; _______________________________________
;| Edmond Honda by Phantom.of.the.Server |
; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
;==============================================================================================
;========================================<SPECIAL MOVES>=======================================
;==============================================================================================

;========================<HYAKURETSU HARITE>=============================
[Statedef 1000]
type=S
physics=N
movetype=A
anim=1000
ctrl=0
velset=0,0
sprpriority=1
poweradd=72*!var(20)
facep2=1

[State 1000, Button]
type=varset
trigger1= !time && var(59)<=0
var(10)= ifelse(command="z", 3, ifelse(command="y", 2, 1))
[State 1000, Button]
type=varset
trigger1= !time && var(59)>=1 && var(10)<=1
var(10)=3

[State 1000, Anim]
type=changeanim
trigger1= !time
value= ifelse(var(10)=3, 1002, ifelse(var(10)=2, 1001, 1000))

[State 1000, Snd]
type=playsnd
trigger1= !animtime && (var(10)=2 || var(10)=3)
value=0,102
[State 1000, Dust]
type=helper
trigger1= !animtime && (var(10)=2 || var(10)=3)
helpertype=normal
stateno=8103
ID=8100
name="Dash Dust"
postype=p1
pausemovetime=255
supermovetime=255
ownpal=1

[State 1000, End]
type=changestate
trigger1= !animtime
value=1010


;---Looping---
[Statedef 1010]
type=S
physics=N
movetype=A
anim=1010
ctrl=0
velset=0,0
sprpriority=1

[State 1010, Button]
type=varset
trigger1= !time
var(11)= var(10)
[State 1010, Button]
type=varset
trigger1= time && var(59)<=0
trigger1= command="x" || command="y" || command="z"
var(11)= ifelse(command="z", 3, ifelse(command="y", 2, 1))
[State 1010, Button]
type=varset
trigger1= time && var(59)>=1
trigger1= var(10)=2 && movehit=1 && numtarget
trigger1= var(10):=3 || 1
var(11)=3

[State 1010, Tap Punch AI]
type=varset
triggerall= var(59)>=1 && numenemy && enemynear,statetype!=A
trigger1= var(11)=3 && movecontact=1
trigger1= (p2bodydist x+helper(33333),fvar(0)*helper(33333),fvar(3)=[0,76+vel x*3-0.72*6])
trigger2= var(11)=2 && movecontact=1
trigger2= (p2bodydist x+helper(33333),fvar(0)*helper(33333),fvar(5)=[0,76+vel x*5-0.54*15])
trigger3= var(11)=1 && movecontact=1
trigger3= (p2bodydist x+helper(33333),fvar(0)*helper(33333),fvar(7)=[0,76])
var(27)= 1+2*ifelse(var(11)=3,2,ifelse(var(11)=2,3,4))

[State 1010, Anim]
type=changeanim
trigger1= !time
value= ifelse(var(10)=3, 1012, ifelse(var(10)=2, 1011, 1010))
[State 1010, Loop]
type=changeanim
triggerall= var(27)>0
trigger1= !animtime
trigger2= anim=1010
trigger2= var(11)!=0 && animelemtime(5)>=0
trigger3= anim=1011
trigger3= var(11)!=1 && animelemtime(6)>=0
value= ifelse(var(11)=3, 1012, ifelse(var(11)=2, 1011, 1010))
elem= 1

[State 1010, Accel]
type=veladd
trigger1= vel x>0
;x= ifelse(var(10)=3, -0.88445, -0.6633375)
x= ifelse(var(10)=3, -0.71862, -0.53896)
[State 1010, Accel]
type=velset
trigger1= vel x<0
x= 0

[State 1010, Vel]
type=velset
trigger1= !time
trigger1= prevstateno=1000
;x= ifelse(var(10)=2, 11.116, ifelse(var(10)=1, 8.481, 0))
x= ifelse(var(10)=3, 12, ifelse(var(10)=2, 9, 0));10.07,7.68

[State 1010, Snd]
type=playsnd
trigger1= animelem=1 || animelem=4
trigger1= var(10)!=3 || time>=(48 - 8*hitcount)
value=4,0
channel=0
[State 1010, Snd]
type=playsnd
trigger1= !time
trigger1= var(10)=3
value=4,4
channel=0

[State 1010, Snd]
type=playsnd
trigger1= animelem=1 || animelem=4
value= 1, ifelse(var(11)=3, 0, ifelse(var(11)=2, 1, 2))
channel=1

[State 1010, Spark XY]
type=null
trigger1= animelem=1
trigger1= var(35):=120 || var(36):=-55
trigger2= animelem=3
trigger2= var(35):=113 || var(36):=-26
trigger3= animelem=5
trigger3= var(35):=111 || var(36):=-84

[State 1010, Hit High]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=1 || animelem=5
attr = S,SA
hitflag = MAF
guardflag = M
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*ifelse(anim=1010, 35, 28)<7, 7, fvar(11)*ifelse(anim=1010, 35, 28))), 7
getpower = ifelse(!var(13), 144, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
ground.velocity = -10.52, 0
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -4.32, -7.49
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10, -55
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1010, Hit Low]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=3
attr = S,SA
hitflag = MAF
guardflag = M
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*ifelse(anim=1010, 35, 28)<7, 7, fvar(11)*ifelse(anim=1010, 35, 28))), 7
getpower = ifelse(!var(13), 144, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
ground.velocity = -10.52, 0
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -4.32, -7.49
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10, -55
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1010, End]
type=changestate
triggerall= var(27)<=0
trigger1= !animtime
trigger2= anim=1010 && animelem=5
trigger3= anim=1011 && animelem=6
value=1020


;---Recover---
[Statedef 1020]
type=S
physics=N
movetype=I
anim=1020
ctrl=0
sprpriority=1
movehitpersist=1

[State 1020, Anim]
type=changeanim
trigger1= !time
value= ifelse(var(10)=3, 1022, ifelse(var(10)=2, 1021, 1020))

[State 1020, Accel]
type=veladd
trigger1= time && vel x>0
x= ifelse(var(10)=3, -0.88445, -0.6633375)
[State 1020, Accel]
type=velset
trigger1= vel x<0
x= 0

[State 1020, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;========================<HYAKURETSU HARITE>=============================
[Statedef 1030]
type=S
physics=N
movetype=A
anim=1030
ctrl=0
velset=0,0
sprpriority=1
poweradd=-500
facep2=1

[State 1030, CC Juggle]
type=varset
trigger1= !time && var(20)
var(15)=0
ignorehitpause=1
[State 1030, CC Reset]
type=palfx
trigger1= !time
trigger1= var(20):=-1
time=1

[State 1030, ExFX]
type=varset
trigger1= !time
var(25)=30
[State 1030, ExFX]
type=playsnd
trigger1= !time
value=0,1000
[State 1030, ExFX]
type=explod
trigger1= !time
anim=8210
sprpriority=3
postype=p1
pos= ceil(-22 * const(size.xscale)), ceil(-47 * const(size.yscale))
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 1030, Snd]
type=playsnd
trigger1= !animtime
value=0,102
[State 1030, Dust]
type=helper
trigger1= !animtime
helpertype=normal
stateno=8103
ID=8100
name="Dash Dust"
postype=p1
pausemovetime=255
supermovetime=255
ownpal=1

[State 1030, End]
type=changestate
trigger1= !animtime
value=1031


;---Looping---
[Statedef 1031]
type=S
physics=N
movetype=A
anim=1031
ctrl=0
velset=0,0
sprpriority=1

[State 1031, Accel]
type=veladd
trigger1= vel x>0
x= -0.89828;-0.71862
[State 1031, Accel]
type=velset
trigger1= vel x<0
x= 0

[State 1031, Vel]
type=velset
trigger1= !time
trigger1= prevstateno=1030
x= 12.44

[State 1031, Snd]
type=playsnd
trigger1= !time
value=4,4
channel=0

[State 1030, Snd]
type=playsnd
trigger1= animelem=1 || animelem=4 || animelem=7 || animelem=10
value=1,2
channel=1

[State 1031, Spark XY]
type=null
trigger1= animelem=1 || animelem=7
trigger1= var(35):=120 || var(36):=-55
trigger2= animelem=3 || animelem=9
trigger2= var(35):=113 || var(36):=-26
trigger3= animelem=5 || animelem=11
trigger3= var(35):=111 || var(36):=-84

[State 1031, Hit]
type=hitdef
;trigger1= !var(16) && var(15)<4
trigger1= animelem=1 || animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6
trigger2= animelem=7 || animelem=8 || animelem=9 || animelem=10 || animelem=11 || animelem=12
attr = S,SA
hitflag = MAFP
guardflag = M
priority = 6, Hit
damage = ceil(ifelse(fvar(11)*19<7, 7, fvar(11)*19)), 7;28,7
getpower = 0, 0
givepower = 36, 36
pausetime = 8, 8
guard.pausetime = 8, 8
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = High
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
ground.velocity = -5.40, -5.25
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -5.40, -5.25
air.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 1
fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10, -55
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1031, End]
type=changestate
trigger1= !animtime
value=1032


;---Recover---
[Statedef 1032]
type=S
physics=N
movetype=I
anim=1032
ctrl=0
sprpriority=1
movehitpersist=1

[State 1032, Accel]
type=veladd
trigger1= time && vel x>0
x= ifelse(var(10)=2, -0.88445, -0.6633375)
[State 1032, Accel]
type=velset
trigger1= vel x<0
x= 0

[State 1032, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;========================<SUPER ZUTSUKI>=============================
[Statedef 1100]
type=S
physics=N
movetype=A
anim=1100
ctrl=0
velset=0,0
sprpriority=1
poweradd=72*!var(20)
facep2=1

[State 1100, Button]
type=varset
trigger1= !time && var(59)<=0
var(10)= ifelse((command="z" || command="rlsz"), 3, ifelse((command="y" || command="rlsy"), 2, 1))

[State 1100, Anim]
type=changeanim
trigger1= !time
value= ifelse(var(10)=3, 1102, ifelse(var(10)=2, 1101, 1100))

[State 1100, NHB]
type=nothitby
trigger1= animelemtime(2)<0
value=SCA
time=1

[State 1100, width]
type=width
trigger1=statetype=A && numenemy
type=player
player=0,-22

[State 1100, Variable Height]
type=null;playerpush
trigger1= statetype=A && numenemy
trigger1= p2bodydist x = [-(enemynear,const(size.ground.back) + enemynear,const(size.ground.front)), 0]
trigger1= p2statetype=L
trigger1= p2dist y >= -16
value=0
ignorehitpause=1

[State 1100, Snd]
type=playsnd
trigger1= animelem=5
value=0,41
[State 1100, Dust]
type=helper
trigger1= animelem=5
helpertype=normal
stateno=8103
ID=8100
name="Dash Dust"
postype=p1
pausemovetime=255
supermovetime=255
ownpal=1

[State 1100, Type]
type=statetypeset
trigger1= animelemtime(5)>=0
statetype=A
physics=N

[State 1100, Vel]
type=velset
trigger1= animelem=5
x= ifelse(var(10)=3, 9.268, ifelse(var(10)=2, 6.858, 4.864))
y= 0

[State 1100, Snd]
type=playsnd
trigger1= animelem=3
value=5,2
channel=0

[State 1100, Hit]
type=hitdef
trigger1= animelem=3 && var(10)=1
trigger1= !var(16) && (var(15)<1 || var(20))
attr = S,SA
hitflag = MAF
guardflag = M
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*111<7, 7, fvar(11)*111)), 14
getpower = ifelse(!var(13), 144, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
ground.velocity = -4.32, -7.49
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -4.32, -7.49
air.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 0
;fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=21), var(36):=-87
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1100, Hit]
type=hitdef
trigger1= animelem=4 && var(10)!=3
trigger1= !var(16) && (var(15)<1 || var(20))
attr = S,SA
hitflag = MAF
guardflag = M
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*ifelse(var(10)=2, 111, 97)<7, 7, fvar(11)*ifelse(var(10)=2, 111, 97))), ifelse(var(10)=2, 14, 12)
getpower = ifelse(!var(13), 144, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
ground.velocity = -4.32, -7.49
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -4.32, -7.49
air.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 0
;fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=40), var(36):=-66
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1100, Hit]
type=hitdef
trigger1= animelem=4 && var(10)=3
trigger1= !var(16) && (var(15)<1 || var(20))
attr = S,SA
hitflag = MAF
guardflag = M
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*118<7, 7, fvar(11)*118)), 15
getpower = ifelse(!var(13), 144, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
ground.velocity = -10.52, 0
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -4.32, -7.49
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
air.fall = 1
fall.recover = 0
;fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=40), var(36):=-66
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1100, Hit]
type=hitdef
trigger1= animelem=5
trigger1= !movecontact && !movereversed
trigger1= !var(16) && (var(15)<1 || var(20))
attr = A,SA
hitflag = MAF
guardflag = MA
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*ifelse(var(10)=3, 111, ifelse(var(10)=2, 97, 76))<7, 7, fvar(11)*ifelse(var(10)=3, 111, ifelse(var(10)=2, 97, 76)))), ifelse(var(10)=3, 14, ifelse(var(10)=2, 12, 10))
getpower = ifelse(!var(13), 144, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
airguard.ctrltime = 16
ground.velocity = -4.32, -7.49
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -4.32, -7.49
air.cornerpush.veloff = 0
airguard.velocity = -8, -1
airguard.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 0
;fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=59), var(36):=-47
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1100, End]
type=changestate
trigger1= animelemtime(5)>=0
value=1105
[State 1100, End]
type=changestate
trigger1= !animtime
trigger2= animelemtime(4)>0
trigger2= movecontact || movereversed
trigger3= animelemtime(5)>=11
trigger3= frontedgebodydist<=0
value=1110

;
[Statedef 1105]
type=A
physics=N
movetype=A
ctrl=0
velset=0,0
sprpriority=1

[State 1100, width]
type=width
trigger1=statetype=A && numenemy
type=player
player=22,-22

[State 1100, Variable Height]
type=null;playerpush
trigger1= statetype=A && numenemy
trigger1= p2bodydist x = [-(enemynear,const(size.ground.back) + enemynear,const(size.ground.front)), 0]
trigger1= p2statetype=L
trigger1= p2dist y >= -16
value=0
ignorehitpause=1

[State 1100, Snd]
type=playsnd
trigger1= animelem=5
value=0,41
[State 1100, Dust]
type=helper
trigger1= animelem=5
helpertype=normal
stateno=8103
ID=8100
name="Dash Dust"
postype=p1
pausemovetime=255
supermovetime=255
ownpal=1

[State 1100, Vel]
type=velset
trigger1= animelem=5
x= ifelse(var(10)=3, 9.268, ifelse(var(10)=2, 6.858, 4.864))
y= 0

[State 1100, Snd]
type=playsnd
trigger1= animelem=3
value=5,2
channel=0

[State 1100, Hit]
type=hitdef
trigger1= animelem=3 && var(10)=1
trigger1= !var(16) && (var(15)<1 || var(20))
attr = S,SA
hitflag = MAF
guardflag = M
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*111<7, 7, fvar(11)*111)), 14
getpower = ifelse(!var(13), 144, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
ground.velocity = -4.32, -7.49
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -4.32, -7.49
air.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 0
;fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=21), var(36):=-87
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1100, Hit]
type=hitdef
trigger1= animelem=4 && var(10)!=3
trigger1= !var(16) && (var(15)<1 || var(20))
attr = S,SA
hitflag = MAF
guardflag = M
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*ifelse(var(10)=2, 111, 97)<7, 7, fvar(11)*ifelse(var(10)=2, 111, 97))), ifelse(var(10)=2, 14, 12)
getpower = ifelse(!var(13), 144, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
ground.velocity = -4.32, -7.49
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -4.32, -7.49
air.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 0
;fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=40), var(36):=-66
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1100, Hit]
type=hitdef
trigger1= animelem=4 && var(10)=3
trigger1= !var(16) && (var(15)<1 || var(20))
attr = S,SA
hitflag = MAF
guardflag = M
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*118<7, 7, fvar(11)*118)), 15
getpower = ifelse(!var(13), 144, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
ground.velocity = -10.52, 0
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -4.32, -7.49
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
air.fall = 1
fall.recover = 0
;fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=40), var(36):=-66
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1100, Hit]
type=hitdef
trigger1= animelem=5
trigger1= !movecontact && !movereversed
trigger1= !var(16) && (var(15)<1 || var(20))
attr = A,SA
hitflag = MAF
guardflag = MA
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*ifelse(var(10)=3, 111, ifelse(var(10)=2, 97, 76))<7, 7, fvar(11)*ifelse(var(10)=3, 111, ifelse(var(10)=2, 97, 76)))), ifelse(var(10)=3, 14, ifelse(var(10)=2, 12, 10))
getpower = ifelse(!var(13), 144, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
airguard.ctrltime = 16
ground.velocity = -4.32, -7.49
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -4.32, -7.49
air.cornerpush.veloff = 0
airguard.velocity = -8, -1
airguard.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 0
;fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=59), var(36):=-47
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1100, End]
type=changestate
trigger1= !animtime
trigger2= animelemtime(4)>0
trigger2= movecontact || movereversed
trigger3= animelemtime(5)>=11
trigger3= frontedgebodydist<=0
value=1110


;---Recover---
[Statedef 1110]
type=A
physics=N
movetype=I
anim=1110
ctrl=0
velset=0,0
sprpriority=1
movehitpersist=1

[State 1110, Anim]
type=changeanim
trigger1= !time
value= ifelse(var(10)=3, 1112, ifelse(var(10)=2, 1111, 1110))

[State 1110, Vel]
type=veladd
trigger1= vel x<0
x= .1796539
[State 1110, Vel]
type=velset
trigger1= vel x>0
x= 0

[State 1110, Vel]
type=velset
trigger1= !time
trigger1= movecontact=1 || movereversed=1
x= -5.66
y= 0

[State 1110, Type]
type=statetypeset
trigger1= animelemtime(5)>=0
statetype=S
physics=N

[State 1110, Pos]
type=posset
trigger1= animelem=5
y=0
[State 1110, Vel]
type=velset
trigger1= animelem=5
x= 0
y= 0

[State 1110, Snd]
type=playsnd
trigger1= animelem=5
value=0,52
[State 1110, Dust]
type=explod
trigger1= animelem=5
anim=8102
sprpriority=-3
postype=p1
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 1110, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;========================<EX SUPER ZUTSUKI>=============================
[Statedef 1130]
type=S
physics=N
movetype=A
anim=1130
ctrl=0
velset=0,0
sprpriority=1
poweradd=-500
facep2=1

[State 1130, CC Juggle]
type=varset
trigger1= !time && var(20)
var(15)=0
ignorehitpause=1
[State 1130, CC Reset]
type=palfx
trigger1= !time
trigger1= var(20):=-1
time=1

[State 1130, ExFX]
type=varset
trigger1= !time
var(25)=30
[State 1130, ExFX]
type=playsnd
trigger1= !time
value=0,1000
[State 1130, ExFX]
type=explod
trigger1= !time
anim=8210
sprpriority=3
postype=p1
pos= ceil(0 * const(size.xscale)), ceil(-82 * const(size.yscale))
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 1130, NHB]
type=nothitby
trigger1= animelemtime(4)<0
value=SCA
time=1
[State 1130, NHB]
type=nothitby
trigger1= animelemtime(5)>=0 && numhelper(1135)
value=SCA,AP
time=1

[State 1130, Variable Height]
type=playerpush
trigger1= statetype=A && numenemy
trigger1= p2bodydist x = [-(enemynear,const(size.ground.back) + enemynear,const(size.ground.front)), 0]
trigger1= p2statetype=L
trigger1= p2dist y >= -16
value=0
ignorehitpause=1

[State 1130, Snd]
type=playsnd
trigger1= animelem=5
value=0,41
[State 1130, Dust]
type=helper
trigger1= animelem=5
helpertype=normal
stateno=8103
ID=8100
name="Dash Dust"
postype=p1
pausemovetime=255
supermovetime=255
ownpal=1

[State 1130, Type]
type=statetypeset
trigger1= animelemtime(5)>=0
statetype=A
physics=N

[State 1130, Vel]
type=velset
trigger1= animelem=5
x= 12.357
y= 0

[State 1130, Snd]
type=playsnd
trigger1= animelem=3
value=5,2
channel=0

[State 1130, Hit]
type=hitdef
trigger1= animelem=4
;trigger1= !var(16) && var(15)<2
attr = S,SA
hitflag = MAFP
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*42<7, 7, fvar(11)*42)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 12, 12
guard.pausetime = 12, 12
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
ground.velocity = -10.52, 0
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -4.32, -7.49
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=40), var(36):=-66
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1130, Shield]
type=helper
trigger1= animelemtime(5)>=0 && !numhelper(1135)
helpertype=normal
name="shield"
ID=1135
stateno=1135
pos=0,0
postype=p1
facing=1
keyctrl=0
ownpal=0
ignorehitpause=1


[State 1130, Hit]
type=hitdef
trigger1= animelem=5
;trigger1= !var(16) && var(15)<2
attr = A,SA
hitflag = MAF
guardflag = MA
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*136<7, 7, fvar(11)*136)), 12
getpower = 0, 0
givepower = 36, 36
pausetime = 12, 12
guard.pausetime = 12, 12
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
airguard.ctrltime = 16
ground.velocity = -4.32, -7.49
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -4.32, -7.49
air.cornerpush.veloff = 0
airguard.velocity = -8, -1
airguard.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 1
fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=59), var(36):=-47
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1130, End]
type=changestate
trigger1= !animtime
trigger2= animelemtime(5)>0
trigger2= movecontact=1 || movereversed=1
trigger3= animelemtime(5)>=11
trigger3= frontedgebodydist<=0
value=1131


;---Recover---
[Statedef 1131]
type=A
physics=N
movetype=I
anim=1131
ctrl=0
velset=0,0
sprpriority=1
movehitpersist=1

[State 1131, Vel]
type=veladd
trigger1= vel x<0
x= .1796539
[State 1131, Vel]
type=velset
trigger1= vel x>0
x= 0

[State 1131, Vel]
type=velset
trigger1= !time
trigger1= movecontact=1 || movereversed=1
x= -5.66
y= 0

[State 1131, Type]
type=statetypeset
trigger1= animelemtime(5)>=0
statetype=S
physics=N

[State 1131, Pos]
type=posset
trigger1= animelem=5
y=0
[State 1131, Vel]
type=velset
trigger1= animelem=5
x= 0
y= 0

[State 1131, Snd]
type=playsnd
trigger1= animelem=5
value=0,52
[State 1131, Dust]
type=explod
trigger1= animelem=5
anim=8102
sprpriority=-3
postype=p1
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 1131, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;========================<SUPER HYAKKAN OTOSHI>=============================
[Statedef 1200]
type=S
physics=S
movetype=A
anim=1200
ctrl=0
velset=0,0
sprpriority=1
poweradd=72*!var(20)
facep2=1

[State 1200, Button]
type=varset
trigger1= !time && var(59)<=0
var(10)= ifelse((command="c" || command="rlsc"), 3, ifelse((command="b" || command="rlsb"), 2, 1))

[State 1200, Anim]
type=changeanim
trigger1= !time
value= ifelse(var(10)=3, 1202, ifelse(var(10)=2, 1201, 1200))

[State 1200, NHB]
type=nothitby
trigger1= animelemtime(5)<0
value=SCA
time=1

[State 1200, Snd]
type=playsnd
trigger1= animelemtime(3)=1
value=0,40
[State 1200, Dust]
type=helper
trigger1= animelemtime(3)=1
helpertype=normal
stateno=8100
ID=8100
name="Jump Dust"
postype=p1
pausemovetime=255
supermovetime=255
ownpal=1

[State 1200, Type]
type=statetypeset
trigger1= animelemtime(3)>=1
statetype=A
physics=N

[State 1200, Accel]
type=veladd
trigger1= vel x>0
x= ifelse(var(10)=3, -1.5270582, ifelse(var(10)=2, -1.0779234, -0.8982695)); 40960, 49152, 69632
[State 1200, Accel]
type=velset
trigger1= vel x<0
x= 0

[State 1200, Accel]
type=veladd
trigger1= animelemtime(3)>=1 && animelemtime(6)<0
y= .1105563
[State 1200, Accel]
type=veladd
trigger1= animelemtime(11)>=0
y= .5251422

[State 1200, Vel]
type=velset
trigger1= animelemtime(3)=1
x= ifelse(var(10)=3, 19.82, ifelse(var(10)=2, 12.81, 10.70)); 138.5, 82.5, 69
y= ifelse(var(10)=3, -7.89, ifelse(var(10)=2, -6.65, -5.31)); 93.9375, 72.5, 56.5
[State 1200, Vel]
type=velset
trigger1= animelemtime(6)>=0 && animelemtime(11)<0
x= 0
y= 0
[State 1200, Vel]
type=velset
trigger1= animelem=11
x= 0
y= 5.32

[State 1200, Snd]
type=playsnd
trigger1= animelem=4
value=5,1
channel=0
[State 1200, Snd]
type=playsnd
trigger1= animelem=11
value=1,5
channel=1

[State 1200, Hit]
type=hitdef
trigger1= animelem=5; && var(10)!=3
trigger1= !var(16) && (var(15)<1 || var(20))
attr = A,SA
hitflag = MAF
guardflag = MA
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*ifelse(var(10)=2, 111, 97)<7, 7, fvar(11)*ifelse(var(10)=2, 111, 97))), ifelse(var(10)=2, 14, 12)
getpower = ifelse(!var(13), 144, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
airguard.ctrltime = 16
ground.velocity = -3.25, -8.38
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -3.25, -8.38
air.cornerpush.veloff = 0
airguard.velocity = -8, -1
airguard.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 1
fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=5)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=40), var(36):=-66
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1200, Hit]
type=hitdef
trigger1= animelem=12
trigger1= !var(16) && (var(15)<1 || var(20))
ID = 1200
attr = A,SA
hitflag = MAFD
guardflag = HA
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*ifelse(var(10)=3, 111, ifelse(var(10)=2, 97, 76))<7, 7, fvar(11)*ifelse(var(10)=3, 111, ifelse(var(10)=2, 97, 76)))), ifelse(var(10)=3, 14, ifelse(var(10)=2, 12, 10))
getpower = ifelse(!var(13), 144, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
airguard.ctrltime = 16
down.hittime = 20
ground.velocity = -5.40, -6.57
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -5.40, -6.57
air.cornerpush.veloff = 0
airguard.velocity = -8, -1
airguard.cornerpush.veloff = 0
down.velocity = 0, 0
down.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 1
fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=5)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=30), var(36):=-15
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1200, P2 State]
type=targetstate
trigger1= movehit && numtarget(1200)
trigger1= !(target(1200),time)
trigger1= (target(1200),stateno=5000) || (target(1200),stateno=5010)
value=5980
ID=1200
ignorehitpause=1

[State 1200, End]
type=changestate
trigger1= statetype=A
trigger1= pos y>-vel y
value=1210


;---Recover---
[Statedef 1210]
type=S
physics=S
movetype=I
anim=1210
ctrl=0
velset=0,0
sprpriority=1
movehitpersist=1

[State 1210, Pos]
type=posset
trigger1= 1
y=0

[State 1210, Snd]
type=playsnd
trigger1= !time
value=0,52
[State 1210, Dust]
type=explod
trigger1= !time
anim=8102
sprpriority=-3
postype=p1
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 1210, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;---Target Slammed Against Ground---
[Statedef 5980]
type=A
movetype=H
physics=N
velset=0,0
[State 5980, Anim]
type=changeanim
trigger1= 1
value= ifelse(selfanimexist(5980), 5980, 5012)
[State 5980, End]
type=selfstate
trigger1= hitshakeover && pos y<0
value=5030
[State 5980, End]
type=changestate
trigger1= hitshakeover && pos y>=0
value=5981

[Statedef 5981]
type=L
movetype=H
physics=N
velset=0,0
[State 5981, Anim]
type=changeanim
trigger1= !time
value= ifelse(selfanimexist(5101), 5101, 5100)
[State 5981, Pos]
type=posset
trigger1= 1
y=0
[State 5981, Damage]
type=hitfalldamage
trigger1= !time
[State 5981, Shake]
type=envshake
trigger1= !time
time=14
ampl=-4
[State 5981, Snd]
type=playsnd
trigger1= !time
value=f7,1
[State 5981, FX]
type=explod
trigger1= !time
anim=f61
postype=p1
pos=0,0
sprpriority=-3
[State 5981, End]
type=changestate
trigger1= !animtime
value=5982


[Statedef 5982]
type=L
movetype=H
physics=N
[State 5982, Anim]
type=changeanim
trigger1= !time
value= ifelse(selfanimexist(5161), 5161, 5160)
[State 5982, Pos]
type=posset
trigger1= !time
y=0
[State 5982, Vel]
type=velset
trigger1= !time
y=-2.4
[State 5982, accel]
type=veladd
trigger1= 1
y=.6
[State 5982, End]
type=selfstate
trigger1= vel y>0
trigger1= pos y>=12
value=5110


;========================<EX SUPER HYAKKAN OTOSHI>=============================
[Statedef 1230]
type=S
physics=S
movetype=A
anim=1230
ctrl=0
velset=0,0
sprpriority=1
poweradd=-500
facep2=1

[State 1230, CC Juggle]
type=varset
trigger1= !time && var(20)
var(15)=0
ignorehitpause=1
[State 1230, CC Reset]
type=palfx
trigger1= !time
trigger1= var(20):=-1
time=1

[State 1230, ExFX]
type=varset
trigger1= !time
var(25)=30
[State 1230, ExFX]
type=playsnd
trigger1= !time
value=0,1000
[State 1230, ExFX]
type=explod
trigger1= !time
anim=8210
sprpriority=3
postype=p1
pos= ceil(0 * const(size.xscale)), ceil(-82 * const(size.yscale))
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 1230, NHB]
type=nothitby
trigger1= animelemtime(6)<0
value=SCA
time=1

[State 1230, Snd]
type=playsnd
trigger1= animelemtime(3)=1
value=0,40
[State 1230, Dust]
type=helper
trigger1= animelemtime(3)=1
helpertype=normal
stateno=8100
ID=8100
name="Jump Dust"
postype=p1
pausemovetime=255
supermovetime=255
ownpal=1

[State 1230, Type]
type=statetypeset
trigger1= animelemtime(3)>=1
statetype=A
physics=N

[State 1230, Accel]
type=veladd
trigger1= vel x>0
x= -1.84
[State 1230, Accel]
type=velset
trigger1= vel x<0
x= 0

[State 1230, Accel]
type=veladd
trigger1= animelemtime(3)>=1 && animelemtime(6)<0
y= .1105563
[State 1230, Accel]
type=veladd
trigger1= animelemtime(11)>=0
y= .5251422

[State 1230, Vel]
type=velset
trigger1= animelemtime(3)=1
x= 24.33
y= -8.76
[State 1230, Vel]
type=velset
trigger1= animelemtime(6)>=0 && animelemtime(11)<0
x= 0
y= 0
[State 1230, Vel]
type=velset
trigger1= animelem=11
x= 0
y= 5.32

[State 1230, Snd]
type=playsnd
trigger1= animelem=4
value=5,1
channel=0
[State 1230, Snd]
type=playsnd
trigger1= animelem=11
value=1,5
channel=1

[State 1230, Hit]
type=hitdef
trigger1= animelem=5
;trigger1= !var(16) && var(15)<2
attr = A,SA
hitflag = MAF
guardflag = MA
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*42<7, 7, fvar(11)*42)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 12, 12
guard.pausetime = 12, 12
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
airguard.ctrltime = 16
ground.velocity = -2.16, -8.38
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -2.16, -8.38
air.cornerpush.veloff = 0
airguard.velocity = -8, -1
airguard.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 1
fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=5)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=40), var(36):=-66
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1230, Hit]
type=hitdef
trigger1= animelem=12
;trigger1= !var(16) && var(15)<2
ID = 1230
attr = A,SA
hitflag = MAFD
guardflag = HA
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*129<7, 7, fvar(11)*129)), 11
getpower = 0, 0
givepower = 36, 36
pausetime = 12, 12
guard.pausetime = 12, 12
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
airguard.ctrltime = 16
down.hittime = 20
ground.velocity = -3.25, -8.38
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -3.25, -8.38
air.cornerpush.veloff = 0
airguard.velocity = -8, -1
airguard.cornerpush.veloff = 0
down.velocity = 0, 0
down.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 1
fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=5)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=30), var(36):=-15
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1230, P2 State]
type=targetstate
trigger1= movehit && numtarget(1230)
trigger1= !(target(1230),time)
trigger1= (target(1230),stateno=5000) || (target(1230),stateno=5010)
value=5980
ID=1230
ignorehitpause=1

[State 1230, End]
type=changestate
trigger1= statetype=A
trigger1= pos y>-vel y
value=1231


;---Recover---
[Statedef 1231]
type=S
physics=S
movetype=I
anim=1231
ctrl=0
velset=0,0
sprpriority=1
movehitpersist=1

[State 1231, Pos]
type=posset
trigger1= 1
y=0

[State 1231, Snd]
type=playsnd
trigger1= !time
value=0,52
[State 1231, Dust]
type=explod
trigger1= !time
anim=8102
sprpriority=-3
postype=p1
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 1231, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;========================<OOICHOU NAGE>=============================
[Statedef 1300]
type=S
physics=S
movetype=A
anim=1300
ctrl=0
velset=0,0
sprpriority=1
poweradd=0
facep2=1

[State 1300, Button]
type=varset
trigger1= !time && var(59)<=0
var(10)= ifelse((command="z" || command="rlsz"), 2, ifelse((command="y" || command="rlsy"), 1, 0))
[State 1300, Button AI]
type=varset
trigger1= !time && var(59)>=1
var(10)= 0;ifelse(p2bodydist x<=32+enemynear,vel x*2*(-1*facing*enemynear,facing), 2, ifelse(p2bodydist x<=35+enemynear,vel x*2*(-1*facing*enemynear,facing), 1, 0))

[State 1300, Guard Dist]
type=attackdist
trigger1= 1
value=0

[State 1300, Hit]
type=hitdef
triggerall= animelemtime(2)>0 && animelemtime(3)<0
trigger1= var(10)=0 && p2dist x>=0 && fvar(37)<=38;ceil(38 * const(size.xscale))
trigger2= var(10)=1 && p2dist x>=0 && fvar(37)<=35;ceil(35 * const(size.xscale))
trigger3= var(10)=2 && p2dist x>=0 && fvar(37)<=32;ceil(32 * const(size.xscale))
attr=S,ST
hitflag=M-
priority = 7, Miss
getpower=0,0
givepower=0,0
sparkno = -1 +0*(var(33):=0)
guard.sparkno = -1 +0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=72), var(36):=-60
hitsound = -1 +0*(var(31):=800)
guardsound = -1 +0*(var(32):=0)
fall=1
fall.recover=0
fall.xvelocity = 0
fall.yvelocity = 0
numhits=0
p1stateno=1310

[State 1300, Snd]
type=playsnd
trigger1= animelem=3
value=4,800
channel=0
[State 1300, Snd]
type=playsnd
trigger1= animelem=3
value=1,0
channel=1

[State 1300, Type]
type=statetypeset
trigger1= animelemtime(3)>=0
movetype=I
[State 1300, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;---Throw---
[Statedef 1310]
type=A
physics=N
movetype=A
anim=1310
ctrl=0
velset=0,0
sprpriority=1

[State 1310, Safety]
type=changestate
trigger1= !time && !numtarget
value=0
ctrl=1

[State 1310, Throw]
type=targetstate
trigger1= !time && numtarget
value=1315
[State 1310, Throw]
type=targetfacing
trigger1= time<=3
value=1

[State 1310, Throw]
type=targetstate
trigger1= numtarget && animelem=7
value=1316

[State 1310, Width]
type=width
trigger1= animelemtime(3)<0
edge= ceil(18 * const(size.xscale)), 0
[State 1310, Width]
type=width
trigger1= animelemtime(3)>=0 && animelemtime(4)<0
edge= ceil(79 * const(size.xscale)), 0
[State 1310, Width]
type=width
trigger1= animelemtime(4)>=0 && animelemtime(7)<2
edge= ceil(87 * const(size.xscale)), 0
[State 1310, Width]
type=width
trigger1= animelemtime(7)>=2
edge= ceil(56 * const(size.xscale)), 0

[State 1310, Bind 1]
type=targetbind
trigger1= numtarget
trigger1= animelemtime(2)<0
pos= ceil(21 * const(size.xscale)), ceil(-115 * const(size.yscale))
[State 1310, Bind 2]
type=targetbind
trigger1= numtarget
trigger1= animelemtime(2)>=0 && animelemtime(3)<0
pos= ceil(56 * const(size.xscale)), ceil(-112 * const(size.yscale))
[State 1310, Bind 3]
type=targetbind
trigger1= numtarget
trigger1= animelemtime(3)>=0 && animelemtime(4)<0
pos= ceil(90 * const(size.xscale)), ceil(-98 * const(size.yscale))
[State 1310, Bind 4]
type=targetbind
trigger1= numtarget
trigger1= animelemtime(4)>=0 && animelemtime(7)<0
pos= ceil(87 * const(size.xscale)), ceil(-8 * const(size.yscale))
;[State 1310, Bind 7]
;type=targetbind
;trigger1= numtarget
;trigger1= animelemtime(7)=0
;pos= ceil(112 * const(size.xscale)), ceil(0 * const(size.yscale))

[State 1310, Damage]
type=targetlifeadd
trigger1= numtarget && animelem=4
value= floor(ifelse(fvar(11)*35<7, -7, -35))
kill= 0

[State 1310, Power]
type=targetpoweradd
trigger1= numtarget && animelem=4
value=36
[State 1310, Power]
type=poweradd
trigger1= animelem=4 && !var(20)
value=72

[State 1310, Hit]
type=hitadd
trigger1= numtarget && animelem=4
value=1
[State 1310, Hitcount]
type=varadd
trigger1= numtarget && animelem=4
var(13)=1

[State 1310, Juggle]
type=varadd
trigger1= numtarget && animelem=4
var(15)=1
ignorehitpause=1
[State 1310, Juggle]
type=varset
trigger1= numtarget && animelem=4
var(16)=1
ignorehitpause=1

[State 1310, Vel]
type=veladd
trigger1= animelemtime(7)>=2
x= 0
y= .88445
[State 1310, Vel]
type=velset
trigger1= animelemtime(7)=2
x= 2.44; Moves 76 pixels, ends at 56.75 from P2
y= -10.51; 68

[State 1310, Snd]
type=playsnd
trigger1= animelem=3
value=5,0
channel=0
[State 1310, Snd]
type=playsnd
trigger1= animelem=3
value=1,5
channel=1

[State 1310, Snd]
type=playsnd
trigger1= animelemtime(7)=2
value=0,40
[State 1310, Dust]
type=helper
trigger1= animelemtime(7)=2
helpertype=normal
stateno=8100
ID=8100
name="Jump Dust"
postype=p1
pausemovetime=255
supermovetime=255
ownpal=1

[State 1310, Sound]
type=playsnd
trigger1= numtarget && animelem=4
value= 0,5100
[State 1310, Shake]
type=envshake
trigger1= numtarget && animelem=4
time=14
ampl=-4
freq=120
[State 1310, Dust]
type=helper
trigger1= numtarget && animelem=4
helpertype=normal
stateno=8110
ID=8110
name="Impact Dust"
postype=p1
pos= ceil(84 * const(size.xscale)), 0
ownpal=1

[State 1310, End]
type=changestate
trigger1= animelemtime(7)>=2
trigger1= vel y>0 && pos y>(24 - vel y)
value=1311


;---Slam---
[Statedef 1311]
type=A
physics=N
movetype=A
anim=1311
ctrl=0
velset=0,0
sprpriority=1

[State 1311, Pos]
type=posset
trigger1= animelemtime(4)<0
y= -16
[State 1311, Pos]
type=posadd
trigger1= animelem=4
x= ceil(80 * const(size.xscale))

[State 1311, Damage]
type=targetlifeadd
trigger1= numtarget && !time
value= floor(ifelse(fvar(11)*ifelse(var(10)=2, 118, ifelse(var(10)=1, 111, 104))<7, -7, fvar(11)*ifelse(var(10)=2, -118, ifelse(var(10)=1, -111, -104))))
kill= 1
[State 1311, Power]
type=targetpoweradd
trigger1= numtarget && !time
value=36

[State 1311, Hit]
type=hitadd
trigger1= numtarget && !time
value=1
[State 1311, Hitcount]
type=varadd
trigger1= numtarget && !time
var(13)=1

[State 1311, Juggle]
type=varadd
trigger1= numtarget && !time
var(15)=1
ignorehitpause=1
[State 1311, Juggle]
type=varset
trigger1= numtarget && !time
var(16)=1
ignorehitpause=1

[State 1311, Throw]
type=targetstate
trigger1= numtarget && !time
value=1318

[State 1310, Width]
type=width
trigger1= animelemtime(4)<0
edge= ceil(56 * const(size.xscale)), 0

[State 1311, Sound]
type=playsnd
trigger1= numtarget && !time
value= 2,5
channel=2
[State 1311, Spark]
type=helper
trigger1= numtarget && !time
helpertype=normal
stateno=8013
ID=8000
name="Spark"
postype=p1
pos= ceil(64 * const(size.xscale)), ceil(6 * const(size.yscale))
ownpal=1
pausemovetime=65535
supermovetime=65535
ignorehitpause=1

[State 1311, Sound]
type=playsnd
trigger1= numtarget && !time
value= 0,5100
[State 1311, Shake]
type=envshake
trigger1= numtarget && !time
time=14
ampl=-4
freq=120
[State 1311, Dust]
type=helper
trigger1= numtarget && !time
helpertype=normal
stateno=8110
ID=8110
name="Impact Dust"
postype=p1
pos= ceil(47 * const(size.xscale)), ceil(-pos y)
ownpal=1

[State 1311, Vel]
type=veladd
trigger1= animelemtime(4)>=0
y= .88445
[State 1311, Vel]
type=velset
trigger1= animelem=4
x= 2.68;1.61;69.66 41.66; 50
y= -10.53;84

[State 1311, End]
type=changestate
trigger1= animelemtime(4)>=0
trigger1= pos y>-vel y
value=1312


;---Land---
[Statedef 1312]
type=S
physics=N
movetype=I
ctrl=0
anim=1312
velset=0,0
sprpriority=1

[State 1312, Pos]
type=posset
trigger1= 1
y=0

[State 1312, Snd]
type=playsnd
trigger1= !time
value=0,52
[State 1312, Dust]
type=explod
trigger1= !time
anim=8102
sprpriority=-3
postype=p1
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 1312, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;---Target---
[Statedef 1315]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=0
[State 1315, Anim]
type=changeanim2
trigger1= !time
value=1315
[State 1315, Camera]
type=screenbound
trigger1= 1
value=0
movecamera=0,0


[Statedef 1316]
type=A
physics=N
movetype=H
ctrl=0
velset=0,0
sprpriority=0

[State 1316, Anim]
type=changeanim2
trigger1= !time
value=1316
[State 1316, Camera]
type=screenbound
trigger1= 1
value=1
movecamera=1,0

[State 1316, Pos]
type=posadd
trigger1= !time
x= 21
[State 1316, Pos]
type=posset
trigger1= !time
y= 0

[State 1316, Accel]
type=veladd
trigger1= vel x
x= ifelse(vel x>=1.326675, -1.326675, -vel x)
[State 1316, Accel]
type=veladd
trigger1= 1
y= 1.326675

[State 1316, Vel]
type=velset
trigger1= !time
x= 6.02; 16.8; 20,125
y= -5.3067

[State 1316, End]
type=changestate
trigger1= time>=8
value=1317


[Statedef 1317]
type=A
physics=N
movetype=H
ctrl=0
velset=0,0
sprpriority=0

[State 1317, NHB]
type=nothitby
trigger1= 1
value=SCA
time=1
[State 1317, Push]
type=playerpush
trigger1= 1
value= 0

[State 1317, Pos]
type=posset
trigger1= 1
y= 0

[State 1317, Anim]
type=changeanim
trigger1= !time
value=5170
[State 1317, Anim]
type=changeanim
trigger1= anim!=5110 && !animtime
value=5110

[State 1317, Camera]
type=screenbound
trigger1= 1
value=1
movecamera=1,0

[State 1317, End]
type=selfstate
trigger1= time>=60
value= ifelse(alive, 5120, 5150)


[Statedef 1318]
type=A
physics=N
movetype=H
ctrl=0
velset=0,0
sprpriority=0

[State 1318, NHB]
type=nothitby
trigger1= 1
value=SCA
time=1
[State 1318, Push]
type=playerpush
trigger1= 1
value= 0

[State 1318, Pos]
type=posset
trigger1= 1
y= 0

[State 1318, Anim]
type=changeanim
trigger1= !time
value=5080
[State 1318, Camera]
type=screenbound
trigger1= 1
value=1
movecamera=1,0

[State 1318, End]
type=changestate
trigger1= time>=45
value=1319


[Statedef 1319]
type=A
physics=N
movetype=H
ctrl=0
velset=0,0
sprpriority=0

[State 1319, Pos]
type=posset
trigger1= 1
y= 0

[State 1319, Anim]
type=changeanim
trigger1= !time
value=5110
[State 1319, Camera]
type=screenbound
trigger1= 1
value=1
movecamera=1,0

[State 1319, End]
type=selfstate
trigger1= time>=12
value= ifelse(alive, 5120, 5150)


;========================<EX OOICHOU NAGE>=============================
[Statedef 1330]
type=S
physics=S
movetype=A
anim=1330
ctrl=0
velset=0,0
sprpriority=1
poweradd=-500
facep2=1

[State 1330, CC Juggle]
type=varset
trigger1= !time && var(20)
var(15)=0
ignorehitpause=1
[State 1330, CC Reset]
type=palfx
trigger1= !time
trigger1= var(20):=-1
time=1

[State 1330, ExFX]
type=varset
trigger1= !time
var(25)=30
[State 1330, ExFX]
type=playsnd
trigger1= !time
value=0,1000
[State 1330, ExFX]
type=explod
trigger1= !time
anim=8210
sprpriority=3
postype=p1
pos= ceil(43 * const(size.xscale)), ceil(-35 * const(size.yscale))
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 1330, Guard Dist]
type=attackdist
trigger1= 1
value=0

[State 1330, NHB]
type=nothitby
trigger1= animelemtime(3)<0
value=SCA,AT
time=1

[State 1330, Hit]
type=hitdef
trigger1= animelem=2
trigger1= p2dist x>=0 && fvar(37)<=40;ceil(34 * const(size.xscale))
attr=S,ST
hitflag=M-
priority = 7, Miss
getpower=0,0
givepower=0,0
sparkno = -1 +0*(var(33):=0)
guard.sparkno = -1 +0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=72), var(36):=-60
hitsound = -1 +0*(var(31):=800)
guardsound = -1 +0*(var(32):=0)
fall=1
fall.recover=0
fall.xvelocity = 0
fall.yvelocity = 0
numhits=0
p1stateno=1340

[State 1330, Snd]
type=playsnd
trigger1= animelem=3
value=4,800
channel=0
[State 1330, Snd]
type=playsnd
trigger1= animelem=3
value=1,0
channel=1

[State 1330, Type]
type=statetypeset
trigger1= animelemtime(3)>=0
movetype=I
[State 1330, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;---Throw---
[Statedef 1340]
type=A
physics=N
movetype=A
anim=1340
ctrl=0
velset=0,0
sprpriority=1

[State 1340, Safety]
type=changestate
trigger1= !time && !numtarget
value=0
ctrl=1

[State 1340, Throw]
type=targetstate
trigger1= !time && numtarget
value=1315
[State 1340, Throw]
type=targetfacing
trigger1= time<=3
value=1

[State 1340, Throw]
type=targetstate
trigger1= numtarget && animelem=7
value=1316

[State 1340, Width]
type=width
trigger1= animelemtime(3)<0
edge= ceil(18 * const(size.xscale)), 0
[State 1340, Width]
type=width
trigger1= animelemtime(3)>=0 && animelemtime(4)<0
edge= ceil(79 * const(size.xscale)), 0
[State 1340, Width]
type=width
trigger1= animelemtime(4)>=0 && animelemtime(7)<2
edge= ceil(87 * const(size.xscale)), 0
[State 1340, Width]
type=width
trigger1= animelemtime(7)>=2
edge= ceil(56 * const(size.xscale)), 0

[State 1340, Bind 1]
type=targetbind
trigger1= numtarget
trigger1= animelemtime(2)<0
pos= ceil(21 * const(size.xscale)), ceil(-115 * const(size.yscale))
[State 1340, Bind 2]
type=targetbind
trigger1= numtarget
trigger1= animelemtime(2)>=0 && animelemtime(3)<0
pos= ceil(56 * const(size.xscale)), ceil(-112 * const(size.yscale))
[State 1340, Bind 3]
type=targetbind
trigger1= numtarget
trigger1= animelemtime(3)>=0 && animelemtime(4)<0
pos= ceil(90 * const(size.xscale)), ceil(-98 * const(size.yscale))
[State 1340, Bind 4]
type=targetbind
trigger1= numtarget
trigger1= animelemtime(4)>=0 && animelemtime(7)<0
pos= ceil(87 * const(size.xscale)), ceil(-8 * const(size.yscale))
;[State 1340, Bind 7]
;type=targetbind
;trigger1= numtarget
;trigger1= animelemtime(7)=0
;pos= ceil(112 * const(size.xscale)), ceil(0 * const(size.yscale))

[State 1340, Damage]
type=targetlifeadd
trigger1= numtarget && animelem=4
value= floor(ifelse(fvar(11)*50<7, -7, -50))
kill= 0
[State 1340, Power]
type=targetpoweradd
trigger1= numtarget && animelem=4
value=36

[State 1340, Hit]
type=hitadd
trigger1= numtarget && animelem=4
value=1
[State 1340, Hitcount]
type=varadd
trigger1= numtarget && animelem=4
var(13)=1

[State 1340, Juggle]
type=varadd
trigger1= numtarget && animelem=4
var(15)=1
ignorehitpause=1
[State 1340, Juggle]
type=varset
trigger1= numtarget && animelem=4
var(16)=1
ignorehitpause=1

;[State 1340, Vel]
;type=veladd
;trigger1= animelemtime(7)>=2
;x= 0
;y= 1.167474
;[State 1340, Vel]
;type=velset
;trigger1= animelemtime(7)=2
;x= 2.54
;y= -13.66

[State 1340, Vel]
type=veladd
trigger1= animelemtime(7)>=2
x= 0
y= 1.326675
[State 1340, Vel]
type=velset
trigger1= animelemtime(7)=2
x= 2.72
y= -14.09


[State 1340, Snd]
type=playsnd
trigger1= animelem=3
value=5,0
channel=0
[State 1340, Snd]
type=playsnd
trigger1= animelem=3
value=1,5
channel=1

[State 1340, Snd]
type=playsnd
trigger1= animelemtime(7)=2
value=0,40
[State 1340, Dust]
type=helper
trigger1= animelemtime(7)=2
helpertype=normal
stateno=8100
ID=8100
name="Jump Dust"
postype=p1
pausemovetime=255
supermovetime=255
ownpal=1

[State 1340, Sound]
type=playsnd
trigger1= numtarget && animelem=4
value= 0,5100
[State 1340, Shake]
type=envshake
trigger1= numtarget && animelem=4
time=14
ampl=-4
freq=120
[State 1340, Dust]
type=helper
trigger1= numtarget && animelem=4
helpertype=normal
stateno=8110
ID=8110
name="Impact Dust"
postype=p1
pos= ceil(84 * const(size.xscale)), 0
ownpal=1

[State 1340, End]
type=changestate
trigger1= animelemtime(7)>=2
trigger1= vel y>0 && pos y>(24 - vel y)
value=1341


;---Slam---
[Statedef 1341]
type=A
physics=N
movetype=A
anim=1311
ctrl=0
velset=0,0
sprpriority=1

[State 1341, Pos]
type=posset
trigger1= animelemtime(4)<0
y= -16
[State 1341, Pos]
type=posadd
trigger1= animelem=4
x= ceil(80 * const(size.xscale))

[State 1341, Damage]
type=targetlifeadd
trigger1= numtarget && !time
value= floor(ifelse(fvar(11)*150<7, -7, fvar(11)*-150))
kill= 1
[State 1341, Power]
type=targetpoweradd
trigger1= numtarget && !time
value=36

[State 1341, Hit]
type=hitadd
trigger1= numtarget && !time
value=1
[State 1341, Hitcount]
type=varadd
trigger1= numtarget && !time
var(13)=1

[State 1341, Juggle]
type=varadd
trigger1= numtarget && !time
var(15)=1
ignorehitpause=1
[State 1341, Juggle]
type=varset
trigger1= numtarget && !time
var(16)=1
ignorehitpause=1

[State 1341, Throw]
type=targetstate
trigger1= numtarget && !time
value=1318

[State 1340, Width]
type=width
trigger1= animelemtime(4)<0
edge= ceil(56 * const(size.xscale)), 0

[State 1341, Sound]
type=playsnd
trigger1= numtarget && !time
value= 2,5
channel=2
[State 1341, Spark]
type=helper
trigger1= numtarget && !time
helpertype=normal
stateno=8013
ID=8000
name="Spark"
postype=p1
pos= ceil(64 * const(size.xscale)), ceil(6 * const(size.yscale))
ownpal=1
pausemovetime=65535
supermovetime=65535
ignorehitpause=1

[State 1341, Sound]
type=playsnd
trigger1= numtarget && !time
value= 0,5100
[State 1341, Shake]
type=envshake
trigger1= numtarget && !time
time=14
ampl=-4
freq=120
[State 1341, Dust]
type=helper
trigger1= numtarget && !time
helpertype=normal
stateno=8110
ID=8110
name="Impact Dust"
postype=p1
pos= ceil(47 * const(size.xscale)), ceil(-pos y)
ownpal=1

[State 1341, Vel]
type=veladd
trigger1= animelemtime(4)>=0
y= .88445
[State 1341, Vel]
type=velset
trigger1= animelem=4
x= 1.61
y= -10.53

[State 1341, End]
type=changestate
trigger1= animelemtime(4)>=0
trigger1= pos y>-vel y
value=1342


;---Land---
[Statedef 1342]
type=S
physics=N
movetype=I
ctrl=0
anim=1312
velset=0,0
sprpriority=1

[State 1342, Pos]
type=posset
trigger1= 1
y=0

[State 1342, Snd]
type=playsnd
trigger1= !time
value=0,52
[State 1342, Dust]
type=explod
trigger1= !time
anim=8102
sprpriority=-3
postype=p1
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 1342, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;========================<BUCHIKAMASHI>=============================
[Statedef 1800]
type=S
physics=S
movetype=A
ctrl=0
velset=0,0
sprpriority=1
poweradd=0
anim=1800

[State 1800, aa]
type = AttackDist
trigger1=1
value=0
;ignorehitpause =
;persistent =

[State 2900, strong]
type=varset
trigger1=!time && var(59)<=0
var(10)=ifelse(command="holdc",3,ifelse(command="holdb",2,1))

[State 2900, NHB]
type=hitoverride
trigger1= animelemtime(2)>0 && !var(40)
attr=SCA,AA,AP
time=1
slot=1
stateno=1801
ignorehitpause=1

[State 1800, anim]
type=changestate
trigger1= var(59)<=0 && (command!="holda" && command!="holdb" && command!="holdc")
value=1805

[State 2900, End]
type=changestate
trigger1= var(59)<=0 && command="start"
value=0
ctrl=1

;----------
[Statedef 1801]
type=S
physics=S
movetype=A
ctrl=0
velset=0,0
sprpriority=1
poweradd=0

[State 1801, damage]
type=lifeadd
trigger1=!time && gethitvar(damage)>0
value=-gethitvar(damage)

[State 1800, aa]
type = AttackDist
trigger1=1
value=0
;ignorehitpause =
;persistent =

[State 1800, anim]
type=changestate
trigger1= var(59)<=0 && (command!="holda" && command!="holdb" && command!="holdc")
value=1805

[State 2900, End]
type=changestate
trigger1= var(59)<=0 && command="start"
value=0
ctrl=1

;----------

[Statedef 1805]
type=S
physics=S
movetype=A
ctrl=0
velset=0,0
sprpriority=1
poweradd=0

[State 2900, anim]
type=changeanim
trigger1= anim!=1804+var(10)
value=1804+var(10)

[State 2900, NHB]
type=hitoverride
trigger1=var(10)=3
attr=SCA,AA,AP
time=1
stateno=1801
ignorehitpause=1

[State 2900, Vel]
type=velset
trigger1=animelem=2
x=10+var(10)*2
[State 2900, Vel]
type=velmul
trigger1=animelemtime(4)<0
x=.95
[State 2900, Vel]
type=velset
trigger1= animelem=4
x=0

[State 2900, Snd]
type=playsnd
trigger1= animelem=1
value=4,3
channel=0
[State 2900, Snd]
type=playsnd
trigger1= animelem=2
value=1,2
channel=1

[State 2900, Hit]
type=hitdef
trigger1= var(10)=1
trigger1= animelem=3
attr = S,SA
hitflag = MAF
guardflag = M
priority = 7, Hit
damage = ceil(ifelse(fvar(11)*90<7, 7, fvar(11)*90)), 7
getpower = 72, 72
givepower = 36, 36
pausetime = 12, 12
guard.pausetime = 12, 12
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = Low
air.type = Low
ground.hittime = 16
ground.slidetime = 16
guard.hittime = 18
air.hittime = 120
ground.velocity =-4,0; -5.54, -5.25
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -5.54, -5.25
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=95), var(36):=-64
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 2900, Hit]
type=hitdef
trigger1= var(10)!=1
trigger1= animelem=3
attr = S,SA
hitflag = MAF
guardflag = M
priority = 7, Hit
damage = ceil(ifelse(fvar(11)*90<7, 7, fvar(11)*90)), 7
getpower = 72, 72
givepower = 36, 36
pausetime = 12, 12
guard.pausetime = 12, 12
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = Low
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
ground.velocity =-4,-4.5; -5.54, -5.25
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -5.54, -5.25
air.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 1
fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=95), var(36):=-64
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1000, Dust]
type=helper
trigger1= animelem=1
helpertype=normal
stateno=8103
ID=8100
name="Dash Dust"
postype=p1
pausemovetime=255
supermovetime=255
ownpal=1

[State 2900, Type]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I

[State 2900, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;========================<PUNCH ZERO COUNTER>=============================
[Statedef 2900]
type=S
physics=N
movetype=A
anim=2900
ctrl=0
velset=0,0
sprpriority=1
poweradd=0

[State 2900, NHB]
type=nothitby
trigger1= animelemtime(4)<0
value=SCA
time=1
ignorehitpause=1

[State 2900, Snd]
type=playsnd
trigger1= animelem=2
value=4,3
channel=0
[State 2900, Snd]
type=playsnd
trigger1= animelem=3
value=1,2
channel=1

[State 2900, Hit]
type=hitdef
trigger1= !var(16) && var(15)<1
trigger1= animelem=3
attr = S,SA
hitflag = MAF
guardflag = M
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*80<7, 7, fvar(11)*80)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 12, 12
guard.pausetime = 12, 12
animtype = Diagup
air.animtype = Diagup
fall.animtype = Diagup
ground.type = Low
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
ground.velocity =-4,-4.5; -5.54, -5.25
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -5.54, -5.25
air.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 0
;fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=95), var(36):=-64
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120
kill = 0
ID=750

[State 2900, Type]
type=statetypeset
trigger1= animelemtime(4)>0
movetype=I
[State 2900, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;========================<KICK ZERO COUNTER>=============================
[Statedef 2910]
type=S
physics=N
movetype=A
anim=2910
ctrl=0
velset=0,0
sprpriority=1
poweradd=0

[State 2910, NHB]
type=nothitby
trigger1= animelemtime(5)<0
value=SCA
time=1
ignorehitpause=1

[State 2910, Snd]
type=playsnd
trigger1= animelem=3
value=4,3
channel=0
[State 2910, Snd]
type=playsnd
trigger1= animelem=4
value=1,2
channel=1

[State 2910, Hit]
type=hitdef
trigger1= !var(16) && var(15)<1
trigger1= animelem=4
attr = C,SA
hitflag = MAF
guardflag = M
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*80<7, 7, fvar(11)*80)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 12, 12
guard.pausetime = 12, 12
animtype = Diagup
air.animtype = Diagup
fall.animtype = Diagup
ground.type = Low
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
ground.velocity =-4,-4.5; -5.54, -5.25
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -5.54, -5.25
air.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 0
;fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=102), var(36):=-48
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120
kill = 0
ID=750

[State 2910, Type]
type=statetypeset
trigger1= animelemtime(5)>=0
movetype=I
[State 2910, End]
type=changestate
trigger1= var(59)>=1 && movehit && numtarget && !animtime
value=22
ctrl=0
[State 2910, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1
