;======================================================================
;======================================================================
; Basic states file for "UNKNOWN"
;======================================================================
;======================================================================

;----------------------------------------------------------------------
; Intro and Matchover
;----------------------------------------------------------------------
;170 		- TimeOver
;180 		- WinPose State Selector
;190 		- Introduction State Selector

[Statedef 170]
type = S
movetype = I
physics = S
anim = 170
ctrl = 0
velset = 0,0

[State 170, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[Statedef 180]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0

[State 180, ChangeState]
type = ChangeState
trigger1 = RoundState != 0
trigger1 = Random % 2 = 0
value = 3000

[State 180, ChangeState]
type = ChangeState
triggerall = RoundState != 0
trigger1 = Random % 2 = 1
value = 3010

[Statedef 190]
type = S
movetype = I
physics = S
anim = 99990
ctrl = 0
velset = 0,0

[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = Invisible

[State 190, ChangeState]
type = ChangeState
trigger1 = Random % 2 = 0
value = 4000

[State 190, ChangeState]
type = ChangeState
trigger1 = Random % 2 = 1
value = 4010

;----------------------------------------------------------------------
; Basic Moves
;----------------------------------------------------------------------

;----------------------------------------------------------------------
; Stand Light Attack

[Statedef 200]
type = S
movetype = A
physics = S
anim = 200
ctrl = 0
poweradd = 20

[State 200, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 1
ignorehitpause = 1

[State 200, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 200, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 200, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.06
ignorehitpause = 1

[State 200, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 30
ignorehitpause = 1

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 200, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 2200
ID = 2000
postype = p1
pos = -29,-33
bindtime = -1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 200, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*18),0
getpower = 25,5
givepower = 8,3
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10200
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 10
ground.hittime = 10
guard.hittime = 9
air.hittime = 10
guard.ctrltime = 9
airguard.ctrltime = 9
ground.velocity = (2.0-fvar(0))*-5,0
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 200, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Stand Medium Attack - Near

[Statedef 210]
type = S
movetype = A
physics = S
anim = 210
ctrl = 0
poweradd = 35

[State 210, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 2
ignorehitpause = 1

[State 210, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 210, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 210, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.07
ignorehitpause = 1

[State 210, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 210, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 2210
ID = 2000
postype = p1
pos = -28,-27
bindtime = -1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 210, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*42),0
getpower = 35,7
givepower = 14,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10210
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 16
ground.hittime = 16
guard.hittime = 14
air.hittime = 16
guard.ctrltime = 14
airguard.ctrltime = 14
ground.velocity = (2.0-fvar(0))*-6,0
guard.velocity = -6
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.5)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Stand Medium Attack - Far

[Statedef 220]
type = S
movetype = A
physics = S
anim = 220
ctrl = 0
poweradd = 35

[State 220, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 2
ignorehitpause = 1

[State 220, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 220, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 220, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.07
ignorehitpause = 1

[State 220, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 220, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 2220
ID = 2000
postype = p1
pos = -10,-43
bindtime = -1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 220, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*44),0
getpower = 35,7
givepower = 14,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10210
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 16
ground.hittime = 16
guard.hittime = 14
air.hittime = 16
guard.ctrltime = 14
airguard.ctrltime = 14
ground.velocity = (2.0-fvar(0))*-6,0
guard.velocity = -6
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 220, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Stand Strong Attack

[Statedef 230]
type = S
movetype = A
physics = S
anim = 230
ctrl = 0
poweradd = 50

[State 230, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 230, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 230, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 230, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.06
ignorehitpause = 1

[State 230, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 230, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,10
channel = 1
ignorehitpause = 1

[State 230, Explod]
type = Explod
trigger1 = AnimElemTime(7) = 0
anim = 15110
ID = 2000
postype = p1
pos = 56,0
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 230, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 7
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*61),0
getpower = 50,15
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-45+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-6,0
guard.velocity = -6
air.velocity = -2.5,5
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-7.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.6

[State 230, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
trigger1 = Target,StateType = A
value = 40271
ignorehitpause = 1

[State 230, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Dash Stand Light Attack

[Statedef 250]
type = S
movetype = A
physics = N
anim = 250
ctrl = 0
velset = 0,0
poweradd = 20

[State 250, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 1
ignorehitpause = 1

[State 250, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 250, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 250, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.06
ignorehitpause = 1

[State 250, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 30
ignorehitpause = 1

[State 250, NotHitBy]
type = NotHitBy
trigger1 = Time < 6
value = SCA
time = 1
ignorehitpause = 1

[State 250, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 250, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 7
ignorehitpause = 1

[State 250, VelMul]
type = VelMul
trigger1 = AnimElemTime(2) >= 0
x = 0.9
ignorehitpause = 1

[State 250, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 2200
ID = 2500
postype = p1
pos = -29,-33
bindtime = -1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 250, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 13
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 1
Trans = Add1
length = 4

[State 250, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*25),0
getpower = 25,5
givepower = 8,3
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10200
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 10
ground.hittime = 10
guard.hittime = 9
air.hittime = 10
guard.ctrltime = 9
airguard.ctrltime = 9
ground.velocity = (2.0-fvar(0))*-5,0
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 250, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Dash Stand Medium Attack

[Statedef 260]
type = S
movetype = A
physics = N
anim = 260
ctrl = 0
velset = 0,0
poweradd = 35

[State 260, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 2
ignorehitpause = 1

[State 260, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 260, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 260, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.07
ignorehitpause = 1

[State 260, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 260, NotHitBy]
type = NotHitBy
trigger1 = Time < 6
value = SCA
time = 1
ignorehitpause = 1

[State 260, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 260, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 2210
ID = 2000
postype = p1
pos = -28,-27
bindtime = 1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 260, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 7
ignorehitpause = 1

[State 260, VelMul]
type = VelMul
trigger1 = AnimElemTime(2) >= 0
x = 0.9
ignorehitpause = 1

[State 260, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 22
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 1
Trans = Add1
length = 4

[State 260, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*44),0
getpower = 35,7
givepower = 14,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10210
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 16
ground.hittime = 16
guard.hittime = 14
air.hittime = 16
guard.ctrltime = 14
airguard.ctrltime = 14
ground.velocity = (2.0-fvar(0))*-2.25,-7.25
guard.velocity = -6
air.velocity = -2.25,ifelse(EnemyNear,Vel Y <= 0,(-7.5+EnemyNear,Vel Y*0.25),-7.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35

[State 260, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Dash Stand Strong Attack

[Statedef 270]
type = S
movetype = A
physics = N
anim = 270
ctrl = 0
velset = 0,0
poweradd = 50

[State 270, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 270, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 270, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 270, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.06
ignorehitpause = 1

[State 270, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 270, NotHitBy]
type = NotHitBy
trigger1 = Time < 6
value = SCA
time = 1
ignorehitpause = 1

[State 270, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,10
channel = 1
ignorehitpause = 1

[State 270, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 7
ignorehitpause = 1

[State 270, VelMul]
type = VelMul
trigger1 = AnimElemTime(2) >= 0
x = 0.9
ignorehitpause = 1

[State 270, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 31
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 1
Trans = Add1
length = 4

[State 270, Explod]
type = Explod
trigger1 = AnimElemTime(7) = 0
anim = 15110
ID = 2000
postype = p1
pos = 56,0
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 270, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 7
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*60),0
getpower = 50,15
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-7,0
guard.velocity = -6
air.velocity = -2.5,5
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.6

[State 270, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
trigger1 = Target,StateType = A
value = 40271
ignorehitpause = 1

[State 270, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Crouch Light Attack

[Statedef 300]
type = C
movetype = A
physics = C
anim = 300
ctrl = 0
poweradd = 20

[State 300, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 1
ignorehitpause = 1

[State 300, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 300, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 300, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.06
ignorehitpause = 1

[State 300, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 300, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 2200
ID = 2000
postype = p1
pos = -7,-17
bindtime = -1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 300, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = C,NA
hitflag = MAF
guardflag = L
animtype = light
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*20),0
getpower = 25,5
givepower = 8,3
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10200
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 10
ground.hittime = 9
guard.hittime = 8
air.hittime = 9
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = (2.0-fvar(0))*-4.25,0
guard.velocity = -4.25
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-3.75+EnemyNear,Vel Y*0.25),-2.75)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-4.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -4.4
guard.cornerpush.veloff = -4.4
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 300, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------------------------------
; Crouch Medium Attack

[Statedef 310]
type = C
movetype = A
physics = C
anim = 310
ctrl = 0
poweradd = 35

[State 310, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 2
ignorehitpause = 1

[State 310, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 310, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 310, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.07
ignorehitpause = 1

[State 310, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 310, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 310, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 2220
ID = 2000
postype = p1
pos = 13,-4
bindtime = -1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 310, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = C,NA
hitflag = MAF
guardflag = L
animtype = Medium
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*41),0
getpower = 35,7
givepower = 14,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10210
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 16
ground.hittime = 16
guard.hittime = 14
air.hittime = 16
guard.ctrltime = 14
airguard.ctrltime = 14
ground.velocity = (2.0-fvar(0))*-6,0
guard.velocity = -6
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-3.75+EnemyNear,Vel Y*0.25),-2.75)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-9.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -4.4
guard.cornerpush.veloff = -4.4
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 310, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------------------------------
; Crouch Strong Attack

[Statedef 320]
type = C
movetype = A
physics = C
anim = 320
ctrl = 0
velset = 0,0
poweradd = 50

[State 320, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 320, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 320, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 320, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.065
ignorehitpause = 1

[State 320, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 320, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = ifelse(var(41)%10 = 0,7.5,9.5)
ignorehitpause = 1

[State 320, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
physics = N
statetype = C
persistent = 0

[State 320, VelMul]
type = VelMul
trigger1 = var(41)%10 = 0
trigger1 = Vel X > 0
trigger1 = AnimElemTime(6) >= 0
x = 0.85
ignorehitpause = 1

[State 320, VelMul]
type = VelMul
trigger1 = var(41)%10 = [1,2]
trigger1 = Vel X > 0
trigger1 = AnimElemTime(10) >= 0
x = 0.7
ignorehitpause = 1

[State 320, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = C,NA
hitflag = MAF
guardflag = L
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*62),0
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*ifelse(var(41)%10 = 0,-3.5,-3),ifelse(var(41)%10 = 0,-3.5,-6)
guard.velocity = -6
air.velocity = -5,ifelse(EnemyNear,Vel Y <= 0,(-4.75+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.6

[State 320, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------------------------------
; Crouch Strong Attack - Boss Only

[Statedef 325]
type = C
movetype = A
physics = C
anim = 320
ctrl = 0
velset = 0,0
poweradd = 50

[State 325, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 325, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 325, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 325, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.065
ignorehitpause = 1

[State 325, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 325, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 325, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = ifelse(var(41)%10 = 0,7.5,9.5)
ignorehitpause = 1

[State 325, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
physics = N
statetype = C
persistent = 0

[State 325, VelMul]
type = VelMul
trigger1 = var(41)%10 = 0
trigger1 = Vel X > 0
trigger1 = AnimElemTime(6) >= 0
x = 0.85
ignorehitpause = 1

[State 325, VelMul]
type = VelMul
trigger1 = var(41)%10 = [1,2]
trigger1 = Vel X > 0
trigger1 = AnimElemTime(10) >= 0
x = 0.7
ignorehitpause = 1

[State 325, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = C,NA
hitflag = MAF
guardflag = L
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*62),0
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-3,-4
guard.velocity = -6
air.velocity = -5,ifelse(EnemyNear,Vel Y <= 0,(-4.75+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.6

[State 325, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------------------------------
; Dash Crouch Light Attack

[Statedef 350]
type = C
movetype = A
physics = N
anim = 350
ctrl = 0
velset = 0
poweradd = 20

[State 350, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 1
ignorehitpause = 1

[State 350, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 350, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 350, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.06
ignorehitpause = 1

[State 350, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 350, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 350, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 2200
ID = 2000
postype = p1
pos = -7,-17
bindtime = -1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 350, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 7
ignorehitpause = 1

[State 350, VelMul]
type = VelMul
trigger1 = AnimElemTime(2) >= 0
x = 0.9
ignorehitpause = 1

[State 350, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 11
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 1
Trans = Add1
length = 4

[State 350, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = C,NA
hitflag = MAF
guardflag = L
animtype = light
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*20),0
getpower = 25,5
givepower = 8,3
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10200
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 10
ground.hittime = 9
guard.hittime = 8
air.hittime = 9
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = (2.0-fvar(0))*-4.25,0
guard.velocity = -4.25
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-3.75+EnemyNear,Vel Y*0.25),-2.75)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-4.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -4.4
guard.cornerpush.veloff = -4.4
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 350, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------------------------------
; Dash Crouch Medium Attack

[Statedef 360]
type = C
movetype = A
physics = N
anim = 360
ctrl = 0
poweradd = 35

[State 360, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 2
ignorehitpause = 1

[State 360, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 360, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 360, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.07
ignorehitpause = 1

[State 360, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 360, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 360, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 2220
ID = 2000
postype = p1
pos = 13,-4
bindtime = -1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 360, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 7
ignorehitpause = 1

[State 360, VelMul]
type = VelMul
trigger1 = AnimElemTime(2) >= 0
x = 0.9
ignorehitpause = 1

[State 360, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 22
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 1
Trans = Add1
length = 4

[State 360, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = C,NA
hitflag = MAF
guardflag = L
animtype = Medium
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*41),0
getpower = 35,7
givepower = 14,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10210
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 16
ground.hittime = 16
guard.hittime = 14
air.hittime = 16
guard.ctrltime = 14
airguard.ctrltime = 14
ground.velocity = (2.0-fvar(0))*-6,0
guard.velocity = -6
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-3.75+EnemyNear,Vel Y*0.25),-2.75)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-9.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -4.4
guard.cornerpush.veloff = -4.4
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 360, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Dash Crouch Strong Attack

[Statedef 370]
type = S
movetype = I
physics = N
ctrl = 0
velset = 4,0
anim = 370
sprpriority = 1

[State 370, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 370, 1]
type = VelSet
trigger1 = AnimElemTime(3) = 0
y = -5.5

[State 370, 1]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
physics = N
statetype = A
persistent = 0

[State 370, 1]
type = VelAdd
trigger1 = AnimElemTime(3) >= 0
y = 0.3

[State 370, CtrlSet]
type = CtrlSet
trigger1 = Time > 17
value = 1
ignorehitpause = 1

[State 370, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 50
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 1
Trans = Add1
length = 4

[State 370, 3]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
trigger1 = Pos Y >= 0
value = 371

;---------------------------------------------------------------------------
; Dash Crouch Strong Attack

[Statedef 371]
type = S
movetype = I
physics = S
ctrl = 0
anim = 47

[State 371, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 371, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 371, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 371, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,1
channel = 3

[State 371, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Ariel Light Attack

[Statedef 400]
type = A
movetype = A
physics = A
anim = 400
ctrl = 0
poweradd = 20

[State 400, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 1
ignorehitpause = 1

[State 400, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 400, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 400, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.06
ignorehitpause = 1

[State 400, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 30
ignorehitpause = 1

[State 400, VelSet]
type = VelSet
trigger1 = PrevStateNo = [110,115]
trigger1 = Time = 0
x = Vel X / 1.5

[State 400, VarSet]
type = VarSet
trigger1 = PrevStateNo = 370
var(34) = 1

[State 400, StateTypeSet]
type = StateTypeSet
trigger1 = PrevStateNo = 370
trigger1 = Time = 0
trigger2 = var(34) = 1
trigger2 = Time = 0
statetype = A
physics = N

[State 400, VelAdd]
type = VelAdd
trigger1 = var(34) = 1
y = 0.25

[State 400, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 400, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 400, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 1
anim = 2400
postype = p1
pos = -7,-28
bindtime = -1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 400, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = light
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*22),0
getpower = 25,5
givepower = 8,3
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10200
guard.sparkno = S10270
sparkxy = -30+random%20,-30+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 10
ground.hittime = 10
guard.hittime = 9
air.hittime = 10
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = (2.0-fvar(0))*-3,0
guard.velocity = -3
air.velocity = -1.5,ifelse(EnemyNear,Vel Y <= 0,(-3.75+EnemyNear,Vel Y*0.25),-3.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-0.2
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 400, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

[State 400, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 1

;----------------------------------------------------------------------
; Ariel Medium Attack

[Statedef 410]
type = A
movetype = A
physics = A
anim = 410
ctrl = 0
poweradd = 35

[State 410, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 2
ignorehitpause = 1

[State 410, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 410, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 410, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 410, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 410, VelSet]
type = VelSet
trigger1 = PrevStateNo = [110,115]
trigger1 = Time = 0
x = Vel X / 1.5

[State 410, VarSet]
type = VarSet
trigger1 = PrevStateNo = 370
var(34) = 1

[State 410, StateTypeSet]
type = StateTypeSet
trigger1 = PrevStateNo = 370
trigger1 = Time = 0
trigger2 = var(34) = 1
trigger2 = Time = 0
statetype = A
physics = N

[State 410, VelAdd]
type = VelAdd
trigger1 = var(34) = 1
y = 0.25

[State 410, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 410, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 410, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 1
anim = 2410
postype = p1
pos = 4,-6
bindtime = -1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 410, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = Medium
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*43),0
getpower = 35,7
givepower = 14,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10210
guard.sparkno = S10270
sparkxy = -30+random%20,-30+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 16
ground.hittime = 16
guard.hittime = 14
air.hittime = 16
guard.ctrltime = 14
airguard.ctrltime = 14
ground.velocity = (2.0-fvar(0))*-5,0
guard.velocity = -3
air.velocity = -3.5,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-2.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-0.2
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 410, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

[State 410, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 1

;----------------------------------------------------------------------
; Ariel Strong Attack

[Statedef 420]
type = A
movetype = A
physics = A
anim = 420
ctrl = 0
poweradd = 50

[State 420, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 420, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 420, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 420, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.025
ignorehitpause = 1

[State 420, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 420, VarSet]
type = VarSet
trigger1 = Time = 0
var(31) = 0
ignorehitpause = 1

[State 420, VarSet]
type = VarSet
trigger1 = Time = 0
var(33) = 0
ignorehitpause = 1

[State 420, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(31) = 1
ignorehitpause = 1

[State 420, VarAdd]
type = VarAdd
trigger1 = var(31) > 0
var(33) = 1
ignorehitpause = 0

[State 420, VelSet]
type = VelSet
trigger1 = PrevStateNo = [110,115]
trigger1 = Time = 0
x = Vel X / 1.5

[State 420, VarSet]
type = VarSet
trigger1 = PrevStateNo = 370
var(34) = 1

[State 420, StateTypeSet]
type = StateTypeSet
trigger1 = PrevStateNo = 370
trigger1 = Time = 0
trigger2 = var(34) = 1
trigger2 = Time = 0
statetype = A
physics = N

[State 420, VelAdd]
type = VelAdd
trigger1 = var(34) = 1
y = 0.25

[State 420, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 420, PlaySnd]
type = PlaySnd
trigger1 = var(41)%10 = 0
trigger1 = AnimElemTime(6) = 0
trigger2 = var(41)%10 = [1,2]
trigger2 = AnimElemTime(5) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 420, HitEffects]
type = Helper
trigger1 = AnimElemTime(6) = 1
helpertype = normal
name = "HitSpark"
postype = p1
pos = 7,23
pausemovetime = 0
supermovetime = 0
stateno = 10420
ID = 10420
persistent = 0
ignorehitpause = 1

[State 420, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(31) < 3
trigger1 = var(33) = 0
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*22),0
getpower = 35,7
givepower = 14,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -10+random%20,30+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5,0
guard.velocity = -3
air.velocity = -1.5,ifelse(EnemyNear,Vel Y <= 0,(-3.0+EnemyNear,Vel Y*0.25),-3.0)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-0.2
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
persistent = 0

[State 420, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(31) < 3
triggerall = var(33) != 0
trigger1 = var(33)%7 = 0
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*22),0
getpower = 35,7
givepower = 14,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -10+random%20,30+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5,0
guard.velocity = -3
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(0.8+EnemyNear,Vel Y*0.25),-2.6)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-0.2
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35

[State 420, MoveHitReset]
type = MoveHitReset
trigger1 = MoveReversed
ignorehitpause = 1

[State 420, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

[State 420, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 1

;----------------------------------------------------------------------
; Ariel Strong Attack

[Statedef 430]
type = A
movetype = A
physics = A
anim = 430
ctrl = 0
poweradd = 50

[State 430, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 430, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 430, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 430, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 430, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40+ifelse((var(41)%10 = [1,2]),20,0)
ignorehitpause = 1

[State 430, VelSet]
type = VelSet
trigger1 = PrevStateNo = [110,115]
trigger1 = Time = 0
x = Vel X / 1.5

[State 430, VarSet]
type = VarSet
trigger1 = PrevStateNo = 370
var(34) = 1

[State 430, StateTypeSet]
type = StateTypeSet
trigger1 = PrevStateNo = 370
trigger1 = Time = 0
trigger2 = var(34) = 1
trigger2 = Time = 0
statetype = A
physics = N

[State 430, VelAdd]
type = VelAdd
trigger1 = var(34) = 1
y = 0.25

[State 430, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 430, PlaySnd]
type = PlaySnd
trigger1 = var(41)%10 = 0
trigger1 = AnimElemTime(6) = 0
trigger2 = var(41)%10 = [1,2]
trigger2 = AnimElemTime(5) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 430, HitEffects]
type = Helper
trigger1 = AnimElemTime(6) = 1
helpertype = normal
postype = p1
pos = 45,-32
pausemovetime = 0
supermovetime = 0
stateno = 10430
ID = 10430
persistent = 0
ignorehitpause = 1

[State 430, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*60),0
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -10+random%20,-30+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5,0
guard.velocity = -3
air.velocity = -8,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-0.2
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1

[State 430, TargetState]
type = TargetState
trigger1 = var(41) = [1,2]
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
trigger1 = Target,StateType = A
value = 45000
ignorehitpause = 1

[State 430, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

[State 430, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 1

;----------------------------------------------------------------------
; Ariel Light Attack

[Statedef 450]
type = A
movetype = A
physics = N
anim = 400
ctrl = 0
poweradd = 20

[State 450, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 1
ignorehitpause = 1

[State 450, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 450, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 450, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.06
ignorehitpause = 1

[State 450, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 30
ignorehitpause = 1

[State 450, VelMul]
type = VelMul
trigger1 = var(32) = 1
trigger1 = Vel X != 0
x = 0.9

[State 450, VelMul]
type = VelMul
trigger1 = var(32) = 1
trigger1 = Vel Y != 0
y = 0.9

[State 450, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 450, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 450, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 1
anim = 2400
postype = p1
pos = -7,-28
bindtime = -1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 450, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = light
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*22),0
getpower = 25,5
givepower = 8,3
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10200
guard.sparkno = S10270
sparkxy = -30+random%20,-30+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 10
ground.hittime = 10
guard.hittime = 9
air.hittime = 10
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = (2.0-fvar(0))*-3,0
guard.velocity = -3
air.velocity = -1.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-0.2
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 450, StateTypeSet]
type = StateTypeSet
trigger1 = var(32) = 2
physics = A
ignorehitpause = 1

[State 450, ChangeState]
type = ChangeState
trigger1 = var(32) != 2
trigger1 = AnimTime = 0
value = 701

[State 450, ChangeState]
type = ChangeState
trigger1 = var(32) = 2
trigger1 = AnimTime = 0
value = 53
ctrl = 1

;----------------------------------------------------------------------
; Ariel Medium Attack

[Statedef 460]
type = A
movetype = A
physics = N
anim = 410
ctrl = 0
poweradd = 35

[State 460, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 2
ignorehitpause = 1

[State 460, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 460, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 460, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 460, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 460, VelMul]
type = VelMul
trigger1 = var(32) = 1
trigger1 = Vel X != 0
x = 0.9

[State 460, VelMul]
type = VelMul
trigger1 = var(32) = 1
trigger1 = Vel Y != 0
y = 0.9

[State 460, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 460, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 460, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 1
anim = 2410
postype = p1
pos = 4,-6
bindtime = -1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 460, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = Medium
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*43),0
getpower = 35,7
givepower = 14,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10210
guard.sparkno = S10270
sparkxy = -30+random%20,-30+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 16
ground.hittime = 16
guard.hittime = 14
air.hittime = 16
guard.ctrltime = 14
airguard.ctrltime = 14
ground.velocity = (2.0-fvar(0))*-5,0
guard.velocity = -3
air.velocity = -3.5,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-2.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-0.2
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 460, StateTypeSet]
type = StateTypeSet
trigger1 = var(32) = 2
physics = A
ignorehitpause = 1

[State 460, ChangeState]
type = ChangeState
trigger1 = var(32) != 2
trigger1 = AnimTime = 0
value = 701

[State 460, ChangeState]
type = ChangeState
trigger1 = var(32) = 2
trigger1 = AnimTime = 0
value = 53
ctrl = 1

;----------------------------------------------------------------------
; Ariel Strong Attack

[Statedef 470]
type = A
movetype = A
physics = N
anim = 420
ctrl = 0
poweradd = 50

[State 470, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 470, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 470, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 470, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.025
ignorehitpause = 1

[State 470, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 470, VarSet]
type = VarSet
trigger1 = Time = 0
var(31) = 0
ignorehitpause = 1

[State 470, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(31) = 1
ignorehitpause = 1

[State 470, VelMul]
type = VelMul
trigger1 = var(32) = 1
trigger1 = Vel X != 0
x = 0.9

[State 470, VelMul]
type = VelMul
trigger1 = var(32) = 1
trigger1 = Vel Y != 0
y = 0.9

[State 470, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 470, PlaySnd]
type = PlaySnd
trigger1 = var(41)%10 = 0
trigger1 = AnimElemTime(6) = 0
trigger2 = var(41)%10 = [1,2]
trigger2 = AnimElemTime(5) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 470, HitEffects]
type = Helper
trigger1 = AnimElemTime(6) = 1
helpertype = normal
name = "HitSpark"
postype = p1
pos = 7,23
pausemovetime = 0
supermovetime = 0
stateno = 10420
ID = 10470
persistent = 0
ignorehitpause = 1

[State 470, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(31) < 3
trigger1 = Time % 2 = 0
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*22),0
getpower = 35,7
givepower = 14,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -10+random%20,30+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5,0
guard.velocity = -3
air.velocity = -1.5,ifelse(EnemyNear,Vel Y <= 0,(-3.0+EnemyNear,Vel Y*0.25),-3.0)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-0.2
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 470, StateTypeSet]
type = StateTypeSet
trigger1 = var(32) = 2
physics = A
ignorehitpause = 1

[State 470, ChangeState]
type = ChangeState
trigger1 = var(32) != 2
trigger1 = AnimTime = 0
value = 701

[State 470, ChangeState]
type = ChangeState
trigger1 = var(32) = 2
trigger1 = AnimTime = 0
value = 53
ctrl = 1

;----------------------------------------------------------------------
; Ariel Strong Attack

[Statedef 480]
type = A
movetype = A
physics = N
anim = 430
ctrl = 0
poweradd = 50

[State 480, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 480, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 480, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 480, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 480, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40+ifelse((var(41)%10 = [1,2]),20,0)
ignorehitpause = 1

[State 480, VelMul]
type = VelMul
trigger1 = Vel X != 0
trigger1 = var(32) = 1
x = 0.9

[State 480, VelMul]
type = VelMul
trigger1 = Vel Y != 0
trigger1 = var(32) = 1
y = 0.9

[State 480, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 480, PlaySnd]
type = PlaySnd
trigger1 = var(41)%10 = 0
trigger1 = AnimElemTime(6) = 0
trigger2 = var(41)%10 = [1,2]
trigger2 = AnimElemTime(5) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 480, HitEffects]
type = Helper
trigger1 = AnimElemTime(6) = 1
helpertype = normal
postype = p1
pos = 45,-32
pausemovetime = 0
supermovetime = 0
stateno = 10430
ID = 10480
persistent = 0
ignorehitpause = 1

[State 480, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = var(1) = 0
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*60),0
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -10+random%20,-30+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5,0
guard.velocity = -3
air.velocity = -8,ifelse(EnemyNear,Vel Y <= 0,(-3.0+EnemyNear,Vel Y*0.25),-3.0)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-0.2
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1

[State 480, TargetState]
type = TargetState
trigger1 = var(41) = [1,2]
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
trigger1 = Target,StateType = A
value = 45000
ignorehitpause = 1

[State 480, StateTypeSet]
type = StateTypeSet
trigger1 = var(32) = 2
physics = A
ignorehitpause = 1

[State 480, ChangeState]
type = ChangeState
trigger1 = var(32) != 2
trigger1 = AnimTime = 0
value = 701

[State 480, ChangeState]
type = ChangeState
trigger1 = var(32) = 2
trigger1 = AnimTime = 0
value = 53
ctrl = 1

;----------------------------------------------------------------------
; Throw - Start

[Statedef 500]
type = S
movetype = A
physics = S
anim = 500
ctrl = 0
getpower = 70

[State 500, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 500, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 500, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 500, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 500, VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 500, Helper]
type = Helper
trigger1 = AnimElemTime(2) = 0
helpertype = normal
name = "Clsn"
postype = p1
pos = 20,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 10500
ID = 10500
ignorehitpause = 1

[State 500, ChangeState]
type = ChangeState
trigger1 = var(12) = 1
value = 510

[State 500, ChangeState]
type = ChangeState
trigger1 = var(12) = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Throw - Wait

[Statedef 510]
type = S
movetype = A
physics = S
anim = 510
ctrl = 0

[State 510, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 510, Turn]
type = Turn
trigger1 = P2Dist X < -10

[State 510, ChangeState]
type = ChangeState
trigger1 = var(12) = 2
value = 511

;----------------------------------------------------------------------
; Throw - Finish

[Statedef 511]
type = S
movetype = A
physics = S
anim = 511
ctrl = 0

[State 511, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Ariel Throw - Start

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

[State 520, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 520, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 520, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 520, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 520, Hitdef]
type = Hitdef
trigger1 = AnimElem = 2
attr = A,NT
hitflag = A-
guardflag = 
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
priority = 1, Miss
damage = 0,0
getpower = 70,0
givepower = 50,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = -1
sparkxy = -8,-70
hitsound = S1,8
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1facing = 1
p2facing = 1
p1stateno = 530
p2stateno = 40530
p1sprpriority = 1
p2sprpriority = 0
guard.dist = 0

[State 520, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 430

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

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

[State 530, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.5
ignorehitpause = 1

[State 530, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
pos = 22,0

[State 530, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
pos = 25,-4

[State 530, TargetState]
type = TargetState
trigger1 = AnimElemTime(5) = 0
value = 40531

[State 530, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(5) = 0
value = ceil(-100*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 1

[State 530, Projectile]
type = Projectile
trigger1 = AnimElemTime(5) = 0
projID = 31500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 530, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 531
ctrl = 0

[Statedef 531]
type = A
physics = A
anim = 48

[State 531, Turn]
type = Turn
trigger1 = ceil(P2Dist X) < -10

[State 531, 2]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; Instant Charge

[Statedef 600]
type = S
movetype = A
physics = S
anim = 600
ctrl = 0
velset = 0,0

[State 600, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
ignorehitpause = 1

[State 600, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 600, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 600, Pause]
type = Pause 
trigger1 = Time = 0
time = 30
movetime = 30
ignorehitpause = 1

[State 600, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 600, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 600, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 600, VarSet]
type = Null;VarSet
trigger1 = Time = 0
fvar(2) = fvar(2)*(1.0-fvar(1))
ignorehitpause = 1

[State 600, VarSet];Damage Correction
type = VarAdd
trigger1 = Time = 0
trigger1 = fvar(16) = 3
fvar(2) = fvar(15)/200
persistent = 0
ignorehitpause = 1

[State 600, VarSet];RainForce Gauge initialize
type = VarSet
trigger1 = Time = 1
fvar(15) = 0
ignorehitpause = 1

[State 600, VarSet];Flicker Instant Charge Flag initialize
type = VarSet
trigger1 = Time = 2
trigger1 = var(16) = 1
var(16) = 0
ignorehitpause = 1

[State 600, VarSet];Correction
type = Null;VarSet
trigger1 = Time = 2
fvar(18) = 1
ignorehitpause = 1

[State 600, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,3
ignorehitpause = 1

[State 600, Explod]
type = Explod
trigger1 = Time = 0
anim = 10600
postype = p1
pos = 0,0
facing = 1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 600, Explod]
type = Explod
trigger1 = Time = 0
anim = 10601
postype = p1
pos = 0,0
facing = 1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 600, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Instant Charge

[Statedef 610]
type = A
movetype = A
physics = N
anim = 610
ctrl = 0

[State 610, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
ignorehitpause = 1

[State 610, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 610, Pause]
type = Pause 
trigger1 = Time = 0
time = 30
movetime = 30
ignorehitpause = 1

[State 610, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 610, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 610, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 610, VarSet]
type = Null;VarSet
trigger1 = Time = 0
fvar(2) = fvar(2)*(1.0-fvar(1))
ignorehitpause = 1

[State 610, VarSet];Damage Correction
type = VarAdd
trigger1 = Time = 0
trigger1 = fvar(16) = 3
fvar(2) = fvar(15)/200
persistent = 0
ignorehitpause = 1

[State 610, VarSet];RainForce Gauge initialize
type = VarSet
trigger1 = Time = 1
fvar(15) = 0
ignorehitpause = 1

[State 610, VarSet];Flicker Instant Charge Flag initialize
type = VarSet
trigger1 = Time = 2
trigger1 = var(16) = 1
var(16) = 0
ignorehitpause = 1

[State 610, VarSet];Correction
type = Null;VarSet
trigger1 = Time = 2
fvar(18) = 1
ignorehitpause = 1

[State 610, VarSet];Air Jump flag initialize
type = Null;VarSet
trigger1 = Time = 0
var(5) = 0

[State 610, VarSet];Air Dash flag initialize
type = VarSet
trigger1 = Time = 0
var(7) = 0

[State 610, VarSet];Save Velocity
type = VarSet
trigger1 = Time = 0
fvar(20) = Vel X
ignorehitpause = 1

[State 610, VarSet];Save Velocity
type = VarSet
trigger1 = Time = 0
fvar(21) = Vel Y
ignorehitpause = 1

[State 610, VelSet]
type = VelSet
trigger1 = Time = 1
x = 0
y = 0

[State 610, VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = fvar(20)
y = fvar(21)

[State 610, StateTypeSet]
type = StateTypeSet
trigger1 = AnimTime = 0
statetype = A
physics = A

[State 610, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,3
ignorehitpause = 1

[State 610, Explod]
type = Explod
trigger1 = Time = 0
anim = 10600
postype = p1
pos = 0,-40
facing = 1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 610, Explod]
type = Explod
trigger1 = Time = 0
anim = 10601
postype = p1
pos = 0,0
facing = 1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 610, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 1

;---------------------------------------------------------------------------
; Intro

[Statedef 4000]
type = S
movetype = I
physics = S
anim = 99990
ctrl = 0
velset = 0,0

[State 4000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 4000, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0

[State 4000, VarSet]
type = VarSet
trigger1 = Time = 0
var(11) = 0

[State 4000, VarSet]
type = VarSet
trigger1 = var(10) = 1
var(11) = 1

[State 4000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4000, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Dummy_4000"
postype = p1
pos = ceil(P2Dist X)+30,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 14000
ID = 14000
ignorehitpause = 1

[State 4000, ChangeState]
type = ChangeState
trigger1 = var(10) = 1
value = 0
ctrl = 0

;---------------------------------------------------------------------------
; Intro 2

[Statedef 4010]
type = S
movetype = I
physics = S
anim = 4010
ctrl = 0
velset = 0,0

[State 4010, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 4010, Helper]
type = Helper
trigger1 = Time = 0
trigger2 = Time = 10
trigger3 = Time = 20
trigger4 = Time = 30
trigger5 = Time = 40
helpertype = normal
name = "Dummy_4010"
postype = p1
pos = 40-random%80,5
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 14010
ID = 14010
ignorehitpause = 1

[State 4010, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time = 10
trigger3 = Time = 20
trigger4 = Time = 30
trigger5 = Time = 40
value = s3,1
channel = 7
ignorehitpause = 1

[State 4010, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0

[State 4010, VarAdd]
type = VarAdd
trigger1 = var(10) < 256
trigger1 = Time > 40
var(10) = 16

[State 4010, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = var(10),256-var(10)

[State 4010, ChangeState]
type = ChangeState
trigger1 = Time > 90
value = 4011
ctrl = 0

;---------------------------------------------------------------------------
; Intro 2

[Statedef 4011]
type = S
movetype = I
physics = S
anim = 4011
ctrl = 0
velset = 0,0

[State 4011, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 4011, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 0

;---------------------------------------------------------------------------
; WinPose 1

[Statedef 3000]
type = S
movetype = I
physics = S
anim = 3000
ctrl = 0
velset = 0,0

[State 3000, AssertSpecial]
type = AssertSpecial
trigger1 = Time < 120
flag = RoundNotOver

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(10) = 0
value = s3,14

;----------------------------------------------------------------------
; WinPose 2

[Statedef 3010]
type = A
movetype = I
physics = N
anim = 3010
ctrl = 0
velset = 0,0

[State 3010, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 3010, AssertSpecial]
type = AssertSpecial
trigger1 = Time < 120
flag = RoundNotOver

[State 3010, VelSet]
type = VelSet
trigger1 = Time = 0
y = -5.0

[State 3010, VelAdd]
type = VelAdd
trigger1 = Time > 5
trigger1 = Vel Y < 0
y = 0.2

[State 3010, VelSet]
type = VelSet
trigger1 = Time = 15
y = 0

