;======================================================================
;======================================================================
; Special Move states file for "Mai Kawasumi"
;======================================================================
;======================================================================

;----------------------------------------------------------------------
; Special Move 
;----------------------------------------------------------------------

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

[Statedef 600]
type = S
movetype = A
physics = S
anim = 600
ctrl = 0
;juggle = 1
poweradd = 100

[State 600, AssertSpecial]
type = AssertSpecial
trigger1 = var(9) = 1
flag = UnGuardable
ignorehitpause = 1

[State 600, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 20
ignorehitpause = 1

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

[State 600, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 600, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.10
ignorehitpause = 1

[State 600, VarSet];initialize
type = VarSet
trigger1 = MoveContact
var(9) = 2
ignorehitpause = 1

[State 600, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,0
channel = 2
ignorehitpause = 1

[State 600, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s0,5
channel = 3
ignorehitpause = 1

[State 600, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 10600
ownpal = 1
sprpriority = 5
postype = p1
pos = -30,-30
bindtime = 1
removetime = -2
removeongethit = 1

[State 600, Hitdef]
type = Hitdef
trigger1 = AnimElem = 3
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(50*fvar(0)),8
getpower = 100,20
givepower = 20,10
pausetime = 4,10
guard.pausetime = 4,10
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 = -3,-7
guard.velocity = -5
air.velocity = -0,-7
airguard.velocity = -2,-5
fall.recover = 1
fall.recovertime = 30+ceil(40*fvar(0))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3
yaccel = 0.4

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

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

[Statedef 610]
type = S
movetype = A
physics = S
anim = 610
ctrl = 0
;juggle = 1
poweradd = 100

[State 610, AssertSpecial]
type = AssertSpecial
trigger1 = var(9) = 1
flag = UnGuardable
ignorehitpause = 1

[State 610, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 20
ignorehitpause = 1

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

[State 610, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 610, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.15
ignorehitpause = 1

[State 610, VarSet];initialize
type = VarSet
trigger1 = MoveContact
var(9) = 2
ignorehitpause = 1

[State 610, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,0
channel = 2
ignorehitpause = 1

[State 610, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s0,5
channel = 3
ignorehitpause = 1

[State 610, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 10610
ownpal = 1
sprpriority = 5
postype = p1
pos = -30,-40
bindtime = 1
removetime = -2
removeongethit = 1

[State 610, Hitdef]
type = Hitdef
trigger1 = AnimElem = 3
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(90*fvar(0)),8
getpower = 100,20
givepower = 20,10
pausetime = 4,4
guard.pausetime = 4,10
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,-10
guard.velocity = -5
air.velocity = -0,-10
airguard.velocity = -2,-5
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3
yaccel = 0.7

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

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

[Statedef 620]
type = S
movetype = A
physics = S
anim = 620
ctrl = 0
;juggle = 1
poweradd = 100

[State 620, AssertSpecial]
type = AssertSpecial
trigger1 = var(9) = 1
flag = UnGuardable
ignorehitpause = 1

[State 620, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 21
ignorehitpause = 1

[State 620, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 620, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 620, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.1
ignorehitpause = 1

[State 620, VarSet];initialize
type = VarSet
trigger1 = MoveContact
var(9) = 2
ignorehitpause = 1

[State 620, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,0
channel = 2
ignorehitpause = 1

[State 620, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s0,5
channel = 3
ignorehitpause = 1

[State 620, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 10620
ownpal = 1
sprpriority = 5
postype = p1
pos = -40,-47
bindtime = 1
removetime = -2
removeongethit = 1

[State 620, Hitdef]
type = Hitdef
trigger1 = AnimElem = 3
attr = S,SA
hitflag = MAF
guardflag = LA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = low
air.type = low
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(50*fvar(0)),8
getpower = 100,20
givepower = 20,10
pausetime = 4,10
guard.pausetime = 4,10
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 = -3,0
guard.velocity = -5
air.velocity = -2,-3
airguard.velocity = -2,-5
fall.recover = 1
fall.recovertime = ceil(40*fvar(0))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3

[State 620, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 630]
type = S
movetype = A
physics = S
anim = 630
ctrl = 0
;juggle = 1
poweradd = 100

[State 630, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 20
ignorehitpause = 1

[State 630, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 630, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 630, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.10
ignorehitpause = 1

[State 630, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s3,5
channel = 3
ignorehitpause = 1

[State 630, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10040
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = -2
removeongethit = 1

[State 630, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(6) = 0
x = 180

[State 630, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(6) = 3
x = 8

[State 630, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 640]
type = S
movetype = A
physics = S
anim = 630
ctrl = 0
;juggle = 1
poweradd = 100

[State 640, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 20
ignorehitpause = 1

[State 640, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 640, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 640, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.10
ignorehitpause = 1

[State 640, ScreenBound]
type = ScreenBound
trigger1 = AnimElemTime(6) >= 1
trigger1 = AnimElemTime(7) < 1
value = 1
movecamera = 1,0

[State 640, Turn]
type = Turn
trigger1 = AnimElemTime(1) = 0

[State 640, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s3,5
channel = 3
ignorehitpause = 1

[State 640, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10040
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = -2
removeongethit = 1

[State 640, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(6) = 0
x = 180

[State 640, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(6) = 3
x = 8

[State 640, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 650]
type = S
movetype = A
physics = S
anim = 650
ctrl = 0
;juggle = 1
poweradd = 100

[State 650, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 22
ignorehitpause = 1

[State 650, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 650, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 650, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.05
ignorehitpause = 1

[State 650, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,5
ignorehitpause = 1

[State 650, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s2,3
ignorehitpause = 1

[State 650, 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 650, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(7) = 0
x = 180

[State 650, Turn]
type = Null;Turn
trigger1 = AnimElemTime(9) = 0

[State 650, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(9) = 1
x = 6

[State 650, VarSet];Button hold detector
type = VarSet
trigger1 = Time = [0,7]
trigger1 = command = "hold_c"
var(0) = 1

[State 650, VarSet];Button hold detector
type = VarSet
trigger1 = Time = [0,7]
trigger1 = command != "hold_c"
var(0) = 0

[State 650, Hitdef]
type = Hitdef
trigger1 = var(0) = 0
trigger1 = AnimElem = 5
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = low
air.type = low
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(50*fvar(0)),8
getpower = 100,40
givepower = 50,25
pausetime = 0,6
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 = 5,0
guard.velocity = -4
air.velocity = -1.5,-3
airguard.velocity = -1.5,-3
fall.recover = 1
fall.recovertime = ceil(60*fvar(0))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3

[State 650, Helper]
type = Helper
trigger1 = var(0) = 1
trigger1 = AnimElem = 5
helpertype = normal
name = "Blaze"
pos = 80,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 10650
size.xscale = 0.75
size.yscale = 0.75

[State 650, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 650, ChangeState]
type = ChangeState
triggerall = AnimElemTime(7) >= 0
triggerall = var(0) = 0
triggerall = var(2) = 1
triggerall = (fvar(31) = 2 && fvar(30) > 100) || fvar(31) = 3 
trigger1 = command = "214bc"
trigger2 = command = "236bc"
value = 6010
ctrl = 0

;----------------------------------------------------------------------
; 421 + A

[Statedef 660]
type = S
movetype = A
physics = S
anim = 660
ctrl = 0
;juggle = 1
poweradd = 100

[State 660, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 20
ignorehitpause = 1

[State 660, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 660, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 660, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.15
ignorehitpause = 1

[State 660, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(11) < 0
value = SCA
time = 1

[State 660, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(1) = 0
statetype = A
physics = A

[State 660, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 1
y = -6

[State 660, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,3
channel = 2
ignorehitpause = 1

[State 660, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10040
ownpal = 1
sprpriority = 5
postype = p1
pos = 10,0
bindtime = 1
removetime = -2
removeongethit = 0
scale = 0.75,0.75

[State 660, Explod]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 10660
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,-70
bindtime = -1
removetime = -2
removeongethit = 1

[State 660, Hitdef]
type = Hitdef
trigger1 = AnimElem = 8
attr = A,SA
hitflag = MAF
guardflag = M
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(50*fvar(0)),8
getpower = 100,20
givepower = 20,10
pausetime = 7,7
guard.pausetime = 7,7
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 = -5
air.velocity = 0,-7
airguard.velocity = -2,-5
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3
yaccel = 0.6

[State 660, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 451
ctrl = 0

;----------------------------------------------------------------------
; 421 + A <Ariel>

[Statedef 665]
type = A
movetype = A
physics = A
anim = 660
ctrl = 0
;juggle = 1
poweradd = 100

[State 665, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 20
ignorehitpause = 1

[State 665, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 665, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 665, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.09
ignorehitpause = 1

[State 665, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(11) < 0
value = SCA
time = 1

[State 665, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 1
y = -6

[State 665, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,3
channel = 2
ignorehitpause = 1

[State 665, Explod]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 10660
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,-70
bindtime = -1
removetime = -2
removeongethit = 1

[State 665, Hitdef]
type = Hitdef
trigger1 = AnimElem = 8
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(50*fvar(0)),8
getpower = 100,20
givepower = 20,10
pausetime = 4,4
guard.pausetime = 4,4
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 = -5
air.velocity = 0,-10
airguard.velocity = -2,-5
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3
yaccel = 0.6

[State 665, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 451
ctrl = 0

;----------------------------------------------------------------------
; 421 + B

[Statedef 670]
type = S
movetype = A
physics = S
anim = 670
ctrl = 0
;juggle = 1
poweradd = 100

[State 670, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 20
ignorehitpause = 1

[State 670, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 670, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 670, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.08
ignorehitpause = 1

[State 670, NotHitBy]
type = Null;NotHitBy
trigger1 = AnimElemTime(10) < 0
value = SCA
time = 1

[State 670, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(1) = 0
statetype = A
physics = A

[State 670, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 5
y = -5.5

[State 670, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,3
channel = 2
ignorehitpause = 1

[State 670, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10040
ownpal = 1
sprpriority = 5
postype = p1
pos = 10,0
bindtime = 1
removetime = -2
removeongethit = 0
scale = 0.75,0.75

[State 670, Explod]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 10660
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,-70
bindtime = -1
removetime = -2
removeongethit = 1

[State 670, Hitdef]
type = Hitdef
trigger1 = AnimElem = 8
trigger1 = P2StateNo != [40670,40674]
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(60*fvar(0)),8
getpower = 100,20
givepower = 20,10
pausetime = 10,10
guard.pausetime = 10,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 15
air.hittime = 20
guard.ctrltime = 15
airguard.ctrltime = 20
ground.velocity = -6,-6
guard.velocity = -5
air.velocity = -6,-6
airguard.velocity = -2,-5
fall.recover = 1
fall.recovertime = ceil(70*fvar(0))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3
p2facing = 1

[State 670, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
value = 40670
ignorehitpause = 1
persistent = 0

[State 670, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 451
ctrl = 0

;----------------------------------------------------------------------
; 421 + B

[Statedef 675]
type = A
movetype = A
physics = A
anim = 670
ctrl = 0
;juggle = 1
poweradd = 100

[State 675, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 20
ignorehitpause = 1

[State 675, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 675, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 675, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.12
ignorehitpause = 1

[State 10510, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(10) < 0
value = SCA
time = 1

[State 675, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 5
y = -5.5

[State 675, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,3
channel = 2
ignorehitpause = 1

[State 675, Explod]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 10660
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,-70
bindtime = -1
removetime = -2
removeongethit = 1

[State 675, Hitdef]
type = Hitdef
trigger1 = AnimElem = 8
trigger1 = P2StateNo != [40670,40674]
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(60*fvar(0)),8
getpower = 100,20
givepower = 20,10
pausetime = 4,10
guard.pausetime = 4,10
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 = -3,-6.5
guard.velocity = -5
air.velocity = -4,-8
airguard.velocity = -2,-5
fall.recover = 1
fall.recovertime = ceil(50*fvar(0))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3
p2facing = 1

[State 675, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
value = 40670
ignorehitpause = 1
persistent = 0

[State 675, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 450
ctrl = 0

;----------------------------------------------------------------------
; 421 + C

[Statedef 680]
type = S
movetype = A
physics = N
anim = 680
ctrl = 0
velset = 0,0
;juggle = 1
poweradd = 100

[State 680, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 20
ignorehitpause = 1

[State 680, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 680, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 680, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = -0.05
ignorehitpause = 1

[State 680, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
statetype = A

[State 680, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(9) = 0
physics = A

[State 680, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 8.5
y = -3.5

[State 680, VelMul]
type = Velmul
trigger1 = Time >= 23
x = 0.88

[State 680, VelMul]
type = Null;Veladd
trigger1 = Time >= 23
y = 0.2

[State 680, PlaySnd]
type = Null;PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,4
ignorehitpause = 1

[State 680, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s2,8
ignorehitpause = 1

[State 706, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,25
ignorehitpause = 1

[State 706, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,26
ignorehitpause = 1

[State 680, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 10040
ownpal = 1
sprpriority = 5
postype = p1
pos = 10,0
bindtime = 1
removetime = -2
removeongethit = 0
scale = 0.75,0.75

[State 680, Explod]
type = Explod
trigger1 = AnimElemTime(8) = 0
anim = 10660
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,-70
bindtime = -1
removetime = -2
removeongethit = 1

[State 680, Hitdef]
type = Hitdef
trigger1 = AnimElem = 11
attr = A,SA
hitflag = MAF
guardflag = HA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(80*fvar(0)),8
getpower = 100,20
givepower = 20,10
pausetime = 10,10
guard.pausetime = 10,10
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,-7
guard.velocity = -5
air.velocity = 0,-4
airguard.velocity = -2,-5
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3

[State 680, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 451
ctrl = 0

;----------------------------------------------------------------------
; 421 + C

[Statedef 685]
type = A
movetype = A
physics = N
anim = 685
ctrl = 0
;juggle = 1
poweradd = 100

[State 685, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 20
ignorehitpause = 1

[State 685, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 685, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 685, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.12
ignorehitpause = 1

[State 685, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(10) < 0
value = SCA
time = 1

[State 685, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 2
y = -2

[State 685, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.5

[State 685, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,3
channel = 2
ignorehitpause = 1

[State 685, Explod]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 10660
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,-70
bindtime = -1
removetime = -2
removeongethit = 1

[State 685, Hitdef]
type = Hitdef
trigger1 = AnimElem = 8
attr = A,SA
hitflag = MAF
guardflag = HA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(80*fvar(0)),8
getpower = 100,20
givepower = 20,10
pausetime = 4,10
guard.pausetime = 4,10
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 = -3,-6.5
guard.velocity = -5
air.velocity = -4,-8
airguard.velocity = -2,-5
fall.recover = 1
fall.recovertime = ceil(50*fvar(0))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3

[State 680, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

[State 685, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 450
ctrl = 1

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

[Statedef 690]
type = S
movetype = A
physics = S
anim = 690
ctrl = 0
poweradd = 100

[State 690, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 690, VarSet];initialize
type = VarSet
trigger1 = Time = 0
var(9) = 0
ignorehitpause = 1

[State 690, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s0,6
channel = 2

[State 690, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Fire extinguisher"
pos = 0,-50
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 10690
ID = 10690
ignorehitpause = 1

[State 690, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 63214 + Z

[Statedef 695]
type = S
movetype = A
physics = S
anim = 695
ctrl = 0
sprpriority = 2

[State 695, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 695, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 695, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = s3,8
channel = 2

[State 695, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(3) < 0
value = SCA
time = 1

[State 695, PalFX]
type = PalFX
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) < 0
trigger1 = Time % 4 = 0
time = 2
add = 180,180,180

[State 695, ReversalDef]
type = ReversalDef
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) < 0
reversal.attr = SCA, NA, SA, HA, AA
attr = S,SA
pausetime = 0,40
sparkno = -1
hitsound = s3,9
p1stateno = 696
p2stateno = 40695
p2facing = 1
ID = 695

[State 695, ChangeState] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 63214 + Z <Learned>

[Statedef 696]
type = S
movetype = A
physics = S
anim = 696
ctrl = 0
sprpriority = 2

[State 696, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10696
ownpal = 1
sprpriority = 5
postype = p1
pos = 40,-70
bindtime = 1
removetime = -2

[State 696, PalFX]
type = PalFX
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
trigger1 = Time % 4 = 0
time = 2
add = 180,180,180

[State 696, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 696, VarSet]
type = VarSet
triggerall = Time = 0
trigger1 = (var(20) = 0) && (var(21) = 0) && (var(22) = 0)
trigger1 = (var(23) = 0) && (var(24) = 0) && (var(25) = 0)
trigger1 = (var(26) = 0) && (var(27) = 0) && (var(28) = 0) && (var(29) = 0)
fvar(20) = 0
ignorehitpause = 1

[State 696, VarSet]
type = VarSet
triggerall = Time = 0
trigger1 = (var(20) != 0) && (var(21) = 0) && (var(22) = 0)
trigger1 = (var(23) = 0) && (var(24) = 0) && (var(25) = 0)
trigger1 = (var(26) = 0) && (var(27) = 0) && (var(28) = 0) && (var(29) = 0)
fvar(20) = 1
ignorehitpause = 1

[State 696, VarSet]
type = VarSet
triggerall = Time = 0
trigger1 = (var(20) != 0) && (var(21) != 0) && (var(22) = 0)
trigger1 = (var(23) = 0) && (var(24) = 0) && (var(25) = 0)
trigger1 = (var(26) = 0) && (var(27) = 0) && (var(28) = 0) && (var(29) = 0)
fvar(20) = 2
ignorehitpause = 1

[State 696, VarSet]
type = VarSet
triggerall = Time = 0
trigger1 = (var(20) != 0) && (var(21) != 0) && (var(22) != 0)
trigger1 = (var(23) = 0) && (var(24) = 0) && (var(25) = 0)
trigger1 = (var(26) = 0) && (var(27) = 0) && (var(28) = 0) && (var(29) = 0)
fvar(20) = 3
ignorehitpause = 1

[State 696, VarSet]
type = VarSet
triggerall = Time = 0
trigger1 = (var(20) != 0) && (var(21) != 0) && (var(22) != 0)
trigger1 = (var(23) != 0) && (var(24) = 0) && (var(25) = 0)
trigger1 = (var(26) = 0) && (var(27) = 0) && (var(28) = 0) && (var(29) = 0)
fvar(20) = 4
ignorehitpause = 1

[State 696, VarSet]
type = VarSet
triggerall = Time = 0
trigger1 = (var(20) != 0) && (var(21) != 0) && (var(22) != 0)
trigger1 = (var(23) != 0) && (var(24) != 0) && (var(25) = 0)
trigger1 = (var(26) = 0) && (var(27) = 0) && (var(28) = 0) && (var(29) = 0)
fvar(20) = 5
ignorehitpause = 1

[State 696, VarSet]
type = VarSet
triggerall = Time = 0
trigger1 = (var(20) != 0) && (var(21) != 0) && (var(22) != 0)
trigger1 = (var(23) != 0) && (var(24) != 0) && (var(25) != 0)
trigger1 = (var(26) = 0) && (var(27) = 0) && (var(28) = 0) && (var(29) = 0)
fvar(20) = 6
ignorehitpause = 1

[State 696, VarSet]
type = VarSet
triggerall = Time = 0
trigger1 = (var(20) != 0) && (var(21) != 0) && (var(22) != 0)
trigger1 = (var(23) != 0) && (var(24) != 0) && (var(25) != 0)
trigger1 = (var(26) != 0) && (var(27) = 0) && (var(28) = 0) && (var(29) = 0)
fvar(20) = 7
ignorehitpause = 1

[State 696, VarSet]
type = VarSet
triggerall = Time = 0
trigger1 = (var(20) != 0) && (var(21) != 0) && (var(22) != 0)
trigger1 = (var(23) != 0) && (var(24) != 0) && (var(25) != 0)
trigger1 = (var(26) != 0) && (var(27) != 0) && (var(28) = 0) && (var(29) = 0)
fvar(20) = 8
ignorehitpause = 1

[State 696, VarSet]
type = VarSet
triggerall = Time = 0
trigger1 = (var(20) != 0) && (var(21) != 0) && (var(22) != 0)
trigger1 = (var(23) != 0) && (var(24) != 0) && (var(25) != 0)
trigger1 = (var(26) != 0) && (var(27) != 0) && (var(28) != 0) && (var(29) = 0)
fvar(20) = 9
ignorehitpause = 1

[State 696, VarSet]
type = VarSet
triggerall = Time = 0
trigger1 = (var(20) != 0) && (var(21) != 0) && (var(22) != 0)
trigger1 = (var(23) != 0) && (var(24) != 0) && (var(25) != 0)
trigger1 = (var(26) != 0) && (var(27) != 0) && (var(28) != 0) && (var(29) != 0)
fvar(20) = 10
ignorehitpause = 1

[State 696, VarSet]
type = VarSet
triggerall = Time = 1
triggerall = fvar(20) != 10
trigger1 = var(20) = Enemy,PrevStateNo
fvar(20) = 0
ignorehitpause = 1

[State 696, VarSet]
type = VarSet
triggerall = Time = 1
triggerall = fvar(20) != 10
trigger1 = var(21) = Enemy,PrevStateNo
fvar(20) = 1
ignorehitpause = 1

[State 696, VarSet]
type = VarSet
triggerall = Time = 1
triggerall = fvar(20) != 10
trigger1 = var(22) = Enemy,PrevStateNo
fvar(20) = 2
ignorehitpause = 1

[State 696, VarSet]
type = VarSet
triggerall = Time = 1
triggerall = fvar(20) != 10
trigger1 = var(23) = Enemy,PrevStateNo
fvar(20) = 3
ignorehitpause = 1

[State 696, VarSet]
type = VarSet
triggerall = Time = 1
triggerall = fvar(20) != 10
trigger1 = var(24) = Enemy,PrevStateNo
fvar(20) = 4
ignorehitpause = 1

[State 696, VarSet]
type = VarSet
triggerall = Time = 1
triggerall = fvar(20) != 10
trigger1 = var(25) = Enemy,PrevStateNo
fvar(20) = 5
ignorehitpause = 1

[State 696, VarSet]
type = VarSet
triggerall = Time = 1
triggerall = fvar(20) != 10
trigger1 = var(26) = Enemy,PrevStateNo
fvar(20) = 6
ignorehitpause = 1

[State 696, VarSet]
type = VarSet
triggerall = Time = 1
triggerall = fvar(20) != 10
trigger1 = var(27) = Enemy,PrevStateNo
fvar(20) = 7
ignorehitpause = 1

[State 696, VarSet]
type = VarSet
triggerall = Time = 1
triggerall = fvar(20) != 10
trigger1 = var(28) = Enemy,PrevStateNo
fvar(20) = 8
ignorehitpause = 1

[State 696, VarSet]
type = VarSet
triggerall = Time = 1
triggerall = fvar(20) != 10
trigger1 = var(29) = Enemy,PrevStateNo
fvar(20) = 9
ignorehitpause = 1

[State 696, VarSet]
type = VarSet
triggerall = fvar(20) = 0
trigger1 = Time = 2
var(20) = Enemynear,PrevStateNo

[State 696, VarSet]
type = VarSet
triggerall = fvar(20) = 1
trigger1 = Time = 2
var(21) = Enemynear,PrevStateNo

[State 696, VarSet]
type = VarSet
triggerall = fvar(20) = 2
trigger1 = Time = 2
var(22) = Enemynear,PrevStateNo

[State 696, VarSet]
type = VarSet
triggerall = fvar(20) = 3
trigger1 = Time = 2
var(23) = Enemynear,PrevStateNo

[State 696, VarSet]
type = VarSet
triggerall = fvar(20) = 4
trigger1 = Time = 2
var(24) = Enemynear,PrevStateNo

[State 696, VarSet]
type = VarSet
triggerall = fvar(20) = 5
trigger1 = Time = 2
var(25) = Enemynear,PrevStateNo

[State 696, VarSet]
type = VarSet
triggerall = fvar(20) = 6
trigger1 = Time = 2
var(26) = Enemynear,PrevStateNo

[State 696, VarSet]
type = VarSet
triggerall = fvar(20) = 7
trigger1 = Time = 2
var(27) = Enemynear,PrevStateNo

[State 696, VarSet]
type = VarSet
triggerall = fvar(20) = 8
trigger1 = Time = 2
var(28) = Enemynear,PrevStateNo

[State 696, VarSet]
type = VarSet
triggerall = fvar(20) = 9
trigger1 = Time = 2
var(29) = Enemynear,PrevStateNo

[State 696, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s0,4

[State 696, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(14) = 0
value = s0,5

[State 696, PalFX]
type = PalFX
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) < 0
trigger1 = Time % 4 = 0
time = 2
add = 180,180,180

[State 696, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(9) = 0
time = 10
ampl = -5

[State 696, HitEffect]
type = Helper
trigger1 = AnimElemTime(9) = 0
name = "HitSpark"
postype = p2
pos = 0,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31020
ignorehitpause = 1

[State 696, ChangeState] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 63214 + Z <Counter>

[Statedef 697]
type = S
movetype = A
physics = S
anim = 696
ctrl = 0
velset = 0,0
sprpriority = 2

[State 697, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 20
ignorehitpause = 1

[State 697, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 697, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 697, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.10
ignorehitpause = 1

[State 697, Pause]
type = Pause 
trigger1 = Time = 0
time = 40
movetime = 40

[State 697, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10696
ownpal = 1
sprpriority = 5
postype = p1
pos = 40,-70
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999

[State 697, PalFX]
type = PalFX
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
trigger1 = Time % 4 = 0
time = 2
add = 180,180,180

[State 697, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 697, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s3,9

[State 697, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s0,4

[State 697, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(14) = 0
value = s0,5

[State 697, PalFX]
type = PalFX
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) < 0
trigger1 = Time % 4 = 0
time = 2
add = 180,180,180

[State 697, Hitdef]
type = Hitdef
trigger1 = AnimElem = 8
attr = S,SA
hitflag = MAF
guardflag = 
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = 90,0
getpower = 100,20
givepower = 20,10
pausetime = 4,10
guard.pausetime = 4,10
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 = -3,-7
guard.velocity = -5
air.velocity = -0,-7
airguard.velocity = -2,-5
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -5
yaccel = 0.4

[State 697, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
value = 40697
ignorehitpause = 1
persistent = 0

[State 697, ChangeState] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Child Mai Control State
;----------------------------------------------------------------------

;----------------------------------------------------------------------
; Z (Stand ON)

[Statedef 700]
type = S
movetype = A
physics = S
anim = 700
ctrl = 0

[State 700, VarSet]
type = VarSet
trigger1 = Time = 1
var(10) = 1

[State 700, VarSet]
type = VarSet
trigger1 = Time = 0
var(11) = 0

[State 700, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,9
ignorehitpause = 1

[State 700, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,11
ignorehitpause = 1

[State 700, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10040
ownpal = 1
sprpriority = 5
postype = p1
pos = 10,0
bindtime = 1
removetime = -2
removeongethit = 0
scale = 0.75,0.75

[State 700, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 1
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
helpertype = normal
name = "Child_Mai"
keyctrl = 1
pos = 30,-10
ownpal = 1
pausemovetime = 0
supermovetime = 0
ID = 1000
stateno = 1005
ignorehitpause = 1

[State 700, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 1
trigger1 = command = "holdfwd"
trigger1 = command != "holdback"
helpertype = normal
name = "Child_Mai"
keyctrl = 1
pos = 100,-10
ownpal = 1
pausemovetime = 0
supermovetime = 0
ID = 1000
stateno = 1005
ignorehitpause = 1

[State 700, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 1
trigger1 = command != "holdfwd"
trigger1 = command = "holdback"
helpertype = normal
name = "Child_Mai"
keyctrl = 1
pos = -50,-10
ownpal = 1
pausemovetime = 0
supermovetime = 0
ID = 1000
stateno = 1005
ignorehitpause = 1

[State 700, CtrlSet]
type = CtrlSet
trigger1 = Time > 2
value = 1

[State 700, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Z (Stand OFF)

[Statedef 701]
type = S
movetype = A
physics = S
anim = 700
ctrl = 0

[State 701, VarSet]
type = VarSet
trigger1 = Time = 1
var(10) = 0

[State 701, VarSet]
type = VarSet
trigger1 = Time = 0
var(11) = 1009

[State 701, CtrlSet]
type = CtrlSet
trigger1 = Time > 2
value = 1

[State 701, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 623 + A or B or C

[Statedef 706]
type = S
movetype = A
physics = S
anim = 706
ctrl = 0

[State 706, Pause]
type = Pause 
trigger1 = Time = 0
time = 5
movetime = 5
ignorehitpause = 1

[State 706, VarAdd]
type = VarAdd
trigger1 = Time = 0
trigger1 = fvar(31) = 3
fvar(30) = ifelse(fvar(30) > 50,-50,-1*fvar(30))
ignorehitpause = 1

[State 706, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ring"
pos = 0,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31000
ID = 31000
ignorehitpause = 1

[State 706, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,10]
value = SCA
time = 1

[State 706, PalFX]
type = PalFX
trigger1 = Time = [0,10]
time = 1
add = 255-((Time+1)*25),255-((Time+1)*25),255-((Time+1)*25)

[State 706, VarSet]
type = VarSet
trigger1 = Time = 0
var(16) = 0

[State 706, VarSet]
type = VarSet
trigger1 = Time = 2
var(16) = 1

[State 706, VarSet]
type = VarSet
trigger1 = Time > 9
var(16) = 0

[State 706, VarSet]
type = VarSet
trigger1 = Time = 1
var(10) = 1

[State 706, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,9
ignorehitpause = 1

[State 706, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,11
ignorehitpause = 1

[State 706, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10040
ownpal = 1
sprpriority = 5
postype = p1
pos = 10,0
bindtime = 1
removetime = -2
removeongethit = 0
scale = 0.75,0.75
pausemovetime = 9999
supermovetime = 9999

[State 706, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 1
helpertype = normal
name = "Child_Mai_706"
keyctrl = 1
pos = 30,-10
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 1006
ID = 1010
ignorehitpause = 1

[State 706, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 710]
type = S
movetype = A
physics = S
anim = 710
ctrl = 0
poweradd = 100

[State 710, VarSet]
type = VarSet
trigger1 = Time = 0
var(16) = 0

[State 710, VarSet]
type = VarSet
trigger1 = Time = 2
var(16) = 1

[State 710, VarSet]
type = VarSet
trigger1 = Time > 9
var(16) = 0

[State 710, VarSet]
type = VarSet
trigger1 = Time = 1
var(10) = 1

[State 710, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,9
ignorehitpause = 1

[State 710, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,11
ignorehitpause = 1

[State 710, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10040
ownpal = 1
sprpriority = 5
postype = p1
pos = 10,0
bindtime = 1
removetime = -2
removeongethit = 0
scale = 0.75,0.75

[State 710, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 1
helpertype = normal
name = "Child_Mai_710"
keyctrl = 1
pos = 30,-10
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 1010+var(13)
ID = 1010
ignorehitpause = 1

[State 710, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 720]
type = S
movetype = A
physics = S
anim = 720
ctrl = 0
poweradd = 100

[State 720, VarSet]
type = VarSet
trigger1 = Time = 0
var(16) = 0

[State 720, VarSet]
type = VarSet
trigger1 = Time = 2
var(16) = 1

[State 720, VarSet]
type = VarSet
trigger1 = Time > 9
var(16) = 0

[State 720, VarSet]
type = VarSet
trigger1 = Time = 1
var(10) = 1

[State 720, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,9
ignorehitpause = 1

[State 720, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,11
ignorehitpause = 1

[State 720, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10040
ownpal = 1
sprpriority = 5
postype = p1
pos = 10,0
bindtime = 1
removetime = -2
removeongethit = 0
scale = 0.75,0.75

[State 720, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Child_Mai_720"
keyctrl = 1
pos = 30,-10
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 1020+var(13)
ID = 1010
ignorehitpause = 1

[State 720, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 730]
type = S
movetype = A
physics = S
anim = 730
ctrl = 0
poweradd = 100

[State 730, VarSet]
type = VarSet
trigger1 = Time = 0
var(16) = 0

[State 730, VarSet]
type = VarSet
trigger1 = Time = 2
var(16) = 1

[State 730, VarSet]
type = VarSet
trigger1 = Time > 9
var(16) = 0

[State 730, VarSet]
type = VarSet
trigger1 = Time = 1
var(10) = 1

[State 730, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,9
ignorehitpause = 1

[State 730, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,11
ignorehitpause = 1

[State 730, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10040
ownpal = 1
sprpriority = 5
postype = p1
pos = 10,0
bindtime = 1
removetime = -2
removeongethit = 0
scale = 0.75,0.75

[State 730, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Child_Mai_730"
keyctrl = 1
pos = 30,-10
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 1030+var(13)
ID = 1010
ignorehitpause = 1

[State 730, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 63214 + A

[Statedef 740]
type = S
movetype = A
physics = S
anim = 740
ctrl = 0
poweradd = 100

[State 740, VarSet]
type = VarSet
trigger1 = Time = 0
var(16) = 0

[State 740, VarSet]
type = VarSet
trigger1 = Time = 2
var(16) = 1

[State 740, VarSet]
type = VarSet
trigger1 = Time > 9
var(16) = 0

[State 740, VarSet]
type = VarSet
trigger1 = Time = 1
var(10) = 1

[State 740, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,9
ignorehitpause = 1

[State 740, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,11
ignorehitpause = 1

[State 740, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10040
ownpal = 1
sprpriority = 5
postype = p1
pos = 10,0
bindtime = 1
removetime = -2
removeongethit = 0
scale = 0.75,0.75

[State 740, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Child_Mai_740"
keyctrl = 1
pos = 30,-10
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 1040+var(13)
ID = 1010
ignorehitpause = 1

[State 740, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 63214 + B

[Statedef 750]
type = S
movetype = A
physics = S
anim = 750
ctrl = 0
poweradd = 100

[State 750, VarSet]
type = VarSet
trigger1 = Time = 0
var(16) = 0

[State 750, VarSet]
type = VarSet
trigger1 = Time = 2
var(16) = 1

[State 750, VarSet]
type = VarSet
trigger1 = Time > 9
var(16) = 0

[State 750, VarSet]
type = VarSet
trigger1 = Time = 1
var(10) = 1

[State 750, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,9
ignorehitpause = 1

[State 750, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,11
ignorehitpause = 1

[State 750, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10040
ownpal = 1
sprpriority = 5
postype = p1
pos = 10,0
bindtime = 1
removetime = -2
removeongethit = 0
scale = 0.75,0.75

[State 750, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Child_Mai_750"
keyctrl = 1
pos = 30,-10
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 1050
ID = 1010
ignorehitpause = 1

[State 750, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 63214 + C

[Statedef 760]
type = S
movetype = A
physics = S
anim = 760
ctrl = 0
poweradd = 100

[State 760, VarSet]
type = VarSet
trigger1 = Time = 0
var(16) = 0

[State 760, VarSet]
type = VarSet
trigger1 = Time = 2
var(16) = 1

[State 760, VarSet]
type = VarSet
trigger1 = Time > 9
var(16) = 0

[State 760, VarSet]
type = VarSet
trigger1 = Time = 1
var(10) = 1

[State 760, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,9
ignorehitpause = 1

[State 760, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,11
ignorehitpause = 1

[State 760, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10040
ownpal = 1
sprpriority = 5
postype = p1
pos = 10,0
bindtime = 1
removetime = -2
removeongethit = 0
scale = 0.75,0.75

[State 760, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Child_Mai_760"
keyctrl = 1
pos = 30,-10
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 1060
ID = 1010
ignorehitpause = 1

[State 760, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 22 + C

[Statedef 770]
type = S
movetype = A
physics = S
anim = 770
ctrl = 0
poweradd = 100

[State 770, VarAdd]
type = VarAdd
trigger1 = var(13) < 2
trigger1 = Time = 0
var(13) = 1
persistent = 0

[State 770, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(9) < 0
trigger1 = Time % 6 = 0
value = s0,6
channel = 2
ignorehitpause = 1

[State 770, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(10) = 0
value = s0,5
channel = 2
ignorehitpause = 1

[State 770, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; ReinForce 
;----------------------------------------------------------------------

;----------------------------------------------------------------------
; 236 + BC

[Statedef 6000]
type = S
movetype = A
physics = S
anim = 6000
ctrl = 0
poweradd = 100

[State 6000, AssertSpecial]
type = AssertSpecial
trigger1 = var(9) = 1
flag = UnGuardable
ignorehitpause = 1

[State 6000, VarSet];Hitsound and effects select
type = VarSet
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(5) = 0
trigger3 = AnimElemTime(11) = 0
trigger4 = AnimElemTime(14) = 0
trigger5 = AnimElemTime(20) = 0
trigger6 = AnimElemTime(23) = 0
var(1) = 20
ignorehitpause = 1

[State 6000, VarSet];Hitsound and effects select
type = VarSet
trigger1 = AnimElemTime(8) = 0
trigger2 = AnimElemTime(17) = 0
trigger3 = AnimElemTime(26) = 0
var(1) = 21
ignorehitpause = 1

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

[State 6000, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 6000, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.04
ignorehitpause = 1

[State 6000, VarSet];initialize
type = VarSet
trigger1 = MoveContact
var(9) = 2
ignorehitpause = 1

[State 6000, VarAdd]
type = VarAdd
trigger1 = Time = 0
trigger1 = fvar(31) = 2
fvar(30) = -100
ignorehitpause = 1

[State 6000, VarAdd]
type = VarAdd
trigger1 = Time = 0
trigger1 = fvar(31) = 3
fvar(30) = ifelse(fvar(30) > 25,-25,-1*fvar(30))
ignorehitpause = 1

[State 6000, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ring"
pos = 0,-40
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 31000
ID = 31000
ignorehitpause = 1

[State 6000, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,10]
value = SCA
time = 1

[State 6000, PalFX]
type = PalFX
trigger1 = Time = [0,10]
time = 1
add = 255-((Time+1)*25),255-((Time+1)*25),255-((Time+1)*25)

[State 6000, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(12) = 0
trigger3 = AnimElemTime(21) = 0
anim = 10600
ownpal = 1
sprpriority = 5
postype = p1
pos = -30,-30
bindtime = 1
removetime = -2
removeongethit = 1

[State 6000, Explod]
type = Explod
trigger1 = AnimElemTime(6) = 0
trigger2 = AnimElemTime(15) = 0
trigger3 = AnimElemTime(24) = 0
anim = 10610
ownpal = 1
sprpriority = 5
postype = p1
pos = -30,-40
bindtime = 1
removetime = -2
removeongethit = 1

[State 6000, Explod]
type = Explod
trigger1 = AnimElemTime(9) = 0
trigger2 = AnimElemTime(18) = 0
trigger3 = AnimElemTime(27) = 0
anim = 10620
ownpal = 1
sprpriority = 5
postype = p1
pos = -40,-47
bindtime = 1
removetime = -2
removeongethit = 1

[State 6000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(5) = 0
trigger3 = AnimElemTime(8) = 0
trigger4 = AnimElemTime(11) = 0
trigger5 = AnimElemTime(14) = 0
trigger6 = AnimElemTime(17) = 0
trigger7 = AnimElemTime(20) = 0
trigger8 = AnimElemTime(23) = 0
trigger9 = AnimElemTime(26) = 0
value = s3,10
channel = 2
ignorehitpause = 1

[State 6000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(33) = 0
value = s0,5
channel = 3
ignorehitpause = 1

[State 6000, Hitdef]
type = Hitdef
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(6) = 0
trigger3 = AnimElemTime(9) = 0
trigger4 = AnimElemTime(12) = 0
trigger5 = AnimElemTime(15) = 0
trigger6 = AnimElemTime(18) = 0
trigger7 = AnimElemTime(21) = 0
trigger8 = AnimElemTime(24) = 0
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(10*fvar(0)),8
getpower = 30,20
givepower = 10,5
pausetime = 1,20
guard.pausetime = 1,20
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 = 0
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3

[State 6000, Hitdef]
type = Hitdef
trigger1 = AnimElemTime(27) = 0
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = trip
air.type = trip
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(50*fvar(0)),8
getpower = 40,20
givepower = 20,10
pausetime = 3,5
guard.pausetime = 3,5
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 = -3,-4
guard.velocity = -5
air.velocity = -3,-4
airguard.velocity = -3,-4
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3

[State 6000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 214 or 236 + BC

[Statedef 6010]
type = S
movetype = A
physics = S
anim = 6010
ctrl = 0
;juggle = 1
velset = 0,0
poweradd = 100
facep2 = 1

[State 6010, VarAdd]
type = VarAdd
trigger1 = Time = 0
trigger1 = fvar(31) = 2
fvar(30) = -100
ignorehitpause = 1

[State 6010, VarAdd]
type = VarAdd
trigger1 = Time = 0
trigger1 = fvar(31) = 3
fvar(30) = ifelse(fvar(30) > 25,-25,-1*fvar(30))
ignorehitpause = 1

[State 6010, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(1) = 20
ignorehitpause = 1

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

[State 6010, VarSet];MoveContact detection
type = Null;VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 6010, VarSet];Damage Correction
type = VarAdd
trigger1 = MoveHit
fvar(3) = 0.07
ignorehitpause = 1

[State 6010, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,10]
value = SCA
time = 1

[State 6010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s2,13
ignorehitpause = 1

[State 6010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s2,3
ignorehitpause = 1

[State 6010, 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 6010, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10660
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,-50
bindtime = -1
removetime = -2
removeongethit = 1

[State 6010, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ring"
pos = 0,-40
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 31000
ID = 31000
ignorehitpause = 1

[State 6010, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(7) = 0
x = 180

[State 6010, Turn]
type = Turn
trigger1 = AnimElemTime(9) = 0

[State 6010, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(9) = 1
x = -6

[State 6010, Hitdef]
type = Hitdef
trigger1 = AnimElem = 5
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = low
air.type = low
damage = ifelse(var(18) = 1,10,ceil(10*fvar(0)))+ceil(130*fvar(0)),8
getpower = 100,40
givepower = 50,25
pausetime = 0,6
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,-7
guard.velocity = -4
air.velocity = 0,-6
airguard.velocity = -1.5,-3
fall.recover = 1
fall.recovertime = 30+ceil(40*fvar(0))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3

[State 6010, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 214 + BC

[Statedef 6020]
type = S
movetype = A
physics = S
anim = 6020
ctrl = 0
poweradd = 100

[State 6020, VarAdd]
type = VarAdd
trigger1 = Time = 0
trigger1 = fvar(31) = 2
fvar(30) = -100
ignorehitpause = 1

[State 6020, VarAdd]
type = VarAdd
trigger1 = Time = 0
trigger1 = fvar(31) = 3
fvar(30) = ifelse(fvar(30) > 25,-25,-1*fvar(30))
ignorehitpause = 1

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

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

[State 6020, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,10]
value = SCA
time = 1

[State 6020, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ring"
pos = 0,-40
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 31000
ID = 31000
ignorehitpause = 1

[State 6020, Hitdef]
type = Hitdef
trigger1 = P2StateNo != [150,155]
trigger1 = AnimElem = 1
attr = S,ST
hitflag = M
guardflag = 
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
priority = 1, Miss
damage = 0,0
getpower = 100,0
givepower = 50,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10500
guard.sparkno = -1
sparkxy = -40,-60
hitsound = S1,50
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
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 = 0
guard.kill = 0
p1facing = 1
p2facing = 1
p1stateno = 6021
p2stateno = 46020
p1sprpriority = 0
p2sprpriority = 2
guard.dist = 0

[State 6020, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 214 + BC <Success>

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

[State 6021, PalFX]
type = PalFX
trigger1 = Time = [0,10]
time = 1
add = 255-((Time+1)*25),255-((Time+1)*25),255-((Time+1)*25)

[State 6021, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 6021, SprPriority]
type = SprPriority
trigger1 = AnimElemTime(4) = 0
value = 3

[State 6021, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(4) = 1
time = 10
ampl = -10

[State 6021, HitEffects]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31026
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 6021, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(4) = 1
value = -80
absolute = 1
kill = 0

[State 6021, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(4) < 2
pos = 40,0

[State 6021, TargetState]
type = TargetState
trigger1 = AnimElemTime(4) = 6
value = 46021

[State 6021, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(6) < 0
x = 2

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