;=====================================================================
; Definition of the Super Arts
;=====================================================================

;---------------------------------------------------------------------
; サイコストリーク						Ｌｖ１
[Statedef 3000]
type = S
movetype = A
physics = S
anim = 3000
velset = 0, 0
;poweradd = -1000
juggle = 8
ctrl = 0

[State 3000,Muteki]
type = NotHitBy
trigger1 = Time = [0,31]
value = SCA

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3000,SuperPause]
type = SuperPause
trigger1 = Time = 4
time = 46
anim = 100
sound = S2000, 1
pos = -2,-93
movetime = 20
darken = 1
poweradd = -1000
unhittable = 1

[State 3000,PlaySnd]
type = PlaySnd
trigger1 = Time = 4
value = 3000, 0

[State 3000,Helper]
type = Helper
trigger1 = Time = 4
helpertype = normal
name = "Vega"
ID = 3000
pos = 85, 0
postype = P1
facing = 1
stateno = 3010
keyctrl = 0
ownpal = 1
supermovetime = 13

[State 3000,Helper]
type = Helper
trigger1 = Time = 12 || Time = 20
helpertype = normal
name = "Vega"
ID = 3000
pos = 85, 0
postype = P1
facing = 1
stateno = 3030 + IfElse(Time = 12,0,20)
keyctrl = 0
ownpal = 1
supermovetime = 14

[State 3000,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ ベガ（出現）
[Statedef 3010]
type = S
movetype = A
physics = S
anim = 3010
velset = 0, 0
ctrl = 0
sprpriority = 3

[State 3010,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3010,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3020

;------------------------ ベガ（サイコクラッシャーＡ）
[Statedef 3020]
type = A
movetype = A
physics = N
anim = 3020
velset = 9.3, 0
sprpriority = 3

[State 3020,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3000, 1

[State 3020,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3020,HitDef]
type = HitDef
triggerall = Parent, MoveType != H
triggerall = UniqHitCount < 3
trigger1 = TimeMod = 4, 0
attr = A, HP
damage    = Floor(105 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(105 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
getpower = 0
givepower = 30
guardflag = M
hitflag = MAFP
pausetime = 00,10
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-61
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
palfx.time = 45
palfx.mul = 120,190,200
palfx.add = 60,60,200

[State 3020,Explod]
type = Explod
trigger1 = MoveHit
persistent = 3
anim = 2700
pos = 0,-60
postype = P2
sprpriority = 3
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 3020,PlaySnd]
type = PlaySnd
trigger1 = Parent,Var(25) = 1
persistent = 0
value = 2000, 3

[State 3020,DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeDist < -100

;------------------------ ベガ（出現）
[Statedef 3030]
type = S
movetype = A
physics = S
anim = 3013
velset = 0, 0
ctrl = 0
sprpriority = 2

[State 3030,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3030,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3040

;------------------------ ベガ（サイコクラッシャーＢ）
[Statedef 3040]
type = A
movetype = A
physics = N
anim = 3030
velset = 9.3, 0

[State 3040,DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeDist < -100

;------------------------ ベガ（出現）
[Statedef 3050]
type = S
movetype = A
physics = S
anim = 3016
velset = 0, 0
ctrl = 0
sprpriority = 2

[State 3050,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3050,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3060

;------------------------ ベガ（サイコクラッシャーＢ）
[Statedef 3060]
type = A
movetype = A
physics = N
anim = 3030
velset = 9.3, 0

[State 3060,DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeDist < -100

;---------------------------------------------------------------------
; サイコストリーク						Ｌｖ２
[Statedef 3100]
type = S
movetype = A
physics = S
anim = 3000
velset = 0, 0
;poweradd = -2000
juggle = 8
ctrl = 0

[State 3100,Muteki]
type = NotHitBy
trigger1 = Time = [0,33]
value = SCA

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3100,SuperPause]
type = SuperPause
trigger1 = Time = 4
time = 46
anim = 100
sound = S2000, 1
pos = -2,-93
movetime = 20
darken = 1
poweradd = -2000
unhittable = 1

[State 3100,PlaySnd]
type = PlaySnd
trigger1 = Time = 4
value = 3000, 0

[State 3100,Helper]
type = Helper
trigger1 = Time = 4
helpertype = normal
name = "Vega"
ID = 3000
pos = 85, 0
postype = P1
facing = 1
stateno = 3110
keyctrl = 0
ownpal = 1
supermovetime = 13

[State 3100,Helper]
type = Helper
trigger1 = Time = 12 || Time = 20
helpertype = normal
name = "Vega"
ID = 3000
pos = 85, 0
postype = P1
facing = 1
stateno = 3030 + IfElse(Time = 12,0,20)
keyctrl = 0
ownpal = 1
supermovetime = 14

[State 3100,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ ベガ（出現）
[Statedef 3110]
type = S
movetype = A
physics = S
anim = 3010
velset = 0, 0
ctrl = 0
sprpriority = 3

[State 3110,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3110,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3120

;------------------------ ベガ（サイコクラッシャーＡ）
[Statedef 3120]
type = A
movetype = A
physics = N
anim = 3020
velset = 9.3, 0
sprpriority = 3

[State 3120,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3000, 1

[State 3120,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3120,HitDef]
type = HitDef
triggerall = Parent, MoveType != H
triggerall = UniqHitCount < 4
trigger1 = TimeMod = 3, 0
attr = A, HP
damage    = Floor(105 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(105 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
getpower = 0
givepower = 30
guardflag = M
hitflag = MAFP
pausetime = 00,10
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-61
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
palfx.time = 45
palfx.mul = 120,190,200
palfx.add = 60,60,200

[State 3120,Explod]
type = Explod
trigger1 = MoveHit
persistent = 4
anim = 2700
pos = 0,-60
postype = P2
sprpriority = 3
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 3120,PlaySnd]
type = PlaySnd
trigger1 = Parent,Var(25) = 1
persistent = 0
value = 2000, 3

[State 3120,DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeDist < -100

;---------------------------------------------------------------------
; サイコストリーク						Ｌｖ３
[Statedef 3200]
type = S
movetype = A
physics = S
anim = 3000
velset = 0, 0
;poweradd = -3000
juggle = 8
ctrl = 0

[State 1505, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "sbison"
trigger2 = P4Name = "sbison"
trigger3 = P2Name = "Psy Bison"
trigger4 = P4Name = "Psy Bison"
trigger5 = P2Name = "M.Bison"
trigger6 = P4Name = "M.Bison"
trigger7 = P2Name = "M.Bison2"
trigger8 = P4Name = "M.Bison2"
value = 195

[State 3200,Muteki]
type = NotHitBy
trigger1 = Time = [0,35]
value = SCA

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3200,SuperPause]
type = SuperPause
triggerall = Var(31) = 0
trigger1 = Time = 4
time = 46
anim = 100
sound = S2000, 1
pos = -2,-93
movetime = 20
darken = 1
poweradd = -3000
unhittable = 1

[State 3200,SuperPause]
type = SuperPause
triggerall = Var(31) = -1
trigger1 = Time = 4
time = 46
anim = 100
sound = S2000, 0
pos = -2,-93
movetime = 20
darken = 1
poweradd = -3000
unhittable = 1

[State 3200,Explod]
type = Explod
triggerall = Var(31) = -1
trigger1 = Time = 4
anim = 2080
pos = 0, 0
postype = P1
sprpriority = -2
bindtime = -1
ownpal = 1
supermove = 1

[State 3200,Explod]
type = Explod
triggerall = Var(31) = -1
trigger1 = Time = 4
anim = 2090
pos = 0, 0
postype = P1
sprpriority = 2
bindtime = -1
ownpal = 1
supermove = 1

[State 3200,PlaySnd]
type = PlaySnd
trigger1 = Time = 4
value = 3000, 0

[State 3200,Helper]
type = Helper
trigger1 = Time = 4
helpertype = normal
name = "Vega"
ID = 3000
pos = 85, 0
postype = P1
facing = 1
stateno = 3210
keyctrl = 0
ownpal = 1
supermovetime = 13

[State 3200,Helper]
type = Helper
trigger1 = Time = 12 || Time = 20
helpertype = normal
name = "Vega"
ID = 3000
pos = 85, 0
postype = P1
facing = 1
stateno = 3030 + IfElse(Time = 12,0,20)
keyctrl = 0
ownpal = 1
supermovetime = 14

[State 3200,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ ベガ（出現）
[Statedef 3210]
type = S
movetype = A
physics = S
anim = 3010
velset = 0, 0
ctrl = 0
sprpriority = 3

[State 3210,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3210,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3220

;------------------------ ベガ（サイコクラッシャーＡ）
[Statedef 3220]
type = A
movetype = A
physics = N
anim = 3020
velset = 9.3, 0
sprpriority = 3

[State 3220,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3000, 1

[State 3220,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3220,HitDef]
type = HitDef
triggerall = Parent, MoveType != H
triggerall = UniqHitCount < 5
trigger1 = TimeMod = 2, 0
attr = A, HP
damage    = 54, 10 ;Floor(105 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(105 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
guardflag = M
hitflag = MAFP
pausetime = 00,10
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-61
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
palfx.time = 45
palfx.mul = 120,190,200
palfx.add = 60,60,200

[State 3220,Explod]
type = Explod
trigger1 = MoveHit
persistent = 5
anim = 2700
pos = 0,-60
postype = P2
sprpriority = 3
facing = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 3220,PlaySnd]
type = PlaySnd
trigger1 = Parent,Var(25) = 1
persistent = 0
value = 2000, 3

[State 3220,DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeDist < -100

;---------------------------------------------------------------------
; スピンドライブスマッシャー					Ｌｖ１
;------------------------ スーパーコンボ演出
[Statedef 3300]
type = S
movetype = A
physics = S
anim = 3300
velset = 0, 0
juggle = 8
ctrl = 0

[State 3300,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3300,SuperPause]
type = SuperPause
trigger1 = Time = 4
time = 60
anim = 100
sound = S2000, 1
pos = 10,-20
movetime = 60
darken = 1
poweradd = -1000
unhittable = 1

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3300,PlaySnd]
type = PlaySnd
trigger1 = Time = 4
value = 3300, 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 3300,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3310

;------------------------ スパイラルアロー部分
[Statedef 3310]
type = A
movetype = A
physics = N
anim = 3310
velset = 3.5,0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3310,Muteki]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 4

[State 3310,PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
y = -19

[State 3310,VelAdd]
type = VelAdd
trigger1 = AnimElem = 3, > 0
y = .3

[State 3310,HitDef]
type = HitDef
trigger1 = AnimElem = 2 || Time = 9 || Time = 15
attr = A, HA
damage    = 30, 7 ;Floor(56 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(56 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
guardflag = M
hitflag = MAF
pausetime = 6,10
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-15
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 3310,PlaySnd]
type = PlaySnd
trigger1 = Var(25) = 1
persistent = 0
value = 2000, 3

[State 3310,ChangeState]
type = ChangeState
trigger1 = AnimElem = 3, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3320

;------------------------ キャノンスパイク（地上）
[Statedef 3320]
type = S
movetype = A
physics = S
anim = 3320

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3320,VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 3320,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3320,PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
x = 16

[State 3320,HitDef]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage    = 20, 7 ;Floor(56 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(56 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
guardflag = M
hitflag = MAF
pausetime = 6,8
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-59
hitsound = S2123, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -1.5,-7.2
air.velocity = -1.5,-7.2
guard.velocity = -3.5
airguard.velocity = -3.5,-5.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 3310,PlaySnd]
type = PlaySnd
trigger1 = Var(25) = 1
persistent = 0
value = 2000, 3

[State 3320,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3330

;------------------------ キャノンスパイク（上昇）
[Statedef 3330]
type = A
movetype = A
physics = A
anim = 3330
velset = 2.0,-8.6

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3330,HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, HA
damage    = 20, 7 
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 6,6
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-85
hitsound = S2123, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -1.5,-7.2
air.velocity = -1.5,-7.2
guard.velocity = -3.5
airguard.velocity = -3.5,-5.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 3330,HitDef]
type = HitDef
trigger1 = Time = 7
attr = A, HA
damage    = 20, 7
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 4,6
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-85
hitsound = S2123, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -1.5,-7.2
air.velocity = -1.5,-7.2
guard.velocity = -3.5
airguard.velocity = -3.5,-5.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 3310,PlaySnd]
type = PlaySnd
trigger1 = Var(25) = 1
persistent = 0
value = 2000, 3

[State 3330,ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0
value = 3340

;------------------------ キャノンスパイク（下降）
[Statedef 3340]
type = A
movetype = I
physics = A
anim = 3340

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3340,VelSet]
type = VelSet
trigger1 = Time = 0
x = .6

[State 3340,End]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;---------------------------------------------------------------------
; スピンドライブスマッシャー					Ｌｖ２
;------------------------ スーパーコンボ演出
[Statedef 3400]
type = S
movetype = A
physics = S
anim = 3300
velset = 0, 0
juggle = 8
ctrl = 0

[State 3400,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3400,SuperPause]
type = SuperPause
trigger1 = Time = 4
time = 60
anim = 100
sound = S2000, 1
pos = 10,-20
movetime = 60
darken = 1
poweradd = -2000
unhittable = 1

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3400,PlaySnd]
type = PlaySnd
trigger1 = Time = 4
value = 3300, 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 3400,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3410

;------------------------ スパイラルアロー部分
[Statedef 3410]
type = A
movetype = A
physics = N
anim = 3310
velset = 4.3,0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3410,Muteki]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10

[State 3410,PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
y = -19

[State 3410,VelAdd]
type = VelAdd
trigger1 = AnimElem = 3, > 0
y = .3

[State 3410,HitDef]
type = HitDef
trigger1 = AnimElem = 2 || Time = 9
attr = A, HA
damage    = 30, 7
animtype = Hard
guardflag = M
hitflag = MAF
pausetime = 6,10
sparkno = 3
guard.sparkno = 41
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 3410,HitDef]
type = HitDef
trigger1 = Time = 12 || Time = 15
attr = A, HA
damage    = 30, 7
animtype = Hard
guardflag = M
hitflag = MAF
pausetime = 6,10
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-10
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 3310,PlaySnd]
type = PlaySnd
trigger1 = Var(25) = 1
persistent = 0
value = 2000, 3

[State 3410,ChangeState]
type = ChangeState
trigger1 = AnimElem = 3, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3420

;------------------------ キャノンスパイク（地上）
[Statedef 3420]
type = S
movetype = A
physics = S
anim = 3320

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3420,VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 3420,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3420,PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
x = 16

[State 3420,HitDef]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage    = 20, 7
animtype = Hard
guardflag = M
hitflag = MAF
pausetime = 6,8
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-59
hitsound = S2123, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -1.5,-7.2
air.velocity = -1.5,-7.2
guard.velocity = -3.5
airguard.velocity = -3.5,-5.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 3310,PlaySnd]
type = PlaySnd
trigger1 = Var(25) = 1
persistent = 0
value = 2000, 3

[State 3420,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3430

;------------------------ キャノンスパイク（上昇）
[Statedef 3430]
type = A
movetype = A
physics = A
anim = 3330
velset = 2.8,-8.6

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3430,HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, HA
damage    = 30, 7
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 6,6
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-85
hitsound = S2123, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -1.5,-7.2
air.velocity = -1.5,-7.2
guard.velocity = -3.5
airguard.velocity = -3.5,-5.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 3430,HitDef]
type = HitDef
trigger1 = Time = 7
attr = A, HA
damage    = 30, 7
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 4,6
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-85
hitsound = S2123, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -1.5,-7.2
air.velocity = -1.5,-7.2
guard.velocity = -3.5
airguard.velocity = -3.5,-5.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 3310,PlaySnd]
type = PlaySnd
trigger1 = Var(25) = 1
persistent = 0
value = 2000, 3

[State 3430,ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0
value = 3440

;------------------------ キャノンスパイク（下降）
[Statedef 3440]
type = A
movetype = I
physics = A
anim = 3340

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3440,VelSet]
type = VelSet
trigger1 = Time = 0
x = .6

[State 3440,VelAdd]
type = VelAdd
trigger1 = 1
y = .005

[State 3440,End]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;---------------------------------------------------------------------
; スピンドライブスマッシャー					Ｌｖ３
;------------------------ スーパーコンボ演出
[Statedef 3500]
type = S
movetype = A
physics = S
anim = 3300
velset = 0, 0
juggle = 8
ctrl = 0

[State 3500,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3500,SuperPause]
type = SuperPause
trigger1 = Time = 4
time = 60
anim = 100
sound = S2000, 1
pos = 10,-20
movetime = 60
darken = 1
poweradd = -3000
unhittable = 1

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3500,PlaySnd]
type = PlaySnd
trigger1 = Time = 4
value = 3300, 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 3500,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3510

;------------------------ スパイラルアロー部分
[Statedef 3510]
type = A
movetype = A
physics = N
anim = 3310
velset = 5.1,0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3510,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3510,PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
y = -19

[State 3510,VelAdd]
type = VelAdd
trigger1 = AnimElem = 3, > 0
y = .3

[State 3510,HitDef]
type = HitDef
trigger1 = AnimElem = 2 || Time = 9 || Time = 12
attr = A, HA
damage    = 30, 7
animtype = Hard
guardflag = M
hitflag = MAF
pausetime = 6,10
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-15
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 3510,HitDef]
type = HitDef
trigger1 = Time = 15 || Time = 18
attr = A, HA
damage    = 30, 7
animtype = Hard
guardflag = M
hitflag = MAF
pausetime = 6,10
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-10
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 3310,PlaySnd]
type = PlaySnd
trigger1 = Var(25) = 1
persistent = 0
value = 2000, 3

[State 3510,ChangeState]
type = ChangeState
trigger1 = AnimElem = 3, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3520

;------------------------ キャノンスパイク（地上）
[Statedef 3520]
type = S
movetype = A
physics = S
anim = 3320

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3520,VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 3520,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3520,PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
x = 16

[State 3520,HitDef]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage    = 20, 7
animtype = Hard
guardflag = M
hitflag = MAF
pausetime = 6,8
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-59
hitsound = S2123,2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -1.5,-7.2
air.velocity = -1.5,-7.2
guard.velocity = -3.5
airguard.velocity = -3.5,-5.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 3310,PlaySnd]
type = PlaySnd
trigger1 = Var(25) = 1
persistent = 0
value = 2000, 3

[State 3520,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3530

;------------------------ キャノンスパイク（上昇）
[Statedef 3530]
type = A
movetype = A
physics = A
anim = 3330
velset = 3.6,-8.6

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3530,HitDef]
type = HitDef
trigger1 = Time = 0 || Time = 7
attr = A, HA
damage    = 30, 7
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 6,6
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-85
hitsound = S2123, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -1.5,-7.2
air.velocity = -1.5,-7.2
guard.velocity = -3.5
airguard.velocity = -3.5,-5.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 3530,HitDef]
type = HitDef
trigger1 = Time = 11
attr = A, HA
damage    = 20, 7
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 4,6
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-85
hitsound = S2123, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -1.5,-7.2
air.velocity = -1.5,-7.2
guard.velocity = -3.5
airguard.velocity = -3.5,-5.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 3310,PlaySnd]
type = PlaySnd
trigger1 = Var(25) = 1
persistent = 0
value = 2000, 3

[State 3530,ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0
value = 3540

;------------------------ キャノンスパイク（下降）
[Statedef 3540]
type = A
movetype = I
physics = A
anim = 3340

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3540,VelSet]
type = VelSet
trigger1 = Time = 0
x = .6

[State 3540,VelAdd]
type = VelAdd
trigger1 = 1
y = .048

[State 3540,End]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;---------------------------------------------------------------------
; サイコローリング						Ｌｖ１
[Statedef 3600]
type = S
movetype = A
physics = S
anim = 3600
velset = 0, 0
juggle = 8
ctrl = 0

[State 3600,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3600,SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 49
anim = 100
sound = S2000, 1
pos = 0,-36
movetime = 49
darken = 1
poweradd = -1000
unhittable = 1

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3600,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 3600,Helper]
type = Helper
trigger1 = Time = 3
helpertype = player
name = "Juli"
ID = 3600
pos = 0, 0
postype = P1
facing = 1
stateno = 3650
keyctrl = 0
ownpal = 1
supermovetime = 53

[State 3600,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 3600,VelSet]
type = VelSet
trigger1 = AnimElem = 2
y = -4.5

[State 3600,VelAdd]
type = VelAdd
trigger1 = AnimElem = 2, >= 0 && AnimElem = 16, < 0
y = .3

[State 3600,VelSet]
type = VelSet
trigger1 = AnimElem = 20
y = 0

[State 3600,PosSet]
type = PosSet
trigger1 = AnimElem = 20
y = 0

[State 3600,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3610

;------------------------ 
[Statedef 3610]
type = A
movetype = A
physics = N
anim = 3610
velset = 4.0,-4.5

[State 3610,VelAdd]
type = VelAdd
trigger1 = 1
y = .50

[State 3610,Helper]
type = Helper
trigger1 = Time = 0
helpertype = player
name = "Juli"
ID = 3600
pos = 0, 0
postype = P1
facing = 1
stateno = 3670
keyctrl = 0
ownpal = 1
supermovetime = 53

[State 3320,HitDef]
type = HitDef
trigger1 = Time = 0 || Time = 5 || Time = 10
attr = A, HA
damage    = 58, 7 ;Floor(96 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(96 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
guardflag = M
hitflag = MAF
pausetime = 4,8
sparkno = 3
guard.sparkno = 41
sparkxy = 10,-59
hitsound = S200, 6
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -1.5,-7.2
air.velocity = -1.5,-7.2
guard.velocity = -3.5
airguard.velocity = -3.5,-5.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 3610,MoveHitReset]
type = MoveHitReset
trigger1 = Time = 9

[State 3610,ChangeState]
type = ChangeState
trigger1 = Time >= 10 && MoveContact
value = 3625

[State 3310,PlaySnd]
type = PlaySnd
trigger1 = Var(25) = 1
persistent = 0
value = 2000, 3

[State 3610,ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3620

;------------------------ 空振り
[Statedef 3620]
type = A
movetype = I
physics = N
anim = 3620
velset = -2.0,-10.0

[State 3620,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3620,VelAdd]
type = VelAdd
trigger1 = Time > 0
y = .4

[State 3620,Helper]
type = Helper
trigger1 = Time = 0
helpertype = player
name = "Juli"
ID = 3600
pos = -15, 0
postype = P1
facing = 1
stateno = 3660
keyctrl = 0
ownpal = 1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 3620,End]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;------------------------ ヒット
[Statedef 3625]
type = A
movetype = I
physics = N
anim = 3620
velset = -2.0,-10.0

[State 3620,VelAdd]
type = VelAdd
trigger1 = Time > 0
y = .4

[State 3620,Helper]
type = Helper
trigger1 = Time = 0
helpertype = player
name = "Juli"
ID = 3600
pos = -15, 0
postype = P1
facing = 1
stateno = 3660
keyctrl = 0
ownpal = 1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 3620,End]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;------------------------ ユーリ
[Statedef 3650]
type = S
movetype = A
physics = S
anim = 3650
velset = 0, 0

[State 3650,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 3650,DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;------------------------ 空振り
[Statedef 3660]
type = A
movetype = I
physics = N
anim = 3670
velset = -2.0,-10.0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 3670,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3670,PosSet]
type = Null;PosSet
trigger1 = Time = 0
y = 0

[State 3670,VelAdd]
type = VelAdd
trigger1 = Time > 0
y = .4

[State 3670,End]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3665

;------------------------ 着地
[Statedef 3665]
type = S
movetype = I
physics = S
anim = 3680
velset = 0, 0

[State 3665,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 47, 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 3665,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3665,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3665,End]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(Parent,Var(4) = 0,3990,3991)

;------------------------
[Statedef 3670]
type = A
movetype = A
physics = N
anim = 3660
velset = 0, 0

[State 3670,BindToParent]
type = BindToParent
trigger1 = 1
pos = 0, 0

[State 3670,DestroySelf]
type = DestroySelf
trigger1 = Parent,StateNo != 3610 && Parent,MoveType != H

[State 3670,ChangeState]
type = ChangeState
trigger1 = Parent,StateNo != 3610 && Parent,MoveType = H
value = 3660

;---------------------------------------------------------------------
; サイコローリング						Ｌｖ２
[Statedef 3700]
type = S
movetype = A
physics = S
anim = 3600
velset = 0, 0
juggle = 8
ctrl = 0

[State 3600,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3600,SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 49
anim = 100
sound = S2000, 1
pos = 0,-36
movetime = 49
darken = 1
poweradd = -2000
unhittable = 1

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3700,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 3700,Helper]
type = Helper
trigger1 = Time = 3
helpertype = player
name = "Juli"
ID = 3700
pos = 0, 0
postype = P1
facing = 1
stateno = 3750
keyctrl = 0
ownpal = 1
supermovetime = 53

[State 3700,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 3700,VelSet]
type = VelSet
trigger1 = AnimElem = 2
y = -4.5

[State 3700,VelAdd]
type = VelAdd
trigger1 = AnimElem = 2, >= 0 && AnimElem = 16, < 0
y = .3

[State 3700,VelSet]
type = VelSet
trigger1 = AnimElem = 20
y = 0

[State 3700,PosSet]
type = PosSet
trigger1 = AnimElem = 20
y = 0

[State 3700,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3710

;------------------------ 
[Statedef 3710]
type = A
movetype = A
physics = N
anim = 3610
velset = 5.0,-6.0

[State 3710,Muteki]
type = NotHitBy
trigger1 = Time = [0,4]
value = SCA

[State 3710,VelAdd]
type = VelAdd
trigger1 = 1
y = .50

[State 3710,Helper]
type = Helper
trigger1 = Time = 0
helpertype = player
name = "Juli"
ID = 3700
pos = 0, 0
postype = P1
facing = 1
stateno = 3770
keyctrl = 0
ownpal = 1
supermovetime = 53

[State 3710,HitDef]
type = HitDef
trigger1 = Time = 0 || Time = 4 || Time = 8 || Time = 12 || Time = 16 || Time = 20
attr = A, HA
damage    = 36, 7 ;Floor(64 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(64 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
guardflag = M
hitflag = MAF
pausetime = 4,8
sparkno = 3
guard.sparkno = 41
sparkxy = 10,-59
hitsound = S200, 6
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -1.5,-7.2
air.velocity = -1.5,-7.2
guard.velocity = -3.5
airguard.velocity = -3.5,-5.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 3710,MoveHitReset]
type = MoveHitReset
trigger1 = Time = 19

[State 3710,ChangeState]
type = ChangeState
trigger1 = Time >= 20 && MoveContact
value = 3725

[State 3310,PlaySnd]
type = PlaySnd
trigger1 = Var(25) = 1
persistent = 0
value = 2000, 3

[State 3710,ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3720

;------------------------ 空振り
[Statedef 3720]
type = A
movetype = I
physics = N
anim = 3620
velset = -2.0,-10.0

[State 3720,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3720,VelAdd]
type = VelAdd
trigger1 = Time > 0
y = .4

[State 3720,Helper]
type = Helper
trigger1 = Time = 0
helpertype = player
name = "Juli"
ID = 3700
pos = -15, 0
postype = P1
facing = 1
stateno = 3760
keyctrl = 0
ownpal = 1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 3720,End]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;------------------------ ヒット
[Statedef 3725]
type = A
movetype = I
physics = N
anim = 3620
velset = -2.0,-10.0

[State 3720,VelAdd]
type = VelAdd
trigger1 = Time > 0
y = .4

[State 3720,Helper]
type = Helper
trigger1 = Time = 0
helpertype = player
name = "Juli"
ID = 3700
pos = -15, 0
postype = P1
facing = 1
stateno = 3760
keyctrl = 0
ownpal = 1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 3720,End]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;------------------------ ユーリ
[Statedef 3750]
type = S
movetype = A
physics = S
anim = 3650
velset = 0, 0

[State 3750,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 3750,DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;------------------------ 空振り
[Statedef 3760]
type = A
movetype = I
physics = N
anim = 3670
velset = -2.0,-10.0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 3770,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3770,PosSet]
type = Null;PosSet
trigger1 = Time = 0
y = 0

[State 3770,VelAdd]
type = VelAdd
trigger1 = Time > 0
y = .4

[State 3770,End]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3665

;------------------------
[Statedef 3770]
type = A
movetype = A
physics = N
anim = 3660
velset = 0, 0

[State 3770,BindToParent]
type = BindToParent
trigger1 = 1
pos = 0, 0

[State 3770,DestroySelf]
type = DestroySelf
trigger1 = Parent,StateNo != 3710 && Parent,MoveType != H

[State 3770,ChangeState]
type = ChangeState
trigger1 = Parent,StateNo != 3710 && Parent,MoveType = H
value = 3760

;---------------------------------------------------------------------
; サイコローリング						Ｌｖ３
[Statedef 3800]
type = S
movetype = A
physics = S
anim = 3600
velset = 0, 0
juggle = 8
ctrl = 0

[State 3800,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3800,SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 49
anim = 100
sound = S2000, 1
pos = 0,-36
movetime = 49
darken = 1
poweradd = -3000
unhittable = 1

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3800,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 3800,Helper]
type = Helper
trigger1 = Time = 3
helpertype = player
name = "Juli"
ID = 3800
pos = 0, 0
postype = P1
facing = 1
stateno = 3850
keyctrl = 0
ownpal = 1
supermovetime = 53

[State 3800,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 3800,VelSet]
type = VelSet
trigger1 = AnimElem = 2
y = -4.5

[State 3800,VelAdd]
type = VelAdd
trigger1 = AnimElem = 2, >= 0 && AnimElem = 16, < 0
y = .3

[State 3800,VelSet]
type = VelSet
trigger1 = AnimElem = 20
y = 0

[State 3800,PosSet]
type = PosSet
trigger1 = AnimElem = 20
y = 0

[State 3800,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3810

;------------------------ 
[Statedef 3810]
type = A
movetype = A
physics = N
anim = 3610
velset = 5.50,-7.0

[State 3810,Muteki]
type = NotHitBy
trigger1 = Time = [0,8]
value = SCA

[State 3810,VelAdd]
type = VelAdd
trigger1 = 1
y = .46

[State 3810,Helper]
type = Helper
trigger1 = Time = 0
helpertype = player
name = "Juli"
ID = 3800
pos = 0, 0
postype = P1
facing = 1
stateno = 3870
keyctrl = 0
ownpal = 1
supermovetime = 53

[State 3810,HitDef]
type = HitDef
trigger1 = TimeMod = 3, = 0
attr = A, HA
damage    = 26, 7 ;Floor(48 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8))),Floor(48 * IfElse(Var(31) = 0,0.125,IfElse(Var(31) = -1,0.3,0.05)))
animtype = Hard
guardflag = M
hitflag = MAF
pausetime = 4,8
sparkno = 3
guard.sparkno = 41
sparkxy = 10,-59
hitsound = S200, 6
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -1.5,-7.2
air.velocity = -1.5,-7.2
guard.velocity = -3.5
airguard.velocity = -3.5,-5.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 3810,MoveHitReset]
type = MoveHitReset
trigger1 = Time = 26

[State 3810,ChangeState]
type = ChangeState
trigger1 = Time >= 27 && MoveContact
value = 3825

[State 3310,PlaySnd]
type = PlaySnd
trigger1 = Var(25) = 1
persistent = 0
value = 2000, 3

[State 3810,ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3820

;------------------------ 空振り
[Statedef 3820]
type = A
movetype = I
physics = N
anim = 3620
velset = -2.0,-10.0

[State 3820,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3820,VelAdd]
type = VelAdd
trigger1 = Time > 0
y = .4

[State 3820,Helper]
type = Helper
trigger1 = Time = 0
helpertype = player
name = "Juli"
ID = 3800
pos = -15, 0
postype = P1
facing = 1
stateno = 3860
keyctrl = 0
ownpal = 1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 3820,End]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;------------------------ ヒット
[Statedef 3825]
type = A
movetype = I
physics = N
anim = 3620
velset = -2.0,-10.0

[State 3820,VelAdd]
type = VelAdd
trigger1 = Time > 0
y = .4

[State 3820,Helper]
type = Helper
trigger1 = Time = 0
helpertype = player
name = "Juli"
ID = 3800
pos = -15, 0
postype = P1
facing = 1
stateno = 3860
keyctrl = 0
ownpal = 1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 3820,End]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;------------------------ ユーリ
[Statedef 3850]
type = S
movetype = A
physics = S
anim = 3650
velset = 0, 0

[State 3850,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 3850,DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;------------------------ 空振り
[Statedef 3860]
type = A
movetype = I
physics = N
anim = 3670
velset = -2.0,-10.0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 3870,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3870,PosSet]
type = Null;PosSet
trigger1 = Time = 0
y = 0

[State 3870,VelAdd]
type = VelAdd
trigger1 = Time > 0
y = .4

[State 3870,End]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3665

;------------------------
[Statedef 3870]
type = A
movetype = A
physics = N
anim = 3660
velset = 0, 0

[State 3870,BindToParent]
type = BindToParent
trigger1 = 1
pos = 0, 0

[State 3870,DestroySelf]
type = DestroySelf
trigger1 = Parent,StateNo != 3810 && Parent,MoveType != H

[State 3870,ChangeState]
type = ChangeState
trigger1 = Parent,StateNo != 3810 && Parent,MoveType = H
value = 3860

;---------------------------------------------------------------------
; デスクロスダンシング					　　Ｌｖ３専用
[Statedef 3900123]
type = S


[State 1505, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "sbison"
trigger2 = P4Name = "sbison"
trigger3 = P2Name = "Psy Bison"
trigger4 = P4Name = "Psy Bison"
trigger5 = P2Name = "M.Bison"
trigger6 = P4Name = "M.Bison"
trigger7 = P2Name = "M.Bison2"
trigger8 = P4Name = "M.Bison2"
value = 3900
ctrl = 1

[State 3900,End]
type = ChangeState
trigger1 = Time = 0
value = 195
ctrl = 1



;---------------------------------------------------------------------
; デスクロスダンシング					　　Ｌｖ３専用
[Statedef 3900]
type = S
movetype = A
physics = N
anim = 3900
velset = 0, 0
ctrl = 0
juggle = 10




[State 3900,Muteki]
type = NotHitBy
trigger1 = Time = [0,66]
value = SCA

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 3900,SuperPause]
type = SuperPause
triggerall = Var(31) = 0
trigger1 = Time = 4
time = 56
anim = 100
sound = S2000, 1
pos = -10,-85
movetime = 56
darken = 1
poweradd = -3000
unhittable = 1

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3900,SuperPause]
type = SuperPause
triggerall = Var(31) = -1
trigger1 = Time = 4
time = 56
anim = 100
sound = S2000, 0
pos = -10,-85
movetime = 56
darken = 1
;poweradd = -2000
unhittable = 1

[State 3900,Explod]
type = Explod
triggerall = Var(31) = -1
trigger1 = Time = 4
anim = 2080
pos = 0, 0
postype = P1
sprpriority = -2
bindtime = -1
ownpal = 1
supermove = 1

[State 3900,Explod]
type = Explod
triggerall = Var(31) = -1
trigger1 = Time = 4
anim = 2090
pos = 0, 0
postype = P1
sprpriority = 2
bindtime = -1
ownpal = 1
supermove = 1

[State 3900,PlaySnd]
type = PlaySnd
trigger1 = Time = 4
value = 3300, 0

[State 3900,VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 3.05

[State 3900,HitDef]
type = Hitdef
trigger1 = AnimElem = 5
attr = S, HA
damage    = 17, 7 ;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
guardflag = MA
hitflag = MAF
guard.pausetime = 10,10
sparkno = 3
guard.sparkno = 41
sparkxy =  -20,-48
hitsound = S200, 6
guardsound = S0, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
guard.velocity = -3.5
airguard.velocity = -3.5,-5.5
p1stateno = 3910
p2stateno = 3995
p2getp1state = 1
kill = 0

[State 3900,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
physics = S

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 3900,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = 800, 2

[State 3900,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ ヒット
[Statedef 3910]
type = S
movetype = A
physics = S
anim = 3910
velset = 0, 0

[State 3910,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3910,Width]
type = Width
trigger1 = Time = 0
trigger1 = FrontEdgeBodyDist < 120
edge = 120,20

[State 3910,PosFreeze]
type = PosFreeze
trigger1 = Time > 0

[State 3910,TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 60, 0
time = 35

[State 3910,Helper]
type = Helper
trigger1 = AnimElem = 2, = 8
helpertype = player
name = "Juli"
ID = 3900
pos = 120, 0
postype = P1
facing = -1
stateno = 3950
keyctrl = 0
ownpal = 1

[State 3910,HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = C, HA
animtype = Hard
damage    = 17, 7;Floor(35 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8)))
hitflag = MAF
guardflag = None
pausetime = 8,12
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-5
hitsound   = S200, 6
guardsound = S0, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
kill = 0

[State 3910,HitDef]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
animtype = Hard
damage    = 17, 7 ;Floor(35 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8)))
hitflag = MAF
guardflag = None
pausetime = 8,12
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-90
hitsound   = S200, 6
guardsound = S0, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
kill = 0

[State 3910,HitDef]
type = HitDef
trigger1 = AnimElem = 15
attr = S, HA
animtype = Hard
damage    = 17, 7 ;Floor(35 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8)))
hitflag = MAF
guardflag = None
pausetime = 8,12
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-75
hitsound   = S200, 6
guardsound = S0, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
kill = 0

[State 3910,HitDef]
type = HitDef
trigger1 = AnimElem = 19
attr = S, HA
animtype = Hard
damage    = 17, 7 ;Floor(35 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8)))
hitflag = MAF
guardflag = None
pausetime = 8,12
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-48
hitsound   = S200, 6
guardsound = S0, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
kill = 0

[State 3910,HitDef]
type = HitDef
trigger1 = AnimElem = 21
attr = S, HA
animtype = Hard
damage    = 17, 7 ;Floor(35 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8)))
hitflag = MAF
guardflag = None
pausetime = 8,12
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-61
hitsound   = S200, 6
guardsound = S0, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
kill = 0

[State 3910,end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3920

;------------------------ 
[Statedef 3920]
type = A
movetype = A
physics = N
anim = 3920
velset = 6.0,-8.4

[State 3920,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 3
channel = 1

[State 3920,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3920,PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3920,VelSet]
type = Null;VelSet
trigger1 = 1
x = 7.0
ignorehitpause = 1

[State 3920,Gravity]
type = Gravity
trigger1 = 1

[State 3920,HitDef]
type = HitDef
trigger1 = Time = 1 || Time = 3 || Time = 5
attr = A, HA
animtype = Hard
damage    = 17, 7 ;Floor(42 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8)))
hitflag = MAF
guardflag = None
pausetime = 6,8
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-54
hitsound   = S200, 6
guardsound = S0, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0,-9.0
air.velocity = 0,-9.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
kill = IfElse(Time >= 5,1,0)

[State 3920,Explod]
type = Explod
trigger1 = Time = 1
anim = 2800
pos = 0,-78
postype = P2
sprpriority = -2
bindtime = 1
ownpal = 1

[State 3310,PlaySnd]
type = PlaySnd
trigger1 = Var(25) = 1
persistent = 0
value = 2000, 3
channel = 2

[State 3920,ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3930

;------------------------ 
[Statedef 3930]
type = S
movetype = I
physics = S
anim = 3930
velset = 0, 0

[State 3930,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 47, 0

[State 3930,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3930,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 3930,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ ユーリ
[Statedef 3950]
type = S
movetype = I
physics = S
anim = 11550
velset = 0, 0
ctrl = 0
sprpriority = 1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 3950,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3950,PosFreeze]
type = PosFreeze
trigger1 = 1

[State 3950,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3960

;------------------------ 
[Statedef 3960]
type = S
movetype = A
physics = S
anim = 13900
velset = 0, 0

[State 3960,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3960,PosFreeze]
type = PosFreeze
trigger1 = 1

[State 3960,HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
animtype = Hard
damage    = 14, 7 ;Floor(35 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8)))
hitflag = MAF
guardflag = None
pausetime = 8,12
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-76
hitsound   = S200, 6
guardsound = S0, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
kill = 0

[State 3960,HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
animtype = Hard
damage    = 14, 7 ;Floor(35 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8)))
hitflag = MAF
guardflag = None
pausetime = 8,12
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-75
hitsound   = S200, 6
guardsound = S0, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
kill = 0

[State 3960,HitDef]
type = HitDef
trigger1 = AnimElem = 14
attr = C, HA
animtype = Hard
damage    = 17, 7 ;Floor(35 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8)))
hitflag = MAF
guardflag = None
pausetime = 8,12
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-68
hitsound   = S200, 6
guardsound = S0, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
kill = 0

[State 3960,HitDef]
type = HitDef
trigger1 = AnimElem = 22
attr = S, HA
animtype = Hard
damage    = 14, 7 ;Floor(35 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8)))
hitflag = MAF
guardflag = None
pausetime = 8,12
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-67
hitsound   = S200, 6
guardsound = S0, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
kill = 0

[State 3960,HitDef]
type = HitDef
trigger1 = AnimElem = 23
attr = S, HA
animtype = Hard
damage    = 17, 7 ;Floor(35 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8)))
hitflag = MAF
guardflag = None
pausetime = 8,12
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-33
hitsound   = S200, 6
guardsound = S0, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
kill = 0

[State 3960,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3970

;------------------------ 
[Statedef 3970]
type = A
movetype = A
physics = N
anim = 13910
velset = 6.0,-8.4

[State 3970,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 3

[State 3970,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3970,PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3970,VelSet]
type = Null;VelSet
trigger1 = 1
x = 7.0
ignorehitpause = 1

[State 3970,Gravity]
type = Gravity
trigger1 = 1

[State 3970,HitDef]
type = HitDef
trigger1 = Time = 1 || Time = 3 || Time = 5
attr = A, HA
animtype = Hard
damage    = 17, 7 ;Floor(42 * IfElse(Var(31) = 0,1,IfElse(Var(31) = -1,1.2,0.8)))
hitflag = MAF
guardflag = None
pausetime = 6,8
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-54
hitsound   = S200, 6
guardsound = S0, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0,-9.0
air.velocity = 0,-9.0
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
kill = IfElse(Time >= 5,1,0)

[State 3970,ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3980

;------------------------ 
[Statedef 3980]
type = S
movetype = I
physics = S
anim = 13920
velset = 0, 0

[State 3980,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 47, 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3980,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3980,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3980,End]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(Parent,Var(4) = 0,3990,3991)

;------------------------ 
[Statedef 3990]
type = S
movetype = I
physics = S
anim = 11500
velset = 0, 0

[State 3990,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3990,DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;------------------------ 
[Statedef 3991]
type = S
movetype = I
physics = S
anim = 10000

[State 3991,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3991,ChangeState]
type = ChangeState
trigger1 = Parent,StateNo = 4240
value = 4245

[State 3991,ChangeState]
type = ChangeState
trigger1 = Parent,StateNo = 4250
value = 4255

[State 3991,ChangeState]
type = ChangeState
trigger1 = Parent,StateNo = 4260
value = 4265

;------------------------ 喰らい側
[Statedef 3995]
type = S
movetype = H
physics = S
velset = 0, 0
ctrl = 0

[State 3995,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3940

;---------------------------------------------------------------------
; オリジナルコンボ発動
;------------------------ 地上
[Statedef 7000]
type = S
movetype = A
physics = S
anim = 7000
velset = 0, 0
ctrl = 0

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

[State 7000,SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 40
anim = 100
sound = S2000, 2
pos = -4,-55
movetime = 40
darken = 1
unhittable = 1

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 7000,Explod]
type = Explod
trigger1 = Time = 0
anim = 2050
pos = 0, 0
postype = P1
sprpriority = -2
bindtime = -1
ownpal = 1
supermove = 1

[State 7000,Explod]
type = Explod
trigger1 = Time = 0
anim = 2060
pos = 0, 0
postype = P1
sprpriority = 2
bindtime = -1
ownpal = 1
supermove = 1

[State 7000,Muteki]
type = NotHitBy
trigger1 = AnimTime = 0
value = SCA
time = 12

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

;------------------------ 空中
[Statedef 7050]
type = A
movetype = A
physics = N
anim = 7050
ctrl = 0

[State 7050,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7050,PosFreeze]
type = PosFreeze
trigger1 = 1

[State 7050,SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 40
anim = 100
sound = S2000, 2
pos = -4,-55
movetime = 40
darken = 1
unhittable = 1

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 7050,Muteki]
type = NotHitBy
trigger1 = AnimTime = 0
value = SCA
time = 12

[State 7050,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 50 + (PrevStateNo = 51)
ctrl = 1

