 1280

[State 1289, ChangeState]
type = ChangeState
trigger1 = Time > 22
trigger1 = Pos Y >= -10
value = 1202

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

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

[State 1300, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
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) = 0.11
ignorehitpause = 1

[State 1300, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1300, VarSet];Initialize
type = VarSet
trigger1 = AnimTime = 0
trigger1 = fvar(12) != 3
fvar(12) = 0
ignorehitpause = 1

[State 1300, NotHitBy]
type = NotHitBy
trigger1 = Time < 8
value = SCA
time = 1
ignorehitpause = 1

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,5
channel = 1
ignorehitpause = 1

[State 1300, Helper]
type = Helper
trigger1 = AnimElemTime(2) = 1
helpertype = normal
name = "Fire_1300"
ID = 11300
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11300
persistent = 0
ignorehitpause = 1

[State 1300, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
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),10
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10250
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,-5.5
guard.velocity = -8.5
air.velocity = -3.0,-5.0
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -13.5
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 1300, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

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

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

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

[State 1310, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
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) = 0.11
ignorehitpause = 1

[State 1310, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1310, VarSet];Initialize
type = VarSet
trigger1 = AnimTime = 0
trigger1 = fvar(12) != 3
fvar(12) = 0
ignorehitpause = 1

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,5
channel = 1
ignorehitpause = 1

[State 1310, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
physics = N

[State 1310, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 6.0

[State 1310, VelMul]
type = VelMul
trigger1 = AnimElemTime(6) >= 0
x = 0.875

[State 1310, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Fire_1310"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11310
persistent = 0
ignorehitpause = 1

[State 1310, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
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)*80),10
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10250
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))*-3.75,-4.0
guard.velocity = -8.5
air.velocity = -3.75,-4.0
airguard.velocity = -2.8,-7.5
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 1310, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 41310+ifelse(var(20)=1,0,10)
ignorehitpause = 1

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

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

[Statedef 1320]
type = S
movetype = A
physics = S
anim = 1320
ctrl = 0
velset = 4,0
poweradd = 100

[State 1320, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
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) = 0.15
ignorehitpause = 1

[State 1320, VarSet];Damage Correction
type = VarSet
trigger1 = AnimElemTime(9) = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 1320, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1320, VarSet];Initialize
type = VarSet
trigger1 = AnimTime = 0
trigger1 = fvar(12) != 3
fvar(12) = 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, VarSet];Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

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

[State 1320, VarSet];Instant Charge Flag
type = VarSet
triggerall = var(17) = 1
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
trigger2 = AnimElemTime(11) >= 0 && AnimElemTime(12) < 0
var(16) = 1
ignorehitpause = 1

[State 1320, VarSet];Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(12) < 0
var(17) = 1
ignorehitpause = 1

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

[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 < 8
value = SCA
time = 1
ignorehitpause = 1

[State 1320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(11) = 0
value = s3,5
channel = 1
ignorehitpause = 1

[State 1320, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Fire_1320"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11320
persistent = 0
ignorehitpause = 1

[State 1320, Helper]
type = Helper
trigger1 = AnimElemTime(9) = 0
helpertype = normal
name = "Fire_1320"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11300
persistent = 0
ignorehitpause = 1

[State 1320, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*58),10
getpower = 50,25
givepower = 25,15
pausetime = 2,2
guard.pausetime = 2,2
sparkno = S10250
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,-6.0
guard.velocity = -8.5
air.velocity = -1.5,-6.0
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -13.5
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 1320, TargetState]
type = TargetState
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(6) < 0
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 1320, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 11
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)*60),10
getpower = 50,25
givepower = 25,15
pausetime = 2,9
guard.pausetime = 2,9
sparkno = S10250
guard.sparkno = S10270
sparkxy = -30+random%20,-70+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))*-30.0,40.0
guard.velocity = -8.5
air.velocity = -30.0,40.0
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -13.5
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 = 0.6

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

;----------------------------------------------------------------------
; 22 + A

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

[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];Initialize
type = VarSet
trigger1 = AnimTime = 0
trigger1 = fvar(12) != 3
fvar(12) = 0
ignorehitpause = 1

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

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

[State 1400, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(7) >= 0
var(16) = 1
ignorehitpause = 1

[State 1400, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(8) < 0
var(17) = 1
ignorehitpause = 1

[State 1400, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(8) > 1
var(17) = 0
ignorehitpause = 1

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,3
channel = 1
ignorehitpause = 1

[State 1400, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Thunder_1400"
postype = p1
pos = ifelse(ceil(P2Dist X) < 150,ceil(P2Dist X),150),-150
pausemovetime = 0
supermovetime = 0
stateno = 11400
ID = 11400
ignorehitpause = 1

[State 1400, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Thunder_Child_1400"
postype = p1
pos = ifelse(ceil(P2Dist X) < 150,ceil(P2Dist X),150),0
pausemovetime = 0
supermovetime = 0
stateno = 11402
ID = 11402
ignorehitpause = 1

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

;----------------------------------------------------------------------
; 22 + B

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

[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];Initialize
type = VarSet
trigger1 = AnimTime = 0
trigger1 = fvar(12) != 3
fvar(12) = 0
ignorehitpause = 1

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

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

[State 1410, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(7) >= 0
var(16) = 1
ignorehitpause = 1

[State 1410, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(8) < 0
var(17) = 1
ignorehitpause = 1

[State 1410, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(8) > 1
var(17) = 0
ignorehitpause = 1

[State 1410, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,3
channel = 1
ignorehitpause = 1

[State 1410, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Thunder_1410"
postype = p1
pos = ifelse(ceil(P2Dist X) > 150,ceil(P2Dist X),150),-150
pausemovetime = 0
supermovetime = 0
stateno = 11400
ID = 11400
ignorehitpause = 1

[State 1410, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Thunder_Child_1410"
postype = p1
pos = ifelse(ceil(P2Dist X) > 150,ceil(P2Dist X),150),0
pausemovetime = 0
supermovetime = 0
stateno = 11402
ID = 11402
ignorehitpause = 1

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

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

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

[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, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,1
channel = 1
ignorehitpause = 1

[State 1500, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 1
helpertype = normal
ownpal = 1
name = "WAVE_1500"
postype = p1
pos = 50,2
pausemovetime = 0
supermovetime = 0
stateno = 11500
ID = 11500
ignorehitpause = 1

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

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

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

[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];Initialize
type = VarSet
trigger1 = AnimTime = 0
trigger1 = fvar(12) != 3
fvar(12) = 0
ignorehitpause = 1

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

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

[State 1510, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(9) >= 0
var(16) = 1
ignorehitpause = 1

[State 1510, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(9) <= 1
var(17) = 1
ignorehitpause = 1

[State 1510, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(9) > 1
var(17) = 0
ignorehitpause = 1

[State 1510, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,1
channel = 1
ignorehitpause = 1

[State 1510, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 1
helpertype = normal
ownpal = 1
name = "WAVE_1510"
postype = p1
pos = 50,2
pausemovetime = 0
supermovetime = 0
stateno = 11510
ID = 11500
ignorehitpause = 1

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

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

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

[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];Initialize
type = VarSet
trigger1 = AnimTime = 0
trigger1 = fvar(12) != 3
fvar(12) = 0
ignorehitpause = 1

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

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

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

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

[State 1520, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,2
channel = 1
ignorehitpause = 1

[State 1520, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 1
helpertype = normal
ownpal = 1
name = "WAVE_1520"
postype = p1
pos = 30,-50
pausemovetime = 0
supermovetime = 0
stateno = 11520
ID = 11500
ignorehitpause = 1

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

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

[Statedef 1600]
type = S
movetype = A
physics = S
anim = 1600
ctrl = 0
poweradd = 100

[State 1600, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 5
ignorehitpause = 1

[State 1600, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1600, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1600, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.11
ignorehitpause = 1

[State 1600, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1600, VarSet];Initialize
type = VarSet
trigger1 = AnimTime = 0
trigger1 = fvar(12) != 3
fvar(12) = 0
ignorehitpause = 1

[State 1600, NotHitBy]
type = NotHitBy
trigger1 = Time < 4
value = SCA
time = 1
ignorehitpause = 1

[State 1600, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 11601
postype = p1
pos = 20,20
facing = -1
bindtime = 1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1600, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,4
channel = 6
ignorehitpause = 1

[State 1600, Helper]
type = Helper
trigger1 = AnimElemTime(4) = -1
helpertype = normal
name = "Thunder_1600"
ID = 11600
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11600
persistent = 0
ignorehitpause = 1

[State 1600, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
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),10
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10250
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,-12.0
guard.velocity = -8.5
air.velocity = -1.5,-12.0
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -13.5
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))+32
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
palfx.time = 32
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2facing = 1

[State 1600, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45030
ignorehitpause = 1

[State 1600, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1610]
type = S
movetype = A
physics = S
anim = 1610
ctrl = 0
poweradd = 100

[State 1610, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 5
ignorehitpause = 1

[State 1610, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1610, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1610, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 1610, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1610, VarSet];Initialize
type = VarSet
trigger1 = AnimTime = 0
trigger1 = fvar(12) != 3
fvar(12) = 0
ignorehitpause = 1

[State 1610, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 11601
postype = p1
pos = 20,20
facing = -1
bindtime = 1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1610, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,4
channel = 6
ignorehitpause = 1

[State 1610, Helper]
type = Helper
trigger1 = AnimElemTime(4) = -1
helpertype = normal
name = "Thunder_1600"
ID = 11600
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11600
persistent = 0
ignorehitpause = 1

[State 1610, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Thunder_1610_HitDef"
ID = 11610
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11610
persistent = 0
ignorehitpause = 1

[State 1610, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45030
ignorehitpause = 1

[State 1610, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1620]
type = S
movetype = A
physics = S
anim = 1320
ctrl = 0
poweradd = 100

[State 1620, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
ignorehitpause = 1

[State 1620, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1620, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1620, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.15
ignorehitpause = 1

[State 1620, VarSet];Damage Correction
type = VarSet
trigger1 = AnimElemTime(9) = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 1620, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1620, VarSet];Initialize
type = VarSet
trigger1 = AnimTime = 0
trigger1 = fvar(12) != 3
fvar(12) = 0
ignorehitpause = 1

[State 1620, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1620, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1620, VarSet];Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1620, VarSet];Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1620, VarSet];Instant Charge Flag
type = VarSet
triggerall = var(17) = 1
trigger1 = AnimElemTime(11) >= 0 && AnimElemTime(12) < 0
var(16) = 1
ignorehitpause = 1

[State 1620, VarSet];Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(12) < 0
var(17) = 1
ignorehitpause = 1

[State 1620, 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 1620, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0

[State 1620, NotHitBy]
type = NotHitBy
trigger1 = Time < 10
value = SCA
time = 1
ignorehitpause = 1

[State 1620, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(11) = 0
value = s3,4
channel = 6
ignorehitpause = 1

[State 1620, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(11) = 0
anim = 11601
postype = p1
pos = 20,20
facing = -1
bindtime = 1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1620, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Thunder_1620"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11620
persistent = 0
ignorehitpause = 1

[State 1620, Helper]
type = Helper
trigger1 = AnimElemTime(9) = 0
helpertype = normal
name = "Thunder_1620"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11600
persistent = 0
ignorehitpause = 1

[State 1620, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*58),10
getpower = 50,25
givepower = 25,15
pausetime = 2,2
guard.pausetime = 2,2
sparkno = S10250
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,-5.0
guard.velocity = -8.5
air.velocity = -1.5,-5.0
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -13.5
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))+32
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1620, TargetState]
type = TargetState
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(6) < 0
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45030
ignorehitpause = 1

[State 1620, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 11
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)*60),10
getpower = 50,25
givepower = 25,15
pausetime = 2,9
guard.pausetime = 2,9
sparkno = S10250
guard.sparkno = S10270
sparkxy = -30+random%20,-70+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))*-15.0,40.0
guard.velocity = -8.5
air.velocity = -15.0,40.0
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -13.5
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 = 0.6

[State 1620, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1700]
type = S
movetype = A
physics = S
anim = 1700
ctrl = 0
poweradd = 100

[State 1700, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
ignorehitpause = 1

[State 1700, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1700, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1700, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.11
ignorehitpause = 1

[State 1700, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1700, NotHitBy]
type = NotHitBy
trigger1 = Time < 8
value = SCA
time = 1
ignorehitpause = 1

[State 1700, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,0
channel = 1
ignorehitpause = 1

[State 1700, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
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),10
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10250
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))*-6.5,-4.0
guard.velocity = -2
air.velocity = -9.0,-6.0
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 = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1700, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1720]
type = S
movetype = A
physics = S
anim = 1720
ctrl = 0
poweradd = 100

[State 1720, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
ignorehitpause = 1

[State 1720, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1720, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1720, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.11
ignorehitpause = 1

[State 1720, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1720, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1720, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1720, 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 1720, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0

[State 1720, NotHitBy]
type = NotHitBy
trigger1 = Time < 8
value = SCA
time = 1
ignorehitpause = 1

[State 1720, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(13) = 0
value = s3,0
channel = 1
ignorehitpause = 1

[State 1720, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*80),10
getpower = 50,25
givepower = 25,15
pausetime = 4,10
guard.pausetime = 4,10
sparkno = S10250
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))*6.5,0
guard.velocity = -2
air.velocity = 4.0,-3.0
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 1720, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 13
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)*60),10
getpower = 50,25
givepower = 25,15
pausetime = 4,2
guard.pausetime = 4,2
sparkno = S10250
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,-9.0
guard.velocity = -2
air.velocity = -1.5,-9.0
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 = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35

[State 1720, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

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

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

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

[State 6000, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.06
ignorehitpause = 1

[State 6000, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 6000, VarSet];Level
type = VarSet
trigger1 = Time = 0
var(10) = 1
ignorehitpause = 1

[State 6000, VarSet];Left
type = VarSet
trigger1 = Time = 0
var(11) = 2
ignorehitpause = 1

[State 6000, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 42
movetime = 42
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6000, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(7) < 4
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(7) < 4
value = SCA
time = 1
ignorehitpause = 1

[State 6000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s3,10
persistent = 0
ignorehitpause = 1

[State 6000, OffSet]
type = OffSet
trigger1 = AnimElemTime(8) >= 0
x = 8
ignorehitpause = 1

[State 6000, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = 4.5
y = -4.5
persistent = 0

[State 6000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(9) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 6000, Explod]
type = Explod
trigger1 = Time >= 48
trigger1 = Time % 4 = 0
anim = 11300
postype = p1
random = 60,60
pos = 0,-30
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 6000, Helper]
type = Helper
trigger1 = AnimElemTime(9) = 0
helpertype = normal
name = "Fire_6000"
ID = 16000
postype = p1
pos = 12,-59
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16000
persistent = 0
ignorehitpause = 1

[State 6000, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*60),5
getpower = 0,0
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 6000, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [600,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 6000, ChangeState]
type = ChangeState
trigger1 = Time >= 80
value = 6001

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

[Statedef 6001]
type = A
movetype = I
physics = N
anim = 1201
ctrl = 0

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

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

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

[State 6001, BGPalFX]
type = BGPalFX
trigger1 = var(10) = 3
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6001, VelSet]
type = VelSet
trigger1 = Time = 0
x = Vel X*0.6

[State 6001, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.35

[State 6001, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 6002

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

[Statedef 6002]
type = S
movetype = I
physics = S
anim = ifelse((PrevStateNo != [6080,6089]),1202,1203)
ctrl = 0
velset = 0,0

[State 6002, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 6002, BGPalFX]
type = BGPalFX
trigger1 = var(10) = 3
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6002, Turn]
type = Turn
trigger1 = Time >= 10
trigger1 = Facing = Enemy,Facing
persistent = 0

[State 6002, VarSet];MoveContact initialize
type = VarSet
trigger1 = AnimTime = 0
trigger1 = fvar(12) != 3
fvar(12) = 0
ignorehitpause = 1

[State 6002, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,1
channel = 3

[State 6002, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

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

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

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

[State 6010, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.04
ignorehitpause = 1

[State 6010, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 6010, VarSet];Level
type = VarSet
trigger1 = Time = 0
var(10) = 1
ignorehitpause = 1

[State 6010, VarSet];Left
type = VarSet
trigger1 = Time = 0
var(11) = 3
ignorehitpause = 1

[State 6010, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 42
movetime = 42
anim = -1
sound = s4,2
darken = 0
p2defmul = 1

[State 6010, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(7) < 4
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(9) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s3,10
persistent = 0
ignorehitpause = 1

[State 6010, OffSet]
type = OffSet
trigger1 = AnimElemTime(8) >= 0
x = 8
ignorehitpause = 1

[State 6010, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = 4.5
y = -4.5
persistent = 0

[State 6010, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(9) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 6010, Explod]
type = Explod
trigger1 = Time >= 48
trigger1 = Time % 4 = 0
anim = 11300
postype = p1
random = 60,60
pos = 0,-30
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 6010, Helper]
type = Helper
trigger1 = AnimElemTime(9) = 0
helpertype = normal
name = "Fire_6010"
ID = 16000
postype = p1
pos = 12,-59
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16000
persistent = 0
ignorehitpause = 1

[State 6010, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*80),5
getpower = 0,0
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 6010, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [600,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 6010, ChangeState]
type = ChangeState
trigger1 = Time >= 80
value = 6001

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

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

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

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

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

[State 6020, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 6020, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 6020, VarSet];Level
type = VarSet
trigger1 = Time = 0
var(10) = 1
ignorehitpause = 1

[State 6020, VarSet];Left
type = VarSet
trigger1 = Time = 0
var(11) = 4
ignorehitpause = 1

[State 6020, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 42
movetime = 42
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 6020, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(7) < 4
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 = Time < 55
value = SCA
time = 1
ignorehitpause = 1

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

[State 6020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s4,4
ignorehitpause = 1

[State 6020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s3,10
persistent = 0
ignorehitpause = 1

[State 6020, OffSet]
type = OffSet
trigger1 = AnimElemTime(8) >= 0
x = 8
ignorehitpause = 1

[State 6020, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = 4.5
y = -4.5
persistent = 0

[State 6020, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(9) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 6020, Explod]
type = Explod
trigger1 = Time >= 48
trigger1 = Time % 4 = 0
anim = 11300
postype = p1
random = 60,60
pos = 0,-30
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 6020, Helper]
type = Helper
trigger1 = AnimElemTime(9) = 0
helpertype = normal
name = "Fire_6020"
ID = 16000
postype = p1
pos = 12,-59
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16000
persistent = 0
ignorehitpause = 1

[State 6020, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*120),5
getpower = 0,0
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 6020, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [600,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 6020, ChangeState]
type = ChangeState
trigger1 = Time >= 80
value = 6001

;----------------------------------------------------------------------
; 214214 + A or B or C -> A or B or C <holdback+holddown>

[Statedef 6081]
type = A
movetype = A
physics = N
anim = 1281
ctrl = 0
velset = 0,0

[State 6081, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6081, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6081, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6081, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.04
ignorehitpause = 1

[State 6081, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 6081, BGPalFX]
type = BGPalFX
trigger1 = var(10) = 3
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6081, VarAdd]
type = VarAdd
trigger1 = Time = 0
var(11) = -1
persistent = 0
ignorehitpause = 1

[State 6081, Explod]
type = Explod
trigger1 = Time >= 22
trigger1 = Time % 4 = 0
anim = 11300
postype = p1
pos = 0,-30
random = 60,60
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 6081, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = Time = 0
projID = 16080
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6081, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s3,5
persistent = 0
ignorehitpause = 1

[State 6081, Turn]
type = Turn
trigger1 = Time = 0

[State 6081, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = 4.5
y = 4.5
persistent = 0

[State 6081, Helper]
type = Helper
trigger1 = AnimElemTime(9) = 0
helpertype = normal
name = "Fire_6081"
ID = 16081
postype = p1
pos = 11,-28
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16000
persistent = 0
ignorehitpause = 1

[State 6081, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*80),5
getpower = 0,0
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 6081, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 6081, ChangeState]
type = ChangeState
trigger1 = Time > 51
value = 6001

[State 6081, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 6002

;----------------------------------------------------------------------
; 214214 + A or B or C -> A or B or C <holddown>

[Statedef 6082]
type = A
movetype = A
physics = N
anim = 1282
ctrl = 0
velset = 0,0

[State 6082, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6082, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6082, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6082, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.04
ignorehitpause = 1

[State 6082, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 6082, BGPalFX]
type = BGPalFX
trigger1 = var(10) = 3
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6082, VarAdd]
type = VarAdd
trigger1 = Time = 0
var(11) = -1
persistent = 0
ignorehitpause = 1

[State 6082, Explod]
type = Explod
trigger1 = Time >= 22
trigger1 = Time % 4 = 0
anim = 11300
postype = p1
pos = 0,-30
random = 60,60
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 6082, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = Time = 0
projID = 16080
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6082, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s3,5
persistent = 0
ignorehitpause = 1

[State 6082, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = 0
y = 6.5
persistent = 0

[State 6082, Helper]
type = Helper
trigger1 = AnimElemTime(9) = 0
helpertype = normal
name = "Fire_6082"
ID = 16082
postype = p1
pos = 2,-66
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16000
persistent = 0
ignorehitpause = 1

[State 6082, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*80),5
getpower = 0,0
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 6082, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 6082, ChangeState]
type = ChangeState
trigger1 = Time > 51
value = 6001

[State 6082, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 6002

;----------------------------------------------------------------------
; 214214 + A or B or C -> A or B or C <holdfwd+holddown>

[Statedef 6083]
type = A
movetype = A
physics = N
anim = 1281
ctrl = 0
velset = 0,0

[State 6083, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6083, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6083, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6083, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.04
ignorehitpause = 1

[State 6083, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 6083, BGPalFX]
type = BGPalFX
trigger1 = var(10) = 3
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6083, VarAdd]
type = VarAdd
trigger1 = Time = 0
var(11) = -1
persistent = 0
ignorehitpause = 1

[State 6083, Explod]
type = Explod
trigger1 = Time >= 22
trigger1 = Time % 4 = 0
anim = 11300
postype = p1
pos = 0,-30
random = 60,60
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 6083, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = Time = 0
projID = 16080
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6083, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s3,5
persistent = 0
ignorehitpause = 1

[State 6083, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = 4.5
y = 4.5
persistent = 0

[State 6083, Helper]
type = Helper
trigger1 = AnimElemTime(9) = 0
helpertype = normal
name = "Fire_6083"
ID = 16083
postype = p1
pos = 11,-28
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16000
persistent = 0
ignorehitpause = 1

[State 6083, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*80),5
getpower = 0,0
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 6083, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 6083, ChangeState]
type = ChangeState
trigger1 = Time > 51
value = 6001

[State 6083, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 6002

;----------------------------------------------------------------------
; 214214 + A or B or C -> A or B or C <holdback>

[Statedef 6084]
type = A
movetype = A
physics = N
anim = 1284
ctrl = 0
velset = 0,0

[State 6084, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6084, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6084, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6084, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.04
ignorehitpause = 1

[State 6084, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 6084, BGPalFX]
type = BGPalFX
trigger1 = var(10) = 3
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6084, VarAdd]
type = VarAdd
trigger1 = Time = 0
var(11) = -1
persistent = 0
ignorehitpause = 1

[State 6084, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = Time = 0
projID = 16080
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6084, Explod]
type = Explod
trigger1 = Time >= 20
trigger1 = Time % 4 = 0
anim = 11300
postype = p1
pos = 0,-30
random = 60,60
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 6084, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,5
persistent = 0
ignorehitpause = 1

[State 6084, Turn]
type = Turn
trigger1 = Time = 0

[State 6084, VelSet]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 6.5
persistent = 0

[State 6084, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 0
helpertype = normal
name = "Fire_6084"
ID = 16084
postype = p1
pos = 24,-40
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16000
persistent = 0
ignorehitpause = 1

[State 6084, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*80),5
getpower = 0,0
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 6084, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 6084, ChangeState]
type = ChangeState
trigger1 = Time > 51
value = 6001

[State 6084, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 6002

;----------------------------------------------------------------------
; 214214 + A or B or C -> A or B or C <holdfwd>

[Statedef 6086]
type = A
movetype = A
physics = N
anim = 1284
ctrl = 0
velset = 0,0

[State 6086, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6086, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6086, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6086, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.04
ignorehitpause = 1

[State 6086, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 6086, BGPalFX]
type = BGPalFX
trigger1 = var(10) = 3
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6086, VarAdd]
type = VarAdd
trigger1 = Time = 0
var(11) = -1
persistent = 0
ignorehitpause = 1

[State 6086, Explod]
type = Explod
trigger1 = Time >= 20
trigger1 = Time % 4 = 0
anim = 11300
postype = p1
pos = 0,-30
random = 60,60
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 6086, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = Time = 0
projID = 16080
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6086, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,5
persistent = 0
ignorehitpause = 1

[State 6086, VelSet]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 6.5
persistent = 0

[State 6086, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 0
helpertype = normal
name = "Fire_6086"
ID = 16086
postype = p1
pos = 24,-40
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16000
persistent = 0
ignorehitpause = 1

[State 6086, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*80),5
getpower = 0,0
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 6086, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 6086, ChangeState]
type = ChangeState
trigger1 = Time > 51
value = 6001

[State 6086, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 6002

;----------------------------------------------------------------------
; 214214 + A or B or C -> A or B or C <holdback+holdup>

[Statedef 6087]
type = A
movetype = A
physics = N
anim = 1287
ctrl = 0
velset = 0,0

[State 6087, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6087, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6087, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6087, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.04
ignorehitpause = 1

[State 6087, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 6087, BGPalFX]
type = BGPalFX
trigger1 = var(10) = 3
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6087, VarAdd]
type = VarAdd
trigger1 = Time = 0
var(11) = -1
persistent = 0
ignorehitpause = 1

[State 6087, Explod]
type = Explod
trigger1 = Time >= 20
trigger1 = Time % 4 = 0
anim = 11300
postype = p1
pos = 0,-30
random = 60,60
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 6087, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = Time = 0
projID = 16080
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6087, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,5
persistent = 0
ignorehitpause = 1

[State 6087, Turn]
type = Turn
trigger1 = Time = 0

[State 6087, VelSet]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 4.5
y = -4.5
persistent = 0

[State 6087, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 0
helpertype = normal
name = "Fire_6087"
ID = 16087
postype = p1
pos = 12,-59
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16000
persistent = 0
ignorehitpause = 1

[State 6087, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*80),5
getpower = 0,0
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 6087, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 6087, ChangeState]
type = ChangeState
trigger1 = Time > 51
value = 6001

[State 6087, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 6002

;----------------------------------------------------------------------
; 214214 + A or B or C -> A or B or C <holdup>

[Statedef 6088]
type = A
movetype = A
physics = N
anim = 1288
ctrl = 0
velset = 0,0

[State 6088, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6088, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6088, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6088, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.04
ignorehitpause = 1

[State 6088, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 6088, BGPalFX]
type = BGPalFX
trigger1 = var(10) = 3
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6088, VarAdd]
type = VarAdd
trigger1 = Time = 0
var(11) = -1
persistent = 0
ignorehitpause = 1

[State 6088, Explod]
type = Explod
trigger1 = Time >= 20
trigger1 = Time % 4 = 0
anim = 11300
postype = p1
pos = 0,-30
random = 60,60
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 6088, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = Time = 0
projID = 16080
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6088, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,5
persistent = 0
ignorehitpause = 1

[State 6088, VelSet]
type = VelSet
trigger1 = AnimElemTime(8) = 0
y = -6.5
persistent = 0

[State 6088, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 0
helpertype = normal
name = "Fire_6088"
ID = 16088
postype = p1
pos = 12,-59
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16000
persistent = 0
ignorehitpause = 1

[State 6088, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*80),5
getpower = 0,0
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 6088, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 6088, ChangeState]
type = ChangeState
trigger1 = Time > 51
value = 6001

[State 6088, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 6002

;----------------------------------------------------------------------
; 214214 + A or B or C -> A or B or C <holdfwd+holdup>

[Statedef 6089]
type = A
movetype = A
physics = N
anim = 1287
ctrl = 0
velset = 0,0

[State 6089, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6089, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6089, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6089, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.04
ignorehitpause = 1

[State 6089, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 70
ignorehitpause = 1

[State 6089, BGPalFX]
type = BGPalFX
trigger1 = var(10) = 3
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6089, VarAdd]
type = VarAdd
trigger1 = Time = 0
var(11) = -1
persistent = 0
ignorehitpause = 1

[State 6089, Explod]
type = Explod
trigger1 = Time >= 20
trigger1 = Time % 4 = 0
anim = 11300
postype = p1
pos = 0,-30
random = 60,60
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 6089, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = Time = 0
projID = 16080
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6089, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,5
persistent = 0
ignorehitpause = 1

[State 6089, VelSet]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 4.5
y = -4.5
persistent = 0

[State 6089, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 0
helpertype = normal
name = "Fire_6089"
ID = 16089
postype = p1
pos = 12,-59
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16000
persistent = 0
ignorehitpause = 1

[State 6089, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*80),5
getpower = 0,0
givepower = 25,15
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))*-4.25,-4.75
guard.velocity = -6.75
air.velocity = -7.25,-4.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -14.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 6089, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(var(20)=1,0,10)
ignorehitpause = 1

[State 6089, ChangeState]
type = ChangeState
trigger1 = Time > 51
value = 6001

[State 6089, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 6002

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

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

[State 6100, NotHitBy]
type = NotHitBy
triggerall = var(1) = 1
trigger1 = AnimElemTime(9) = 0
value = SCA
time = 3
ignorehitpause = 1

[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
trigger2 = AnimElemTime(9) = 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) = 0.002
ignorehitpause = 1

[State 6100, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 6100, VarSet];Counter Initialize
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

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

[State 6100, VarSet];Initialize
type = VarSet
trigger1 = AnimTime = 0
trigger1 = fvar(12) != 3
fvar(12) = 0
ignorehitpause = 1

[State 6100, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 41
movetime = 41
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6100, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(6) < 2
flag = NoBG
ignorehitpause = 1

[State 6100, 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 6100, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 0
value = -1000
ignorehitpause = 1

[State 6100, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = 8.5
persistent = 0

[State 6100, Width]
type = Null;Width
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(17) < 0
player = 30,13
ignorehitpause = 1

[State 6100, VelMul]
type = VelMul
trigger1 = var(1) = 0
trigger1 = AnimElemTime(13) >= 0
x = 0.9

[State 6100, VelMul]
type = VelMul
trigger1 = var(1) = 1
trigger1 = AnimElemTime(9) >= 0
x = 0.9

[State 6100, Explod]
type = Explod
trigger1 = AnimElemTime(9) = 0
anim = 10100
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 6100, Reversaldef]
type = ReversalDef
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
reversal.attr = SCA,AA,AP
;attr = S,SA
pausetime = 10,0
sparkno = S10270
sparkxy = 0,-20
hitsound = S1,7
numhits = 0
ignorehitpause = 1

[State 6100, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
trigger1 = AnimElemTime(9) >= 0
attr = A,SA
hitflag = MAF
guardflag = M
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*0),0
getpower = 0,0
givepower = 0,0
pausetime = 30,30
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 72
ground.hittime = 72
guard.hittime = 21
air.hittime = 72
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-4.0,0
guard.velocity = -2
air.velocity = -2.0,-1.5
airguard.velocity = -2.8,-7.5
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 6100, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 46100
persistent = 0
ignorehitpause = 1

[State 6100, TargetBind]
type = TargetBind
trigger1 = var(1) = 1
trigger1 = NumTarget > 0
pos = 50,0
persistent = 0
ignorehitpause = 1

[State 6100, ChangeState]
type = ChangeState
trigger1 = var(1) = 1
trigger1 = AnimElemTime(15) = 2
value = 6101

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

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

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

[State 6101, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
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) = 0.002
ignorehitpause = 1

[State 6101, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 6101, VarAdd];Counter
type = VarAdd
trigger1 = AnimElemTime(9) = 2
var(10) = 1
ignorehitpause = 1

[State 6101, Width]
type = Null;Width
trigger1 = 1
player = 35,13
ignorehitpause = 1

[State 6101, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6101, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 1
trigger2 = AnimElemTime(6) = 1
trigger3 = AnimElemTime(9) = 1
value = s0,0
channel = 1
ignorehitpause = 1

[State 6101, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*2),0
getpower = 0,0
givepower = 5,2
pausetime = 0,4
guard.pausetime = 0,4
sparkno = S10250
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 = 0
air.velocity = 0,0
airguard.velocity = -2.8,-7.5
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 6101, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 9
attr = A,SA
hitflag = MAF
guardflag = 
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*2),1
getpower = 0,0
givepower = 5,2
pausetime = 0,4
guard.pausetime = 0,4
sparkno = S10250
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 = 0
air.velocity = 0,0
airguard.velocity = -2.8,-7.5
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 6101, ChangeState]
type = ChangeState
trigger1 = var(10) = 3
value = 6102

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

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

[State 6102, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
ignorehitpause = 1

[State 6102, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6102, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6102, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.002
ignorehitpause = 1

[State 6102, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 6102, VarAdd];Counter
type = VarAdd
trigger1 = AnimElemTime(9) = 2
var(11) = 1
ignorehitpause = 1

[State 6102, Width]
type = Null;Width
trigger1 = 1
player = 35,13
ignorehitpause = 1

[State 6102, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6102, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 1
trigger2 = AnimElemTime(6) = 1
trigger3 = AnimElemTime(9) = 1
value = s0,0
channel = 1
ignorehitpause = 1

[State 6102, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*5),2
getpower = 0,0
givepower = 5,2
pausetime = 0,4
guard.pausetime = 0,4
sparkno = S10250
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 = 0
air.velocity = 0,0
airguard.velocity = -2.8,-7.5
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 6102, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 6
trigger2 = AnimElem = 9
attr = A,SA
hitflag = MAF
guardflag = 
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*5),2
getpower = 0,0
givepower = 5,2
pausetime = 0,4
guard.pausetime = 0,4
sparkno = S10250
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 = 0
air.velocity = 0,0
airguard.velocity = -2.8,-7.5
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 6102, ChangeState]
type = ChangeState
trigger1 = var(11) = 4
value = 6103

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

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

[State 6103, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
ignorehitpause = 1

[State 6103, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6103, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6103, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.15
ignorehitpause = 1

[State 6103, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 6103, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 6103, VarSet]
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 6103, VarSet];Initialize
type = VarSet
trigger1 = AnimTime = 0
trigger1 = fvar(12) != 3
fvar(12) = 0
ignorehitpause = 1

[State 6103, Width]
type = Null;Width
trigger1 = 1
player = 35,13
ignorehitpause = 1

[State 6103, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6103, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 6103, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*180),6
getpower = 0,0
givepower = 5,2
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10250
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))*-6.5,-5.75
guard.velocity = -6.0
air.velocity = -6.5,-5.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-4.0
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 6103, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

[State 6110, NotHitBy]
type = NotHitBy
triggerall = var(1) = 1
trigger1 = AnimElemTime(9) = 0
value = SCA
time = 3
ignorehitpause = 1

[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
trigger2 = AnimElemTime(9) = 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) = 0.002
ignorehitpause = 1

[State 6110, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 6110, VarSet];Counter Initialize
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

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

[State 6110, VarSet];Initialize
type = VarSet
trigger1 = AnimTime = 0
trigger1 = fvar(12) != 3
fvar(12) = 0
ignorehitpause = 1

[State 6110, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 41
movetime = 41
anim = -1
sound = s4,2
darken = 0
p2defmul = 1

[State 6110, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(6) < 2
flag = NoBG
ignorehitpause = 1

[State 6110, 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 6110, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 0
value = -2000
ignorehitpause = 1

[State 6110, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = 10.0
persistent = 0

[State 6110, Width]
type = Null;Width
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(17) < 0
player = 30,13
ignorehitpause = 1

[State 6110, VelMul]
type = VelMul
trigger1 = var(1) = 0
trigger1 = AnimElemTime(13) >= 0
x = 0.9

[State 6110, VelMul]
type = VelMul
trigger1 = var(1) = 1
trigger1 = AnimElemTime(9) >= 0
x = 0.9

[State 6110, Explod]
type = Explod
trigger1 = AnimElemTime(9) = 0
anim = 10100
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 6110, Reversaldef]
type = ReversalDef
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
reversal.attr = SCA,AA,AP
;attr = S,SA
pausetime = 10,0
sparkno = S10270
sparkxy = 0,-20
hitsound = S1,7
numhits = 0
ignorehitpause = 1

[State 6110, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
trigger1 = AnimElemTime(9) >= 0
attr = A,SA
hitflag = MAF
guardflag = M
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*0),0
getpower = 0,0
givepower = 0,0
pausetime = 30,30
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))*-4.0,0
guard.velocity = -2
air.velocity = -2.0,-1.5
airguard.velocity = -2.8,-7.5
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 6110, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 46100
persistent = 0
ignorehitpause = 1

[State 6110, TargetBind]
type = TargetBind
trigger1 = var(1) = 1
trigger1 = NumTarget > 0
pos = 50,0
persistent = 0
ignorehitpause = 1

[State 6110, ChangeState]
type = ChangeState
trigger1 = var(1) = 1
trigger1 = AnimElemTime(15) = 2
value = 6111

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

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

[Statedef 6111]
type = S
movetype = A
physics = S
anim = 6101
ctrl = 0

[State 6111, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
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) = 0.002
ignorehitpause = 1

[State 6111, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 6111, VarAdd];Counter
type = VarAdd
trigger1 = AnimElemTime(9) = 2
var(10) = 1
ignorehitpause = 1

[State 6111, Width]
type = Null;Width
trigger1 = 1
player = 35,13
ignorehitpause = 1

[State 6111, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6111, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 1
trigger2 = AnimElemTime(6) = 1
trigger3 = AnimElemTime(9) = 1
value = s0,0
channel = 1
ignorehitpause = 1

[State 6111, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*2),0
getpower = 0,0
givepower = 5,2
pausetime = 0,4
guard.pausetime = 0,4
sparkno = S10250
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 = 0
air.velocity = 0,0
airguard.velocity = -2.8,-7.5
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 6111, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 9
attr = A,SA
hitflag = MAF
guardflag = 
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*2),1
getpower = 0,0
givepower = 5,2
pausetime = 0,4
guard.pausetime = 0,4
sparkno = S10250
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 = 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

[State 6111, ChangeState]
type = ChangeState
trigger1 = var(10) = 4
value = 6112

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

[Statedef 6112]
type = S
movetype = A
physics = S
anim = 6102
ctrl = 0

[State 6112, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
ignorehitpause = 1

[State 6112, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6112, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6112, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.002
ignorehitpause = 1

[State 6112, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 6112, VarAdd];Counter
type = VarAdd
trigger1 = AnimElemTime(9) = 2
var(11) = 1
ignorehitpause = 1

[State 6112, Width]
type = Null;Width
trigger1 = 1
player = 35,13
ignorehitpause = 1

[State 6112, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6112, Explod]
type = Explod
trigger1 = Time % 2 = 0
anim = 16112
postype = p1
random = 100,80
pos = 60,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 6112, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 1
trigger2 = AnimElemTime(6) = 1
trigger3 = AnimElemTime(9) = 1
value = s0,0
channel = 1
ignorehitpause = 1

[State 6112, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*5),2
getpower = 0,0
givepower = 5,2
pausetime = 0,4
guard.pausetime = 0,4
sparkno = S10250
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 = 0
air.velocity = 0,0
airguard.velocity = -2.8,-7.5
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 6112, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 6
trigger2 = AnimElem = 9
attr = A,SA
hitflag = MAF
guardflag = 
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*5),2
getpower = 0,0
givepower = 5,2
pausetime = 0,4
guard.pausetime = 0,4
sparkno = S10250
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 = 0
air.velocity = 0,0
airguard.velocity = -2.8,-7.5
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 6112, ChangeState]
type = ChangeState
trigger1 = var(11) = 5
value = 6113

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

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

[State 6113, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
ignorehitpause = 1

[State 6113, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6113, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6113, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.20
ignorehitpause = 1

[State 6113, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 6113, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 6113, VarSet]
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 6113, VarSet];Initialize
type = VarSet
trigger1 = AnimTime = 0
trigger1 = fvar(12) != 3
fvar(12) = 0
ignorehitpause = 1

[State 6113, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6113, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*250),6
getpower = 0,0
givepower = 5,2
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10250
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))*-6.5,-4.0
guard.velocity = -6.0
air.velocity = -6.5,-4.0
airguard.velocity = -2.8,-7.5
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 6113, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

[State 6120, NotHitBy]
type = NotHitBy
triggerall = var(1) = 1
trigger1 = AnimElemTime(9) = 0
value = SCA
time = 3
ignorehitpause = 1

[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
trigger2 = AnimElemTime(9) = 0
var(2) = 0
ignorehitpause = 1

[State 6120, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.002
ignorehitpause = 1

[State 6120, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

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

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

[State 6120, VarSet];Initialize
type = VarSet
trigger1 = AnimTime = 0
trigger1 = fvar(12) != 3
fvar(12) = 0
ignorehitpause = 1

[State 6120, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 41
movetime = 41
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 6120, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(6) < 2
flag = NoBG
ignorehitpause = 1

[State 6120, 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 6120, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 0
value = -3000
ignorehitpause = 1

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

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

[State 6120, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = 13.0
persistent = 0

[State 6120, Width]
type = Null;Width
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(17) < 0
player = 30,13
ignorehitpause = 1

[State 6120, VelMul]
type = VelMul
trigger1 = var(1) = 0
trigger1 = AnimElemTime(13) >= 0
x = 0.9

[State 6120, VelMul]
type = VelMul
trigger1 = var(1) = 1
trigger1 = AnimElemTime(9) >= 0
x = 0.9

[State 6120, Explod]
type = Explod
trigger1 = AnimElemTime(9) = 0
anim = 10100
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 6120, Reversaldef]
type = ReversalDef
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
reversal.attr = SCA,AA,AP
;attr = S,SA
pausetime = 10,0
sparkno = S10270
sparkxy = 0,-20
hitsound = S1,7
numhits = 0
ignorehitpause = 1

[State 6120, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
trigger1 = AnimElemTime(9) >= 0
attr = A,SA
hitflag = MAF
guardflag = M
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*0),0
getpower = 0,0
givepower = 0,0
pausetime = 30,30
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))*-4.0,0
guard.velocity = -2
air.velocity = -2.0,-1.5
airguard.velocity = -2.8,-7.5
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 6120, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 46100
persistent = 0
ignorehitpause = 1

[State 6120, TargetBind]
type = TargetBind
trigger1 = var(1) = 1
trigger1 = NumTarget > 0
pos = 50,0
persistent = 0
ignorehitpause = 1

[State 6120, ChangeState]
type = ChangeState
trigger1 = var(1) = 1
trigger1 = AnimElemTime(15) = 2
value = 6121

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

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

[Statedef 6121]
type = S
movetype = A
physics = S
anim = 6101
ctrl = 0

[State 6121, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
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) = 0.002
ignorehitpause = 1

[State 6121, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 6121, VarAdd];Counter
type = VarAdd
trigger1 = AnimElemTime(9) = 2
var(10) = 1
ignorehitpause = 1

[State 6121, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6121, Width]
type = Null;Width
trigger1 = 1
player = 35,13
ignorehitpause = 1

[State 6121, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6121, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 1
trigger2 = AnimElemTime(6) = 1
trigger3 = AnimElemTime(9) = 1
value = s0,0
channel = 1
ignorehitpause = 1

[State 6121, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*2),0
getpower = 0,0
givepower = 5,2
pausetime = 0,4
guard.pausetime = 0,4
sparkno = S10250
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 = 0
air.velocity = 0,0
airguard.velocity = -2.8,-7.5
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 6121, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 9
attr = A,SA
hitflag = MAF
guardflag = 
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*2),1
getpower = 0,0
givepower = 5,2
pausetime = 0,4
guard.pausetime = 0,4
sparkno = S10250
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 = 0
air.velocity = 0,0
airguard.velocity = -2.8,-7.5
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 6121, ChangeState]
type = ChangeState
trigger1 = var(10) = 6
value = 6122

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

[Statedef 6122]
type = S
movetype = A
physics = S
anim = 6102
ctrl = 0

[State 6122, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
ignorehitpause = 1

[State 6122, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6122, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6122, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.002
ignorehitpause = 1

[State 6122, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 6122, VarAdd];Counter
type = VarAdd
trigger1 = AnimElemTime(9) = 2
var(11) = 1
ignorehitpause = 1

[State 6122, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6122, Width]
type = Null;Width
trigger1 = 1
player = 35,13
ignorehitpause = 1

[State 6122, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6122, Explod]
type = Explod
trigger1 = Time % 2 = 0
anim = 16112
postype = p1
random = 100,80
pos = 60,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 6122, Explod]
type = Explod
trigger1 = Time % 6 = 0
anim = 11300
postype = p1
random = 100,80
pos = 60,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 6122, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 1
trigger2 = AnimElemTime(6) = 1
trigger3 = AnimElemTime(9) = 1
value = s0,0
channel = 1
ignorehitpause = 1

[State 6122, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*5),2
getpower = 0,0
givepower = 5,2
pausetime = 0,4
guard.pausetime = 0,4
sparkno = S10250
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 = 0
air.velocity = 0,0
airguard.velocity = -2.8,-7.5
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 6122, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 6
trigger2 = AnimElem = 9
attr = A,SA
hitflag = MAF
guardflag = 
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*5),2
getpower = 0,0
givepower = 5,2
pausetime = 0,4
guard.pausetime = 0,4
sparkno = S10250
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 = 0
air.velocity = 0,0
airguard.velocity = -2.8,-7.5
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 6122, ChangeState]
type = ChangeState
trigger1 = var(11) = 7
value = 6123

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

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

[State 6123, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
ignorehitpause = 1

[State 6123, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6123, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6123, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.20
ignorehitpause = 1

[State 6123, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

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

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

[State 6123, VarSet];Initialize
type = VarSet
trigger1 = AnimTime = 0
trigger1 = fvar(12) != 3
fvar(12) = 0
ignorehitpause = 1

[State 6123, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6123, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6123, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*370),6
getpower = 0,0
givepower = 5,2
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10250
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))*-6.5,-4.0
guard.velocity = -6.0
air.velocity = -6.5,-4.0
airguard.velocity = -2.8,-7.5
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 6123, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6200]
type = S
movetype = A
physics = S
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];Initialize
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 6200, VarSet];Unguardable
type = VarSet
trigger1 = Time >= 170
var(10) = 1
ignorehitpause = 1

[State 6200, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(3) = 1
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6200, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 1
trigger1 = AnimElemTime(6) < 2
flag = NoBG
ignorehitpause = 1

[State 6200, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 10300
postype = p1
pos = 68,-41
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6200, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 1
value = -1000
ignorehitpause = 1

[State 6200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,6
persistent = 0
ignorehitpause = 1

[State 6200, PlaySnd]
type = PlaySnd
trigger1 = Time >= 60
trigger1 = Time % 15 = 0
value = s3,7
channel = 6
ignorehitpause = 1

[State 6200, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
name = "Spark_6200"
ID = 16200
postype = p1
pos = 17,-160
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16200
persistent = 0
ignorehitpause = 1

[State 6200, Explod]
type = Explod
trigger1 = AnimElemTime(7) = 0
anim = 16202
postype = p1
pos = 18,-148
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5
persistent = 0

[State 6200, ChangeState]
type = ChangeState
trigger1 = command != "holda"
trigger1 = Time >= 61 && Time%16 = 13	;16F–ˆ
trigger2 = var(10) = 1
value = 6201

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

[Statedef 6201]
type = S
movetype = A
physics = S
anim = 6201
ctrl = 0
velset = 0,0

[State 6201, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6201, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6201, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6201, VarSet];Initialize
type = VarSet
trigger1 = AnimTime = 0
var(10) = 0
ignorehitpause = 1

[State 6201, VarSet];Initialize
type = VarSet
trigger1 = AnimTime = 0
trigger1 = fvar(12) != 3
fvar(12) = 0
ignorehitpause = 1

[State 6201, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s3,8
persistent = 0
ignorehitpause = 1

[State 6201, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = AnimElemTime(3) = 0
projID = 16200
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6201, Explod]
type = Explod
trigger1 = var(10) = 1
trigger1 = AnimElemTime(1) = 0
anim = 16206
postype = p1
pos = 18,-148
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5
persistent = 0

[State 6201, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "Spark_6201"
ID = 16205
postype = p1
pos = 115,-55
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16205+var(10)
persistent = 0
ignorehitpause = 1

[State 6201, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
name = "Spark_6201"
ID = 16206
postype = p1
pos = 115,-70
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16205+var(10)
persistent = 0
ignorehitpause = 1

[State 6201, Helper]
type = Helper
trigger1 = AnimElemTime(9) = 0
helpertype = normal
name = "Spark_6201"
ID = 16207
postype = p1
pos = 115,-40
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16205+var(10)
persistent = 0
ignorehitpause = 1

[State 6201, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6210]
type = S
movetype = A
physics = S
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];Initialize
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 6210, VarSet];Unguardable
type = VarSet
trigger1 = Time >= 170
var(10) = 1
ignorehitpause = 1

[State 6210, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(3) = 1
time = 40
movetime = 40
anim = -1
sound = s4,2
darken = 0
p2defmul = 1

[State 6210, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 1
trigger1 = AnimElemTime(6) < 2
flag = NoBG
ignorehitpause = 1

[State 6210, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 10310
postype = p1
pos = 68,-41
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6210, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 1
value = -2000
ignorehitpause = 1

[State 6210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,6
persistent = 0
ignorehitpause = 1

[State 6210, PlaySnd]
type = PlaySnd
trigger1 = Time >= 60
trigger1 = Time % 15 = 0
value = s3,7
channel = 6
ignorehitpause = 1

[State 6210, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
name = "Spark_6210"
ID = 16200
postype = p1
pos = 17,-160
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16200
persistent = 0
ignorehitpause = 1

[State 6210, Explod]
type = Explod
trigger1 = AnimElemTime(7) = 0
anim = 16202
postype = p1
pos = 18,-148
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5
persistent = 0

[State 6210, ChangeState]
type = ChangeState
trigger1 = command != "holdb"
trigger1 = Time >= 61 && Time%16 = 13	;16F–ˆ
trigger2 = var(10) = 1
value = 6211

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

[Statedef 6211]
type = S
movetype = A
physics = S
anim = 6201
ctrl = 0
velset = 0,0

[State 6211, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6211, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6211, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6211, VarSet];Initialize
type = VarSet
trigger1 = AnimTime = 0
var(10) = 0
ignorehitpause = 1

[State 6211, VarSet];Initialize
type = VarSet
trigger1 = AnimTime = 0
trigger1 = fvar(12) != 3
fvar(12) = 0
ignorehitpause = 1

[State 6211, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s3,8
persistent = 0
ignorehitpause = 1

[State 6211, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = AnimElemTime(3) = 0
projID = 16200
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6211, Explod]
type = Explod
trigger1 = var(10) = 1
trigger1 = AnimElemTime(1) = 0
anim = 16206
postype = p1
pos = 18,-148
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5
persistent = 0

[State 6211, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "Spark_6211"
ID = 16215
postype = p1
pos = 115,-55
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16215+var(10)
persistent = 0
ignorehitpause = 1

[State 6211, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
name = "Spark_6211"
ID = 16216
postype = p1
pos = 115,-70
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16215+var(10)
persistent = 0
ignorehitpause = 1

[State 6211, Helper]
type = Helper
trigger1 = AnimElemTime(9) = 0
helpertype = normal
name = "Spark_6211"
ID = 16217
postype = p1
pos = 115,-40
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16215+var(10)
persistent = 0
ignorehitpause = 1

[State 6211, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6220]
type = S
movetype = A
physics = S
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];Initialize
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 6220, VarSet];Unguardable
type = VarSet
trigger1 = Time >= 170
var(10) = 1
ignorehitpause = 1

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

[State 6220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 1
value = s4,4
ignorehitpause = 1

[State 6220, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 1
trigger1 = AnimElemTime(6) < 2
flag = NoBG
ignorehitpause = 1

[State 6220, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 10320
postype = p1
pos = 68,-41
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6220, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 1
value = -3000
ignorehitpause = 1

[State 6220, BGPalFX]
type = BGPalFX
trigger1 = AnimElemTime(3) >= 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,6
persistent = 0
ignorehitpause = 1

[State 6220, PlaySnd]
type = PlaySnd
trigger1 = Time >= 60
trigger1 = Time % 15 = 0
value = s3,7
channel = 6
ignorehitpause = 1

[State 6220, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
name = "Spark_6220"
ID = 16200
postype = p1
pos = 17,-160
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16200
persistent = 0
ignorehitpause = 1

[State 6220, Explod]
type = Explod
trigger1 = AnimElemTime(7) = 0
anim = 16202
postype = p1
pos = 18,-148
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5
persistent = 0

[State 6220, ChangeState]
type = ChangeState
trigger1 = command != "holdc"
trigger1 = Time >= 61 && Time%16 = 13	;16F–ˆ
trigger2 = var(10) = 1
value = 6221

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

[Statedef 6221]
type = S
movetype = A
physics = S
anim = 6201
ctrl = 0
velset = 0,0

[State 6221, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6221, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6221, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6221, VarSet];Initialize
type = VarSet
trigger1 = AnimTime = 0
var(10) = 0
ignorehitpause = 1

[State 6221, VarSet];Initialize
type = VarSet
trigger1 = AnimTime = 0
trigger1 = fvar(12) != 3
fvar(12) = 0
ignorehitpause = 1

[State 6221, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6221, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s3,8
persistent = 0
ignorehitpause = 1

[State 6221, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = AnimElemTime(3) = 0
projID = 16200
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6221, Explod]
type = Explod
trigger1 = var(10) = 1
trigger1 = AnimElemTime(1) = 0
anim = 16206
postype = p1
pos = 18,-148
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5
persistent = 0

[State 6221, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "Spark_6221"
ID = 16225
postype = p1
pos = 115,-55
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16225+var(10)
persistent = 0
ignorehitpause = 1

[State 6221, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
name = "Spark_6221"
ID = 16226
postype = p1
pos = 115,-70
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16225+var(10)
persistent = 0
ignorehitpause = 1

[State 6221, Helper]
type = Helper
trigger1 = AnimElemTime(9) = 0
helpertype = normal
name = "Spark_6221"
ID = 16227
postype = p1
pos = 115,-40
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16225+var(10)
persistent = 0
ignorehitpause = 1

[State 6221, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6300]
type = A
movetype = A
physics = N
anim = 6300
ctrl = 0
velset = 0,0

[State 6300, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6300, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6300, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6300, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(3) = 1
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1
persistent = 0

[State 6300, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 1
flag = NoBG
ignorehitpause = 1

[State 6300, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 10300
postype = p1
pos = -21,-82
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2
persistent = 0

[State 6300, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 1
value = -1000
ignorehitpause = 1

[State 6300, ChangeState]
type = ChangeState
trigger1 = Time >= 41
value = 6301

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

[Statedef 6301]
type = A
movetype = A
physics = N
anim = 6301
ctrl = 0
velset = 0,0

[State 6301, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6301, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6301, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6301, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) < 0
flag = NoBG
ignorehitpause = 1

[State 6301, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6301, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6301, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(3) >= 0
var(17) = 1
ignorehitpause = 1

[State 6301, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6302

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

[Statedef 6302]
type = A
movetype = A
physics = N
anim = 6302
ctrl = 0
velset = -5,-3.5

[State 6302, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6302, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6302, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6302, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = Time > 0
var(16) = 1
ignorehitpause = 1

[State 6302, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = Time < 6
var(17) = 1
ignorehitpause = 1

[State 6302, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time > 5
var(17) = 0
ignorehitpause = 1

[State 6302, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Spark_6302"
ID = 16300
postype = p1
pos = 66,4
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16300
persistent = 0
ignorehitpause = 1

[State 6302, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 16206
postype = p1
pos = 51,-16
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5
persistent = 0

[State 6302, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s3,9
channel = 6
ignorehitpause = 1

[State 6302, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.35

[State 6302, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 6303

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

[Statedef 6303]
type = S
movetype = I
physics = S
anim = 6303
ctrl = 0
velset = 0,0

[State 6303, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6303, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6303, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6303, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 6303, BGPalFX]
type = BGPalFX
trigger1 = PrevStateNo = [6320,6329]
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6303, VarSet];Initialize
type = VarSet
trigger1 = AnimTime = 0
trigger1 = fvar(12) != 3
fvar(12) = 0
ignorehitpause = 1

[State 6303, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6310]
type = A
movetype = A
physics = N
anim = 6300
ctrl = 0
velset = 0,0

[State 6310, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6310, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6310, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6310, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 6310, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(3) = 1
time = 40
movetime = 40
anim = -1
sound = s4,2
darken = 0
p2defmul = 1
persistent = 0

[State 6310, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 1
flag = NoBG
ignorehitpause = 1

[State 6310, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 10310
postype = p1
pos = -23,-79
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2
persistent = 0

[State 6310, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 1
value = -2000
ignorehitpause = 1

[State 6310, ChangeState]
type = ChangeState
trigger1 = Time >= 41
value = 6311

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

[Statedef 6311]
type = A
movetype = A
physics = N
anim = 6301
ctrl = 0
velset = 0,0

[State 6311, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6311, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6311, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6311, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6311, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6311, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(3) >= 0
var(17) = 1
ignorehitpause = 1

[State 6311, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) < 0
flag = NoBG
ignorehitpause = 1

[State 6311, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6312

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

[Statedef 6312]
type = A
movetype = A
physics = N
anim = 6302
ctrl = 0
velset = ifelse(PrevStateNo = 6311,-4,Vel X),ifelse(PrevStateNo = 6311,-4,Vel Y)

[State 6312, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6312, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6312, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6312, VarSet]
type = VarAdd
trigger1 = AnimElemTime(2) = 0
var(10) = 1
ignorehitpause = 1

[State 6312, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = PrevStateNo = 6312
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6312, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = PrevStateNo = 6312
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6312, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = Time > 0
var(16) = 1
ignorehitpause = 1

[State 6312, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = Time < 7
var(17) = 1
ignorehitpause = 1

[State 6312, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time > 6
var(17) = 0
ignorehitpause = 1

[State 6312, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Spark_6302"
ID = 16300+var(10)
postype = p1
pos = 66,4
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16300
persistent = 0
ignorehitpause = 1

[State 6312, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 16206
postype = p1
pos = 51,-16
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5
persistent = 0

[State 6312, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s3,9
channel = 6
ignorehitpause = 1

[State 6312, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.3

[State 6312, ChangeState]
type = ChangeState
trigger1 = var(10) < 3
trigger1 = Time >= 8
value = 6312

[State 6312, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 6303

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

[Statedef 6320]
type = A
movetype = A
physics = N
anim = 6300
ctrl = 0
velset = 0,0

[State 6320, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6320, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6320, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6320, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 6320, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(3) = 1
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0
p2defmul = 1
persistent = 0

[State 6320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s4,4
ignorehitpause = 1

[State 6320, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 1
flag = NoBG
ignorehitpause = 1

[State 6320, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 10320
postype = p1
pos = -21,-83
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2
persistent = 0

[State 6320, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 1
value = -3000
ignorehitpause = 1

[State 6320, BGPalFX]
type = BGPalFX
trigger1 = AnimElemTime(3) >= 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6320, ChangeState]
type = ChangeState
trigger1 = Time >= 41
value = 6321

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

[Statedef 6321]
type = A
movetype = A
physics = N
anim = 6301
ctrl = 0
velset = 0,0

[State 6321, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6321, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6321, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6321, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6321, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6321, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(3) >= 0
var(17) = 1
ignorehitpause = 1

[State 6321, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) < 0
flag = NoBG
ignorehitpause = 1

[State 6321, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6321, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6322

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

[Statedef 6322]
type = A
movetype = A
physics = N
anim = 6302
ctrl = 0
velset = ifelse(PrevStateNo = 6321,-4,Vel X),ifelse(PrevStateNo = 6321,-4,Vel Y)

[State 6322, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6322, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6322, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6322, VarSet]
type = VarAdd
trigger1 = AnimElemTime(2) = 0
var(10) = 1
ignorehitpause = 1

[State 6322, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = PrevStateNo = 6322
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6322, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = PrevStateNo = 6322
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6322, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = Time > 0
var(16) = 1
ignorehitpause = 1

[State 6322, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = Time < 7
var(17) = 1
ignorehitpause = 1

[State 6322, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time > 6
var(17) = 0
ignorehitpause = 1

[State 6322, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6322, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Spark_6302"
ID = 16300+var(10)
postype = p1
pos = 66,4
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16300
persistent = 0
ignorehitpause = 1

[State 6322, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 16206
postype = p1
pos = 51,-16
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5
persistent = 0

[State 6322, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s3,9
channel = 6
ignorehitpause = 1

[State 6322, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.25

[State 6322, ChangeState]
type = ChangeState
trigger1 = var(10) < 5
trigger1 = Time >= 8
value = 6322

[State 6322, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 6303

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

[Statedef 7000]
type = S
movetype = A
physics = S
anim = 7000
ctrl = 0
velset = 0,0
sprpriority = 5

[State 7000, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
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) = 0.3
ignorehitpause = 1

[State 7000, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 7000, VarSet];Level
type = VarSet
trigger1 = AnimElemTime(8) = 0
fvar(12) = 3
ignorehitpause = 1

[State 7000, VarSet];Timer
type = VarSet
trigger1 = AnimElemTime(8) = 0
fvar(11) = 100
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(10) < 4
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 = 1
value = SCA
time = 1
ignorehitpause = 1

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

[State 7000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,11
ignorehitpause = 1

[State 7000, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(8) = 0
time = 20
ampl = -8

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 17000
postype = p1
pos = 0,-40
facing = -1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(8) = 0
anim = 17001
postype = p1
pos = 0,0
facing = -1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(8) = 0
anim = 16202
postype = p1
pos = -40,15
facing = -1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(8) = 0
anim = 16202
postype = p1
pos = 0,15
facing = -1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(8) = 0
anim = 16202
postype = p1
pos = 40,15
facing = -1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 7000, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 0
helpertype = normal
name = "Timer_7000"
ID = 17000
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 17000
persistent = 0
ignorehitpause = 1

[State 7000, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 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)*250),20
getpower = 0,0
givepower = 100,50
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))*-10.0,-5.0
guard.velocity = -2
air.velocity = -10.0,-5.0
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-2.0
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 = 0.4
p1sprpriority = 5

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

