;======================================================================
;======================================================================
; EX Mode states file for "Nayuki Minase"
;======================================================================
;======================================================================

;----------------------------------------------------------------------
; Basic Move 
;----------------------------------------------------------------------

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

[Statedef 100310]
type = C
movetype = A
physics = C
anim = 100310
ctrl = 0
poweradd = 35

[State 100310, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 2
ignorehitpause = 1

[State 100310, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 100310, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 100310, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.055
ignorehitpause = 1

[State 100310, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 100310, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 100310, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 100310, 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)*43),0
getpower = 35,7
givepower = 15,5
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 = 16
ground.velocity = -5.25,0
guard.velocity = -5.25
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-0.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-5.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -5.0
guard.cornerpush.veloff = -5.0
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 100310, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[Statedef 100320]
type = C
movetype = A
physics = S
anim = 100320
ctrl = 0
poweradd = 50

[State 100320, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 100320, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 100320, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 100320, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.03
ignorehitpause = 1

[State 100320, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 100320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 100320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 100320, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 100320, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 5
attr = S,SA
hitflag = MAF
guardflag = LA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*30),0
getpower = 50,25
givepower = 25,15
pausetime = 5,10
guard.pausetime = 5,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-30+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 30
ground.hittime = 30
guard.hittime = 21
air.hittime = 21
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,ifelse(EnemyNear,Vel Y <= 0,(-3.5+EnemyNear,Vel Y*0.25),-1.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-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 100320, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 9
attr = S,SA
hitflag = MAF
guardflag = LA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*25),0
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-30+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 30
ground.hittime = 30
guard.hittime = 21
air.hittime = 21
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = 0,-5
guard.velocity = 3.5
air.velocity = 0,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-3.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-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 = 0.4

[State 100320, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[Statedef 100360]
type = C
movetype = A
physics = N
anim = 100360
ctrl = 0
poweradd = 50

[State 100360, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 100360, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 100360, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 100360, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.15
ignorehitpause = 1

[State 100360, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 100360, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 2

[State 100360, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
y = -7
ignorehitpause = 1

[State 100360, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) >= 0
y = Const(Movement.yaccel)*1.5

[State 100360, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
statetype = A
ignorehitpause = 1

[State 100360, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) >= 0
trigger1 = Pos Y >= 0
value = 100361

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

[Statedef 100361]
type = C
movetype = A
physics = C
anim = 100361
ctrl = 0
velset = 0,0

[State 100361, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 100361, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = Time = 0
attr = C,NA
hitflag = MAF
guardflag = H
animtype = back
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*70),0
getpower = 50,15
givepower = 15,5
pausetime = 10,0
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 28
ground.hittime = 28
guard.hittime = 21
air.hittime = 28
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -5,0
guard.velocity = -5
air.velocity = 0,6
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-5.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -5.0
guard.cornerpush.veloff = -5.0
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 100361, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 100361, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[Statedef 101000]
type = S
movetype = A
physics = S
anim = 101000
ctrl = 0
velset = 0,0

[State 101000, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 101000, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 101000, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 101000, ReversalDef]
type = ReversalDef
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) < 0
reversal.attr = SA, NA, SA, HA, AA
attr = S,SA
pausetime = 30,30
sparkno = S10260
hitsound = s1,7
p1stateno = 101001

[State 101000, ChangeState] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 101001]
type = S
movetype = A
physics = S
anim = 101001
ctrl = 0
poweradd = 100

[State 101001, VarSet];Hitsound and effects select
type = VarSet
trigger1 = AnimElemTime(2) = 0
var(0) = 3
ignorehitpause = 1

[State 101001, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 101001, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 101001, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 101001, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 101001, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 101001, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 101001, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 101001, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 2
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*95),0
getpower = 50,25
givepower = 20,10
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-60+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -6.5,-5
guard.velocity = -6.5
air.velocity = -6.5,ifelse(EnemyNear,Vel Y <= 0,(-6.25+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-7.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -7.0
guard.cornerpush.veloff = -7.0
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
p2stateno = 45000

[State 101001, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 101010]
type = S
movetype = A
physics = S
anim = 101010
ctrl = 0
velset = 0,0

[State 101010, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 101010, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 101010, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 101010, ReversalDef]
type = ReversalDef
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) < 0
reversal.attr = SA, NA, SA, HA, AA
attr = S,SA
pausetime = 30,30
sparkno = S10260
hitsound = s1,7
p1stateno = 101001

[State 101010, ChangeState] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 101020]
type = S
movetype = A
physics = S
anim = 101020
ctrl = 0
poweradd = 100

[State 101020, VarSet];Hitsound and effects select
type = VarSet
trigger1 = AnimElemTime(2) = 0
var(0) = 3
ignorehitpause = 1

[State 101020, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 101020, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 101020, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 101020, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 101020, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 101020, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 101020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0

[State 101020, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 101020, 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 101020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(11) = 0
trigger3 = AnimElemTime(18) = 0
trigger4 = AnimElemTime(25) = 0
value = s3,2
channel = 1
ignorehitpause = 1

[State 101020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
trigger2 = AnimElemTime(14) = 0
trigger3 = AnimElemTime(21) = 0
trigger4 = AnimElemTime(28) = 0
value = s3,3
channel = 1
ignorehitpause = 1

[State 101020, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 101020, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 101020, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
trigger2 = AnimElem = 11
trigger3 = AnimElem = 18
trigger4 = AnimElem = 25
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*22),3
getpower = 10,25
givepower = 20,10
pausetime = 3,10
guard.pausetime = 3,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-60+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,ifelse(EnemyNear,Vel Y <= 0,(-6.25+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 101020, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 7
trigger2 = AnimElem = 14
trigger3 = AnimElem = 21
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*22),3
getpower = 10,25
givepower = 20,10
pausetime = 3,10
guard.pausetime = 3,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-60+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,ifelse(EnemyNear,Vel Y <= 0,(-6.25+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 101020, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 28
attr = S,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 = 5,5
guard.pausetime = 5,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-30+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 30
ground.hittime = 30
guard.hittime = 21
air.hittime = 21
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = 0,-3
guard.velocity = 3.5
air.velocity = 0,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-3.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 101020, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 101100]
type = S
movetype = A
physics = S
anim = 1100
ctrl = 0
poweradd = 100
velset = 0,0

[State 101100, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 101100, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 101100, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 101100, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 101100, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 101100, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 101100, VarSet]
type = VarSet
trigger1 = AnimElemTime(3) >= 0
trigger1 = command = "a"
trigger1 = command = "holddown"
var(10) = 1
ignorehitpause = 1

[State 101100, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,0
channel = 1
ignorehitpause = 1

[State 101100, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 101100, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = -6
ignorehitpause = 1

[State 101100, VelSet]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = Const(Movement.yaccel)

[State 101100, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 101100, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 101100, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*50),10
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 21
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -0.5,-7
guard.velocity = -5
air.velocity = -0.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.5)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-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 101100, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) >= 0
trigger1 = Pos Y >= 0
value = 52

;----------------------------------------------------------------------
; 623 + A -> 2 + A

[Statedef 101101]
type = A
movetype = A
physics = N
anim = 101101
ctrl = 0
velset = 1.75,-3

[State 101101, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 101101, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 101101, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 101101, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 101101, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 101101, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 101101, VelSet]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = Const(Movement.yaccel)

[State 101101, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,1
channel = 1
ignorehitpause = 1

[State 101101, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = S,SA
hitflag = MAF
guardflag = HA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*35),10
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 21
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -2,6
guard.velocity = -5
air.velocity = -2,6
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-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 = 0.6

[State 101101, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) >= 0
trigger1 = Pos Y >= 0
value = 52

[State 101101, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

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

[Statedef 101110]
type = S
movetype = A
physics = S
anim = 1110
ctrl = 0
poweradd = 100
velset = 0,0

[State 101110, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 101110, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 101110, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 101110, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 101110, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 55
ignorehitpause = 1

[State 101110, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,0
channel = 1
ignorehitpause = 1

[State 101110, VarSet]
type = VarSet
trigger1 = AnimElemTime(3) >= 0
trigger1 = command = "b"
trigger1 = command = "holddown"
var(10) = 1
ignorehitpause = 1

[State 101110, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 101110, NotHitBy]
type = NotHitBy
trigger1 = Time < 5
value = SCA
time = 1
ignorehitpause = 1

[State 101110, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 1.35
y = -7.5
ignorehitpause = 1

[State 101110, VelSet]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = Const(Movement.yaccel)

[State 101110, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 101110, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 101110, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*60),15
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 21
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -0.5,-8
guard.velocity = -5
air.velocity = -0.5,ifelse(EnemyNear,Vel Y <= 0,(-7.5+EnemyNear,Vel Y*0.25),-7.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-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 = 0.3

[State 101110, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

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

[Statedef 101150]
type = A
movetype = A
physics = N
anim = 1100
ctrl = 0
poweradd = 100
velset = 0,0

[State 101150, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 101150, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 101150, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 101150, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 101150, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 101150, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 101150, VarSet]
type = VarSet
trigger1 = AnimElemTime(3) >= 0
trigger1 = command = "a"
trigger1 = command = "holddown"
var(10) = 1
ignorehitpause = 1

[State 101150, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,0
channel = 1
ignorehitpause = 1

[State 101150, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 101150, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = -6
ignorehitpause = 1

[State 101150, VelSet]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = Const(Movement.yaccel)

[State 101150, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*50),10
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 21
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -0.5,-7
guard.velocity = -5
air.velocity = -0.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.5)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-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 101150, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) >= 0
trigger1 = Pos Y >= 0
value = 52

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

[Statedef 101160]
type = A
movetype = A
physics = N
anim = 1110
ctrl = 0
poweradd = 100
velset = 0,0

[State 101160, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 101160, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 101160, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 101160, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 101160, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 55
ignorehitpause = 1

[State 101160, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,0
channel = 1
ignorehitpause = 1

[State 101160, VarSet]
type = VarSet
trigger1 = AnimElemTime(3) >= 0
trigger1 = command = "b"
trigger1 = command = "holddown"
var(10) = 1
ignorehitpause = 1

[State 101160, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 101160, NotHitBy]
type = NotHitBy
trigger1 = Time < 5
value = SCA
time = 1
ignorehitpause = 1

[State 101160, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 1.35
y = -7.5
ignorehitpause = 1

[State 101160, VelSet]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = Const(Movement.yaccel)

[State 101160, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 101160, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*60),15
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 21
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -0.5,-8
guard.velocity = -5
air.velocity = -0.5,ifelse(EnemyNear,Vel Y <= 0,(-7.5+EnemyNear,Vel Y*0.25),-7.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-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 = 0.3

[State 101160, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

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

[Statedef 101170]
type = A
movetype = A
physics = N
anim = 1120
ctrl = 0
poweradd = 100
velset = 0,0

[State 101170, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 101170, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 101170, 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 101170, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 101170, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 101170, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 101170, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.04
ignorehitpause = 1

[State 101170, VarSet];Damage Correction
type = VarSet
trigger1 = AnimElemTime(5) = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 101170, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 101170, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(11) = 0
value = s3,0
channel = 1
ignorehitpause = 1

[State 101170, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 101170, NotHitBy]
type = NotHitBy
trigger1 = Time < 9
value = SCA
time = 1
ignorehitpause = 1

[State 101170, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 1.5
y = -7.5
ignorehitpause = 1

[State 101170, VelSet]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = Const(Movement.yaccel)

[State 101170, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0

[State 101170, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*50),15
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 21
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -1,-8
guard.velocity = -5
air.velocity = -1,ifelse(EnemyNear,Vel Y <= 0,(-7.5+EnemyNear,Vel Y*0.25),-7.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-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

[State 101170, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 11
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*70),15
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 21
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -2,-6
guard.velocity = -5
air.velocity = -2,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-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

[State 101170, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

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

[Statedef 101200]
type = S
movetype = A
physics = S
anim = 101200
ctrl = 0
poweradd = 100
velset = 0,0

[State 101200, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 101200, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 101200, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 101200, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 101200, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 30
ignorehitpause = 1

[State 101200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) >= 0
trigger1 = Time % 6 = 0
value = s3,4
channel = 1

[State 101200, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 101200, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 3
y = -5
ignorehitpause = 1

[State 101200, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 5
y = 0
ignorehitpause = 1

[State 101200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 101200, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 101200, Width]
type = Width
trigger1 = 1
player = 16,16

[State 101200, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 101200, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = HitCount = 0
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*80),5
getpower = 50,25
givepower = 15,7
pausetime = 10,6
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 21
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -7,-5
guard.velocity = -5
air.velocity = -7,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-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

[State 101200, ChangeState]
type = ChangeState
trigger1 = Time >= 30
value = 101201
ctrl = 0

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

[Statedef 101201]
type = S
movetype = A
physics = N
anim = 48
ctrl = 0

[State 101201, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.35
ignorehitpause = 1

[State 101201, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 101202

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

[Statedef 101202]
type = S
movetype = A
physics = S
anim = 101202
ctrl = 0
velset = 0,0

[State 101202, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 101202, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 101210]
type = S
movetype = A
physics = S
anim = 101200
ctrl = 0
poweradd = 100
velset = 0,0

[State 101210, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 101210, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 101210, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 101210, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.03
ignorehitpause = 1

[State 101210, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 30
ignorehitpause = 1

[State 101210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) >= 0
trigger1 = Time % 6 = 0
value = s3,4
channel = 1

[State 101210, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 101210, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 3.5
y = -5
ignorehitpause = 1

[State 101210, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 5
y = 0
ignorehitpause = 1

[State 101210, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 101210, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 101210, Width]
type = Width
trigger1 = 1
player = 16,16

[State 101210, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 101210, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*40),5
getpower = 50,25
givepower = 15,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 21
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -4,0
guard.velocity = -5
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-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

[State 101210, ChangeState]
type = ChangeState
trigger1 = Time >= 45
value = 101201
ctrl = 0

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

[Statedef 101220]
type = S
movetype = A
physics = S
anim = 101220
ctrl = 0
poweradd = 100
velset = 0,0

[State 101220, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 101220, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 101220, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 101220, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 101220, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 101220, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.015
ignorehitpause = 1

[State 101220, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 30
ignorehitpause = 1

[State 101220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) >= 0
trigger1 = Time % 4 = 0
value = s3,4
channel = 1

[State 101220, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 101220, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 0
y = -5
ignorehitpause = 1

[State 101220, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 5
x = 0
y = 0
ignorehitpause = 1

[State 101220, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 101220, Explod]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 10100
postype = p1
pos = 0,30
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 101220, Explod]
type = Explod
trigger1 = AnimElemTime(8) = 0
anim = 10100
postype = p1
pos = 5,30
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 101220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0

[State 101220, PlaySnd]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 101220, 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 101220, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 8
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*14),3
getpower = 10,15
givepower = 15,7
pausetime = 3,0
guard.pausetime = 3,3
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 21
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = 9,0
guard.velocity = 9
air.velocity = 9,-1
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-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

[State 101220, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 6
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*14),3
getpower = 10,15
givepower = 15,7
pausetime = 3,0
guard.pausetime = 3,3
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 21
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -9,0
guard.velocity = -9
air.velocity = -9,-1
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-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

[State 101220, ChangeState]
type = ChangeState
trigger1 = Time >= 60
value = 101201

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

[Statedef 106000]
type = S
movetype = A
physics = N
anim = 106000
ctrl = 0
velset = 0,0

[State 106000, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 106000, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 106000, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 106000, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 106000, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 106000, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0

[State 106000, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
flag = NoBG
ignorehitpause = 1

[State 106000, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 106000, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 1
value = -1000
ignorehitpause = 1

[State 106000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(3) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 106000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(12) = 0
value = s3,1
channel = 1

[State 106000, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10100
postype = p1
pos = -20,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 106000, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 3.75
ignorehitpause = 1

[State 106000, VelSet]
type = VelSet
trigger1 = AnimElemTime(11) = 0
x = 1.5
y = -8
ignorehitpause = 1

[State 106000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(11) = 0
statetype = A
ignorehitpause = 1

[State 106000, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(11) >= 0
y = Const(Movement.yaccel)

[State 106000, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 12
attr = S,HA
hitflag = MAF
guardflag = M
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*50),9
getpower = 0,0
givepower = 50,25
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 21
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -3,0
guard.velocity = -3
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-2.5+EnemyNear,Vel Y*0.25),-2.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-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 = 0.3

[State 106000, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 13
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*60),9
getpower = 0,0
givepower = 50,25
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 21
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -3,-6
guard.velocity = -3
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-7.5+EnemyNear,Vel Y*0.25),-7.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-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 = 0.4

[State 106000, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(19) >= 0
trigger1 = Pos Y >= 0
value = 1201
ctrl = 0

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

[Statedef 106010]
type = S
movetype = A
physics = N
anim = 106010
ctrl = 0
velset = 0,0

[State 106010, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 106010, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 106010, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 106010, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 106010, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 106010, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
sound = s4,2
darken = 0

[State 106010, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
flag = NoBG
ignorehitpause = 1

[State 106010, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10310
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 106010, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 1
value = -2000
ignorehitpause = 1

[State 106010, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(6) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 106010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(12) = 0
trigger3 = AnimElemTime(21) = 0
value = s3,1
channel = 1

[State 106010, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10100
postype = p1
pos = -20,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 106010, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 4.25
ignorehitpause = 1

[State 106010, VelSet]
type = VelSet
trigger1 = AnimElemTime(20) = 0
x = 1.5
y = -8
ignorehitpause = 1

[State 106010, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(20) = 0
statetype = A
ignorehitpause = 1

[State 106010, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(20) >= 0
y = Const(Movement.yaccel)

[State 106010, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 12
trigger4 = AnimElem = 13
trigger5 = AnimElem = 21
attr = S,HA
hitflag = MAF
guardflag = M
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*50),8
getpower = 0,0
givepower = 50,25
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 21
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -4,0
guard.velocity = -3
air.velocity = -4,ifelse(EnemyNear,Vel Y <= 0,(-2.5+EnemyNear,Vel Y*0.25),-2.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-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 = 0.3

[State 106010, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 22
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*70),9
getpower = 0,0
givepower = 50,25
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 21
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -4,-8
guard.velocity = -3
air.velocity = -4,ifelse(EnemyNear,Vel Y <= 0,(-7.5+EnemyNear,Vel Y*0.25),-7.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-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 = 0.4

[State 106010, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(28) >= 0
trigger1 = Pos Y >= 0
value = 1201
ctrl = 0

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

[Statedef 106020]
type = S
movetype = A
physics = N
anim = 106020
ctrl = 0
velset = 0,0

[State 106020, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 106020, VarSet];Hitsound and effects select
type = VarSet
trigger1 = AnimElemTime(29) = 0
var(0) = 6
ignorehitpause = 1

[State 106020, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 106020, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 106020, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 106020, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 106020, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0

[State 106020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s4,4

[State 106020, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
flag = NoBG
ignorehitpause = 1

[State 106020, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 106020, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 1
value = -3000
ignorehitpause = 1

[State 106020, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(9) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 106020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(12) = 0
trigger3 = AnimElemTime(21) = 0
trigger4 = AnimElemTime(30) = 0
value = s3,1
channel = 1

[State 106020, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10100
postype = p1
pos = -20,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 106020, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 106020, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 5.25
ignorehitpause = 1

[State 106020, VelSet]
type = VelSet
trigger1 = AnimElemTime(20) = 0
x = 1.5
y = -8
ignorehitpause = 1

[State 106020, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(20) = 0
statetype = A
ignorehitpause = 1

[State 106020, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(20) >= 0
trigger1 = AnimElemTime(28) < 0
y = Const(Movement.yaccel)

[State 106020, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(28) >= 0
y = 0.25

[State 106020, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 12
trigger4 = AnimElem = 13
trigger5 = AnimElem = 21
attr = S,HA
hitflag = MAF
guardflag = M
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*60),8
getpower = 0,0
givepower = 50,25
pausetime = 3,3
guard.pausetime = 3,3
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 21
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -4,0
guard.velocity = -3
air.velocity = -4,ifelse(EnemyNear,Vel Y <= 0,(-2.5+EnemyNear,Vel Y*0.25),-2.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-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 = 0.3

[State 106020, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 22
attr = S,HA
hitflag = MAF
guardflag = M
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*100),9
getpower = 0,0
givepower = 50,25
pausetime = 3,3
guard.pausetime = 3,3
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 21
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -0.5,-8
guard.velocity = -3
air.velocity = -0.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-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 106020, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 30
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*80),9
getpower = 0,0
givepower = 50,25
pausetime = 30,30
guard.pausetime = 30,30
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 21
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -4,6
guard.velocity = -3
air.velocity = -4,6
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-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 = 0.6
envshake.time = 30
envshake.ampl = -5

[State 106020, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(36) >= 0
trigger1 = Pos Y >= 0
value = 1201
ctrl = 0

