; _______________________________________
;| Edmond Honda by Phantom.of.the.Server |
; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
;==============================================================================================
;========================================<SUPER STATES>========================================
;==============================================================================================

;========================<ONI MUSOU>=============================
[Statedef 3000]
type=S
physics=N
movetype=A
anim=3000
ctrl=0
velset=0,0
sprpriority=1
poweradd=-1000
facep2=1

[State 3000, Super Cancel Flag]
type=varset
trigger1= !time
var(21)= ((prevstateno=[1000,2999]) && var(7)) || var(20)
[State 3000, Hyper Cancel Flag]
type=varset
trigger1= !time
var(22)= (prevstateno=[3000,4999]) && var(8)
[State 3000, CC Reset]
type=palfx
trigger1= !time
trigger1= !(var(20):=0)
time=1

[State 3000, Corner Push]
type=varset
trigger1= time=3
fvar(5)= 0
[State 3000, Unguardable]
type=varset
trigger1= time=3 && numenemy
trigger1= (enemynear,stateno!=[120,155])
var(17)=43

[State 3000, Super Cancel Flash]
type=palfx
trigger1= var(21) || var(22)
trigger1= !(time%2) && time<=12
time=1
add=255,255,255
ignorehitpause=1
[State 3000, Super Cancel Juggle]
type=varset
trigger1= !time
;trigger1= var(21) || var(22)
var(15)=0
ignorehitpause=1

[State 3000, NHB]
type=nothitby
trigger1= animelemtime(3)<0
time=1
value=SCA

[State 3000, Snd]
type=playsnd
trigger1= time=3
value= 5,4
channel=0

[State 3000, Superpause FX]
type=helper
trigger1= time=3
helpertype=normal
stateno=8500
ID=8500
name="Superpause FX"
postype=p1
pos= ceil(0 * const(size.xscale)), ceil(-82* const(size.yscale))
supermovetime=255
size.xscale=1
size.yscale=1
ownpal=1
[State 3000, Superpause]
type=superpause
trigger1= time=3
time=43
movetime=43
p2defmul=1
unhittable=1
anim=-1
sound=s0,8500
darken=0

[State 3000, 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 && p2stateno!=5120
trigger1= p2dist y >= -16
value=0
ignorehitpause=1

[State 3000, Snd]
type=playsnd
trigger1= animelem=5
value=0,41
[State 3000, Dust]
type=helper
trigger1= animelem=5
helpertype=normal
stateno=8103
ID=8100
name="Dash Dust"
postype=p1
pausemovetime=255
supermovetime=255
ownpal=1

[State 3000, Type]
type=statetypeset
trigger1= animelemtime(5)>=0
statetype=A
physics=N

[State 3000, Vel]
type=velset
trigger1= animelem=5
x= 10.74 * const(size.xscale)
y= 0

[State 3000, Snd]
type=playsnd
trigger1= animelem=3
value=5,5
channel=0

[State 3000, Shield]
type=helper
trigger1= animelem=5
helpertype=normal
stateno=3005
ID=3005
name="Shield"
postype=p1
ownpal=1
[State 3000, Shield]
type=hitby
trigger1= numhelper(3005)
value=SCA,AA,AT
time=1
ignorehitpause=1

[State 3000, Hit]
type=hitdef
trigger1= animelem=3
trigger1= !var(16) && var(15)<2
attr = S,HA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*49<7, 7, fvar(11)*49)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 4, 4
guard.pausetime = 4, 4
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 = 0, 0
ground.cornerpush.veloff = 0
guard.velocity = 0
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):=8014)
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 = 18
envshake.ampl = 6
envshake.freq = 120

[State 3000, Hit]
type=hitdef
trigger1= animelem=4
;trigger1= !movecontact && !movereversed
trigger1= !var(16) && var(15)<2
attr = S,HA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*49<7, 7, fvar(11)*49)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 4, 4
guard.pausetime = 4, 4
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):=8014)
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 = 18
envshake.ampl = 6
envshake.freq = 120

[State 3000, Hit]
type=hitdef
trigger1= animelem=5
trigger1= !var(16) && var(15)<2
attr = A,HA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*63<7, 7, fvar(11)*63)), 8
getpower = 0, 0
givepower = 36, 36
pausetime = 4, 4
guard.pausetime = 4, 4
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 32
ground.slidetime = 32
guard.hittime = 32
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):=8014)
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 = 18
envshake.ampl = 6
envshake.freq = 120

[State 3000, End]
type=changestate
trigger1= animelemtime(5)>=17
trigger2= animelemtime(5)>0
trigger2= movecontact=1 || movereversed=1
trigger3= animelemtime(5)>=3
trigger3= frontedgebodydist<=0
value=3001


;---Second---
[Statedef 3001]
type=S
physics=N
movetype=A
anim=3001
ctrl=0
velset=0,0
sprpriority=1
movehitpersist=1

[State 3001, Snd]
type=playsnd
trigger1= animelem=5
value=0,52
[State 3001, Dust]
type=explod
trigger1= animelem=5
anim=8102
sprpriority=-3
postype=p1
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 3001, 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 && p2stateno!=5120
trigger1= p2dist y >= -16
value=0
ignorehitpause=1

[State 3001, Snd]
type=playsnd
trigger1= animelem=11
value=0,41
[State 3001, Dust]
type=helper
trigger1= animelem=11
helpertype=normal
stateno=8103
ID=8100
name="Dash Dust"
postype=p1
pausemovetime=255
supermovetime=255
ownpal=1

[State 3001, Type]
type=statetypeset
trigger1= animelemtime(11)>=0
statetype=A
physics=N

[State 3001, Vel]
type=velset
trigger1= animelem=11
x= 10.74 * const(size.xscale)
y= 0

[State 3001, Hit]
type=hitdef
trigger1= animelem=9
trigger1= !var(16) && var(15)<2
attr = S,HA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*42<7, 7, fvar(11)*42)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 4, 4
guard.pausetime = 4, 4
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 = 0, 0
ground.cornerpush.veloff = 0
guard.velocity = 0
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):=8014)
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 = 18
envshake.ampl = 6
envshake.freq = 120

[State 3001, Hit]
type=hitdef
trigger1= animelem=10
trigger1= movecontact<4 && movereversed<4
trigger1= !var(16) && var(15)<2
attr = S,HA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*42<7, 7, fvar(11)*42)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 4, 4
guard.pausetime = 4, 4
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 = 0, 0
ground.cornerpush.veloff = 0
guard.velocity = 0
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):=8014)
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 = 18
envshake.ampl = 6
envshake.freq = 120

[State 3001, Hit]
type=hitdef
trigger1= animelem=11
trigger1= !var(16) && var(15)<2
attr = A,HA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*104<7, 7, fvar(11)*104)), 13
getpower = 0, 0
givepower = 36, 36
pausetime = 4, 4
guard.pausetime = 4, 4
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 = -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):=8014)
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 = 18
envshake.ampl = 6
envshake.freq = 120

[State 3001, End]
type=changestate
trigger1= animelemtime(11)>0
trigger1= movecontact=1 || movereversed=1
value=3002

[State 3001, End]
type=changestate
trigger1= animelemtime(11)>=17
trigger2= animelemtime(11)>0
trigger2= movecontact=1 || movereversed=1
trigger3= animelemtime(11)>=3
trigger3= frontedgebodydist<=0
value=3002


;---Recover---
[Statedef 3002]
type=S
physics=N
movetype=I
anim=3002
ctrl=0
velset=0,0
sprpriority=1
movehitpersist=1

[State 3002, Pos]
type=posset
trigger1= animelem=5
y=0

[State 3002, Snd]
type=playsnd
trigger1= animelem=5
value=0,52
[State 3002, Dust]
type=explod
trigger1= animelem=5
anim=8102
sprpriority=-3
postype=p1
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 3002, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;========================<MAX ONI MUSOU>=============================
[Statedef 3050]
type=S
physics=N
movetype=A
anim=3050
ctrl=0
velset=0,0
sprpriority=1
poweradd=-2000
facep2=1

[State 3050, Super Cancel Flag]
type=varset
trigger1= !time
var(21)= ((prevstateno=[1000,2999]) && var(7)) || var(20)
[State 3050, Hyper Cancel Flag]
type=varset
trigger1= !time
var(22)= (prevstateno=[3050,4999]) && var(8)
[State 3050, CC Reset]
type=palfx
trigger1= !time
trigger1= !(var(20):=0)
time=1

[State 3050, Corner Push]
type=varset
trigger1= time=3
fvar(5)= 0
[State 3050, Unguardable]
type=varset
trigger1= time=3 && numenemy
trigger1= (enemynear,stateno!=[120,155])
var(17)=45

[State 3050, Super Cancel Flash]
type=palfx
trigger1= var(21) || var(22)
trigger1= !(time%2) && time<=12
time=1
add=255,255,255
ignorehitpause=1
[State 3050, Super Cancel Juggle]
type=varset
trigger1= !time
;trigger1= var(21) || var(22)
var(15)=0
ignorehitpause=1

[State 3050, NHB]
type=nothitby
trigger1= animelemtime(5)<2
time=1
value=SCA

[State 3050, Snd]
type=playsnd
trigger1= time=3
value= 5,4
channel=0

[State 3050, Superpause FX]
type=helper
trigger1= time=3
helpertype=normal
stateno=8510
ID=8500
name="Superpause FX"
postype=p1
pos= ceil(0 * const(size.xscale)), ceil(-82* const(size.yscale))
supermovetime=255
size.xscale=1
size.yscale=1
ownpal=1
[State 3050, Superpause]
type=superpause
trigger1= time=3
time=45
movetime=45
p2defmul=1
unhittable=1
anim=-1
sound=s0,8500
darken=0

[State 3050, 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 && p2stateno!=5120
trigger1= p2dist y >= -16
value=0
ignorehitpause=1

[State 3050, Snd]
type=playsnd
trigger1= animelem=5
value=0,41
[State 3050, Dust]
type=helper
trigger1= animelem=5
helpertype=normal
stateno=8103
ID=8100
name="Dash Dust"
postype=p1
pausemovetime=255
supermovetime=255
ownpal=1

[State 3050, Type]
type=statetypeset
trigger1= animelemtime(5)>=0
statetype=A
physics=N

[State 3050, Vel]
type=velset
trigger1= animelem=5
x= 10.74 * const(size.xscale)
y= 0

[State 3050, Snd]
type=playsnd
trigger1= animelem=3
value=5,5
channel=0

[State 3050, Shield]
type=helper
trigger1= animelem=5
helpertype=normal
stateno=3055
ID=3055
name="Shield"
postype=p1
ownpal=1
[State 3050, Shield]
type=hitby
trigger1= numhelper(3055)
value=SCA,AA,AT
time=1
ignorehitpause=1

[State 3050, Hit]
type=hitdef
trigger1= animelem=3
trigger1= !var(16) && var(15)<4
attr = S,HA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*28<7, 7, fvar(11)*28)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 4, 4
guard.pausetime = 4, 4
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 = 0, 0
ground.cornerpush.veloff = 0
guard.velocity = 0
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):=8014)
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 = 18
envshake.ampl = 6
envshake.freq = 120

[State 3050, Hit]
type=hitdef
trigger1= animelem=4
trigger1= !var(16) && var(15)<4
attr = S,HA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*49<7, 7, fvar(11)*49)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 4, 4
guard.pausetime = 4, 4
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):=8014)
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 = 18
envshake.ampl = 6
envshake.freq = 120

[State 3050, Hit]
type=hitdef
trigger1= animelem=5
trigger1= !var(16) && var(15)<4
attr = A,HA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*68<7, 7, fvar(11)*68)), 8
getpower = 0, 0
givepower = 36, 36
pausetime = 4, 4
guard.pausetime = 4, 4
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 32
ground.slidetime = 32
guard.hittime = 32
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):=8014)
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 = 18
envshake.ampl = 6
envshake.freq = 120

[State 3050, End]
type=changestate
trigger1= animelemtime(5)>=32
trigger2= animelemtime(5)>0
trigger2= movecontact=1 || movereversed=1
trigger3= animelemtime(5)>=3
trigger3= frontedgebodydist<=0
value=3051


;---Second---
[Statedef 3051]
type=S
physics=N
movetype=A
anim=3051
ctrl=0
velset=0,0
sprpriority=1
movehitpersist=1

[State 3051, Snd]
type=playsnd
trigger1= animelem=5
value=0,52
[State 3051, Dust]
type=explod
trigger1= animelem=5
anim=8102
sprpriority=-3
postype=p1
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 3051, 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 && p2stateno!=5120
trigger1= p2dist y >= -16
value=0
ignorehitpause=1

[State 3051, Snd]
type=playsnd
trigger1= animelem=11
value=0,41
[State 3051, Dust]
type=helper
trigger1= animelem=11
helpertype=normal
stateno=8103
ID=8100
name="Dash Dust"
postype=p1
pausemovetime=255
supermovetime=255
ownpal=1

[State 3051, Type]
type=statetypeset
trigger1= animelemtime(11)>=0
statetype=A
physics=N

[State 3051, Vel]
type=velset
trigger1= animelem=11
x= 10.74 * const(size.xscale)
y= 0

[State 3051, Hit]
type=hitdef
trigger1= animelem=9
trigger1= !var(16) && var(15)<4
attr = S,HA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*28<7, 7, fvar(11)*28)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 4, 4
guard.pausetime = 4, 4
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 = 0, 0
ground.cornerpush.veloff = 0
guard.velocity = 0
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):=8014)
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 = 18
envshake.ampl = 6
envshake.freq = 120

[State 3051, Hit]
type=hitdef
trigger1= animelem=10
trigger1= !var(16) && var(15)<4
attr = S,HA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*49<7, 7, fvar(11)*49)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 4, 4
guard.pausetime = 4, 4
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 = 0, 0
ground.cornerpush.veloff = 0
guard.velocity = 0
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):=8014)
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 = 18
envshake.ampl = 6
envshake.freq = 120

[State 3051, Hit]
type=hitdef
trigger1= animelem=11
trigger1= !var(16) && var(15)<4
attr = A,HA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*68<7, 7, fvar(11)*68)), 8
getpower = 0, 0
givepower = 36, 36
pausetime = 4, 4
guard.pausetime = 4, 4
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 32
ground.slidetime = 32
guard.hittime = 32
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):=8014)
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 = 18
envshake.ampl = 6
envshake.freq = 120

[State 3051, End]
type=changestate
trigger1= animelemtime(11)>0
trigger1= movecontact=1 || movereversed=1
value=3052

[State 3051, End]
type=changestate
trigger1= animelemtime(11)>=32
trigger2= animelemtime(11)>0
trigger2= movecontact=1 || movereversed=1
trigger3= animelemtime(11)>=3
trigger3= frontedgebodydist<=0
value=3052


;---Slaps---
[Statedef 3052]
type=S
physics=N
movetype=A
anim=3052
ctrl=0
velset=0,0
sprpriority=1
movehitpersist=1

[State 3052, Snd]
type=playsnd
trigger1= animelem=5
value=0,52
[State 3052, Dust]
type=explod
trigger1= animelem=5
anim=8102
sprpriority=-3
postype=p1
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 3052, Snd]
type=playsnd
trigger1= animelem=9
value=0,102
[State 3052, Dust]
type=helper
trigger1= animelem=9
helpertype=normal
stateno=8103
ID=8100
name="Dash Dust"
postype=p1
pausemovetime=255
supermovetime=255
ownpal=1

[State 3052, Accel]
type=veladd
trigger1= vel x>0
x= -0.9880965
[State 3052, Accel]
type=velset
trigger1= vel x<0
x= 0

[State 3052, Vel]
type=velset
trigger1= animelem=8
x= 11.40;71.5;85,8125

[State 3052, Snd]
type=playsnd
trigger1= animelem=9
value=4,4
channel=0

[State 1030, Snd]
type=playsnd
trigger1= animelem=9 || animelem=11 || animelem=13 || animelem=15 || animelem=17 || animelem=19
value=1,2
channel=1

[State 3052, Spark XY]
type=null
trigger1= animelem=9 || animelem=15
trigger1= var(35):=120 || var(36):=-55
trigger2= animelem=11 || animelem=17
trigger2= var(35):=113 || var(36):=-26
trigger3= animelem=13 || animelem=19
trigger3= var(35):=111 || var(36):=-84

[State 3052, Hit High]
type=hitdef
trigger1= !var(16) && var(15)<4
trigger1= animelem=13
attr = S,SA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*28<7, 7, fvar(11)*28)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 4, 4
guard.pausetime = 4, 4
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 = 0, 0
ground.cornerpush.veloff = 0
guard.velocity = 0
guard.cornerpush.veloff = 0
air.velocity = -4.32, -6.88
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):=8014)
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 = 18
envshake.ampl = 6
envshake.freq = 120

[State 3052, Hit Low]
type=hitdef
trigger1= !var(16) && var(15)<4
trigger1= animelem=9 || animelem=11 || animelem=15 || animelem=17
attr = S,SA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*28<7, 7, fvar(11)*28)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 4, 4
guard.pausetime = 4, 4
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 = 0, 0
ground.cornerpush.veloff = 0
guard.velocity = 0
guard.cornerpush.veloff = 0
air.velocity = -4.32, -6.88
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):=8014)
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 = 18
envshake.ampl = 6
envshake.freq = 120

[State 3052, Hit Final]
type=hitdef
trigger1= !var(16) && var(15)<4
trigger1= animelem=19
attr = S,SA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*28<7, 7, fvar(11)*28)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 4, 4
guard.pausetime = 4, 4
animtype = Hard
air.animtype = Diagup
fall.animtype = Diagup
ground.type = High
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
ground.velocity = -4.32, -6.88
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -4.32, -6.88
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):=8014)
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 = 18
envshake.ampl = 6
envshake.freq = 120

[State 3052, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;========================<OROCHI KUDAKI>=============================
;---Startup---
[Statedef 3100]
type=S
physics=S
movetype=A
anim=3100
ctrl=0
velset=0,0
sprpriority=1
poweradd=-3000
facep2=1

[State 3100, Super Cancel Flag]
type=varset
trigger1= !time
var(21)= ((prevstateno=[1000,2999]) && var(7)) || var(20)
[State 3100, Hyper Cancel Flag]
type=varset
trigger1= !time
var(22)= (prevstateno=[3000,4999]) && var(8)
[State 3100, CC Reset]
type=palfx
trigger1= !time
trigger1= !(var(20):=0)
time=1

[State 3100, Corner Push]
type=varset
trigger1= time=3
fvar(5)= 0
[State 3100, Unguardable]
type=varset
trigger1= time=3 && numenemy
trigger1= (enemynear,stateno!=[120,155])
var(17)=47

[State 3100, Super Cancel Flash]
type=palfx
trigger1= var(21) || var(22)
trigger1= !(time%2) && time<=12
time=1
add=255,255,255
ignorehitpause=1
[State 3100, Super Cancel Juggle]
type=varset
trigger1= !time
;trigger1= var(21) || var(22)
var(15)=0
ignorehitpause=1

[State 3100, NHB]
type=nothitby
trigger1= animelemtime(5)<0
time=1
value=SCA

[State 3100, Snd]
type=playsnd
trigger1= time=2
value= 4,7
channel=0

[State 3100, Superpause FX]
type=helper
trigger1= time=2
helpertype=normal
stateno=8520
ID=8500
name="Superpause FX"
postype=p1
pos= ceil(72 * const(size.xscale)), ceil(-60 * const(size.yscale))
supermovetime=255
size.xscale=1
size.yscale=1
ownpal=1
[State 3100, Superpause]
type=superpause
trigger1= time=2
time=47
movetime=47
p2defmul=1
unhittable=1
anim=-1
sound=s0,8500
darken=0

[State 3100, Guard Dist]
type=attackdist
trigger1= 1
value=0

[State 3100, Safety]
type=null;superpause
trigger1= animelem=5 && numenemy
trigger1= p2dist x>=0 && p2bodydist x<=ceil(32 * const(size.xscale))
trigger1= (enemynear,hitover || !(enemynear,movetype=H) || var(21)) && !(enemynear,stateno=[150,155]) && enemynear,anim!=5040
trigger1= !(enemynear,stateno=40 && enemynear,time>=1) && !(enemynear,stateno=52 && !(enemynear,ctrl) && enemynear,prevstateno=[5020,5040])
time=0
p2defmul=1
anim=-1
sound=-1
darken=0

[State 3100, Hit]
type=hitdef
trigger1= animelemtime(4)>0 && animelemtime(5)<0
;trigger1= p2dist x>=0 && p2bodydist x<=65+ifelse(facing=enemynear,facing,enemynear,const(size.ground.back),enemynear,const(size.ground.front));ceil(32 * const(size.xscale))
attr = S,HT
hitflag=M-
priority = 7, Hit
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 = 3110

[State 3100, Hit]
type=hitdef
triggerall= animelemtime(4)>0 && animelemtime(5)<0
trigger1= (p2stateno=[150,155]) && (movetype=I || hitover)
trigger2= p2stateno=140
attr = S,HA
hitflag=M
priority = 7, Hit
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 = 3110

[State 3100, Snd]
type=playsnd
trigger1= animelem=5
value=4,800
channel=0
[State 3100, Snd]
type=playsnd
trigger1= animelem=5
value=1,0
channel=1

[State 3100, Type]
type=statetypeset
trigger1= animelemtime(5)>=0
movetype=I
[State 3100, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;---Throw---
[Statedef 3110]
type=A
physics=N
movetype=A
anim=3110
ctrl=0
velset=0,0
sprpriority=1

[State 3110, Safety]
type=changestate
trigger1= !time && !numtarget
value=0
ctrl=1

[State 3110, Throw]
type=targetstate
trigger1= !time && numtarget
value=3120
[State 3110, Throw]
type=targetfacing
trigger1= time<=3
value=1

[State 3110, Pos]
type=posadd
trigger1= animelem=10
x= ceil(68 * const(size.xscale))

[State 3110, Width]
type=width
trigger1= animelemtime(3)<0
trigger2= animelemtime(10)>=0 && animelemtime(11)<0
edge= ceil(18 * const(size.xscale)), 0
[State 3110, Width]
type=width
trigger1= animelemtime(3)>=0 && animelemtime(4)<0
trigger2= animelemtime(11)>=0 && animelemtime(12)<0
edge= ceil(79 * const(size.xscale)), 0
[State 3110, Width]
type=width
trigger1= animelemtime(4)>=0 && animelemtime(7)<0
trigger2= animelemtime(12)>=0
edge= ceil(87 * const(size.xscale)), 0
[State 3110, Width]
type=width
trigger1= animelemtime(7)>=0 && animelemtime(10)<0
edge= ceil(56 * const(size.xscale)), 0

[State 3110, Bind 1]
type=targetbind
trigger1= numtarget
trigger1= animelemtime(2)<0
pos= ceil(21 * const(size.xscale)), ceil(-115 * const(size.yscale))
[State 3110, Bind 2]
type=targetbind
triggerall= numtarget
trigger1= animelemtime(2)>=0 && animelemtime(3)<0
trigger2= animelemtime(10)>=0 && animelemtime(11)<0
pos= ceil(56 * const(size.xscale)), ceil(-112 * const(size.yscale))
[State 3110, Bind 3]
type=targetbind
triggerall= numtarget
trigger1= animelemtime(3)>=0 && animelemtime(4)<0
trigger2= animelemtime(11)>=0 && animelemtime(12)<0
pos= ceil(90 * const(size.xscale)), ceil(-98 * const(size.yscale))
[State 3110, Bind 4]
type=targetbind
triggerall= numtarget
trigger1= animelemtime(4)>=0 && animelemtime(7)<0
trigger2= animelemtime(12)>=0
pos= ceil(87 * const(size.xscale)), ceil(-8 * const(size.yscale))
[State 3110, Bind 7]
type=targetbind
trigger1= numtarget
trigger1= animelemtime(7)>=0 && animelemtime(8)<0
pos= ceil(47 * const(size.xscale)), ceil(-22 * const(size.yscale))
[State 3110, Bind 8]
type=targetbind
trigger1= numtarget
trigger1= animelemtime(8)>=0 && animelemtime(9)<0
pos= ceil(44 * const(size.xscale)), ceil(-76 * const(size.yscale))
[State 3110, Bind 9]
type=targetbind
trigger1= numtarget
trigger1= animelemtime(9)>=0 && animelemtime(10)<0
pos= ceil(40 * const(size.xscale)), ceil(-110 * const(size.yscale))

[State 3110, Damage]
type=targetlifeadd
trigger1= numtarget && animelem=4
value= floor(ifelse(fvar(11)*125<7, -7, -125))
kill= 0
[State 3110, Power]
type=targetpoweradd
trigger1= numtarget && animelem=4
value=36

[State 3110, Hit]
type=hitadd
trigger1= numtarget && animelem=4
value=1
[State 3110, Hitcount]
type=varadd
trigger1= numtarget && animelem=4
var(13)=1

[State 3110, Juggle]
type=varadd
trigger1= numtarget && animelem=4
var(15)=1
ignorehitpause=1
[State 3110, Juggle]
type=varset
trigger1= numtarget && animelem=4
var(16)=1
ignorehitpause=1

[State 3110, Vel]
type=veladd
trigger1= animelemtime(7)>=2
x= 0
y= 0.88445
[State 3110, Vel]
type=velset
trigger1= animelemtime(7)=2
x= 1.33 * const(size.xscale)
y= -10.54;68

[State 3110, Snd Randomizer]
type=varset
trigger1= !time
var(0)= (random%3)

[State 3110, Snd]
type=playsnd
trigger1= animelem=4 && var(0)=0
value=5,6
channel=0
[State 3110, Snd]
type=playsnd
trigger1= animelem=4 && var(0)=1
value=5,8
channel=0
[State 3110, Snd]
type=playsnd
trigger1= animelem=4 && var(0)=2
value=5,3
channel=0

[State 3110, Snd]
type=playsnd
trigger1= animelem=3
value=1,5
channel=1

[State 3110, Snd]
type=playsnd
trigger1= animelemtime(7)=2
value=0,40
[State 3110, 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 3110, Sound]
type=playsnd
trigger1= numtarget && animelem=4
value= 0,5100
[State 3110, Shake]
type=envshake
trigger1= numtarget && animelem=4
time=18
ampl=-6
freq=120
[State 3110, 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 3110, End]
type=changestate
trigger1= animelemtime(7)>=2
trigger1= pos y>-vel y
value=3111


;---Slam---
[Statedef 3111]
type=A
physics=N
movetype=A
anim=3111
ctrl=0
velset=0,0
sprpriority=1

[State 3111, Throw]
type=targetstate
trigger1= numtarget && !time
value=3121
[State 3111, Throw]
type=targetstate
trigger1= numtarget && animelem=4
value=3122

[State 3111, Width]
type=width
trigger1= animelemtime(4)<0
edge= ceil(87 * const(size.xscale)), 0
[State 3111, Width]
type=width
trigger1= animelemtime(4)>=0
edge= ceil(56 * const(size.xscale)), 0

[State 3111, Pos]
type=posset
trigger1= animelemtime(4)<0
y= 0

[State 3111, Bind 1]
type=targetbind
trigger1= numtarget
trigger1= animelemtime(4)<0
pos= ceil(87 * const(size.xscale)), ceil(-8 * const(size.yscale))
;[State 3111, Bind 4]
;type=targetbind
;trigger1= numtarget
;trigger1= animelemtime(4)=0
;pos= ceil(112 * const(size.xscale)), ceil(0 * const(size.yscale))

[State 3111, Damage]
type=targetlifeadd
trigger1= numtarget && !time
value= floor(ifelse(fvar(11)*139<7, -7, -139))
kill= 0
[State 3111, Power]
type=targetpoweradd
trigger1= numtarget && !time
value=36

[State 3111, Hit]
type=hitadd
trigger1= numtarget && !time
value=1
[State 3111, Hitcount]
type=varadd
trigger1= numtarget && !time
var(13)=1

[State 3111, Juggle]
type=varadd
trigger1= numtarget && !time
var(15)=1
ignorehitpause=1
[State 3111, Juggle]
type=varset
trigger1= numtarget && !time
var(16)=1
ignorehitpause=1

[State 3111, Vel]
type=veladd
trigger1= animelemtime(4)>=2
x= 0
y= 1.326675
[State 3111, Vel]
type=velset
trigger1= animelemtime(4)=2
x= 2.72
y= -14.09

[State 3111, Snd]
type=playsnd
trigger1= animelem=1 && var(0)=2
value=5,1
channel=0

[State 3111, Snd]
type=playsnd
trigger1= animelem=7 && var(0)=0
value=5,7
channel=0
[State 3111, Snd]
type=playsnd
trigger1= animelem=7 && var(0)=1
value=5,9
channel=0

[State 3111, Snd]
type=playsnd
trigger1= animelem=3
value=1,5
channel=1

[State 3111, Snd]
type=playsnd
trigger1= animelemtime(4)=2
value=0,40
[State 3111, Dust]
type=helper
trigger1= animelemtime(4)=2
helpertype=normal
stateno=8100
ID=8100
name="Jump Dust"
postype=p1
pausemovetime=255
supermovetime=255
ownpal=1

[State 3111, Sound]
type=playsnd
trigger1= numtarget && !time
value= 0,5100
[State 3111, Shake]
type=envshake
trigger1= numtarget && !time
time=18
ampl=-6
freq=120
[State 3111, Dust]
type=helper
trigger1= numtarget && !time
helpertype=normal
stateno=8110
ID=8110
name="Impact Dust"
postype=p1
pos= ceil(84 * const(size.xscale)), 0
ownpal=1

[State 3111, End]
type=changestate
trigger1= animelemtime(4)>=2
trigger1= vel y>0 && pos y>(24 - vel y)
value=3112


;---Butt Slam---
[Statedef 3112]
type=A
physics=N
movetype=A
anim=1311
ctrl=0
velset=0,0
sprpriority=1

[State 3112, Pos]
type=posset
trigger1= animelemtime(4)<0
y= -16
[State 3112, Pos]
type=posadd
trigger1= animelem=4
x= ceil(80 * const(size.xscale))

[State 3112, Damage]
type=targetlifeadd
trigger1= numtarget && !time
value= floor(ifelse(fvar(11)*194<7, -7, fvar(11)*-194))
kill= 1
[State 3112, Power]
type=targetpoweradd
trigger1= numtarget && !time
value=36

[State 3112, Hit]
type=hitadd
trigger1= numtarget && !time
value=1
[State 3112, Hitcount]
type=varadd
trigger1= numtarget && !time
var(13)=1

[State 3112, Juggle]
type=varadd
trigger1= numtarget && !time
var(15)=1
ignorehitpause=1
[State 3112, Juggle]
type=varset
trigger1= numtarget && !time
var(16)=1
ignorehitpause=1

[State 3112, Throw]
type=targetstate
trigger1= numtarget && !time
value=3124

[State 3112, Width]
type=width
trigger1= animelemtime(4)<0
edge= ceil(56 * const(size.xscale)), 0

[State 3112, Snd]
type=playsnd
trigger1= animelem=1 && var(0)=2
value=5,0
channel=0

[State 3112, Sound]
type=playsnd
trigger1= numtarget && !time
value= 2,5
channel=2
[State 3112, Spark]
type=helper
trigger1= numtarget && !time
helpertype=normal
stateno=8014
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 3112, Sound]
type=playsnd
trigger1= numtarget && !time
value= 0,5100
[State 3112, Shake]
type=envshake
trigger1= numtarget && !time
time=18
ampl=-6
freq=120
[State 3112, 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 3112, Vel]
type=veladd
trigger1= animelemtime(4)>=0
y= .88445
[State 3112, Vel]
type=velset
trigger1= animelem=4
x= 2.68
y= -10.53

[State 3112, End]
type=changestate
trigger1= animelemtime(4)>=0
trigger1= pos y>-vel y
value=3113


;---Land---
[Statedef 3113]
type=S
physics=N
movetype=I
ctrl=0
anim=1312
velset=0,0
sprpriority=1

[State 3113, Pos]
type=posset
trigger1= 1
y=0

[State 3113, Snd]
type=playsnd
trigger1= !time
value=0,52
[State 3113, Dust]
type=explod
trigger1= !time
anim=8102
sprpriority=-3
postype=p1
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 3113, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;---Target---
[Statedef 3120]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=0
[State 3120, Anim]
type=changeanim2
trigger1= !time
value=3120
[State 3120, Camera]
type=screenbound
trigger1= 1
value=0
movecamera=0,0


[Statedef 3121]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=0
[State 3121, Anim]
type=changeanim2
trigger1= !time
value=3121
[State 3121, Camera]
type=screenbound
trigger1= 1
value=0
movecamera=0,0


[Statedef 3122]
type=A
physics=N
movetype=H
ctrl=0
velset=0,0
sprpriority=0

[State 3122, Anim]
type=changeanim2
trigger1= !time
value=3122
[State 3122, Camera]
type=screenbound
trigger1= 1
value=1
movecamera=1,0

[State 3122, Pos]
type=posadd
trigger1= !time
x= 21
[State 3122, Pos]
type=posset
trigger1= !time
y= 0

[State 3122, Accel]
type=veladd
trigger1= vel x
x= ifelse(vel x>=1.326675, -1.326675, -vel x)
[State 3122, Accel]
type=veladd
trigger1= 1
y= 1.326675

[State 3122, Vel]
type=velset
trigger1= !time
x= 6.02; 16.8; 20,125
y= -5.3067

[State 3122, End]
type=changestate
trigger1= time>=8
value=3123


[Statedef 3123]
type=A
physics=N
movetype=H
ctrl=0
velset=0,0
sprpriority=0

[State 3123, NHB]
type=nothitby
trigger1= 1
value=SCA
time=1
[State 3123, Push]
type=playerpush
trigger1= 1
value= 0

[State 3123, Pos]
type=posset
trigger1= 1
y= 0

[State 3123, Anim]
type=changeanim
trigger1= !time
value=5170
[State 3123, Anim]
type=changeanim
trigger1= anim!=5110 && !animtime
value=5110

[State 3123, Camera]
type=screenbound
trigger1= 1
value=1
movecamera=1,0

[State 3123, End]
type=selfstate
trigger1= time>=60
value= ifelse(alive, 5120, 5150)


[Statedef 3124]
type=A
physics=N
movetype=H
ctrl=0
velset=0,0
sprpriority=0

[State 3124, NHB]
type=nothitby
trigger1= 1
value=SCA
time=1
[State 3124, Push]
type=playerpush
trigger1= 1
value= 0

[State 3124, Pos]
type=posset
trigger1= 1
y= 0

[State 3124, Anim]
type=changeanim
trigger1= !time
value=5080
[State 3124, Camera]
type=screenbound
trigger1= 1
value=1
movecamera=1,0

[State 3124, End]
type=changestate
trigger1= time>=45
value=3125


[Statedef 3125]
type=A
physics=N
movetype=H
ctrl=0
velset=0,0
sprpriority=0

[State 3125, Pos]
type=posset
trigger1= 1
y= 0

[State 3125, Anim]
type=changeanim
trigger1= !time
value=5110
[State 3125, Camera]
type=screenbound
trigger1= 1
value=1
movecamera=1,0

[State 3125, End]
type=selfstate
trigger1= time>=12
value= ifelse(alive, 5120, 5150)


;========================<FUJI OROSHI>=============================
[Statedef 3200]
type=S
physics=N
movetype=A
anim=3200
ctrl=0
velset=0,0
sprpriority=1
poweradd=-1000
facep2=1

[State 3200, Super Cancel Flag]
type=varset
trigger1= !time
var(21)= ((prevstateno=[1000,2999]) && var(7)) || var(20)
[State 3200, Hyper Cancel Flag]
type=varset
trigger1= !time
var(22)= (prevstateno=[3000,4999]) && var(8)
[State 3200, CC Reset]
type=palfx
trigger1= !time
trigger1= !(var(20):=0)
time=1

[State 3200, Corner Push]
type=varset
trigger1= time=3
fvar(5)= 0
[State 3200, Unguardable]
type=varset
trigger1= time=3 && numenemy
trigger1= (enemynear,stateno!=[120,155])
var(17)=43

[State 3200, Super Cancel Flash]
type=palfx
trigger1= var(21) || var(22)
trigger1= !(time%2) && time<=12
time=1
add=255,255,255
ignorehitpause=1
[State 3200, Super Cancel Juggle]
type=varset
trigger1= !time
;trigger1= var(21) || var(22)
var(15)=0
ignorehitpause=1

[State 3200, NHB]
type=nothitby
trigger1= animelemtime(4)<=1
time=1
value=SCA
[State 3200, Variable Height]
type=playerpush
trigger1= 1
value=1
ignorehitpause=1

[State 3200, Snd]
type=playsnd
trigger1= time=3
value= 5,3
channel=0

[State 3200, Superpause FX]
type=helper
trigger1= time=3
helpertype=normal
stateno=8500
ID=8500
name="Superpause FX"
postype=p1
pos= ceil(-2 * const(size.xscale)), ceil(-44* const(size.yscale))
supermovetime=255
size.xscale=1
size.yscale=1
ownpal=1
[State 3200, Superpause]
type=superpause
trigger1= time=3
time=43
movetime=43
p2defmul=1
unhittable=1
anim=-1
sound=s0,8500
darken=0

[State 3200, Snd]
type=playsnd
trigger1= animelem=5
value=0,40
[State 3200, Dust]
type=helper
trigger1= animelem=5
helpertype=normal
stateno=8103
ID=8100
name="Dash Dust"
postype=p1
pausemovetime=255
supermovetime=255
ownpal=1

[State 3200, Type]
type=statetypeset
trigger1= animelemtime(5)>=0
statetype=A
physics=N

[State 3200, Accel]
type=veladd
trigger1= animelemtime(5)>=0
y= 1.326675

[State 3200, Vel]
type=velset
trigger1= animelem=5
x= 4.0 * const(size.xscale);109
y= -12

[State 3200, Snd]
type=playsnd
trigger1= animelem=5
value=5,2
channel=0

[State 3200, Hit]
type=hitdef
trigger1= animelem=4
trigger1= !var(16) && var(15)<(2+hitcount)
attr = S,HA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*35<7, 7, fvar(11)*35)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 4, 4
guard.pausetime = 4, 4
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 = 0, 0
ground.cornerpush.veloff = 0
guard.velocity = 0
guard.cornerpush.veloff = 0
air.velocity = -2.17, -5.65
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):=8014)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=64), var(36):=-51
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120

[State 3200, Hit]
type=hitdef
trigger1= animelem=5
trigger1= !var(16) && var(15)<(2+hitcount)
attr = A,HA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*70<7, 7, fvar(11)*70)), 8
getpower = 0, 0
givepower = 36, 36
pausetime = 4, 4
guard.pausetime = 4, 4
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 32
ground.slidetime = 32
guard.hittime = 32
air.hittime = 120
ground.velocity = 0, 0
ground.cornerpush.veloff = 0
guard.velocity = 0
guard.cornerpush.veloff = 0
air.velocity = -2.17, -5.65
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):=8014)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=106), var(36):=-54
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120

[State 3200, End]
type=changestate
trigger1= animelemtime(5)>=0
trigger1= pos y>-vel y
value=3201


;---Lift---
[Statedef 3201]
type=S
physics=N
movetype=A
anim=3201
ctrl=0
velset=0,0
sprpriority=1
movehitpersist=1
hitcountpersist=1

[State 3201, Pos]
type=posset
trigger1= 1
y=0

[State 3201, Snd]
type=playsnd
trigger1= !time
value=0,52
[State 3201, Dust]
type=explod
trigger1= !time
anim=8102
sprpriority=-3
postype=p1
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 3201, Snd]
type=playsnd
trigger1= animelem=5
value=4,1
channel=0
[State 3201, Snd]
type=playsnd
trigger1= animelem=5
value=1,2
channel=1

[State 3201, Hit]
type=hitdef
trigger1= animelem=4
trigger1= !var(16) && var(15)<(2+hitcount)
ID = 3201
attr = S,HA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*42<7, 7, fvar(11)*42)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 2, 2
guard.pausetime = 12, 12
animtype = Hard
air.animtype = Up
fall.animtype = Up
ground.type = High
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
ground.velocity = -1.08, -16.00
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -1.08, -16.00
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):=8014)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=66), var(36):=-46
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120
ID=3201

[State 3201, Juggle]
type=varset
trigger1= movehit=1
trigger1= numtarget(3201)
var(15)=0

[State 3201, Type]
type=statetypeset
trigger1= animelemtime(6)>=0
movetype=I

[State 3201, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;========================<MAX FUJI OROSHI>=============================
[Statedef 3250]
type=S
physics=N
movetype=A
anim=3250
ctrl=0
velset=0,0
sprpriority=1
poweradd=-2000
facep2=1

[State 3250, Super Cancel Flag]
type=varset
trigger1= !time
var(21)= ((prevstateno=[1000,2999]) && var(7)) || var(20)
[State 3250, Hyper Cancel Flag]
type=varset
trigger1= !time
var(22)= (prevstateno=[3000,4999]) && var(8)
[State 3250, CC Reset]
type=palfx
trigger1= !time
trigger1= !(var(20):=0)
time=1

[State 3250, Corner Push]
type=varset
trigger1= time=3
fvar(5)= 0
[State 3250, Unguardable]
type=varset
trigger1= time=3 && numenemy
trigger1= (enemynear,stateno!=[120,155])
var(17)=45

[State 3250, Super Cancel Flash]
type=palfx
trigger1= var(21) || var(22)
trigger1= !(time%2) && time<=12
time=1
add=255,255,255
ignorehitpause=1
[State 3250, Super Cancel Juggle]
type=varset
trigger1= !time
;trigger1= var(21) || var(22)
var(15)=0
ignorehitpause=1

[State 3250, NHB]
type=nothitby
trigger1= animelemtime(5)<0
time=1
value=SCA
[State 3250, Variable Height]
type=playerpush
trigger1= 1
value=1
ignorehitpause=1

[State 3250, Snd]
type=playsnd
trigger1= time=3
value= 5,3
channel=0

[State 3250, Superpause FX]
type=helper
trigger1= time=3
helpertype=normal
stateno=8510
ID=8500
name="Superpause FX"
postype=p1
pos= ceil(-2 * const(size.xscale)), ceil(-44* const(size.yscale))
supermovetime=255
size.xscale=1
size.yscale=1
ownpal=1
[State 3250, Superpause]
type=superpause
trigger1= time=3
time=45
movetime=45
p2defmul=1
unhittable=1
anim=-1
sound=s0,8500
darken=0

[State 3250, Snd]
type=playsnd
trigger1= animelem=5
value=0,40
[State 3250, Dust]
type=helper
trigger1= animelem=5
helpertype=normal
stateno=8103
ID=8100
name="Dash Dust"
postype=p1
pausemovetime=255
supermovetime=255
ownpal=1

[State 3250, Type]
type=statetypeset
trigger1= animelemtime(5)>=0
statetype=A
physics=N

[State 3250, Accel]
type=veladd
trigger1= animelemtime(5)>=0
y= 1.326675

[State 3250, Vel]
type=velset
trigger1= animelem=5
x= 6.0 * const(size.xscale);109
y= -12

[State 3250, Snd]
type=playsnd
trigger1= animelem=5
value=5,2
channel=0

[State 3250, Hit]
type=hitdef
trigger1= animelem=4
trigger1= !var(16) && var(15)<(2+hitcount)
attr = S,HA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*35<7, 7, fvar(11)*35)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 4, 4
guard.pausetime = 4, 4
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 = 0, 0
ground.cornerpush.veloff = 0
guard.velocity = 0
guard.cornerpush.veloff = 0
air.velocity = -2.17, -5.65
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):=8014)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=64), var(36):=-51
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120

[State 3250, Hit]
type=hitdef
trigger1= animelem=5
trigger1= !var(16) && var(15)<(2+hitcount)
attr = A,HA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*70<7, 7, fvar(11)*70)), 9
getpower = 0, 0
givepower = 36, 36
pausetime = 4, 4
guard.pausetime = 4, 4
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 32
ground.slidetime = 32
guard.hittime = 32
air.hittime = 120
ground.velocity = 0, 0
ground.cornerpush.veloff = 0
guard.velocity = 0
guard.cornerpush.veloff = 0
air.velocity = -2.17, -5.65
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):=8014)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=106), var(36):=-54
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120

[State 3250, End]
type=changestate
trigger1= animelemtime(5)>=0
trigger1= pos y>-vel y
value=3251


;---Lift---
[Statedef 3251]
type=S
physics=N
movetype=A
anim=3251
ctrl=0
velset=0,0
sprpriority=1
movehitpersist=1
hitcountpersist=1

[State 3251, Pos]
type=posset
trigger1= 1
y=0

[State 3251, Snd]
type=playsnd
trigger1= !time
value=0,52
[State 3251, Dust]
type=explod
trigger1= !time
anim=8102
sprpriority=-3
postype=p1
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 3251, Snd]
type=playsnd
trigger1= animelem=5
value=4,1
channel=0
[State 3251, Snd]
type=playsnd
trigger1= animelem=5
value=1,2
channel=1

[State 3251, Hit]
type=hitdef
trigger1= animelem=4
trigger1= !var(16) && var(15)<(2+hitcount)
ID = 3251
attr = S,HA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*42<7, 7, fvar(11)*42)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 2, 2
guard.pausetime = 12, 12
animtype = Hard
air.animtype = Up
fall.animtype = Up
ground.type = High
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
ground.velocity = 0, -36.00
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = 0, -36.00
air.cornerpush.veloff = 0
yaccel = 1.16
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):=8014)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=66), var(36):=-46
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120

[State 3251, Juggle]
type=varset
trigger1= movehit=1
trigger1= numtarget(3251)
var(15)=0

[State 3251, Type]
type=statetypeset
trigger1= animelemtime(6)>=0
movetype=I

[State 3251, End]
type=changestate
trigger1= !animtime
trigger1= movehit && numtarget(3251)
value=3252

[State 3251, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;---Prepare---
[Statedef 3252]
type=S
physics=N
movetype=A
anim=3252
ctrl=0
velset=0,0
sprpriority=1

[State 3252, Snd]
type=playsnd
trigger1= animelem=4
value=7,5

[State 3252, End]
type=changestate
trigger1= !animtime
value=3253


;---Slaps---
[Statedef 3253]
type=S
physics=N
movetype=A
anim=3253
ctrl=0
velset=0,0
sprpriority=1
movehitpersist=1
hitcountpersist=1

[State 3253, Push]
type=playerpush
trigger1= 1
value=0

[State 3253, Loop]
type=changeanim
trigger1= !animtime
value= 3253
elem= 1

[State 3253, Mashing]
type=varset
trigger1= !time
var(1)=0
[State 3253, Mashing]
type=varset
trigger1= !time
var(12)=0
[State 3253, Mashing]
type=varset
triggerall= var(1)=0
trigger1= var(59)<=0 && (command="a" || command="b" || command="c" || command="x" || command="y" || command="z")
trigger2= var(59)<=0 && (command="up" || command="down" || command="back" || command="fwd")
trigger3= var(59)>=1; && random<800
var(1)=2
[State 3253, Mashing]
type=varadd
trigger1= var(1)=2
var(12)=1
[State 3253, Mashing]
type=varadd
trigger1= var(1)>0
var(1)=-1

[State 3253, Anim Skip]
type=changeanim
trigger1= animelemtime(animelemno(0))>=0 && animelemtime(6)<0
trigger1= animelemtime(animelemno(0)+1)>=-var(12)
trigger1= 1 || var(12):=(var(12) + animelemtime(animelemno(0)+1))
value= 3253
elem= animelemno(0)+1
[State 3253, Anim Skip]
type=changeanim
trigger1= animelemtime(6)>0
trigger1= animelemtime(6)>=(2-var(12))
trigger1= 1 || var(12):=(var(12) + 2 - animelemtime(6))
value= 3253
elem= 1
[State 3253, Mashing]
type=varset
trigger1= var(12)<0
var(12)=0

[State 3253, Snd]
type=playsnd
trigger1= !time
value=4,6
channel=0
[State 3253, Snd]
type=playsnd
trigger1= animelem=1 || animelem=3 || animelem=5
value=1,2
channel=1

[State 3253, 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 3253, Hit Low]
type=hitdef
trigger1= !var(16) && var(15)<(2+hitcount)
trigger1= animelem=1 || animelem=3 || animelem=5
ID = 3253
attr = S,HA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*14<7, 7, fvar(11)*14)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 4, 12
guard.pausetime = 4, 4
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 = 0, -8.96
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = 0, -8.96
air.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 0
forcestand = 1
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8014)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10, 0
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120
kill = 0

[State 3253, Hit High]
type=hitdef
trigger1= !var(16) && var(15)<(2+hitcount)
trigger1= animelem=5
ID = 3253
attr = S,HA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*14<7, 7, fvar(11)*14)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 4, 12
guard.pausetime = 4, 4
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = High
air.type = High
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
ground.velocity = 0, -8.96
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = 0, -8.96
air.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 0
forcestand = 1
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8014)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10, 0
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120
kill = 0

[State 3253, Bind]
type=targetbind
trigger1= numtarget(3253)
pos= ceil(90 * const(size.xscale)), ceil(-16 * const(size.yscale))
ignorehitpause=1
[State 3253, Width]
type=width
trigger1= numtarget(3253)
edge= ceil(90 * const(size.xscale)), 0

[State 3253, End]
type=changestate
trigger1= time>=36
value=3254


;---Final---
[Statedef 3254]
type=S
physics=N
movetype=A
anim=3254
ctrl=0
velset=0,0
sprpriority=1
movehitpersist=1
hitcountpersist=1

[State 3254, Snd]
type=playsnd
trigger1= animelem=2
value=5,0
channel=0
[State 1030, Snd]
type=playsnd
trigger1= animelem=2
value=1,2
channel=1

[State 3254, Hit]
type=hitdef
trigger1= !var(16) && var(15)<(2+hitcount)
trigger1= animelem=3
attr = S,SA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*28<7, 7, fvar(11)*28)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 12, 12
guard.pausetime = 12, 12
animtype = Hard
air.animtype = Diagup
fall.animtype = Diagup
ground.type = High
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
ground.velocity = -9.73, -5.25
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -9.73, -5.25
air.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 0
fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=6)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8014)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=94), var(36):=-64
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120

[State 3254, Type]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I

[State 3254, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;========================<HONGINUS>=============================
[Statedef 4000]
type=S
physics=N
movetype=A
anim=4000
ctrl=0
velset=0,0
sprpriority=1
poweradd=-3000
facep2=1

[State 3000, Super Cancel Flag]
type=varset
trigger1= !time
var(21)= ((prevstateno=[1000,2999]) && var(7)) || var(20)
[State 3000, Hyper Cancel Flag]
type=varset
trigger1= !time
var(22)= (prevstateno=[3000,4999]) && var(8)
[State 3000, CC Reset]
type=palfx
trigger1= !time
trigger1= !(var(20):=0)
time=1

[State 3000, Corner Push]
type=varset
trigger1= time=3
fvar(5)= 0
[State 3000, Unguardable]
type=varset
trigger1= time=3 && numenemy
trigger1= (enemynear,stateno!=[120,155])
var(17)=43

[State 3000, Super Cancel Flash]
type=palfx
trigger1= var(21) || var(22)
trigger1= !(time%2) && time<=12
time=1
add=255,255,255
ignorehitpause=1
[State 3000, Super Cancel Juggle]
type=varset
trigger1= !time
;trigger1= var(21) || var(22)
var(15)=0
ignorehitpause=1

[State 3000, NHB]
type=nothitby
trigger1= animelemtime(5)<0
time=1
value=SCA

[State 3100, Superpause FX]
type=helper
trigger1= time=2
helpertype=normal
stateno=8520
ID=8500
name="Superpause FX"
postype=p1
pos= ceil(72 * const(size.xscale)), ceil(-60 * const(size.yscale))
supermovetime=255
size.xscale=1
size.yscale=1
ownpal=1
[State 3100, Superpause]
type=superpause
trigger1= time=2
time=60
movetime=60
p2defmul=1
unhittable=1
anim=-1
sound=s0,8500
darken=0

[State 3000, Snd]
type=playsnd
trigger1= time=3
value= 5,3
channel=0

[State 4000]
type=statetypeset
trigger1= animelem=7
statetype=A
physics=N

[State 3000, Vel]
type=velset
trigger1= animelem=7
x= -12
y= 0

[State 3000, Snd]
type=playsnd
trigger1= animelem=7
value=0,41

[State 4000, End]
type=changestate
trigger1= !animtime
value=4001

;========================<HONGINUS>=============================
[Statedef 4001]
type=A
physics=N
movetype=A
anim=4001
ctrl=0
velset=20,0
sprpriority=1
facep2=1

[State 0, Width]
type = Width
trigger1 =1
player = 22,-22

[State 0, PlayerPush]
type = PlayerPush
trigger1 =1
value = 1

[State 3000, Snd]
type=playsnd
trigger1= animelem=1
value=6,1+3
channel=0
volume=220

[State 3000, Hit]
type=hitdef
trigger1= anim=4001 && animelemtime(1)%2=1
trigger2= moveguarded=2
attr = A,HA
hitflag = MAFP
guardflag = M
priority = 7, Hit
damage = ceil(ifelse(fvar(11)*20<7, 7, fvar(11)*20)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 8, 8
guard.pausetime = 4, 4
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 = 0, 0
ground.cornerpush.veloff = 0
guard.velocity = 0
guard.cornerpush.veloff = 0
air.velocity = -4.32, -7.49
air.cornerpush.veloff = 0
yaccel = .58
fall = (time>=57)*1
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):=8014)
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 = 18
envshake.ampl = 6
envshake.freq = 120
[State 3000, Hit]
type=hitdef
trigger1= movehit && !numtarget
trigger2= movereversed=1
attr = A,HT
hitflag = MAF
guardflag = M
priority = 7, Hit
damage = ceil(ifelse(fvar(11)*35<7, 7, fvar(11)*35)), 7
getpower = 0, 0
givepower = 36, 36
pausetime = 12, 12
guard.pausetime = 4, 4
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 = 0, 0
ground.cornerpush.veloff = 0
guard.velocity = 0
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):=8014)
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 = 18
envshake.ampl = 6
envshake.freq = 120
ignorehitpause=65535
pausemovetime=65535
supermovetime=65535

[State 3000, End]
type=changestate
trigger1= time>=60
value=4002

;========================<HONGINUS>=============================
[Statedef 4002]
type=A
physics=N
movetype=I
anim=4002
ctrl=0
velset=-4,-12
sprpriority=1
facep2=1

[State 0, Gravity]
type = Gravity
trigger1=1

[State 3000, Snd]
type=playsnd
trigger1= animelem=1
value=6,1
channel=0
volume=220

[State 3000, End]
type=changestate
trigger1= pos y+vel y>=0
value=52
