;======================================================================
;======================================================================
; HyperCombo states file for "Mai Kawasumi"
;======================================================================
;======================================================================

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

[Statedef 6500]
type = S
movetype = A
physics = S
anim = 6500
ctrl = 0
;juggle = 1
velset = 0,0
poweradd = -1000
facep2 = 1

[State 6500, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 55
movetime = 55
anim = -1
sound = -1
darken = 0

[State 6500, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 30
ignorehitpause = 1

[State 6500, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6500, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 6500, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.13
ignorehitpause = 1

[State 6500, NotHitBy]
type = NotHitBy
trigger1 = Time = [55,65]
value = SCA
time = 1

[State 6500, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s2,15
ignorehitpause = 1

[State 6500, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s2,3
ignorehitpause = 1

[State 6500, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10040
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = -2
removeongethit = 1

[State 6500, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "HyperCombo_Lv1"
pos = 20,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31010
ID = 31010
ignorehitpause = 1

[State 6500, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(7) = 0
x = 220

[State 6500, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(9) = 1
x = 6

[State 6500, Hitdef]
type = Hitdef
trigger1 = AnimElem = 5
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = low
air.type = low
damage = 60+ceil(140*fvar(0)),8
getpower = 0,0
givepower = 10,50
pausetime = 0,30
guard.pausetime = 0,4
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = 0,-7
guard.velocity = -4
air.velocity = 0,-6
airguard.velocity = -1.5,-3
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 30
envshake.ampl = -5

[State 6500, PlaySnd]
type = PlaySnd
trigger1 = MoveHit
value = s1,9
ignorehitpause = 1

[State 6500, PlaySnd]
type = PlaySnd
trigger1 = MoveHit
value = s3,13
ignorehitpause = 1

[State 6500, Helper]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Slash"
pos = ceil((320-ScreenPos X)-160)*facing,-30
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16500
ignorehitpause = 1

[State 6500, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(8) = 4
trigger1 = var(2) = 1
value = 6501
ctrl = 0

[State 6500, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 236236 + A <MoveContact>

[Statedef 6501]
type = S
movetype = A
physics = S
anim = 6501
ctrl = 0

[State 6501, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) = 1
x = 12

[State 6501, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(14) = 0
value = s0,5
ignorehitpause = 1

[State 6501, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6510]
type = S
movetype = A
physics = S
anim = 6510
ctrl = 0
;juggle = 1
velset = 0,0
poweradd = -2000
facep2 = 1

[State 6510, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 55
movetime = 55
anim = -1
sound = -1
darken = 0

[State 6510, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6510, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6510, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 6510, VarSet];MoveHit detection
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 6510, VarSet];MoveHit detection
type = VarSet
trigger1 = MoveHit
var(0) = 1
ignorehitpause = 1

[State 6510, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0
ignorehitpause = 1

[State 6510, NotHitBy]
type = NotHitBy
trigger1 = Time = [55,70]
value = SCA
time = 1

[State 6510, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s2,15
ignorehitpause = 1

[State 6510, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,14
ignorehitpause = 1

[State 6510, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10040
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = -2
removeongethit = 1

[State 6510, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "HyperCombo_Lv2"
pos = 20,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31020
ID = 31010
ignorehitpause = 1

[State 6510, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(7) = 0
x = ceil(P2Dist X) + 50
;x = 220

[State 6510, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(9) = 1
x = 6

[State 6510, Hitdef]
type = Hitdef
trigger1 = AnimElem = 5
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = low
air.type = low
damage = 0,8
getpower = 0,0
givepower = 150,100
pausetime = 0,0
guard.pausetime = 0,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = S1,100
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = 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
p2stateno = 46510

[State 6510, PlaySnd]
type = PlaySnd
trigger1 = MoveHit
value = s1,9
ignorehitpause = 1

[State 6510, PlaySnd]
type = PlaySnd
trigger1 = MoveHit
value = s3,15
ignorehitpause = 1

[State 6510, Helper]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Slash"
pos = ceil((320-ScreenPos X)-160)*facing,-30
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16500
ignorehitpause = 1

[State 6510, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(8) = 4
trigger1 = var(0) = 1
value = 6511
ctrl = 0

[State 6510, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 236236 + A <MoveContact>

[Statedef 6511]
type = S
movetype = A
physics = S
anim = 6511
ctrl = 0

[State 6511, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 6511, VelAdd]
type = VelSet
trigger1 = 1
x = 0.5

[State 6511, ChangeState]
type = ChangeState
trigger1 = Time > 60
value = 6512

;----------------------------------------------------------------------
; 236236 + A <MoveContact(2)>

[Statedef 6512]
type = S
movetype = A
physics = S
anim = 6512
velset = 0,0
ctrl = 0

[State 6512, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 6512, PlaySnd]
type = PlaySnd
trigger1 = Time % 6 = 0
value = s0,6
channel = 2
ignorehitpause = 1

[State 6512, ChangeState]
type = ChangeState
trigger1 = Time > 66
value = 6513

;----------------------------------------------------------------------
; 236236 + A <MoveContact(3)>

[Statedef 6513]
type = S
movetype = A
physics = S
anim = 6513
velset = 0,0
ctrl = 0

[State 6513, VarSet];Damage Correction
type = VarAdd
trigger1 = Time = [50,70]
trigger1 = Time % 2 = 0
fvar(3) = 0.04
ignorehitpause = 1

[State 6513, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 6513, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,5
channel = 2
ignorehitpause = 1

[State 6513, HitEffects]
type = Helper
trigger1 = Time = [50,80]
trigger1 = Time % 3 = 0
helpertype = normal
name = "HitSpark"
postype = p2
pos = -10,-60
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31031
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 6513, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = [50,80]
trigger1 = Time % 3 = 0
value = -10+(-1*ceil(20*fvar(0)))
absolute = 0
kill = 0

[State 6513, EnvShake]
type = EnvShake
trigger1 = Time = [50,80]
trigger1 = Time % 3 = 0
time = 10
ampl = -5

[State 6513, HitAdd]
type = HitAdd
trigger1 = Time = [50,80]
trigger1 = Time % 3 = 0
value = 1

[State 6513, HitEffects]
type = Helper
trigger1 = Time = 110
helpertype = normal
name = "HitSpark"
postype = p2
pos = -10,-60
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31030
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 6513, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 110
value = -50
absolute = 1
kill = 1

[State 6513, EnvShake]
type = EnvShake
trigger1 = Time = 110
time = 10
ampl = -5

[State 6513, HitAdd]
type = HitAdd
trigger1 = Time = 110
value = 1

[State 6513, TargetState]
type = TargetState
trigger1 = Time = 112
value = 46511
persistent = 0

[State 6513, ChangeState]
type = ChangeState
trigger1 = Time > 117
value = 0
ctrl = 1

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

[Statedef 6520]
type = S
movetype = A
physics = S
anim = 6520
ctrl = 0
;juggle = 1
velset = 0,0
poweradd = -3000
facep2 = 1

[State 6520, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 60
movetime = 60
anim = -1
sound = -1
darken = 0

[State 6520, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6520, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6520, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 6520, VarSet];MoveHit detection
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 6520, VarSet];MoveHit detection
type = VarSet
trigger1 = MoveHit
var(0) = 1
ignorehitpause = 1

[State 6520, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0
ignorehitpause = 1

[State 6520, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,75]
value = SCA
time = 1

[State 6520, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,20
ignorehitpause = 1

[State 6520, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,14
ignorehitpause = 1

[State 6520, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10040
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = -2
removeongethit = 1

[State 6520, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "HyperCombo_Lv3"
pos = 20,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31030
ID = 31010
ignorehitpause = 1

[State 6520, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(7) = 0
x = ceil(P2Dist X) + 50

[State 6520, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(9) = 1
x = 6

[State 6520, Hitdef]
type = Hitdef
trigger1 = AnimElem = 5
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = low
air.type = low
damage = 0,8
getpower = 0,0
givepower = 200,150
pausetime = 0,0
guard.pausetime = 0,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = S1,100
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = 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
p2stateno = 46520

[State 6520, PlaySnd]
type = PlaySnd
trigger1 = MoveHit
value = s1,9
ignorehitpause = 1

[State 6520, PlaySnd]
type = PlaySnd
trigger1 = MoveHit
value = s3,13
ignorehitpause = 1

[State 6520, Helper]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Slash"
pos = ceil((320-ScreenPos X)-160)*facing,-30
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16500
ignorehitpause = 1

[State 6520, ChangeState]
type = ChangeState
trigger1 = NumTarget != 0
trigger1 = AnimElemTime(8) = 4
trigger1 = var(0) = 1
value = 6521
ctrl = 0

[State 6520, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 236236 + C <MoveContact>

[Statedef 6521]
type = S
movetype = A
physics = S
anim = 6521
ctrl = 0

[State 6521, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 6521, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 6521, VelAdd]
type = VelSet
trigger1 = 1
x = 0.6

[State 6521, TargetState]
type = TargetState
trigger1 = NumTarget > 0
trigger1 = Time = 15
value = 46521
ignorehitpause = 1
persistent = 0

[State 6521, Trans]
type = Trans
trigger1 = Time > 0
trans = AddAlpha
alpha = ceil(fvar(20)),ceil(fvar(21))

[State 6521, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(20) = 250

[State 6521, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(21) = 6

[State 6521, VarAdd]
type = VarAdd
trigger1 = Time > 0
trigger1 = fvar(20) > 0
fvar(20) = -10

[State 6521, VarAdd]
type = VarAdd
trigger1 = Time > 0
trigger1 = fvar(21) < 256
fvar(21) = 10

[State 6521, ChangeState]
type = ChangeState
trigger1 = NumTarget > 0
trigger1 = Target,StateNo = 46522
value = 6522

[State 6521, ChangeState]
type = ChangeState
trigger1 = NumTarget = 0
trigger1 = Time > 20
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 236236 + C <Attack>

[Statedef 6522]
type = S
movetype = A
physics = S
anim = 99990
ctrl = 0
velset = 0,0

[State 6522, PosSet]
type = PosSet
trigger1 = Time = 0
x = 0

[State 6522, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 6522, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 6522, VarSet];Damage Correction
type = VarAdd
trigger1 = Time = [0,165]
trigger1 = Time % 5 = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 6522, HitEffects]
type = Helper
trigger1 = Time = [0,165]
trigger1 = Time % 5 = 0
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-60
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31031
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 6522, EnvShake]
type = EnvShake
trigger1 = Time = [0,165]
trigger1 = Time % 5 = 0
time = 10
ampl = -3

[State 6522, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = [0,165]
trigger1 = Time % 5 = 0
value = -6+ceil(-10*fvar(0))
absolute = 0
kill = 0

[State 6522, HitAdd]
type = HitAdd
trigger1 = Time = [0,165]
trigger1 = Time % 5 = 0
value = 1

[State 6522, Helper];Shadow
type = Helper
trigger1 = Time = 0
trigger2 = Time = 40
trigger3 = Time = 80
trigger4 = Time = 120
trigger5 = Time = 160
name = "Shadow"
postype = p1
pos = 0,ceil((Target,ScreenPos Y - ScreenPos Y) - 100)
ownpal = 1
stateno = 16522
ID = 1

[State 6522, Helper];Slash
type = Helper
trigger1 = Time = 0
trigger2 = Time = 40
trigger3 = Time = 80
trigger4 = Time = 120
trigger5 = Time = 160
name = "Slash"
postype = p1
pos = 0,ceil((Target,ScreenPos Y - ScreenPos Y) - 115)
ownpal = 1
stateno = 16523
ID = 1

[State 6522, Helper];Shadow
type = Helper
trigger1 = Time = 5
trigger2 = Time = 45
trigger3 = Time = 85
trigger4 = Time = 125
trigger5 = Time = 165
name = "Shadow"
postype = p1
pos = 0,ceil((Target,ScreenPos Y - ScreenPos Y))
ownpal = 1
stateno = 16522
ID = 2

[State 6522, Helper];Slash
type = Helper
trigger1 = Time = 5
trigger2 = Time = 45
trigger3 = Time = 85
trigger4 = Time = 125
trigger5 = Time = 165
name = "Slash"
postype = p1
pos = 0,ceil((Target,ScreenPos Y - ScreenPos Y) + 15)
ownpal = 1
stateno = 16523
ID = 2

[State 6522, Helper];Shadow
type = Helper
trigger1 = Time = 10
trigger2 = Time = 50
trigger3 = Time = 90
trigger4 = Time = 130
name = "Shadow"
postype = p1
pos = -50,ceil((Target,ScreenPos Y - ScreenPos Y)-50)
ownpal = 1
stateno = 16522
ID = 3

[State 6522, Helper];Slash
type = Helper
trigger1 = Time = 10
trigger2 = Time = 50
trigger3 = Time = 90
trigger4 = Time = 130
name = "Slash"
postype = p1
pos = -65,ceil((Target,ScreenPos Y - ScreenPos Y)-50)
ownpal = 1
stateno = 16523
ID = 3

[State 6522, Helper];Shadow
type = Helper
trigger1 = Time = 15
trigger2 = Time = 55
trigger3 = Time = 95
trigger4 = Time = 135
name = "Shadow"
postype = p1
pos = 50,ceil((Target,ScreenPos Y - ScreenPos Y)-50)
ownpal = 1
stateno = 16522
ID = 4

[State 6522, Helper];Slash
type = Helper
trigger1 = Time = 15
trigger2 = Time = 55
trigger3 = Time = 95
trigger4 = Time = 135
name = "Slash"
postype = p1
pos = 65,ceil((Target,ScreenPos Y - ScreenPos Y)-50)
ownpal = 1
stateno = 16523
ID = 4

[State 6522, Helper];Shadow
type = Helper
trigger1 = Time = 20
trigger2 = Time = 60
trigger3 = Time = 100
trigger4 = Time = 140
name = "Shadow"
postype = p1
pos = 60,ceil((Target,ScreenPos Y - ScreenPos Y)-80)
ownpal = 1
stateno = 16522
ID = 5

[State 6522, Helper];Slash
type = Helper
trigger1 = Time = 20
trigger2 = Time = 60
trigger3 = Time = 100
trigger4 = Time = 140
name = "Slash"
postype = p1
pos = 70,ceil((Target,ScreenPos Y - ScreenPos Y)-90)
ownpal = 1
stateno = 16523
ID = 5

[State 6522, Helper];Shadow
type = Helper
trigger1 = Time = 25
trigger2 = Time = 65
trigger3 = Time = 105
trigger4 = Time = 145
name = "Shadow"
postype = p1
pos = -60,ceil((Target,ScreenPos Y - ScreenPos Y)-40)
ownpal = 1
stateno = 16522
ID = 6

[State 6522, Helper];Slash
type = Helper
trigger1 = Time = 25
trigger2 = Time = 65
trigger3 = Time = 105
trigger4 = Time = 145
name = "Slash"
postype = p1
pos = -70,ceil((Target,ScreenPos Y - ScreenPos Y)-30)
ownpal = 1
stateno = 16523
ID = 6

[State 6522, Helper];Shadow
type = Helper
trigger1 = Time = 30
trigger2 = Time = 70
trigger3 = Time = 110
trigger4 = Time = 150
name = "Shadow"
postype = p1
pos = -60,ceil((Target,ScreenPos Y - ScreenPos Y)-80)
ownpal = 1
stateno = 16522
ID = 7

[State 6522, Helper];Slash
type = Helper
trigger1 = Time = 30
trigger2 = Time = 70
trigger3 = Time = 110
trigger4 = Time = 150
name = "Slash"
postype = p1
pos = -70,ceil((Target,ScreenPos Y - ScreenPos Y)-90)
ownpal = 1
stateno = 16523
ID = 7

[State 6522, Helper];Shadow
type = Helper
trigger1 = Time = 35
trigger2 = Time = 75
trigger3 = Time = 115
trigger4 = Time = 155
name = "Shadow"
postype = p1
pos = 60,ceil((Target,ScreenPos Y - ScreenPos Y)-40)
ownpal = 1
stateno = 16522
ID = 8

[State 6522, Helper];Slash
type = Helper
trigger1 = Time = 35
trigger2 = Time = 75
trigger3 = Time = 115
trigger4 = Time = 155
name = "Slash"
postype = p1
pos = 70,ceil((Target,ScreenPos Y - ScreenPos Y)-30)
ownpal = 1
stateno = 16523
ID = 8

[State 6522, ChangeState]
type = ChangeState
trigger1 = Time > 170
value = 6523

;----------------------------------------------------------------------
; 236236 + C <Finish>

[Statedef 6523]
type = S
movetype = A
physics = S
anim = 6523
ctrl = 0

[State 6523, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 6523, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 6523, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s1,9
ignorehitpause = 1

[State 6523, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,13
ignorehitpause = 1

[State 6523, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,20
ignorehitpause = 1

[State 6523, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = -10

[State 6523, TargetState]
type = TargetState
trigger1 = Time = 0
value = 46523
persistent = 0

[State 6523, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = -40
absolute = 1
kill = 1

[State 6523, HitAdd]
type = HitAdd
trigger1 = Time = 0
value = 1

[State 6523, Helper];Finish
type = Helper
trigger1 = Time = 0
name = "Finish"
postype = p1
pos = 0,0
ownpal = 1
stateno = 16524
pausemovetime = 9999
supermovetime = 0
ID = 31031
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 6523, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 7000]
type = S
movetype = A
physics = S
anim = 7000
ctrl = 0
velset = 0,0
poweradd = -3000
facep2 = 1

[State 7000, VarSet];Timer
type = VarSet
trigger1 = AnimTime = -10
var(17) = 1090
ignorehitpause = 1

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

[State 7000, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "HyperCombo_Lv3"
pos = 0,-50
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31030
ID = 31010
ignorehitpause = 1

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

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

[State 7000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s2,3
ignorehitpause = 1

[State 7000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,21
ignorehitpause = 1

[State 7000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,22
ignorehitpause = 1

[State 7000, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(7) = 0
time = 30
ampl = 10
ignorehitpause = 1

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(7) = 0
anim = 17000
ownpal = 1
sprpriority = 4
postype = p1
pos = 0,-50
bindtime = -1
removetime = -2
supermovetime = 9999

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(7) = 0
anim = 17001
ownpal = 1
sprpriority = 4
postype = p1
pos = 0,0
bindtime = -1
removetime = -2
supermovetime = 9999

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(7) = 0
anim = 17001
ownpal = 1
sprpriority = 4
postype = p1
pos = 0,0
facing = -1
bindtime = -1
removetime = -2
supermovetime = 9999

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

;----------------------------------------------------------------------
; 2141236 + B

[Statedef 7010]
type = S
movetype = A
physics = S
anim = 7010
ctrl = 0
velset = 0,0
poweradd = -1000
facep2 = 1

[State 7010, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 7010, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 60
movetime = 60
anim = -1
sound = -1
darken = 0

[State 7010, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
ignorehitpause = 1

[State 7010, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 31
ignorehitpause = 1

[State 7010, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 7010, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 7010, VarSet];Effect Randomize
type = VarRandom
trigger1 = 1
v = 0
range = 0,40
ignorehitpause = 1

[State 7010, VarSet];Effect Randomize
type = VarRandom
trigger1 = 1
v = 39
range = 0,1
ignorehitpause = 1

[State 7010, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.1
ignorehitpause = 1

[State 7010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,5
ignorehitpause = 1

[State 7010, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10040
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = -2
removeongethit = 1

[State 7010, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "HyperCombo_Lv3"
pos = 20,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31030
ID = 31010
ignorehitpause = 1

[State 7010, Hitdef]
type = Hitdef
trigger1 = AnimElemTime(7) >= 0
trigger1 = Time % 5 = 1
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = low
air.type = low
damage = 8,4
getpower = 0,0
givepower = 20,10
pausetime = 0,10
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = 0,-3
guard.velocity = -4
air.velocity = 0,-5
airguard.velocity = -2,-3
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0

[State 7010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) >= 0
trigger1 = Time % 5 = 1
value = s3,10
channel = 2
ignorehitpause = 1

[State 7010, Helper]
type = Helper
trigger1 = AnimElemTime(7) >= 0
trigger1 = Time % 5 = 0
helpertype = normal
name = "Slash"
postype = p2
pos = ifelse(var(39) = 0,1,-1)*var(0),-1*(random%40)-30
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 17010
ignorehitpause = 1

[State 7010, ChangeState]
type = ChangeState
trigger1 = Time > 220
value = 7011

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

[Statedef 7011]
type = S
movetype = A
physics = S
anim = 7011
ctrl = 0
velset = 0,0

[State 7011, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 7011, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 7011, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = ceil(P2Dist X) + 50

[State 6523, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s1,9
ignorehitpause = 1

[State 6523, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,13
ignorehitpause = 1

[State 6523, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,20
ignorehitpause = 1

[State 7011, BGPalFX]
type = BGPalFX
trigger1 = Time = 0
time = 1
add = 255,255,255
persistent = 0
ignorehitpause = 1

[State 7011, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Slash"
pos = ceil((320-ScreenPos X)-160)*facing,-70
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16500
ignorehitpause = 1

[State 7011, Explod]
type = Explod
trigger1 = Time = 0
anim = 17011
ownpal = 1
sprpriority = 5
postype = left
pos = 0,0
bindtime = -1
removetime = -2
removeongethit = 1

[State 7011, Hitdef]
type = Hitdef
trigger1 = Time = 0
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = low
air.type = low
damage = 80,6
getpower = 0,0
givepower = 20,10
pausetime = 0,4
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = 0,-3
guard.velocity = -4
air.velocity = 0,-5
airguard.velocity = -2,-3
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
p2facing = 1

[State 7011, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
value = 47010
ignorehitpause = 1
persistent = 0

[State 7011, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 2141236 + B

[Statedef 7020]
type = S
movetype = A
physics = S
anim = 7020
ctrl = 0
;juggle = 1
velset = 0,0
poweradd = -1000
facep2 = 1

[State 7020, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 55
movetime = 55
anim = -1
sound = -1
darken = 0

[State 7020, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 32
ignorehitpause = 1

[State 7020, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 7020, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 7020, VarSet];MoveHit detection
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 7020, VarSet];MoveHit detection
type = VarSet
trigger1 = MoveHit
var(0) = 1
ignorehitpause = 1

[State 7020, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0
ignorehitpause = 1

[State 7020, NotHitBy]
type = NotHitBy
trigger1 = Time = [55,70]
value = SCA
time = 1

[State 7020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s2,15
ignorehitpause = 1

[State 7020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,14
ignorehitpause = 1

[State 7020, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10040
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = -2
removeongethit = 1

[State 7020, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "HyperCombo_Lv2"
pos = 20,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31030
ID = 31010
ignorehitpause = 1

[State 7020, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(7) = 0
x = ceil(P2Dist X) + 50

[State 7020, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(9) = 1
x = 6

[State 7020, Hitdef]
type = Hitdef
trigger1 = AnimElem = 5
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = low
air.type = low
damage = 0,8
getpower = 0,0
givepower = 50,25
pausetime = 0,0
guard.pausetime = 0,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = 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
p2stateno = 47020
p2facing = 1

[State 7020, ChangeState]
type = ChangeState
trigger1 = MoveHit
value = 7021
ctrl = 0

[State 7020, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 2141236 + A <MoveContact>

[Statedef 7021]
type = S
movetype = A
physics = S
anim = 7021
ctrl = 0

[State 7020, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = ceil(P2Dist X)-50

[State 7021, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 7021, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 7021, VarSet];Damage Correction
type = VarAdd
trigger1 = AnimElemTime(8) = 0
trigger2 = AnimElemTime(16) = 0
trigger3 = AnimElemTime(23) = 0
trigger4 = AnimElemTime(30) = 0
trigger5 = AnimElemTime(36) = 0
trigger6 = AnimElemTime(45) = 0
trigger7 = AnimElemTime(51) = 0
trigger8 = AnimElemTime(64) = 0
fvar(3) = 0.03
ignorehitpause = 1

[State 7021, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(8) = 0
trigger2 = AnimElemTime(16) = 0
trigger3 = AnimElemTime(23) = 0
trigger4 = AnimElemTime(30) = 0
trigger5 = AnimElemTime(36) = 0
trigger6 = AnimElemTime(45) = 0
trigger7 = AnimElemTime(51) = 0
value = -12+(-1*ceil(13*fvar(0)))
absolute = 0
kill = 0

[State 7021, HitAdd]
type = HitAdd
trigger1 = AnimElemTime(8) = 0
trigger2 = AnimElemTime(16) = 0
trigger3 = AnimElemTime(23) = 0
trigger4 = AnimElemTime(30) = 0
trigger5 = AnimElemTime(36) = 0
trigger6 = AnimElemTime(45) = 0
trigger7 = AnimElemTime(51) = 0
trigger8 = AnimElemTime(64) = 0
value = 1

[State 7021, HitEffects]
type = Helper
trigger1 = AnimElemTime(8) = 0
trigger2 = AnimElemTime(16) = 0
trigger3 = AnimElemTime(23) = 0
trigger4 = AnimElemTime(30) = 0
trigger5 = AnimElemTime(36) = 0
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31032
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 7021, HitEffects]
type = Helper
trigger1 = AnimElemTime(45) = 0
trigger2 = AnimElemTime(51) = 0
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-20
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31032
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 7021, TargetState]
type = TargetState
triggerall = NumTarget > 0
trigger1 = AnimElemTime(8) = 0
trigger2 = AnimElemTime(23) = 0
trigger3 = AnimElemTime(36) = 0
trigger4 = AnimElemTime(51) = 0
value = 47020

[State 7021, TargetState]
type = TargetState
triggerall = NumTarget > 0
trigger1 = AnimElemTime(16) = 0
trigger2 = AnimElemTime(30) = 0
trigger3 = AnimElemTime(45) = 0
value = 47021

[State 7021, HitEffects]
type = Helper
trigger1 = AnimElemTime(64) = 0
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31033
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 7021, TargetState]
type = TargetState
triggerall = NumTarget > 0
trigger1 = AnimElemTime(65) = 20
value = 47022

[State 7021, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(64) = 0
value = -30+(-1*ceil(20*fvar(0)))
absolute = 0
kill = 0

[State 7021, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(65) = 0
time = 20
ampl = -5

[State 7021, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 7022

;----------------------------------------------------------------------
; 2141236 + A <MoveContact>

[Statedef 7022]
type = S
movetype = A
physics = S
anim = 7022
ctrl = 0

[State 7022, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 7022, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 7022, VarSet];Damage Correction
type = VarAdd
trigger1 = AnimElemTime(2) = 0
fvar(3) = 0.04
ignorehitpause = 1

[State 7022, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(2) = 0
value = -20+(-1*ceil(20*fvar(0)))
absolute = 0
kill = 0

[State 7022, HitAdd]
type = HitAdd
trigger1 = AnimElemTime(2) = 0
value = 1

[State 7022, HitEffects]
type = Helper
trigger1 = AnimElemTime(2) = -1
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31032
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 7022, TargetState]
type = TargetState
triggerall = NumTarget > 0
trigger1 = AnimElemTime(2) = 0
value = 47023

[State 7022, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,13
volume = 255
ignorehitpause = 1

[State 7022, Helper]
type = Helper
trigger1 = AnimElemTime(2) = 0
helpertype = normal
name = "Spark"
postype = p1
pos = 30,0
ownpal = 1
stateno = 17022
ignorehitpause = 1

[State 7022, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 7023

;----------------------------------------------------------------------
; 2141236 + A <MoveContact>

[Statedef 7023]
type = S
movetype = A
physics = S
anim = 7023
ctrl = 0

[State 7023, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 7023, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 7023, PlaySnd]
type = PlaySnd
trigger1 = Time % 6 = 0
value = s0,6
channel = 2
ignorehitpause = 1

[State 7023, ChangeState]
type = ChangeState
trigger1 = Time > 36
value = 7024
ctrl = 1

;----------------------------------------------------------------------
; 2141236 + A <MoveContact>

[Statedef 7024]
type = S
movetype = A
physics = S
anim = 7024
ctrl = 0

[State 7024, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 7024, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,1

[State 7024, VarSet];Damage Correction
type = VarAdd
trigger1 = AnimElemTime(2) = 0
fvar(3) = 0.04
ignorehitpause = 1

[State 7024, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(2) = 0
value = -20+(-1*ceil(20*fvar(0)))
absolute = 0
kill = 1

[State 7024, HitAdd]
type = HitAdd
trigger1 = AnimElemTime(2) = 0
value = 1

[State 7024, HitEffects]
type = Helper
trigger1 = AnimElemTime(2) = -1
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31032
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 7024, TargetState]
type = TargetState
triggerall = NumTarget > 0
trigger1 = AnimElemTime(2) = 0
value = 47024

[State 7024, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,13
volume = 255
ignorehitpause = 1

[State 7024, Helper]
type = Helper
trigger1 = AnimElemTime(2) = 0
helpertype = normal
name = "Spark"
postype = p1
pos = 30,0
ownpal = 1
stateno = 17022
ignorehitpause = 1

[State 7024, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 2141236 + C

[Statedef 7030]
type = S
movetype = A
physics = S
anim = 7030
ctrl = 0

[State 7030, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 60
movetime = 60
anim = -1
sound = -1
darken = 0

[State 7030, NotHitBy]
type = NotHitBy
trigger1 = Time < 25
value = SCA
time = 1

[State 7030, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s2,3
ignorehitpause = 1

[State 7030, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,11
ignorehitpause = 1

[State 7030, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,24
ignorehitpause = 1

[State 7030, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "HyperCombo_Lv3"
pos = 5,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31030
ID = 31010
ignorehitpause = 1

[State 7030, HitEffects]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Wind"
postype = p1
pos = 0,2
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 17030
ID = 31032
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 7030, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 2363214 + A

[Statedef 7040]
type = S
movetype = A
physics = S
anim = 7040
ctrl = 0
;juggle = 1
velset = 0,0
poweradd = -1000
facep2 = 1

[State 7040, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 60
movetime = 60
anim = -1
sound = -1
darken = 0

[State 7040, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 35
ignorehitpause = 1

[State 7040, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 7040, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 7040, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.05
ignorehitpause = 1

[State 7040, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,65]
value = SCA
time = 1

[State 7040, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10600
ownpal = 1
sprpriority = 5
postype = p1
pos = -30,-30
bindtime = 1
removetime = -2
removeongethit = 1

[State 7040, Explod]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 10610
ownpal = 1
sprpriority = 5
postype = p1
pos = -30,-40
bindtime = 1
removetime = -2
removeongethit = 1

[State 7040, Explod]
type = Explod
trigger1 = AnimElemTime(9) = 0
anim = 10620
ownpal = 1
sprpriority = 5
postype = p1
pos = -40,-47
bindtime = 1
removetime = -2
removeongethit = 1

[State 7040, PlaySnd]
type = PlaySnd
trigger1 = Time > 65
trigger1 = Time % 3 = 0
value = s3,10
channel = 3
ignorehitpause = 1

[State 7040, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "HyperCombo_Lv3"
pos = 0,-50
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31030
ID = 31010
ignorehitpause = 1

[State 7040, Hitdef]
type = Hitdef
trigger1 = 1
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = low
air.type = low
damage = ceil(fvar(0)*30),6
getpower = 0,0
givepower = 10,50
pausetime = 2,5
guard.pausetime = 2,5
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -2,0
guard.velocity = -2
air.velocity = -2,-2
airguard.velocity = -1.5,-3
fall.recover = 0
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 7040, ChangeState]
type = ChangeState
trigger1 = Time > 150
value = 7041

;----------------------------------------------------------------------
; 2363214 + A <Finish>

[Statedef 7041]
type = S
movetype = A
physics = S
anim = 7041
ctrl = 0
;juggle = 1
velset = 0,0
poweradd = -1000
facep2 = 1

[State 7041, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 30
ignorehitpause = 1

[State 7041, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 7041, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 7041, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.4
ignorehitpause = 1

[State 7041, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s2,15
ignorehitpause = 1

[State 7041, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s2,3
ignorehitpause = 1

[State 7041, EnvColor]
type = EnvColor
trigger1 = MoveHit
value = 255, 255, 255
time = 1
under = 0
ignorehitpause = 1

[State 7041, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10040
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = -2
removeongethit = 1

[State 7041, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 10660
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,-50
bindtime = -1
removetime = -2
removeongethit = 1

[State 7041, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(7) = 0
x = ceil(P2Dist X) + 50

[State 7041, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(9) = 1
x = 6

[State 7041, Hitdef]
type = Hitdef
trigger1 = AnimElem = 5
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = low
air.type = low
damage = 60,8
getpower = 0,0
givepower = 10,50
pausetime = 0,5
guard.pausetime = 0,5
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = 0,-7
guard.velocity = -4
air.velocity = 0,-6
airguard.velocity = -1.5,-3
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3

[State 7041, PlaySnd]
type = PlaySnd
trigger1 = MoveHit
value = s1,9
ignorehitpause = 1

[State 7041, PlaySnd]
type = PlaySnd
trigger1 = MoveHit
value = s3,13
ignorehitpause = 1

[State 7041, Helper]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Slash"
pos = ceil((320-ScreenPos X)-160)*facing,-30
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16500
ignorehitpause = 1

[State 7041, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
