;===============================================================================
; Definition of the Special Arts
;===============================================================================

;-------------------------------------------------------------------------------
; スパイラルアロー・弱
;------------------------地上
[Statedef 1000]
type = S
movetype = A
physics = S
velset = 0, 0
ctrl = 0
anim = 1000
juggle = 7

[State 1000,VarSet]
type = VarSet
trigger1 = Time = 0
v = 1
value = 0

[State 1000,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1100, 1



[State 1000,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1010

;------------------------空中
[Statedef 1010]
type = A
movetype = A
physics = N
anim = 1010
velset = 6.02,1.0;4.50,1.00

[State 1010,VelAdd]
type = VelAdd
trigger1 = 1
x = -.04

[State 1010,PosAdd]
type = PosAdd
trigger1 = Time = 0
y = -15

[State 1010,Attack]
type = HitDef
triggerall = Var(1) = 0
trigger1 = Time = 0
attr = A, SA
damage    = 50, 4;Floor(77 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(77 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
getpower = 90,60
givepower = 60,44
guardflag = L
hitflag = MAF
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-10
hitsound = S2123, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -5.0,-5.5
air.velocity = -5.0,-4.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 1010,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1020

;------------------- 着地
[Statedef 1020]
type = S
movetype = I
physics = S
anim = 1020

[State 1020,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1000, 2

[State 1020,VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1020,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1020,End]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(Command = "holddown",11,12)
ctrl = 1

;-------------------------------------------------------------------------------
; スパイラルアロー・中
;------------------------地上
[Statedef 1030]
type = S
movetype = A
physics = S
velset = 0, 0
ctrl = 0
anim = 1000
juggle = 7

[State 1030,VarSet]
type = VarSet
trigger1 = Time = 0
v = 1
value = 0

[State 1030,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1100, 1



[State 1030,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1040

;------------------------空中
[Statedef 1040]
type = A
movetype = A
physics = N
anim = 1010
velset = 6.82,1.00;5.30,1.00

[State 1040,VelAdd]
type = VelAdd
trigger1 = 1
x = -.09

[State 1040,PosAdd]
type = PosAdd
trigger1 = Time = 0
y = -19

[State 1040,Attack]
type = HitDef
triggerall = Var(1) = 0
trigger1 = Time = 0
attr = A, SA
damage    = 70, 5 ;Floor(84 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(84 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
getpower = 90,60
givepower = 60,44
guardflag = L
hitflag = MAF
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-10
hitsound = S2123, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -5.0,-5.5
air.velocity = -5.0,-4.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 1040,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1050

;------------------- 着地
[Statedef 1050]
type = S
movetype = I
physics = S
anim = 1030

[State 1050,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1000, 2

[State 1050,VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1050,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1050,End]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(Command = "holddown",11,12)
ctrl = 1

;-------------------------------------------------------------------------------
; スパイラルアロー・強
;------------------------地上
[Statedef 1060]
type = S
movetype = A
physics = S
velset = 0, 0
ctrl = 0
anim = 1000
juggle = 7

[State 1050,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1100, 1



[State 1060,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1070

;------------------------空中
[Statedef 1070]
type = A
movetype = A
physics = N
anim = 1010
velset = 7.62,1.00;6.10,1.00

[State 1070,VelAdd]
type = VelAdd
trigger1 = 1
x = -.11

[State 1070,PosAdd]
type = PosAdd
trigger1 = Time = 0
y = -20

[State 1070,Attack]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage    = 90, 6 ;Floor(49 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(49 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
getpower = 90,60
givepower = 60,44
guardflag = L
hitflag = MAF
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-10
hitsound = S2123, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -5.0,-5.5
air.velocity = -5.0,-4.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 1070,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1080

;------------------- 着地
[Statedef 1080]
type = S
movetype = I
physics = S
anim = 1040

[State 1080,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1000, 2

[State 1080,VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1080,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1080,End]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(Command = "holddown",11,12)
ctrl = 1

;-------------------------------------------------------------------------------
; エアスパイラルアロー・弱
;------------------------予備動作〜初段
[Statedef 1100]
type = A
movetype = A
physics = N
velset = 0, 0
ctrl = 0
anim = 1100
poweradd = 84 + (Var(31) != 0) * 42
juggle = 7

[State 1000,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000, 0

[State 1100,Attack]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage    = Floor(49 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(49 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
getpower = 63 + (Var(31) != 0) * 21
givepower = 15 + (Var(31) != 0) * 5
guardflag = M
hitflag = MAF
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-24
hitsound = S200, 6
guardsound = S0, 0
ground.type = Low
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -5.0
air.velocity = -5.0,-3.5

[State 1100,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1110

;------------------------飛行
[Statedef 1110]
type = A
movetype = A
physics = N
anim = 1110
velset = 6.34,1.00;5.30,1.00

[State 1110,VelAdd]
type = VelAdd
trigger1 = 1
x = -.08

[State 1110,PosAdd]
type = PosAdd
trigger1 = Time = 0
y = -21

[State 1110,Attack]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage    = Floor(49 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(49 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
getpower = 63 + (Var(31) != 0) * 21
givepower = 15 + (Var(31) != 0) * 5
guardflag = MA
hitflag = MAF
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-10
hitsound = S200, 6
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -5.0,-5.5
air.velocity = -5.0,-4.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 1110,ChangeState]
type = ChangeState
trigger1 = MoveGuarded
value = 1140

[State 1110,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
trigger2 = Time = 13
value = 1120

;------------------- 攻撃動作終了
[Statedef 1120]
type = A
movetype = I
physics = N
anim = 1120
velset = 1.0, 0

[State 1120,Gravity]
type = Gravity
trigger1 = 1

[State 1120,ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1130

;------------------- 着地
[Statedef 1130]
type = S
movetype = I
physics = S
anim = 1130
velset = 3.30, 0

[State 1130,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 47, 0

[State 1130,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1130,MakeDust]
type = MakeDust
trigger1 = Vel X != 0
pos = 20, 0
postype = P1
spacing = 5

[State 1130,End]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(Command = "holddown",11,12)
ctrl = 1

;------------------- ガード
[Statedef 1140]
type = A
movetype = I
physics = N
anim = 1140
velset = -1.4,-8.0

[State 1140,VelAdd]
type = VelAdd
trigger1 = 1
y = .40

[State 1140,End]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52
ctrl = 1

;-------------------------------------------------------------------------------
; エアスパイラルアロー・中
;------------------------予備動作〜初段
[Statedef 1150]
type = A
movetype = A
physics = N
velset = 0, 0
ctrl = 0
anim = 1100
poweradd = 84 + (Var(31) != 0) * 42
juggle = 7

[State 1150,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000, 0

[State 1150,Attack]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage    = Floor(49 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(49 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
getpower = 63 + (Var(31) != 0) * 21
givepower = 15 + (Var(31) != 0) * 5
guardflag = M
hitflag = MAF
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-24
hitsound = S200, 6
guardsound = S0, 0
ground.type = Low
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -5.0
air.velocity = -5.0,-3.5

[State 1150,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1160

;------------------------飛行
[Statedef 1160]
type = A
movetype = A
physics = N
anim = 1110
velset = 6.86,1.00;5.50,1.00

[State 1160,VelAdd]
type = VelAdd
trigger1 = 1
x = -.08

[State 1160,PosAdd]
type = PosAdd
trigger1 = Time = 0
y = -21

[State 1160,Attack]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage    = Floor(49 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(49 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
getpower = 63 + (Var(31) != 0) * 21
givepower = 15 + (Var(31) != 0) * 5
guardflag = MA
hitflag = MAF
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-10
hitsound = S200, 6
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -5.0,-5.5
air.velocity = -5.0,-4.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 1160,ChangeState]
type = ChangeState
trigger1 = MoveGuarded
value = 1140

[State 1160,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
trigger2 = Time = 17
value = 1120

;-------------------------------------------------------------------------------
; エアスパイラルアロー・強
;------------------------予備動作〜初段
[Statedef 1170]
type = A
movetype = A
physics = N
velset = 0, 0
ctrl = 0
anim = 1100
poweradd = 84 + (Var(31) != 0) * 42
juggle = 7

[State 1170,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000, 0

[State 1170,Attack]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage    = Floor(49 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(49 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
getpower = 63 + (Var(31) != 0) * 21
givepower = 15 + (Var(31) != 0) * 5
guardflag = M
hitflag = MAF
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-24
hitsound = S200, 6
guardsound = S0, 0
ground.type = Low
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -5.0
air.velocity = -5.0,-3.5

[State 1170,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1180

;------------------------飛行
[Statedef 1180]
type = A
movetype = A
physics = N
anim = 1110
velset = 7.38,1.00;5.70,1.00

[State 1180,VelAdd]
type = VelAdd
trigger1 = 1
x = -.08

[State 1180,PosAdd]
type = PosAdd
trigger1 = Time = 0
y = -21

[State 1180,Attack]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage    = Floor(49 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(49 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
getpower = 63 + (Var(31) != 0) * 21
givepower = 15 + (Var(31) != 0) * 5
guardflag = MA
hitflag = MAF
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-10
hitsound = S200, 6
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -5.0,-5.5
air.velocity = -5.0,-4.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 1180,ChangeState]
type = ChangeState
trigger1 = MoveGuarded
value = 1140

[State 1180,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
trigger2 = Time = 21
value = 1120

;---------------------------------------------------------------------
; キャノンスパイク・弱
;------------------- 地上
[Statedef 1200]
type = S
movetype = A
physics = N
anim = 1200
velset = 0, 0
ctrl = 0
juggle = 7

[State 1200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1100, 2

[State 1200,VarSet]
type = VarSet
trigger1 = Time = 0
v = 1
value = 0

[State 1200,StateTypeSet]
type = StateTypeSet
trigger1 = Time = 1
value = A

[State 1200,Muteki]
type = NotHitBy
trigger1 = Time = [0,3]
value = SCA

[State 1200,PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = 16

[State 1200,Attack]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage    = 70, 4 ;Floor(112 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(112 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
getpower = 90,60
givepower = 60,44
guardflag = M
hitflag = MAF
pausetime = 14,14
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-59
hitsound = S2123, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -3.5,-6.8
air.velocity = -3.5,-6.8
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 1200,ChangeState]
type = ChangeState
trigger1 = MoveContact
value = 1240

[State 1200,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1210

;------------------- 上昇
[Statedef 1210]
type = A
movetype = A
physics = N
anim = 1210
velset = 2.8,-7.2

[State 1210,VelAdd]
type = VelAdd
trigger1 = 1
y = .4

[State 1210,HitDef]
type = HitDef
triggerall = Var(1) = 0
trigger1 = Time = 0
attr = A, SA
damage    = 70, 4 ;Floor(112 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(112 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
getpower = 90,60
givepower = 60,44
guardflag = M
hitflag = MAF
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-85
hitsound = S2123, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -3.5,-6.0
air.velocity = -3.5,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 1210,HitDef]
type = HitDef
triggerall = Var(1) = 0
trigger1 = Time = 10
attr = A, SA
damage    = 70, 4 ;Floor(112 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(112 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
getpower = 90,60
givepower = 60,44
guardflag = M
hitflag = MAF
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-85
hitsound = S2123, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -3.5,-6.0
air.velocity = -3.5,-6.0
fall = 1

[State 1210,ChangeState]
type = ChangeState
trigger1 = MoveContact
value = 1240

[State 1210,ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0
value = 1220

;------------------- 下降
[Statedef 1220]
type = A
movetype = I
physics = N
anim = 1220

[State 1220,VelSet]
type = VelSet
trigger1 = Time = 0
x = .6

[State 1220,VelAdd]
type = VelAdd
trigger1 = 1
y = .4

[State 1220,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1230

;------------------- 着地
[Statedef 1230]
type = S
movetype = I
physics = S
anim = 1230

[State 1230,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 47, 0

[State 1230,VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1230,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1230,End]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(Command = "holddown",11,12)
ctrl = 1

;------------------- ヒットorガード
[Statedef 1240]
type = A
movetype = I
physics = N
anim = 1140
velset = -1.6,-10.0

[State 1240,VelAdd]
type = VelAdd
trigger1 = 1
y = .45

[State 1240,End]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------
; キャノンスパイク・中
;------------------- 地上
[Statedef 1250]
type = S
movetype = A
physics = N
anim = 1240
velset = 0, 0
ctrl = 0
juggle = 7

[State 1250,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1100, 2

[State 1250,VarSet]
type = VarSet
trigger1 = Time = 0
v = 1
value = 0

[State 1250,StateTypeSet]
type = StateTypeSet
trigger1 = Time = 1
value = A

[State 1250,Muteki]
type = NotHitBy
trigger1 = Time = [0,3]
value = SCA

[State 1250,PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = 16

[State 1250,Attack]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage    = 80, 5 ;Floor(119 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(119 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
getpower = 90,60
givepower = 60,44
guardflag = M
hitflag = MAF
pausetime = 14,14
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-59
hitsound = S2123, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -3.5,-6.8
air.velocity = -3.5,-6.8
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 1250,ChangeState]
type = ChangeState
trigger1 = MoveContact
value = 1240

[State 1250,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1260

;------------------- 上昇
[Statedef 1260]
type = A
movetype = A
physics = N
anim = 1210
velset = 3.4,-9.2

[State 1260,VelAdd]
type = VelAdd
trigger1 = 1
y = .4

[State 1260,HitDef]
type = HitDef
triggerall = Var(1) = 0
trigger1 = Time = 0
attr = A, SA
damage    = 80, 5 ;Floor(119 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(119 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
getpower = 90,60
givepower = 60,44
guardflag = M
hitflag = MAF
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-85
hitsound = S2123, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -3.5,-6.0
air.velocity = -3.5,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 1260,HitDef]
type = HitDef
triggerall = Var(1) = 0
trigger1 = Time = 13
attr = A, SA
damage    = 80, 5 ;Floor(119 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(119 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
getpower = 90,60
givepower = 60,44
guardflag = M
hitflag = MAF
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-85
hitsound = S2123, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -3.5,-6.0
air.velocity = -3.5,-6.0
fall = 1

[State 1260,ChangeState]
type = ChangeState
trigger1 = MoveContact
value = 1240

[State 1260,ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0
value = 1220

;---------------------------------------------------------------------
; キャノンスパイク・強
;------------------- 地上
[Statedef 1270]
type = S
movetype = A
physics = N
anim = 1250
velset = 0, 0
ctrl = 0
juggle = 7

[State 1270,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1100, 2

[State 1270,VarSet]
type = VarSet
trigger1 = Time = 0
v = 1
value = 0

[State 1270,StateTypeSet]
type = StateTypeSet
trigger1 = Time = 1
value = A

[State 1270,Muteki]
type = NotHitBy
trigger1 = Time = [0,4]
value = SCA

[State 1270,PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = 16

[State 1270,Attack]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage    = 90, 6 ;Floor(119 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(119 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
getpower = 90,60
givepower = 60,44
guardflag = M
hitflag = MAF
pausetime = 14,14
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-59
hitsound = S2123, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -3.5,-6.8
air.velocity = -3.5,-6.8
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 1270,ChangeState]
type = ChangeState
trigger1 = MoveContact
value = 1240

[State 1270,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1280

;------------------- 上昇
[Statedef 1280]
type = A
movetype = A
physics = N
anim = 1210
velset = 4.0,-10.6

[State 1280,VelAdd]
type = VelAdd
trigger1 = 1
y = .4

[State 1280,HitDef]
type = HitDef
triggerall = Var(1) = 0
trigger1 = Time = 0
attr = A, SA
damage    = 90, 6 ;Floor(119 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(119 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
getpower = 90,60
givepower = 60,44
guardflag = M
hitflag = MAF
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-85
hitsound = S2123, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -3.5,-6.0
air.velocity = -3.5,-6.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 1280,HitDef]
type = HitDef
triggerall = Var(1) = 0
trigger1 = Time = 16
attr = A, SA
damage    = 90, 6 ;Floor(119 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(119 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
getpower = 90,60
givepower = 60,44
guardflag = M
hitflag = MAF
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-85
hitsound = S2123, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -3.5,-6.0
air.velocity = -3.5,-6.0
fall = 1

[State 1280,ChangeState]
type = ChangeState
trigger1 = MoveContact
value = 1240

[State 1280,ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0
value = 1220

;---------------------------------------------------------------------
; フーリガンコンビネーション・弱
;------------------------地上
[Statedef 1300]
type = S
movetype = A
physics = S
velset = 0, 0
ctrl = 0
anim = 1300
juggle = 7

[State 1300,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1310

;------------------------空中
[Statedef 1310]
type = A
movetype = A
physics = N
anim = 1310

[State 1310,PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
y = -30

[State 1310,VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 1.3
y = -9.2

[State 1310,VelAdd]
type = VelAdd
trigger1 = AnimElem = 3, >= 0
y = .40

[State 1310,ChangeState]
type = ChangeState
triggerall = Time = [32,51]
trigger1 = Command = "holdfwd" || Command = "holdback"
trigger1 = Command = "a" || Command = "b" || Command = "c"
value = 1330

[State 1310,ChangeState]
type = ChangeState
trigger1 = AnimElem = 3, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1320

;------------------------レイザーエッジスライサー
[Statedef 1320]
type = S
movetype = A
physics = S
anim = 1320
velset = 3.0, 0

[State 1320,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1000, 2

[State 1320,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1

[State 1320,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1320,HitDef]
type = HitDef
trigger1 = Time = 0
attr = C, SA
animtype  = Heavy
damage    = 50, 4
getpower = 90,60
givepower = 60,44
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-2
hitsound   = S200, 6
guardsound = S0, 0
ground.type = Trip
ground.slidetime = 4
ground.hittime  = 18
ground.velocity = -2.8,-2.2
air.velocity = -3.0,-3.2
fall = 1
air.recover = 0
fall.recover = 0
recover = 0

[State 1320,End]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(Command = "holddown",11,12)
ctrl = 1

;------------------------投げ動作
[Statedef 1330]
type = A
movetype = A
physics = N
anim = 1330

[State 1330,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 200, 0

[State 1330,VelAdd]
type = VelAdd
trigger1 = 1
y = .40

[State 1330,HitDef]
type = Hitdef
triggerall = Time = 0
triggerall = P2StateNo != 150 && P2StateNo != 152 && P2StateNo != 154
trigger1 = P2StateType = C
trigger2 = P2StateType = S && P2Dist Y >= 60
attr = A, ST
hitflag = M
guardflag = None
numhits = 1
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1340
p2stateno = 1350
p2getp1state = 1
hitsound = S800, 0
fall = 1
fall.recover = 0

[State 1330,HitDef]
type = Hitdef
triggerall = Time = 0
triggerall = P2StateNo != 150 && P2StateNo != 152 && P2StateNo != 154
trigger1 = P2StateType = A
trigger2 = P2StateType = S && P2Dist Y < 60
attr = A, ST
hitflag = HAF
guardflag = None
numhits = 1
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1360
p2stateno = 1370
p2getp1state = 1
hitsound = S800, 0
fall = 1
fall.recover = 0


[State 1330,ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1335

;------------------------投げ失敗＆着地
[Statedef 1335]
type = S
movetype = I
physics = S
anim = 1335
velset = 2.0, 0

[State 1335,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 47, 0

[State 1335,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1335,End]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(Command = "holddown",11,12)
ctrl = 1

;------------------------フェイタルレッグツイスター
[Statedef 1340]
type = A
movetype = A
physics = N
anim = 1340
velset = 0, 0
ctrl = 0

[State 1340,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1340,Width]
type = Width
trigger1 = AnimElem = 5
trigger1 = FrontEdgeDist < 24
edge = 25,20

[State 1340,Width]
type = Width
trigger1 = AnimElem = 7, >= 0
trigger1 = BackEdgeDist < 35
edge = 25,35

[State 1340,BindToTarget]
type = BindToTarget
trigger1 = AnimElem = 1
pos = 10,68,Head
time = 5

[State 1340,BindToTarget]
type = BindToTarget
trigger1 = AnimElem = 2
pos = 11,58,Head
time = 7

[State 1340,BindToTarget]
type = BindToTarget
trigger1 = AnimElem = 3
pos = 9,60,Head
time = 6

[State 1340,BindToTarget]
type = BindToTarget
trigger1 = AnimElem = 4
pos = 12,65,Head
time = 10

[State 1340,TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
pos = 24,-52
time = 7

[State 1340,TargetBind]
type = TargetBind
trigger1 = AnimElem = 6
pos = 20,-76
time = 3

[State 1340,TargetBind]
type = TargetBind
trigger1 = AnimElem = 6, = 3
pos = 14,-65
time = 3

[State 1340,TargetBind]
type = TargetBind
trigger1 = AnimElem = 6, >= 6
pos = 25,-62
time = 6

[State 1340,TargetBind]
type = TargetBind
trigger1 = AnimElem = 7, >= 0
pos = -35, 7
time = 1

[State 1340,VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = -1.2
y = -4.6

[State 1340,Gravity]
type = Gravity
trigger1 = AnimElem = 5, > 0

[State 1340,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1100, 0

[State 1340,ChangeState]
type = ChangeState
trigger1 = AnimElem = 5, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1343

;------------------------
[Statedef 1343]
type = A
movetype = A
physics = N
anim = 1343
velset = 0, 0

[State 1343,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 800, 1

[State 1343,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = -100

[State 910, 8]
type = TargetPowerAdd
trigger1 = Time = 0
value = 50

[State 910, 8]
type = PowerAdd
trigger1 = Time = 0
value = 60


[State 1343,Explod]
type = Explod
trigger1 = Time = 0
anim = F62
pos = 0, 0
postype = P2
sprpriority = 2
bindtime = 1
ownpal = 1



[State 1343,EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 18

[State 1343,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1343,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1343,TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = -51, 7
time = 12

[State 1343,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 2.2
y = -4.5

[State 1343,Gravity]
type = Gravity
trigger1 = AnimElem = 2, > 0

[State 1343,ChangeState]
type = ChangeState
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1346

;------------------------
[Statedef 1346]
type = S
movetype = I
physics = S
velset = 0, 0
anim = 1346

[State 1346,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 47, 0

[State 1346,Turn]
type = Turn
trigger1 = AnimElem = 2, = 11

[State 1346,End]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(Command = "holddown",11,12)
ctrl = 1

;------------------------投げられ側
[Statedef 1350]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 1350,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1350

[State 1350,AssertSpacial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1350,ChangeAnim2]
type = ChangeAnim2
trigger1 = P2StateNo = 1343
trigger1 = Anim = 1350
value = 1355

[State 1350,ChangeState]
type = ChangeState
trigger1 = Anim = 1355
trigger1 = AnimTime = 0
value = 1355

;------------------------ 投げられ側（吹き飛び）
[Statedef 1355]
type = A
movetype = H
physics = N
anim = 5160
velset = 2.4,-5.0

[State 1355,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1355,VelAdd]
type = VelAdd
trigger1 = Time > 0
y = .40

[State 1355,SelfState]
type = SelfState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;------------------------ クロスシザーズプレッシャー
[Statedef 1360]
type = A
movetype = A
physics = N
anim = 1360
velset = 1.8,-9.6
ctrl = 0

[State 1360,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1360,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 || AnimElem = 5
pos = 25,-37
time = 6

[State 1360,TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = 10,-10
time = 6

[State 1360,TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = -26,-22
time = 6

[State 1360,TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
pos = -14,-54
time = 6

[State 1360,TargetBind]
type = TargetBind
trigger1 = AnimElem = 6, >= 0
pos = 25,-12
time = 1

[State 1360,Gravity]
type = Gravity
trigger1 = 1

[State 1360,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1100, 2

[State 1360,ChangeState]
type = ChangeState
trigger1 = AnimElem = 6, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1363

;------------------------
[Statedef 1363]
type = A
movetype = A
physics = N
anim = 1363
velset = 0, 0

[State 1363,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 800, 1

[State 1363,TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 30, 0
time = 10

[State 1363,Width]
type = Width
trigger1 = FrontEdgeDist < 30
trigger1 = Time = 0
edge = 30,20

[State 1363,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1363,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = -120



[State 910, 8]
type = TargetPowerAdd
trigger1 = Time = 0
value = 50

[State 910, 8]
type = PowerAdd
trigger1 = Time = 0
value = 60


[State 1363,Explod]
type = Explod
trigger1 = Time = 0
anim = 2400
pos = 0, 0
postype = P2
sprpriority = 2
bindtime = 1
ownpal = 1

[State 1363,Explod]
type = Explod
trigger1 = Time = 0
anim = 2450
pos = 0, 0
postype = P2
sprpriority = -2
bindtime = 1
ownpal = 1

[State 1363,EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 18

[State 1363,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1363,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = -2.8
y = -7.5

[State 1363,Gravity]
type = Gravity
trigger1 = AnimElem = 2, > 0

[State 1363,End]
type = ChangeState
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;------------------------ 投げられ側
[Statedef 1370]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 1370,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1370

[State 1370,AssertSpacial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1370,ChangeAnim2]
type = ChangeAnim2
trigger1 = P2StateNo = 1363
trigger1 = Anim = 1370
value = 1375

[State 1370,ChangeState]
type = ChangeState
trigger1 = Anim = 1375
trigger1 = AnimTime = 0
value = 1375

;------------------------
[Statedef 1375]
type = A
movetype = H
physics = N
anim = 5160
velset = -2.5,-5.0

[State 1375,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1375,VelAdd]
type = VelAdd
trigger1 = Time > 0
y = .40

[State 1375,SelfState]
type = SelfState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;---------------------------------------------------------------------
; フーリガンコンビネーション・中
;------------------------地上
[Statedef 1380]
type = S
movetype = A
physics = S
velset = 0, 0
ctrl = 0
anim = 1300
juggle = 7

[State 1380,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1383

;------------------------空中
[Statedef 1383]
type = A
movetype = A
physics = N
anim = 1310

[State 1383,PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
y = -30

[State 1383,VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 3.0
y = -8.6

[State 1383,VelAdd]
type = VelAdd
trigger1 = AnimElem = 3, >= 0
y = .40

[State 1383,ChangeState]
type = ChangeState
triggerall = Time = [32,48]
trigger1 = Command = "holdfwd" || Command = "holdback"
trigger1 = Command = "a" || Command = "b" || Command = "c"
value = 1330

[State 1383,ChangeState]
type = ChangeState
trigger1 = AnimElem = 3, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1386

;------------------------レイザーエッジスライサー
[Statedef 1386]
type = S
movetype = A
physics = S
anim = 1320
velset = 3.4, 0

[State 1386,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1

[State 1386,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1000, 2

[State 1386,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1386,HitDef]
type = HitDef
trigger1 = Time = 0
attr = C, SA
animtype  = Heavy
damage    = 70, 5
getpower = 90,60
givepower = 60,44
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-2
hitsound   = S200, 6
guardsound = S0, 0
ground.type = Trip
ground.slidetime = 4
ground.hittime  = 18
ground.velocity = -2.8,-2.2
air.velocity = -3.0,-3.2
fall = 1
air.recover = 0
fall.recover = 0
recover = 0

[State 1386,End]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(Command = "holddown",11,12)
ctrl = 1

;---------------------------------------------------------------------
; フーリガンコンビネーション・強
;------------------------地上
[Statedef 1390]
type = S
movetype = A
physics = S
velset = 0, 0
ctrl = 0
anim = 1300
juggle = 7

[State 1390,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1393

;------------------------空中
[Statedef 1393]
type = A
movetype = A
physics = N
anim = 1310

[State 1393,PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
y = -30

[State 1393,VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 4.0
y = -8.6

[State 1393,VelAdd]
type = VelAdd
trigger1 = AnimElem = 3, >= 0
y = .40

[State 1393,ChangeState]
type = ChangeState
triggerall = Time = [32,48]
trigger1 = Command = "holdfwd" || Command = "holdback"
trigger1 = Command = "a" || Command = "b" || Command = "c"
value = 1330

[State 1393,ChangeState]
type = ChangeState
trigger1 = AnimElem = 3, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1396

;------------------------レイザーエッジスライサー
[Statedef 1396]
type = S
movetype = A
physics = S
anim = 1325
velset = 6.2, 0

[State 1396,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1

[State 1396,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1000, 2

[State 1396,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1396,HitDef]
type = HitDef
trigger1 = Time = 0
attr = C, SA
animtype  = Heavy
damage    = 80, 6
getpower = 90,60
givepower = 60,44
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-2
hitsound   = S200, 6
guardsound = S0, 0
ground.type = Trip
ground.slidetime = 4
ground.hittime  = 18
ground.velocity = -2.8,-2.2
air.velocity = -3.0,-3.2
fall = 1
air.recover = 0
fall.recover = 0
recover = 0

[State 1396,End]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(Command = "holddown",11,12)
ctrl = 1

;---------------------------------------------------------------------
; キャノンストライク・弱
;------------------------空中
[Statedef 1400]
type = A
movetype = A
physics = N
anim = 1400
velset = 0, 0
ctrl = 0
poweradd = 84 + (Var(31) != 0) * 42
juggle = 7

[State 1400,PosFreeze]
type = PosFreeze
trigger1 = Time = [0,11]

[State 1400,VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 2.2
y = 6.5

[State 1400,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200, 2

[State 1400,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1100, 2

[State 1400,VelAdd]
type = VelAdd
trigger1 = AnimElem = 5, > 0
y = .4

[State 1400,Attack]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage    = Floor(70 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(70 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
getpower = 21
givepower = 5
guardflag = MA
hitflag = MAF
pausetime = 10,12
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-24
hitsound = S2123, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -5.0
air.velocity = -5.0,-3.5

[State 1400,ChangeState]
type = ChangeState
trigger1 = MoveGuarded
value = 1420

[State 1400,ChangeState]
type = ChangeState
trigger1 = AnimElem = 5, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1410

;------------------------着地
[Statedef 1410]
type = S
movetype = I
physics = S
anim = 1410
velset = 0, 0

[State 1410,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 47, 0

[State 1410,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1410,End]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(Command = "holddown",11,12)
ctrl = 1

;------------------- ガード
[Statedef 1420]
type = A
movetype = I
physics = N
anim = 1140
velset = -1.6,-8.0

[State 1420,VelAdd]
type = VelAdd
trigger1 = 1
y = .45

[State 1420,End]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------
; キャノンストライク・中
;------------------------空中
[Statedef 1430]
type = A
movetype = A
physics = N
anim = 1420
velset = 0, 0
ctrl = 0
poweradd = 84 + (Var(31) != 0) * 42
juggle = 7

[State 1430,PosFreeze]
type = PosFreeze
trigger1 = Time = [0,11]

[State 1430,VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 3.0
y = 6.5

[State 1430,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200, 2

[State 1430,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1100, 2

[State 1430,VelAdd]
type = VelAdd
trigger1 = AnimElem = 5, > 0
y = .4

[State 1430,Attack]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage    = Floor(77 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(77 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
getpower = 21
givepower = 5
guardflag = MA
hitflag = MAF
pausetime = 10,12
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-24
hitsound = S2123, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -5.0
air.velocity = -5.0,-3.5

[State 1430,ChangeState]
type = ChangeState
trigger1 = MoveGuarded
value = 1420

[State 1430,ChangeState]
type = ChangeState
trigger1 = AnimElem = 5, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1410

;---------------------------------------------------------------------
; キャノンストライク・強
;------------------------空中
[Statedef 1440]
type = A
movetype = A
physics = N
anim = 1430
velset = 0, 0
ctrl = 0
poweradd = 84 + (Var(31) != 0) * 42
juggle = 7

[State 1440,PosFreeze]
type = PosFreeze
trigger1 = Time = [0,11]

[State 1440,VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 3.8
y = 6.5

[State 1440,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200, 2

[State 1440,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1100, 2

[State 1440,VelAdd]
type = VelAdd
trigger1 = AnimElem = 5, > 0
y = .4

[State 1440,Attack]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage    = Floor(84 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(84 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
getpower = 21
givepower = 5
guardflag = MA
hitflag = MAF
pausetime = 10,12
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-24
hitsound = S2123, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -5.0
air.velocity = -5.0,-3.5

[State 1440,ChangeState]
type = ChangeState
trigger1 = MoveGuarded
value = 1420

[State 1440,ChangeState]
type = ChangeState
trigger1 = AnimElem = 5, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1410

;---------------------------------------------------------------------
; マッハスライド・弱
[Statedef 1500]
type = S
movetype = I
physics = N
anim = 1500
velset = 0, 0
ctrl = 0




[State 1500,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1100, 1

[State 1500,VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 160 / 13

[State 1500,Muteki]
type = NotHitBy
trigger1 = AnimElem = 3
value = SCA
time = 8

[State 1500,PlayerPush]
type = PlayerPush
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 5, < 0
value = 0

[State 1500,VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 1500,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; マッハスライド・中
[Statedef 1510]
type = S
movetype = I
physics = N
anim = 1510
velset = 0, 0
ctrl = 0
poweradd = 84 + (Var(31) != 0) * 42

[State 1510,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1100, 1

[State 1510,VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 140 / 19

[State 1510,Muteki]
type = NotHitBy
trigger1 = AnimElem = 3
value = SCA
time = 19

[State 1510,PlayerPush]
type = PlayerPush
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 5, < 0
value = 0

[State 1510,VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 1510,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; マッハスライド・強
[Statedef 1520]
type = S
movetype = I
physics = N
anim = 1520
velset = 0, 0
ctrl = 0
poweradd = 84 + (Var(31) != 0) * 42

[State 1520,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1100, 1

[State 1520,VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 200 / 40

[State 1520,Muteki]
type = NotHitBy
trigger1 = AnimElem = 3
value = SCA
time = 35

[State 1520,PlayerPush]
type = PlayerPush
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 5, < 0
value = 0

[State 1520,VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 1520,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; アースダイレクト・弱
;------------------------投げ予備動作〜失敗
[Statedef 1600]
type = S
movetype = A
physics = S
anim = 1600
velset = 0, 0
ctrl = 0
juggle = 7

[State 1600,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 200, 0

[State 1600,HitDef]
type = Hitdef
triggerall = P2MoveType != H
triggerall = P2StateNo != 150 && P2StateNo != 152 && P2StateNo != 154
trigger1 = Time = 0
attr = S, ST
hitflag = M
guardflag = None
numhits = 1
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1610
p2stateno = 1640
p2getp1state = 1
hitsound = S800, 0
fall = 1
fall.recover = 0

[State 1600,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 800, 2

[State 1600,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ 投げ成功（上昇）
[Statedef 1610]
type = A
movetype = A
physics = N
anim = 1610
velset = 0, 0

[State 1610,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1610,Width]
type = Width
trigger1 = BackEdgeDist < 40
trigger1 = 1
edge = 25,40

[State 1610,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0
time = 12

[State 1610,TargetBind]
type = TargetBind
trigger1 = Time = 12 || Time = 24 || Time = 36 || Time = 48
trigger2 = Time = 60 || Time = 72 || Time = 84 || Time = 96
trigger3 = Time = 108 || Time = 120 || Time = 132 || Time = 144
pos = 8,-78
time = 3

[State 1610,TargetBind]
type = TargetBind
trigger1 = Time = 15 || Time = 27 || Time = 39 || Time = 51
trigger2 = Time = 63 || Time = 75 || Time = 87 || Time = 99
trigger3 = Time = 111 || Time = 123 || Time = 135 || Time = 147
pos = -43,-48
time = 3

[State 1610,TargetBind]
type = TargetBind
trigger1 = Time = 18 || Time = 30 || Time = 42 || Time = 54
trigger2 = Time = 66 || Time = 78 || Time = 90 || Time = 102
trigger3 = Time = 114 || Time = 126 || Time = 138 || Time = 150
pos = 0,-4
time = 3

[State 1610,TargetBind]
type = TargetBind
trigger1 = Time = 21 || Time = 33 || Time = 45 || Time = 57
trigger2 = Time = 69 || Time = 81 || Time = 93 || Time = 105
trigger3 = Time = 117 || Time = 129 || Time = 141 || Time = 153
pos = 50,-39
time = 3

[State 1610,VelSet]
type = VelSet
trigger1 = Time = 10
x = -1.8
y = -8.6

[State 1610,VelAdd]
type = VelAdd
trigger1 = Time > 10
y = .3

[State 1610,PlaySnd]
type = PlaySnd
trigger1 = TimeMod = 20, 10
value = 200, 1

[State 1610,ChangeState]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
value = 1620

;------------------------
[Statedef 1620]
type = A
movetype = A
physics = N
anim = 1620

[State 1620,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 3

[State 1620,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1620,TargetBind]
type = TargetBind
trigger1 = 1
pos = 16,-3
time = 1

[State 1620,VelAdd]
type = VelAdd
trigger1 = 1
y = .4

[State 1620,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1630

;------------------------
[Statedef 1630]
type = A
movetype = A
physics = N
anim = 1630
velset = 0, 0

[State 1630,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 800, 1

[State 1630,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1630,EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 30

[State 1630,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = -73 ;-Floor(147 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8)))

[State 910, 8]
type = TargetPowerAdd
trigger1 = Time = 0
value = 50

[State 910, 8]
type = PowerAdd
trigger1 = Time = 0
value = 60


[State 1630,Explod]
type = Explod
trigger1 = Time = 0
anim = F62
pos = 0, 0
postype = P2
sprpriority = 2
bindtime = 1
ownpal = 1


[State 1630,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1630,TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 11, 0
time = 20

[State 1630,VelSet]
type = VelSet
trigger1 = Time = 20
x = -3.0
y = -7.0

[State 1630,Gravity]
type = Gravity
trigger1 = Time > 20

[State 1630,End]
type = ChangeState
trigger1 = Time > 20
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;------------------------ 投げられ側
[Statedef 1640]
type = A
movetype = H
physics = N
velset = 0, 0

[State 1640,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1640,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1640

[State 1640,ChangeAnim2]
type = ChangeAnim2
trigger1 = P2StateNo = 1620
trigger1 = Anim = 1640
value = 1650

[State 1640,ChangeAnim2]
type = ChangeAnim2
trigger1 = P2StateNo = 1630
trigger1 = Anim = 1650
value = 1660

[State 1640,ChangeState]
type = ChangeState
trigger1 = Anim = 1660
trigger1 = AnimTime = 0
value = 1645

;------------------------
[Statedef 1645]
type = A
movetype = H
physics = N
anim = 5160
velset = -3.0,-6.0

[State 1645,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1645,VelAdd]
type = VelAdd
trigger1 = Time > 0
y = .40

[State 1645,SelfState]
type = SelfState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;---------------------------------------------------------------------
; アースダイレクト・中
;------------------------投げ予備動作〜失敗
[Statedef 1650]
type = S
movetype = A
physics = S
anim = 1670
velset = 0, 0
ctrl = 0
juggle = 7

[State 1650,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 200, 0

[State 1650,HitDef]
type = Hitdef
triggerall = P2MoveType != H
triggerall = P2StateNo != 150 && P2StateNo != 152 && P2StateNo != 154
trigger1 = Time = 0
attr = S, ST
hitflag = M
guardflag = None
numhits = 1
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1660
p2stateno = 1690
p2getp1state = 1
hitsound = S800, 0
fall = 1
fall.recover = 0

[State 1650,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 800, 2

[State 1650,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ 投げ成功（上昇）
[Statedef 1660]
type = A
movetype = A
physics = N
anim = 1610
velset = 0, 0

[State 1660,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1660,Width]
type = Width
trigger1 = BackEdgeDist < 40
trigger1 = 1
edge = 25,40

[State 1660,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0
time = 12

[State 1660,TargetBind]
type = TargetBind
trigger1 = Time = 12 || Time = 24 || Time = 36 || Time = 48
trigger2 = Time = 60 || Time = 72 || Time = 84 || Time = 96
trigger3 = Time = 108 || Time = 120 || Time = 132 || Time = 144
pos = 8,-78
time = 3

[State 1660,TargetBind]
type = TargetBind
trigger1 = Time = 15 || Time = 27 || Time = 39 || Time = 51
trigger2 = Time = 63 || Time = 75 || Time = 87 || Time = 99
trigger3 = Time = 111 || Time = 123 || Time = 135 || Time = 147
pos = -43,-48
time = 3

[State 1660,TargetBind]
type = TargetBind
trigger1 = Time = 18 || Time = 30 || Time = 42 || Time = 54
trigger2 = Time = 66 || Time = 78 || Time = 90 || Time = 102
trigger3 = Time = 114 || Time = 126 || Time = 138 || Time = 150
pos = 0,-4
time = 3

[State 1660,TargetBind]
type = TargetBind
trigger1 = Time = 21 || Time = 33 || Time = 45 || Time = 57
trigger2 = Time = 69 || Time = 81 || Time = 93 || Time = 105
trigger3 = Time = 117 || Time = 129 || Time = 141 || Time = 153
pos = 50,-39
time = 3

[State 1660,VelSet]
type = VelSet
trigger1 = Time = 10
x = -1.8
y = -10.2

[State 1660,VelAdd]
type = VelAdd
trigger1 = Time > 10
y = .3

[State 1610,PlaySnd]
type = PlaySnd
trigger1 = TimeMod = 20, 10
value = 200, 1

[State 1660,ChangeState]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
value = 1670

;------------------------
[Statedef 1670]
type = A
movetype = A
physics = N
anim = 1620

[State 1670,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 3

[State 1670,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1670,TargetBind]
type = TargetBind
trigger1 = 1
pos = 16,-3
time = 1

[State 1670,VelAdd]
type = VelAdd
trigger1 = 1
y = .45

[State 1670,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1680

;------------------------
[Statedef 1680]
type = A
movetype = A
physics = N
anim = 1630
velset = 0, 0

[State 1680,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 800, 1

[State 1680,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1680,EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 30

[State 1680,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = -93;-Floor(154 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8)))

[State 910, 8]
type = TargetPowerAdd
trigger1 = Time = 0
value = 50

[State 910, 8]
type = PowerAdd
trigger1 = Time = 0
value = 60


[State 1680,Explod]
type = Explod
trigger1 = Time = 0
anim = F62
pos = 0, 0
postype = P2
sprpriority = 2
bindtime = 1
ownpal = 1


[State 1680,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1680,TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 11, 0
time = 20

[State 1680,VelSet]
type = VelSet
trigger1 = Time = 20
x = -3.0
y = -7.0

[State 1680,Gravity]
type = Gravity
trigger1 = Time > 20

[State 1680,End]
type = ChangeState
trigger1 = Time > 20
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;------------------------ 投げられ側
[Statedef 1690]
type = A
movetype = H
physics = N
velset = 0, 0

[State 1690,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1690,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1640

[State 1690,ChangeAnim2]
type = ChangeAnim2
trigger1 = P2StateNo = 1670
trigger1 = Anim = 1640
value = 1650

[State 1690,ChangeAnim2]
type = ChangeAnim2
trigger1 = P2StateNo = 1680
trigger1 = Anim = 1650
value = 1660

[State 1690,ChangeState]
type = ChangeState
trigger1 = Anim = 1660
trigger1 = AnimTime = 0
value = 1695

;------------------------
[Statedef 1695]
type = A
movetype = H
physics = N
anim = 5160
velset = -3.0,-6.0

[State 1695,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1695,VelAdd]
type = VelAdd
trigger1 = Time > 0
y = .40

[State 1695,SelfState]
type = SelfState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;---------------------------------------------------------------------
; アースダイレクト・強
;------------------------投げ予備動作〜失敗
[Statedef 1700]
type = S
movetype = A
physics = S
anim = 1680
velset = 0, 0
ctrl = 0
juggle = 7

[State 1700,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 200, 0

[State 1700,HitDef]
type = Hitdef
triggerall = P2MoveType != H
triggerall = P2StateNo != 150 && P2StateNo != 152 && P2StateNo != 154
trigger1 = Time = 0
attr = S, ST
hitflag = M
guardflag = None
numhits = 1
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1710
p2stateno = 1740
p2getp1state = 1
hitsound = S800, 0
fall = 1
fall.recover = 0

[State 1700,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 800, 2

[State 1700,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ 投げ成功（上昇）
[Statedef 1710]
type = A
movetype = A
physics = N
anim = 1610
velset = 0, 0

[State 1710,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1710,Width]
type = Width
trigger1 = BackEdgeDist < 40
trigger1 = 1
edge = 25,40

[State 1710,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0
time = 12

[State 1710,TargetBind]
type = TargetBind
trigger1 = Time = 12 || Time = 24 || Time = 36 || Time = 48
trigger2 = Time = 60 || Time = 72 || Time = 84 || Time = 96
trigger3 = Time = 108 || Time = 120 || Time = 132 || Time = 144
pos = 8,-78
time = 3

[State 1710,TargetBind]
type = TargetBind
trigger1 = Time = 15 || Time = 27 || Time = 39 || Time = 51
trigger2 = Time = 63 || Time = 75 || Time = 87 || Time = 99
trigger3 = Time = 111 || Time = 123 || Time = 135 || Time = 147
pos = -43,-48
time = 3

[State 1710,TargetBind]
type = TargetBind
trigger1 = Time = 18 || Time = 30 || Time = 42 || Time = 54
trigger2 = Time = 66 || Time = 78 || Time = 90 || Time = 102
trigger3 = Time = 114 || Time = 126 || Time = 138 || Time = 150
pos = 0,-4
time = 3

[State 1710,TargetBind]
type = TargetBind
trigger1 = Time = 21 || Time = 33 || Time = 45 || Time = 57
trigger2 = Time = 69 || Time = 81 || Time = 93 || Time = 105
trigger3 = Time = 117 || Time = 129 || Time = 141 || Time = 153
pos = 50,-39
time = 3

[State 1710,VelSet]
type = VelSet
trigger1 = Time = 10
x = -1.8
y = -11.8

[State 1710,VelAdd]
type = VelAdd
trigger1 = Time > 10
y = .3

[State 1610,PlaySnd]
type = PlaySnd
trigger1 = TimeMod = 20, 10
value = 200, 1

[State 1710,ChangeState]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
value = 1720

;------------------------
[Statedef 1720]
type = A
movetype = A
physics = N
anim = 1620

[State 1720,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 3

[State 1720,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1720,TargetBind]
type = TargetBind
trigger1 = 1
pos = 16,-3
time = 1

[State 1720,VelAdd]
type = VelAdd
trigger1 = 1
y = .48

[State 1720,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1730

;------------------------
[Statedef 1730]
type = A
movetype = A
physics = N
anim = 1630
velset = 0, 0

[State 1730,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 800, 1

[State 1730,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1730,EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 30

[State 1730,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = -113 ;-Floor(161 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8)))

[State 910, 8]
type = TargetPowerAdd
trigger1 = Time = 0
value = 50

[State 910, 8]
type = PowerAdd
trigger1 = Time = 0
value = 60


[State 1730,Explod]
type = Explod
trigger1 = Time = 0
anim = F62
pos = 0, 0
postype = P2
sprpriority = 2
bindtime = 1
ownpal = 1



[State 1730,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1730,TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 11, 0
time = 20

[State 1730,VelSet]
type = VelSet
trigger1 = Time = 20
x = -3.0
y = -7.0

[State 1730,Gravity]
type = Gravity
trigger1 = Time > 20

[State 1730,End]
type = ChangeState
trigger1 = Time > 20
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;------------------------ 投げられ側
[Statedef 1740]
type = A
movetype = H
physics = N
velset = 0, 0

[State 1740,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1740,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1640

[State 1740,ChangeAnim2]
type = ChangeAnim2
trigger1 = P2StateNo = 1720
trigger1 = Anim = 1640
value = 1650

[State 1740,ChangeAnim2]
type = ChangeAnim2
trigger1 = P2StateNo = 1730
trigger1 = Anim = 1650
value = 1660

[State 1740,ChangeState]
type = ChangeState
trigger1 = Anim = 1660
trigger1 = AnimTime = 0
value = 1745

;------------------------
[Statedef 1745]
type = A
movetype = H
physics = N
anim = 5160
velset = -3.0,-6.0

[State 1745,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1745,VelAdd]
type = VelAdd
trigger1 = Time > 0
y = .40

[State 1745,SelfState]
type = SelfState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

