[Data]
life = 1000
attack = 100
defence = 100
power = 3000
fall.defence_up = 50
liedown.time = 60
airjuggle = 8
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1                
yscale = 1                
ground.back = 25          
ground.front = 23         
air.back = 12             
air.front = 12            
height = 60               
attack.dist = 160         
proj.attack.dist = 90     
proj.doscale = 0          
head.pos = -5, -90        
mid.pos = -5, -60         
shadowoffset = 0          
draw.offset = 0,0         

[Velocity]
walk.fwd  = 2.0           
walk.back = -2.2          
run.fwd  = 5, -4.5        
run.back = -5, -4.5       
jump.neu = 0,-7.2         
jump.back = -3.0          
jump.fwd = 3.0            
runjump.back = -2.55,-8.1 
runjump.fwd = 4,-8.1      
airjump.neu = 0,-8.1      
airjump.back = -2.55      
airjump.fwd = 2.5         

[Movement]
airjump.num = 0           
airjump.height = 35       
yaccel = .43              
stand.friction = .85      
crouch.friction = .82

[Quotes]
victory1 = Did you just call me something? Why don't you tell me again!
victory2 = Eh? What was that? Speak up. I can't hear you from down there!
victory3 = Hey! My clothes are stained with you blood! Help me clean it up!
victory4 = I am Birdie! The most rotten villain in the world... I hope!
victory5 = If my name is Birdie, then why are you saying, "CHEAP! CHEAP!"
victory6 = Oh, what!? ... Before? I looked pale because I was sick!!
victory7 = That was a pleasant snapping! At least four or five ribs...
victory8 = You were ugly before we met... Now I can't even bear to look!     

[Statedef -3]
[state 12,12]
type = playsnd
trigger1 = time % 28 = 0 && p2movetype = H
trigger1 = p2stateno = [1200,1210]
value = 53,0
channel = 10
[State -2, 1]
type = AfterImageTime
triggerall = Time >= 0
trigger1 = stateno != [1000,1190]
trigger1 = stateno != [40,50]
trigger1 = stateno != [1600,1720]
time = 0
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 || stateno = 106 || stateno = 1001
value = 39, 0
[State -3, c]
type = Explod
triggerall = time = 1
trigger1 = stateno = 52 || stateno = 106 || stateno = 1001 || stateno = 1002
anim = 1509
postype = p1
pos = 0, 0
bindtime = 1
removetime = -2
sprpriority = -5
[State -3, a]
type = playsnd
triggerall = random < 600 && time = 1 && alive = 1
trigger1  = stateno = 5000 && anim = 5000 
trigger2  = stateno = 5000 && anim = 5001
trigger3  = stateno = 5000 && anim = 5010
trigger4  = stateno = 5000 && anim = 5011
trigger5  = stateno = 5010 && anim = 5020
trigger6  = stateno = 5010 && anim = 5021
trigger7  = stateno = 5020 && anim = 5000
trigger8  = stateno = 5020 && anim = 5001 
trigger9  = stateno = 5020 && anim = 5010
trigger10 = stateno = 5020 && anim = 5011 
value = 12, 0
[State -3, b]
type = playsnd
triggerall = random < 500 && time = 1 && alive = 1
trigger1 = stateno = 5000 && anim = 5002
trigger2 = stateno = 5000 && anim = 5012 
trigger3 = stateno = 5010 && anim = 5022 
trigger4 = stateno = 5020 && anim = 5012
trigger5 = stateno = 5020 && anim = 5002 
value = 13, 0
[state 12,12]
type = varset
trigger1 = stateno != [40,60]
v = 2
value = 0
[State -2,PalFx1]
type = PalFx
triggerall = Time % 4 = 2
trigger1 = StateNo = [1600,1602]
trigger2 = StateNo = [1700,1705]
trigger3 = stateno = [1660,1661]
ignorehitpause = 1
time = 2
add = 64,64,0
sinadd = 128,128,10,10
[state 12,11]
type = assertspecial
trigger1 = numexplod(2000) != 0
ignorehitpause = 1
flag = noFG
[state 12,12]
type = removeexplod
trigger1 = p2stateno != [1200,1210]
trigger2 = p2life = 0
id = 1518
[state 12,12]
type = removeexplod
trigger1 = stateno != 194
id = 194
[State -2, 1]
type = VarSet
trigger1 = pos x < 0 && var(4) = 0
v = 4
value = 1
[State -2, 2]
type = VarSet
trigger1 = pos x >= 0 && var(4) = 0
v = 4
value = 2
[state 12,12]
type = varset
trigger1 = p2movetype = A
v = 3
value = 2
[state 12,12] 
type = varadd
trigger1 = var(3) > 0
v = 3
value = -1
[State 1000,1]
type = Explod
triggerall = stateno != 1800
trigger1 = var(4) = 1 && movehit && var(3) != 0 && numexplod(1808) = 0
trigger2 = stateno = 5000 && p2stateno = 5000 && time = 1
anim = 1808
id = 1808
pos = 0, 60
postype = Left
removetime = 40
ignorehitpause = 1
bindtime = -1
sprpriority = 5
ownpal = 1
[State 1000,1]
type = Explod
triggerall = stateno != 1800
trigger1 = var(4) = 2 && movehit && var(3) != 0 && numexplod(1808) = 0
trigger2 = stateno = 5000 && p2stateno = 5000 && time = 1
anim = 1809
id = 1808
pos = 0, 60
postype = right
removetime = 40
ignorehitpause = 1
bindtime = -1
sprpriority = 5
ownpal = 1
[State 1300, 5]  
type = Envcolor
trigger1 = stateno = 5000 && p2stateno = 5000 && time = 1
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0

[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = prevstateno = 250
sysvar(1) = 1
[State 40, 2]
type = VarSet
trigger1 = prevstateno = 250
v = 2
value = 1
[State 40, 3]
type = VarSet
triggerall = prevstateno != 250
trigger1 = command = "holdback"
trigger2 = prevstateno = 701
trigger3 = prevstateno = 1005
trigger4 = prevstateno = 1602
trigger5 = prevstateno = 711
trigger6 = prevstateno = 721
trigger7 = prevstateno = 1048
sysvar(1) = -1
[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0 && prevstateno != 701 && prevstateno != 1048 && prevstateno != 1005 && prevstateno != 1602 && prevstateno != 711 && prevstateno != 721
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 701 || prevstateno = 1048 || prevstateno = 1005 || prevstateno = 1602 || prevstateno = 711 || prevstateno = 721
x = -1.5
y = const(velocity.jump.y)
[State 40, 6]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)
[State 40, 7]
type = ChangeState
trigger1 = AnimTime = 0 && prevstateno != 701 && prevstateno != 1048 && prevstateno != 1005 && prevstateno != 1602 && prevstateno != 711 && prevstateno != 721
value = 50
ctrl = 1
[State 40, 8]
type = ChangeState
trigger1 = AnimTime = 0 && prevstateno = 701
trigger2 = animtime = 0 && prevstateno = 1005
trigger3 = animtime = 0 && prevstateno = 1602
trigger4 = AnimTime = 0 && prevstateno = 711
trigger5 = AnimTime = 0 && prevstateno = 721
trigger6 = animtime = 0 && prevstateno = 1048
value = 50
ctrl = 0

[Statedef 50]
type    = A
physics = A
[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3
[state 50, 4]
type = changestate
trigger1 = var(2) = 1 && time = 2
value = 222

[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47
[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0
[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 52, 3]
type = CtrlSet
trigger1 = animTime = 0
value = 1
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 100]
type    = A
physics = N
ctrl = 0
anim = 100
sprpriority = 1
[State 100, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.fwd.x)
y = const(velocity.run.fwd.y)
[state 100, 2]
type = gravity
trigger1 = time >= 0
[state 100, 3]
type = veladd
trigger1 = time >= 0
x = -0.05
[State 100, 4]
type = CtrlSet
trigger1 = Time = 2
value = 1
[State 100, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 106

[Statedef 105]
type    = A
physics = N
ctrl = 0
anim = 105
sprpriority = 1
[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)
[state 105, 2]
type = veladd
trigger1 = time >= 0
x = 0.05
[state 105, 3]
type = gravity
trigger1 = time >= 0
[State 105, 4]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 106

[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 106
[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0
[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1
[State 106, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0
[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150
[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151
[state 12,12]
type = changestate
trigger1 = command = "alpha_counter" && command = "z" && power >= 1000
value = 1800
[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150
[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0
[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1
[state 12,12]
type = changestate
trigger1 = command = "alpha_counter" && command = "z" && power >= 1000
value = 1800
[State 151, 4]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 130
ctrl = 1

[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0
[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151
[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 153
[state 12,12]
type = changestate
trigger1 = command = "alpha_counter" && command = "z" && power >= 1000
value = 1800
[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151
[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0
[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1
[State 153, 4]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 131
ctrl = 1
[state 12,12]
type = changestate
trigger1 = command = "alpha_counter" && command = "z" && power >= 1000
value = 1800

[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0
[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[Statedef 180]
type = S
[state 180, 1]
type = varrandom
trigger1 = time = 0
v = 1
range = 1,7
[state 180, 2]
type = varset
trigger1 = command = "hold_a"
v = 1
value = 1
[state 180, 3]
type = varset
trigger1 = command = "hold_b"
v = 1
value = 2
[state 180, 4]
type = varset
trigger1 = command = "hold_c"
v = 1
value = 3
[state 180, 5]
type = varset
trigger1 = command = "hold_x"
v = 1
value = 4
[state 180, 6]
type = varset
trigger1 = command = "hold_y"
v = 1
value = 5
[state 180, 7]
type = varset
trigger1 = command = "hold_z"
v = 1
value = 6
[state 180, 8]
type = varset
trigger1 = command = "hold_start"
v = 1
value = 7
[State 180, 9]
type = ChangeState
trigger1 = var(1) = 1
value = 181
[State 180, 10]
type = ChangeState
trigger1 = var(1) = 2
value = 182
[State 180, 11]
type = ChangeState
trigger1 = var(1) = 3
value = 183
[State 180, 12]
type = ChangeState
trigger1 = var(1) = 4
value = 184
[State 180, 13]
type = ChangeState
trigger1 = var(1) = 5
value = 185
[State 180, 14]
type = ChangeState
trigger1 = var(1) = 6
value = 186
[State 180, 15]
type = ChangeState
trigger1 = var(1) = 7
value = 187

[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0
[state 181, 1]
type = playsnd
trigger1 = animelem = 1
value = 14,0
[State 181, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0
[state 182, 1]
type = playsnd
trigger1 = animelem = 1
value = 14,0
            
[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0
[state 183, 1]
type = playsnd
trigger1 = animelem = 4
value = 33,0
[State 183, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0
[state 184, 1]
type = playsnd
trigger1 = animelem = 8 || animelem = 12
persistent = 1
value = 16,0
[State 184, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[Statedef 185]
type = S
ctrl = 0
anim = 185
velset = 0,0
[state 185, 1]
type = playsnd
trigger1 = animelem = 8 || animelem = 12
persistent = 1
value = 16,0
[state 185, 2]
type = playsnd
trigger1 = animelem = 18
value = 12,0
[State 185, 3]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0
[state 186, 1]
type = playsnd
trigger1 = animelem = 2
value = 27,0
[State 186, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[Statedef 187]
type = S
ctrl = 0
anim = 187
velset = 0,0
[state 187, 1]
type = playsnd
trigger1 = animelem = 6
value = 12,0
[State 187, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[Statedef 191]
type = S
ctrl = 0
velset = 0,0
[State 191, 1]
type = VarRandom
trigger1 = time >= 0
v = 1
range = 0,1
[state 191, 2]
type = changestate
triggerall = var(1) = 0
trigger1 = P2Name != "Bison" && P2Name != "M. Bison" && P2Name != "M Bison" 
trigger1 = P4Name != "Bison" && P4Name != "M. Bison" && P4Name != "M Bison" 
value = 192
[state 191, 3]
type = changestate
triggerall = var(1) = 1
trigger1 = P2Name != "Bison" && P2Name != "M. Bison" && P2Name != "M Bison" 
trigger1 = P4Name != "Bison" && P4Name != "M. Bison" && P4Name != "M Bison" 
value = 193
[state 191, 4]
type = changestate
triggerall = facing = 1 && numpartner = 0
trigger1 = P2Name = "Bison" || P4Name = "Bison"
trigger2 = P2Name = "M. Bison" || P4Name = "M. Bison"
trigger3 = P2Name = "M Bison" || P4Name = "M Bison"
value = 194
[state 191, 5]
type = changestate
triggerall = facing = 1 && numpartner = 1
trigger1 = P2Name = "Bison" || P4Name = "Bison"
trigger2 = P2Name = "M. Bison" || P4Name = "M. Bison"
trigger3 = P2Name = "M Bison" || P4Name = "M Bison"
value = 192
[state 191, 6]
type = changestate
triggerall = facing = -1
trigger1 = P2Name = "Bison" || P4Name = "Bison"
trigger2 = P2Name = "M. Bison" || P4Name = "M. Bison"
trigger3 = P2Name = "M Bison" || P4Name = "M Bison"
value = 193

[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0
[state 192, 1]
type = playsnd
trigger1 = animelem = 2
value = 11, 1
[State 192, 2]
type = ChangeAnim
trigger1 = RoundState = 0
value = 192
[State 192, 3]
type = AssertSpecial
trigger1 = AnimElemTime(10) < 0
flag = Intro
[state 192, 4]
type = changestate
trigger1 = animtime = 0
value = 0

[Statedef 193]
type = S
ctrl = 0
anim = 191
velset = 0,0
[state 193, 1]
type = playsnd
trigger1 = animelem = 3
value = 29,0
[State 193, 2]
type = ChangeAnim
trigger1 = RoundState = 0
value = 191
[State 193, 3]
type = AssertSpecial
trigger1 = AnimElemTime(10) < 0
flag = Intro
[state 193, 4]
type = changestate
trigger1 = animtime = 0
value = 0

[Statedef 194]
type = S
ctrl = 0
anim = 0
velset = 0,0
[State 194, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 0
[State 194, 2]
type = AssertSpecial
trigger1 = time < 960
flag = Intro
[State 194, 3]
type = Explod
trigger1 = Time = 1
anim = 188
id = 194
pos = 0, 0
postype = Left
removetime = -2
bindtime = -1
sprpriority = 4
ownpal = 1
ontop = 1
[State 194, 4]
type = Explod
trigger1 = Time = 1
anim = 189
id = 194
pos = -120, 120
postype = Left
removetime = -2
bindtime = -1
sprpriority = 4
ownpal = 1
ontop = 1
[State 194, 5]
type = Explod
trigger1 = Time = 1
anim = 190
id = 194
pos = 0, 0
postype = Left
removetime = -2
bindtime = -1
sprpriority = 5
ownpal = 1
ontop = 1
[state 194, 6]
type = changestate
trigger1 = time = 960
value = 0

[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2
[state 195, 1]
type = playsnd
trigger1 = animelem = 4
value = 33,0
[State 195, 2]
type = CtrlSet
trigger1 = Time = 40
value = 1
[State 195, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 200]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 200                       
poweradd = 20                   
sprpriority = 2                 
[state 200, 1]
type = playsnd
trigger1 = time = 3
value = 16,0
[State 200, 2]
type = HitDef
trigger1 = time = 0 && var(3) = 0
attr = S, NA                   
damage = 30 , 0                 
animtype = Light              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 8, 8               
sparkno = S1500                     
sparkxy = -10, -76             
hitsound = S15, 0                 
guardsound = S1, 0               
guard.sparkno = S1508
ground.type = High
ground.slidetime = 12             
ground.hittime  = 12            
ground.velocity = -6            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -3.3,-4.4         
air.hittime = 12                
[State 200, 3]
type = HitDef
trigger1 = time = 0 && var(3) != 0
attr = S, NA                   
damage = 35 , 0                 
animtype = Light              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 11, 11               
sparkno = S1500                     
sparkxy = -10, -76             
hitsound = S15, 0                 
guardsound = S1, 0               
guard.sparkno = S1508
ground.type = High
ground.slidetime = 12             
ground.hittime  = 12            
ground.velocity = -7.5            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -3.8,-4.4         
air.hittime = 12                
[State 200, 4]  
type = Envcolor
trigger1 = movehit && var(3) != 0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 201]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 201                       
poweradd = 35                   
sprpriority = 2                 
[state 201, 1]
type = playsnd
trigger1 = time = 3
value = 23,0
[State 201, 2]
type = HitDef
trigger1 = time = 0 && var(3) = 0
attr = S, NA                   
damage = 45 , 0                 
animtype = med              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 10, 10               
guard.sparkno = S1508
sparkno = S1501
sparkxy = -10, -76             
hitsound = S22, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 17             
ground.hittime  = 17            
ground.velocity = -8            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -4.3,-4.4         
air.hittime = 12                
[State 201, 3]
type = HitDef
trigger1 = time = 0 && var(3) != 0
attr = S, NA                   
damage = 52 , 0                 
animtype = med              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 14, 14               
guard.sparkno = S1508
sparkno = S1501
sparkxy = -10, -76             
hitsound = S22, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 17             
ground.hittime  = 17            
ground.velocity = -9.5            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -4.6,-4.4         
air.hittime = 12                
[State 201, 4]  
type = Envcolor
trigger1 = movehit && var(3) != 0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
[State 201, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 202]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 202                       
poweradd = 50                   
sprpriority = 2                 
[state 202,1]
type = playsnd
trigger1 = animelem = 1
value = 38,0
[state 202,2]
type = playsnd
trigger1 = time = 3
value = 31,0
[State 202,3]
type = HitDef
trigger1 = AnimElem = 3 && var(3) = 0
attr = S, NA                   
damage = 40 , 0                 
animtype = heavy              
guardflag = MA                  
guard.sparkno = S1508
hitflag = MAF
priority = 3, Hit              
pausetime = 11, 11               
sparkno = S1502                     
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 17             
ground.hittime  = 17            
ground.velocity = -10            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -5.5,-4.4          
air.hittime = 12                
[State 202,4]
type = HitDef
trigger1 = AnimElem = 4 && var(3) = 0
attr = S, NA                   
damage = 40 , 0                 
guard.sparkno = S1508
animtype = heavy
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1502                     
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = low             
ground.slidetime = 17             
ground.hittime  = 17            
ground.velocity = -10            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -5.5,-5         
air.hittime = 12                
[State 202,5]
type = HitDef
trigger1 = AnimElem = 3 && var(3) != 0
attr = S, NA                   
damage = 55 , 0                 
guard.sparkno = S1508
animtype = up
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 22, 22               
sparkno = S1502                    
sparkxy = -10, -76             
hitsound = S50, 3                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 17             
ground.hittime  = 17            
ground.velocity = -4, -8            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -5.5,-5         
air.hittime = 12                
fall = 1
air.fall = 1
[State 202,6]
type = HitDef
trigger1 = AnimElem = 4 && var(3) != 0
attr = S, NA                   
damage = 55 , 0                 
guard.sparkno = S1508
animtype = up
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 22, 22               
sparkno = S1502                    
sparkxy = -10, -76             
hitsound = S50, 3                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 17             
ground.hittime  = 17            
ground.velocity = -4, -8            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -2.5,-7         
air.hittime = 12                
fall = 1
air.fall = 1
[State 202,7]  
type = Envcolor
trigger1 = movehit && var(3) != 0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 2
under = 0
[State 202,8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 203]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 203                       
poweradd = 20                   
sprpriority = 2                 
[state 203,1]
type = playsnd
trigger1 = time = 3
value = 16,0
[State 203,2]
type = HitDef
trigger1 = time = 0 && var(3) = 0
attr = S, NA                   
damage = 30 , 0                 
animtype = Light              
guard.sparkno = S1508
guardflag = MA
hitflag = MAF                   
priority = 3, Hit              
pausetime = 8, 8               
sparkno = S1500                    
sparkxy = -10, -20             
hitsound = S20, 0                 
guardsound = S1, 0               
ground.type = low             
ground.slidetime = 12             
ground.hittime  = 12            
ground.velocity = -6            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -3.3,-4.4        
air.hittime = 12                
[State 203,3]
type = HitDef
trigger1 = time = 0 && var(3) != 0
attr = S, NA                   
damage = 35 , 0                 
animtype = Light              
guard.sparkno = S1508
guardflag = MA
hitflag = MAF                   
priority = 3, Hit              
pausetime = 11, 11               
sparkno = S1500                    
sparkxy = -10, -20             
hitsound = S20, 0                 
guardsound = S1, 0               
ground.type = low             
ground.slidetime = 12             
ground.hittime  = 12            
ground.velocity = -7.5            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -3.3,-4.4        
air.hittime = 12                
[State 203,4]  
type = Envcolor
trigger1 = movehit && var(3) != 0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
[State 203,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 204]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 204                       
poweradd = 35                   
sprpriority = 2                 
[state 204,1]
type = playsnd
trigger1 = time = 3
value = 23,0
[State 204,2]
type = HitDef
trigger1 = time = 0 && var(3) = 0
attr = S, NA                   
damage = 45 , 0                 
animtype = med              
guard.sparkno = S1508
guardflag = MA
hitflag = MAF                   
priority = 3, Hit              
pausetime = 10, 10               
sparkno = S1501                     
sparkxy = -10, -76             
hitsound = S5, 0                 
guardsound = S1, 0               
ground.type = low             
ground.slidetime = 17             
ground.hittime  = 17            
ground.velocity = -8            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -4.3,-4.4         
air.hittime = 12                
[State 204,3]
type = HitDef
trigger1 = time = 0 && var(3) != 0
attr = S, NA                   
damage = 52 , 0                 
animtype = med              
guard.sparkno = S1508
guardflag = MA
hitflag = MAF                   
priority = 3, Hit              
pausetime = 10, 10               
sparkno = S1501                     
sparkxy = -10, -76             
hitsound = S5, 0                 
guardsound = S1, 0               
ground.type = low             
ground.slidetime = 17             
ground.hittime  = 17            
ground.velocity = -9.5            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -4.3,-4.4         
air.hittime = 12                
[State 204,4]  
type = Envcolor
trigger1 = movehit && var(3) != 0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
[State 204,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 205]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 205                       
poweradd = 50                   
sprpriority = 2                 
[state 205,1]
type = playsnd
trigger1 = animelem = 2
value = 37,0
[state 205,2]
type = playsnd
trigger1 = time = 3
value = 31,0
[State 205,3]
type = HitDef
trigger1 = AnimElem = 3 && var(3) = 0
attr = S, NA                   
damage = 60 , 0                 
animtype = heavy              
guard.sparkno = S1508
guardflag = MA
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1502                      
sparkxy = -10, -76             
hitsound = S19, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 18             
ground.hittime  = 18            
ground.velocity = -10            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -5.5,-4.4        
air.hittime = 12                
[State 205,4]
type = HitDef
trigger1 = AnimElem = 3 && var(3) != 0
attr = S, NA                   
damage = 60 , 0                 
animtype = heavy              
guard.sparkno = S1508
guardflag = MA
hitflag = MAF                   
priority = 3, Hit              
pausetime = 15, 15               
sparkno = S1502                      
sparkxy = -10, -76             
hitsound = S50, 6                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 18             
ground.hittime  = 18            
ground.velocity = -3, -6            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -3,-4.4        
air.hittime = 12                
fall = 1
air.fall = 1
[State 205,5]  
type = Envcolor
trigger1 = movehit && var(3) != 0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 2
under = 0
[state 205,6]
type = posadd
trigger1 = animelem = 3
x = 32
[State 205,7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 210]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 20
ctrl = 0
anim = 210
sprpriority = 2
[state 210,1]
type = playsnd
trigger1 = time = 3
value = 16,0
[State 210,2]
type = HitDef
trigger1 = Time = 0 && var(3) = 0
attr = C, NA
damage    = 30
priority  = 3
guard.sparkno = S1508
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 8,8
sparkno = S1500 
sparkxy = -10,-42
hitsound   = S15,0
guardsound = S1,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5.5
air.velocity = -3.3,-4.4
[State 210,3]
type = HitDef
trigger1 = Time = 0 && var(3) = 1
attr = C, NA
damage    = 35
priority  = 3
guard.sparkno = S1508
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 11,11
sparkno = S1500 
sparkxy = -10,-42
hitsound   = S15,0
guardsound = S1,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -6.5
air.velocity = -3.3,-4.4
air.fall = 1
[State 210,4]  
type = Envcolor
trigger1 = movehit && var(3) != 0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
[State 210,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 211]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 35
ctrl = 0
anim = 211
sprpriority = 2
[state 211,1]
type = playsnd
trigger1 = time = 3
value = 23,0
[State 211,2]
type = HitDef
trigger1 = Time = 0 && var(3) = 0
attr = C, NA
damage    = 45
priority  = 3
guard.sparkno = S1508
animtype  = med
hitflag = MAF
guardflag = L
pausetime = 10,10
sparkno = S1501 
sparkxy = -10,-42
hitsound   = S22,0
guardsound = S1,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7.5
air.velocity = -4.3,-4.4 
[State 211,3]
type = HitDef
trigger1 = Time = 0 && var(3) = 1
attr = C, NA
damage    = 52
priority  = 3
guard.sparkno = S1508
animtype  = med
hitflag = MAF
guardflag = L
pausetime = 14,14
sparkno = S1501 
sparkxy = -10,-42
hitsound   = S22,0
guardsound = S1,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8.5
air.velocity = -4.3,-4.4 
air.fall = 1
[State 211,4]  
type = Envcolor
trigger1 = movehit && var(3) != 0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
[State 211,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 212]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 50
ctrl = 0
anim = 212
sprpriority = 2
[state 212,1]
type = playsnd
trigger1 = time = 3
value = 31,0
[State 212,2]
type = HitDef
trigger1 = animelem = 3 && var(3) = 0
attr = C, NA
damage    = 30
priority  = 3
guard.sparkno = S1508
animtype  = heavy
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = S1502 
sparkxy = -10,-42
hitsound   = S3,0
guardsound = S1,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10
air.velocity = -1.5,-3
[State 212,3]
type = HitDef
trigger1 = animelem = 5 && var(3) = 0
attr = C, NA
damage    = 30
priority  = 3
animtype  = heavy
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = S1502 
sparkxy = -10,-42
hitsound   = S3,0
guard.sparkno = S1508
guardsound = S1,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10
air.velocity = -5.5,-4.4
[State 212,4]
type = HitDef
trigger1 = AnimElem = 3 && var(3) != 0
attr = S, NA                   
damage = 55 , 0                 
guard.sparkno = S1508
animtype = up
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 22, 22               
sparkno = S1502                    
sparkxy = -10, -76             
hitsound = S50, 3                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 17             
ground.hittime  = 17            
ground.velocity = -4, -8            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -5.5,-5         
air.hittime = 12                
fall = 1
air.fall = 1
[State 212,5]
type = HitDef
trigger1 = animelem = 5 && var(3) = 1
attr = C, NA
damage    = 40
priority  = 3
animtype  = heavy
hitflag = MAF
guardflag = L
pausetime = 24,24
sparkno = S1502 
sparkxy = -10,-42
hitsound   = S50,3
guard.sparkno = S1508
guardsound = S1,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -12
air.velocity = -5.5,-4.4
air.fall = 1
[State 212,6]  
type = Envcolor
trigger1 = movehit && var(3) != 0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 2
under = 0
[State 212,7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 213]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 20
ctrl = 0
anim = 213
sprpriority = 2
[state 213,1]
type = playsnd
trigger1 = time = 3
value = 16,0
[State 213,2]
type = HitDef
trigger1 = Time = 0 && var(3) = 0
attr = C, NA
damage    = 30
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 8,8
guard.sparkno = S1508
sparkno = S1500
sparkxy = -10,-42
hitsound   = S20,0
guardsound = S1,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -6
air.velocity = -3.3,-4.4
[State 213,3]
type = HitDef
trigger1 = Time = 0 && var(3) = 1
attr = C, NA
damage    = 35
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 11,11
guard.sparkno = S1508
sparkno = S1500
sparkxy = -10,-42
hitsound   = S20,0
guardsound = S1,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -7.5
air.velocity = -3.3,-4.4
air.fall = 1
[State 213,4]  
type = Envcolor
trigger1 = movehit && var(3) != 0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
[State 213,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 214]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 35
ctrl = 0
anim = 214
sprpriority = 2
[state 214,1]
type = playsnd
trigger1 = time = 3
value = 23,0
[State 214,2]
type = HitDef
trigger1 = Time = 0 && var(3) = 0
attr = C, NA
damage    = 45
priority  = 3
animtype  = med
hitflag = MAF
guardflag = L
pausetime = 10,10
sparkno = S1501 
sparkxy = -10,-42
hitsound   = S5,0
guardsound = S1,0
ground.type = Low
guard.sparkno = S1508
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8
air.velocity = -4.3,-4.4 
[State 214,3]
type = HitDef
trigger1 = Time = 0 && var(3) = 1
attr = C, NA
damage    = 52
priority  = 3
animtype  = med
hitflag = MAF
guardflag = L
pausetime = 14,14
sparkno = S1501 
sparkxy = -10,-42
hitsound   = S5,0
guardsound = S1,0
ground.type = Low
guard.sparkno = S1508
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -9.5
air.velocity = -4.3,-4.4 
air.fall = 1
[State 214,4]  
type = Envcolor
trigger1 = movehit && var(3) != 0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
[State 214,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 215]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 50
ctrl = 0
anim = 215
sprpriority = 2
[state 215,1]
type = playsnd
trigger1 = time = 3
value = 31,0
[State 215,2]
type = HitDef
trigger1 = Time = 0 && var(3) = 0
attr = C, NA
damage    = 60
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = S1502 
sparkxy = -5,-10
hitsound   = S19,0
guardsound = S1,0
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
guard.sparkno = S1508
air.velocity = -3.5,-3.4
guard.velocity = -5
air.fall = 1
fall = 1
[State 215,3]
type = HitDef
trigger1 = Time = 0 && var(3) = 1
attr = C, NA
damage    = 65
hitflag = MAF
guardflag = L
pausetime = 16,16
sparkno = S1502 
sparkxy = -5,-10
hitsound   = S19,0
guardsound = S1,0
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
guard.sparkno = S1508
air.velocity = -3.5,-3.4
guard.velocity = -5
air.fall = 1
fall = 1
[State 215,4]  
type = Envcolor
trigger1 = movehit && var(3) != 0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 2
under = 0
[State 215,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 220]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 220
sprpriority = 2
[state 220,1]
type = playsnd
trigger1 = time = 3
value = 16,0
[state 220,2]
type = playsnd
trigger1 = time = 3
value = 16,0
[State 220,3]
type = HitDef
trigger1 = Time = 0 && var(3) = 0
attr = A, NA
damage    = 30
guardflag = HA
priority = 3
pausetime = 11,11
sparkno = S1500 
sparkxy = -10,-58
hitsound   = S15,0
guardsound = S1,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
guard.sparkno = S1508
ground.velocity = -4
air.velocity = -3,-4.4
[State 220,4]
type = HitDef
trigger1 = Time = 0 && var(3) = 1
attr = A, NA
damage    = 35
guardflag = HA
priority = 3
pausetime = 11,11
sparkno = S1500 
sparkxy = -10,-58
hitsound   = S15,0
guardsound = S1,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
guard.sparkno = S1508
ground.velocity = -4
air.velocity = -3,-4.4
air.fall = 1
[State 220,5]  
type = Envcolor
trigger1 = movehit && var(3) != 0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
[state 220,6]
type = changestate
trigger1 = animtime = 0
value = 50

[Statedef 221]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 35
ctrl = 0
anim = 221
sprpriority = 2
[state 221,1]
type = playsnd
trigger1 = time = 3
value = 23,0
[State 221,2]
type = HitDef
trigger1 = Time = 0 && var(3) = 0
attr = A, NA
damage    = 45
guardflag = HA
priority = 3
pausetime = 11,11
sparkno = S1501 
sparkxy = -10,-58
hitsound   = S22,0
guardsound = S1,0
ground.type = High
ground.slidetime = 15
guard.sparkno = S1508
ground.hittime  = 16
ground.velocity = -7
air.velocity = -4.5,-4.4
[State 221,3]
type = HitDef
trigger1 = Time = 0 && var(3) = 1
attr = A, NA
damage    = 52
guardflag = HA
priority = 3
pausetime = 14,14
sparkno = S1501 
sparkxy = -10,-58
hitsound   = S22,0
guardsound = S1,0
ground.type = High
ground.slidetime = 15
guard.sparkno = S1508
ground.hittime  = 16
ground.velocity = -7
air.velocity = -4.5,-4.4
air.fall = 1
[State 221,4]  
type = Envcolor
trigger1 = movehit && var(3) != 0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
[state 221,5]
type = changestate
trigger1 = animtime = 0
value = 50

[Statedef 222]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 50
ctrl = 0
anim = 222
sprpriority = 2
[state 222,1]
type = playsnd
trigger1 = time = 3
value = 31,0
[State 222,2]
type = HitDef
trigger1 = Time = 0 && var(3) = 0
attr = A, NA
damage    = 60
guardflag = HA
priority = 3
pausetime = 11,11
sparkno = S1502 
sparkxy = -10,-58
hitsound   = S3,0
guardsound = S1,0
ground.type = High
ground.slidetime = 18
guard.sparkno = S1508
ground.hittime  = 21
ground.velocity = -10
air.velocity = -6,8
air.fall = 1
[State 222,3]
type = HitDef
trigger1 = Time = 0 && var(3) = 1
attr = A, NA
damage    = 70
guardflag = HA
priority = 3
pausetime = 16,16
sparkno = S1502 
sparkxy = -10,-58
hitsound   = S3,0
guardsound = S1,0
ground.type = High
ground.slidetime = 18
guard.sparkno = S1508
ground.hittime  = 21
ground.velocity = -10
air.velocity = -6,8
air.fall = 1
[State 222,4]  
type = Envcolor
trigger1 = movehit && var(3) != 0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 2
under = 0
[state 222,5]
type = changestate
trigger1 = animtime = 0
value = 50

[Statedef 223]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 223
sprpriority = 2
[state 223,1]
type = playsnd
trigger1 = time = 3
value = 16,0
[State 223,2]
type = HitDef
trigger1 = Time = 0 && var(3) = 0
attr = A, NA
damage    = 30
guardflag = HA
priority = 3
pausetime = 11,11
sparkno = S1500 
sparkxy = -10,-58
hitsound   = S20,0
guardsound = S1,0
ground.type = High
ground.slidetime = 12
guard.sparkno = S1508
ground.hittime  = 13
ground.velocity = -4
air.velocity = -3,-4.4
[State 223,3]
type = HitDef
trigger1 = Time = 0 && var(3) = 1
attr = A, NA
damage    = 35
guardflag = HA
priority = 3
pausetime = 11,11
sparkno = S1500 
sparkxy = -10,-58
hitsound   = S20,0
guardsound = S1,0
ground.type = High
ground.slidetime = 12
guard.sparkno = S1508
ground.hittime  = 13
ground.velocity = -4
air.velocity = -3,-4.4
air.fall = 1
[State 223,4]
type = Envcolor
trigger1 = movehit && var(3) != 0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
[state 223,5]
type = changestate
trigger1 = animtime = 0
value = 50

[Statedef 224]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 35
ctrl = 0
anim = 224
sprpriority = 2
 
[state 224,1]
type = playsnd
trigger1 = time = 3
value = 23,0
[State 224,2]
type = HitDef
trigger1 = Time = 0 && var(3) = 0
attr = A, NA
damage    = 45
guardflag = HA
priority = 3
pausetime = 11,11
sparkno = S1501 
sparkxy = -10,-58
hitsound   = S5,0
guardsound = S1,0
ground.type = High
ground.slidetime = 15
guard.sparkno = S1508
ground.hittime  = 16
ground.velocity = -7
air.velocity = -4.5,-4.4
[State 224,3]
type = HitDef
trigger1 = Time = 0 && var(3) = 1
attr = A, NA
damage    = 52
guardflag = HA
priority = 3
pausetime = 14,14
sparkno = S1501 
sparkxy = -10,-58
hitsound   = S5,0
guardsound = S1,0
ground.type = High
ground.slidetime = 15
guard.sparkno = S1508
ground.hittime  = 16
ground.velocity = -7
air.velocity = -4.5,-4.4
air.fall = 1
[State 224,4]  
type = Envcolor
trigger1 = movehit && var(3) != 0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
[state 224,5]
type = changestate
trigger1 = animtime = 0
value = 50

[Statedef 225]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 50
ctrl = 0
anim = 225
sprpriority = 2
[state 225,1]
type = playsnd
trigger1 = time = 3
value = 31,0
[State 225,2]
type = HitDef
trigger1 = Time = 0 && var(3) = 0
attr = A, NA
damage    = 60
guardflag = HA
priority = 3
pausetime = 11,11
sparkno = S1502 
sparkxy = -10,-58
hitsound   = S19,0
guardsound = S1,0
ground.type = High
ground.slidetime = 18
guard.sparkno = S1508
ground.hittime  = 19
ground.velocity = -10
air.velocity = -6,-4.4
[State 225,3]
type = HitDef
trigger1 = Time = 0 && var(3) = 1
attr = A, NA
damage    = 70
guardflag = HA
priority = 3
pausetime = 11,11
sparkno = S1502 
sparkxy = -10,-58
hitsound   = S19,0
guardsound = S1,0
ground.type = High
ground.slidetime = 18
guard.sparkno = S1508
ground.hittime  = 19
ground.velocity = -10
air.velocity = -6,-4.4
air.fall = 1
[State 225,4]  
type = Envcolor
trigger1 = movehit && var(3) != 0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 2
under = 0
[state 225,5]
type = changestate
trigger1 = animtime = 0
value = 50

[Statedef 226]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 35
ctrl = 0
anim = 226
sprpriority = 2
 
[state 226,1]
type = playsnd
trigger1 = time = 3
value = 23,0
[State 226,2]
type = HitDef
trigger1 = Time = 0 && var(3) = 0
attr = A, NA
damage    = 45
guardflag = HA
priority = 3
pausetime = 11,11
sparkno = S1501 
sparkxy = -10,-58
hitsound   = S5,0
guardsound = S1,0
ground.type = High
ground.slidetime = 15
guard.sparkno = S1508
ground.hittime  = 16
ground.velocity = -7
air.velocity = -4.5,-4.4
[State 226,3]
type = HitDef
trigger1 = Time = 0 && var(3) = 1
attr = A, NA
damage    = 52
guardflag = HA
priority = 3
pausetime = 14,14
sparkno = S1501 
sparkxy = -10,-58
hitsound   = S5,0
guardsound = S1,0
ground.type = High
ground.slidetime = 15
guard.sparkno = S1508
ground.hittime  = 16
ground.velocity = -7
air.velocity = -4.5,-4.4
air.fall = 1
[State 226,4]  
type = Envcolor
trigger1 = movehit && var(3) != 0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
[state 226,5]
type = changestate
trigger1 = animtime = 0
value = 50

[Statedef 227]
type    = A
movetype= A
physics = A
juggle  = 10
poweradd= 50
ctrl = 0
anim = 225
sprpriority = 2
[state 227,1]
type = playsnd
trigger1 = time = 3
value = 31,0
[State 227,2]
type = HitDef
trigger1 = Time = 0 && var(3) = 0
attr = A, NA
damage    = 60
animtype = up
guardflag = HA
priority = 3
pausetime = 13,13
sparkno = S1502 
sparkxy = -10,-58
hitsound   = S19,0
guardsound = S1,0
ground.type = High
guard.sparkno = S1508
ground.slidetime = 18
ground.hittime  = 19
ground.velocity = -5, -5
air.velocity = -7,-2
fall = 1
air.fall = 1
[State 227,3]
type = HitDef
trigger1 = Time = 0 && var(3) = 1
attr = A, NA
damage    = 75
animtype = up
guardflag = HA
priority = 3
pausetime = 24,24
sparkno = S1502 
sparkxy = -10,-58
hitsound   = S50,6
guardsound = S1,0
ground.type = High
guard.sparkno = S1508
ground.slidetime = 18
ground.hittime  = 19
ground.velocity = -5, -5
air.velocity = -7,-2
fall = 1
air.fall = 1
[State 227,4]  
type = Envcolor
trigger1 = movehit && var(3) != 0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 2
under = 0
[state 227,5]
type = changestate
trigger1 = animtime = 0
value = 50

[Statedef 250]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 5                     
velset = 0,0                    
ctrl = 0                      
anim = 250                       
poweradd = 50                   
sprpriority = 2                 
[state 250,1]
type = playsnd
trigger1 = animelem = 1
value = 10,0
[state 250,2]
type = playsnd
trigger1 = time = 3
value = 31,0
[State 250,3]
type = HitDef
trigger1 = AnimElem = 4 && var(3) = 0
attr = S, NA                   
damage = 30 , 0                 
guard.sparkno = S1508
animtype = up
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 14, 14               
sparkno = S1502                    
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 17             
ground.hittime  = 17            
ground.velocity = -1.5, -8            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -1.5,-7         
air.hittime = 12                
fall = 1
air.fall = 1
[State 250,4]
type = HitDef
trigger1 = AnimElem = 5 && var(3) = 0
attr = S, NA                   
damage = 30 , 0                 
guard.sparkno = S1508
animtype = up
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 11, 11               
sparkno = S1502                    
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 17             
ground.hittime  = 17            
ground.velocity = -4, -8            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -2.5,-7         
air.hittime = 12                
fall = 1
air.fall = 1
[State 250,5]
type = HitDef
trigger1 = AnimElem = 4 && var(3) != 0
attr = S, NA                   
damage = 40 , 0                 
guard.sparkno = S1508
animtype = up
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 14, 14               
sparkno = S1502                    
sparkxy = -10, -76             
hitsound = S50, 3                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 17             
ground.hittime  = 17            
ground.velocity = -1.5, -8            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -1.5,-7         
air.hittime = 12                
fall = 1
air.fall = 1
[State 250,6]
type = HitDef
trigger1 = AnimElem = 5 && var(3) != 0
attr = S, NA                   
damage = 40 , 0                 
guard.sparkno = S1508
animtype = up
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 11, 11               
sparkno = S1502                    
sparkxy = -10, -76             
hitsound = S50, 3                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 17             
ground.hittime  = 17            
ground.velocity = -4, -8            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -2.5,-7         
air.hittime = 12                
fall = 1
air.fall = 1
[state 250,7]
type = changestate
trigger1 = command = "holdup" && animelem = 6 && movehit && p2dist y < 0
value = 40
[State 250,8]  
type = Envcolor
trigger1 = movehit && var(3) != 0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 2
under = 0
[State 250,9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 255]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 255                       
poweradd = 50                   
sprpriority = 2                 
[state 255,1]
type = playsnd
trigger1 = time = 3
value = 31,0
[state 255,2]
type = playsnd
trigger1 = animelem = 2
value = 35,0
[State 255,3]
type = HitDef
trigger1 = AnimElem = 3 && var(3) = 0
attr = S, NA                   
damage = 60 , 0                 
animtype = heavy              
guard.sparkno = S1508
guardflag = HA
hitflag = MA                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1502                     
sparkxy = -10, -56             
hitsound = S19, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 18             
ground.hittime  = 18            
ground.velocity = -10            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -5.5,-4.4        
air.hittime = 12                
[State 255,4]
type = HitDef
trigger1 = AnimElem = 3 && var(3) = 1
attr = S, NA                   
damage = 70 , 0                 
animtype = heavy              
guard.sparkno = S1508
guardflag = HA
hitflag = MA                   
priority = 3, Hit              
pausetime = 24, 24               
sparkno = S1502                     
sparkxy = -10, -56             
hitsound = S19, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 18             
ground.hittime  = 18            
ground.velocity = -12            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -5.5,-4.4        
air.hittime = 12                
air.fall = 1
[State 255,5]  
type = Envcolor
trigger1 = movehit && var(3) != 0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 2
under = 0
[State 255,6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 260]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 50
ctrl = 0
anim = 260
sprpriority = 2
[state 260,1]
type = playsnd
trigger1 = time = 3
value = 31,0
[State 260,2]
type = HitDef
trigger1 = Time = 0 && var(3) = 0
attr = A, NA
damage    = 90
guardflag = HA
priority = 3
pausetime = 11,11
sparkno = S1502 
sparkxy = -10,-58
hitsound   = S3,0
guardsound = S1,0
ground.type = High
ground.slidetime = 18
guard.sparkno = S1508
ground.hittime  = 19
ground.velocity = -10
air.velocity = -2,15
air.fall = 1
[State 260,3]
type = HitDef
trigger1 = Time = 0 && var(3) = 1
attr = A, NA
damage    = 105
guardflag = HA
priority = 3
pausetime = 16,16
sparkno = S1502 
sparkxy = -10,-58
hitsound   = S3,0
guardsound = S1,0
ground.type = High
ground.slidetime = 18
guard.sparkno = S1508
ground.hittime  = 19
ground.velocity = -12
air.velocity = -2,15
air.fall = 1
[State 260,4]  
type = Envcolor
trigger1 = movehit && var(3) != 0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 2
under = 0
[state 260,5]
type = changestate
trigger1 = animtime = 0
value = 50

[Statedef 500]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 500                       
poweradd = 150                   
sprpriority = 2                 
[State 500,1]
type = Explod
trigger1 = Time = 1
anim = 1507
pos = 65, 5
postype = P1
removetime = 15
bindtime = -1
sprpriority = -4
ownpal = 1
removeongethit = 1
[State 500,2]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 20, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 500,3]
type = Explod
trigger1 = time = 4
persistent = 0
anim = 505
id = 505
postype = p1
pos = -10, -110
velocity = 0, -0.2
accel = 0, 0
[state 500,4]
type = playsnd
trigger1 = time = 3
value = 2,0
[State 500,5]
type = velset
trigger1 = time >= 3
persistent = 1
x = 9
[State 500,6]
type = ChangeState
trigger1 = AnimTime = 0
value = 503
ctrl = 1

[Statedef 501]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 501                       
poweradd = 150                   
sprpriority = 2                 
[State 501,1]
type = Explod
trigger1 = Time = 1
anim = 1507
pos = 65, 5
postype = P1
removetime = 26
bindtime = -1
sprpriority = -4
ownpal = 1
removeongethit = 1
[State 501,2]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 20, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 501,3]
type = Explod
trigger1 = time = 7 || time = 14
persistent = 1
anim = 505
id = 505
postype = p1
pos = -10, -110
velocity = 0, -0.2
accel = 0, 0
[State 501,4]
type = velset
trigger1 = time >= 6
persistent = 1
x = 10
[state 501,5]
type = playsnd
trigger1 = time = 4
value = 2,0
[State 501,6]
type = ChangeState
triggerall = time > 9
trigger1 = AnimTime = 0 || p2dist x < 75
value = 503
ctrl = 1

[Statedef 502]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 502                       
poweradd = 150                   
sprpriority = 2                 
[State 502,1]
type = Explod
trigger1 = Time = 1
anim = 1507
pos = 65, 5
postype = P1
removetime = 49
bindtime = -1
sprpriority = -4
ownpal = 1
removeongethit = 1
[State 502,2]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 20, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 502,3]
type = Explod
trigger1 = time = 10 || time = 17 || time = 24 || time = 31
persistent = 1
anim = 505
id = 505
postype = p1
pos = -10, -110
velocity = 0, -0.2
accel = 0, 0
[State 502,4]
type = velset
trigger1 = time >= 9
persistent = 1
x = 11
[state 502,5]
type = playsnd
trigger1 = time = 5
value = 2,0
[State 502,6]
type = ChangeState
triggerall = time > 12
trigger1 = AnimTime = 0 || p2dist x < 95
value = 503
ctrl = 1

[Statedef 503]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 503                       
poweradd = 0                   
sprpriority = 2                 
[state 503,1]
type = velset
trigger1 = time = 0
x = 7
[State 503,2]
type = velset
trigger1 = time >= 16
persistent = 1
x = 0
[State 503,3]
type = HitDef
trigger1 = time = 0 && p2stateno != [5000,5999]
attr = S, NA                   
damage = 120, 10                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 12            
ground.velocity = -5, -6            
guard.sparkno = S1508
airguard.velocity = -1.9,-.8
air.type = High                 
air.velocity = -5,-5         
air.hittime = 12                
fall = 1
air.fall = 1
[State 503,4]
type = HitDef
trigger1 = time = 0 && p2stateno = [5000,5999]
attr = S, NA                   
damage = 50, 10                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 12            
ground.velocity = -5, -6            
guard.sparkno = S1508
airguard.velocity = -1.9,-.8
air.type = High                 
air.velocity = -5,-5         
air.hittime = 12                
fall = 1
air.fall = 1
[State 503,5]
type = Envcolor
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
supermove = 1
[State 503,6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 600]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 600                       
poweradd = 100                   
sprpriority = 2                 
[State 600,1]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 0, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[state 600,2]
type = playsnd
trigger1 = animelem = 3
value = 12,0
[State 600,3]
type = HitDef
trigger1 = AnimElem = 2 && p2statetype != A && p2movetype != H
attr = S, NT
priority = 5, hit
hitsound = S32,0
sparkno = -1
p1stateno = 710
p2stateno = 605
[State 600,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 601]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 601                       
poweradd = 100                   
sprpriority = 2                 
[State 601,1]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 0, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[state 601,2]
type = playsnd
trigger1 = animelem = 3
value = 12,0
[State 601,3]
type = HitDef
trigger1 = AnimElem = 2 && p2statetype != A && p2movetype != H
attr = S, NT
priority = 5, hit
hitsound = S32,0
sparkno = -1
p1stateno = 700
p2stateno = 615
[State 601,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 602]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 602                       
poweradd = 100                   
sprpriority = 2                 
[State 602,1]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 0, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 602,2]
type = HitDef
trigger1 = AnimElem = 2 && p2statetype != A && p2movetype != H
attr = S, NT
priority = 5, hit
hitsound = S32,0
sparkno = -1
p1stateno = 720
p2stateno = 625
[state 602,3]
type = playsnd
trigger1 = animelem = 3
value = 12,0
[State 602,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 605]
type = A
movetype = H
physics = N
[State 1300, 5]
type = Envcolor
trigger1 = animelem = 12 || animelem = 24
persistent = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
supermove = 1
[state 12,12]
type = lifeadd
trigger1 = animelem = 12 && life <= 75
persistent = 1
value = - (life - 1)
[state 12,12]
type = lifeadd
trigger1 = animelem = 12 && life > 75
trigger2 = animelem = 24
persistent = 1
value = -75
[State 832, 8]
type = Envshake
trigger1 = animelem = 12 || animelem = 24
persistent = 1
time = 16
freq = 60
ampl = -5
[State 1470, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 604
[state 12,12]
type = screenbound
trigger1 = time >= 0
[State 1470, State]
type = changeState
trigger1 = animtime = 0
value = 606

[Statedef 606]
type = A
movetype = H
velset = -5, -8
physics = N
[state 12,12]
type = veladd
trigger1 = time >= 3
y = .5
               `
[State 1470, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 606
[State 803, 3]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1470, State]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5050

[Statedef 615]
type = A
movetype = H
physics = N
[State 1300, 5]
type = Envcolor
trigger1 = animelem = 12 || animelem = 24
persistent = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
supermove = 1
[state 12,12]
type = lifeadd
trigger1 = animelem = 12 && life <= 90
persistent = 1
value = - (life - 1)
[state 12,12]
type = lifeadd
trigger1 = animelem = 12 && life > 90
trigger2 = animelem = 24
persistent = 1
value = -90
[State 832, 8]
type = Envshake
trigger1 = animelem = 12 || animelem = 24
persistent = 1
time = 16
freq = 60
ampl = -5
[State 1470, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 605
[state 12,12]
type = screenbound
trigger1 = time >= 0
[State 1470, State]
type = changeState
trigger1 = animtime = 0
value = 606

[Statedef 625]
type = A
movetype = H
physics = N
[State 1300, 5]
type = Envcolor
trigger1 = animelem = 12 || animelem = 24
persistent = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
supermove = 1
[state 12,12]
type = lifeadd
trigger1 = animelem = 12 && life <= 105
persistent = 1
value = - (life - 1)
[state 12,12]
type = lifeadd
trigger1 = animelem = 12 && life > 105
trigger2 = animelem = 24
persistent = 1
value = -105
[State 832, 8]
type = Envshake
trigger1 = animelem = 12 || animelem = 24
persistent = 1
time = 16
freq = 60
ampl = -5
[State 1470, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 607
[state 12,12]
type = screenbound
trigger1 = time >= 0
[State 1470, State]
type = changeState
trigger1 = animtime = 0
value = 606

[Statedef 700]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 700                       
poweradd = 200                   
sprpriority = 2                 
[state 700,1]
type = playsnd
trigger1 = animelem = 5
value = 7,0
[state 700,2]
type = sprpriority
trigger1 = AnimElem = 1, >= 0 && AnimElem = 6, < 0 
value = 4
[state 700,3]
type = sprpriority
trigger1 = AnimElem = 6, >= 0 && AnimElem = 15, < 0 
value = -5
[State 700,4]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = 95,-81
[State 700,5]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = 53,-81
[State 700,6]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = 50,-79
[State 700,7]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 5, < 0
postype = p1
pos = -35,-58
[State 700,8]
type = TargetBind
trigger1 = AnimElem = 5, >= 0 && AnimElem = 6, < 0
postype = p1
pos = 50,-79
[State 700,9]
type = TargetBind
trigger1 = AnimElem = 6, >= 0 && AnimElem = 12, < 0
postype = p1
pos = 46,-123
[State 700,10]
type = TargetBind
trigger1 = AnimElem = 12, >= 0 && AnimElem = 13, < 0
postype = p1
pos = 38,-124
[State 700,11]
type = TargetBind
trigger1 = AnimElem = 13, >= 0 && AnimElem = 14, < 0
postype = p1
pos = -3,-36
[State 700,12]
type = TargetBind
trigger1 = AnimElem = 14, >= 0 && AnimElem = 15, < 0
postype = p1
pos = -55,3
[state 700,13]
type = explod
trigger1 = animelem = 14
persistent = 1
anim = 1511
pos = -97,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 700,14]
type = explod
trigger1 = animelem = 14
persistent = 1
anim = 1512
pos = -97,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 700,15]
type = playsnd
trigger1 = animelem = 14
value = 21,0
[State 700,16]
type = ChangeState
trigger1 = AnimTime = 0
value = 701
ctrl = 1

[Statedef 701]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 701                       
poweradd = 0                   
sprpriority = 2                 
[state 701,1]
type = playsnd
trigger1 = animelem = 4
value = 27,0
[state 701,2]
type = sprpriority
trigger1 = AnimElem = 1, >= 0 && AnimElem = 4, < 0 
value = 5
[state 701,3]
type = sprpriority
trigger1 = AnimElem = 4, >= 0 && AnimElem = 13, < 0 
value = -5
[State 701,4]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = -50,-79
[State 701,5]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = 35,-58
[State 701,6]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = -50,-79
[State 701,7]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 10, < 0
postype = p1
pos = -46,-123
[State 701,8]
type = TargetBind
trigger1 = AnimElem = 10, >= 0 && AnimElem = 11, < 0
postype = p1
pos = -38,-124
[State 701,9]
type = TargetBind
trigger1 = AnimElem = 11, >= 0 && AnimElem = 12, < 0
postype = p1
pos = 3,-36
[State 701,10]
type = TargetBind
trigger1 = AnimElem = 12, >= 0 && AnimElem = 13, < 0
postype = p1
pos = 55,3
[State 701,11]
type = TargetBind
trigger1 = AnimElem = 13, >= 0 && AnimElem = 14, < 0
postype = p1
pos = 55,3
[state 701,12]
type = explod
trigger1 = animelem = 12
persistent = 1
anim = 1511
pos = -10,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 701,13]
type = explod
trigger1 = animelem = 12
persistent = 1
anim = 1512
pos = -10,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 701,14]
type = playsnd
trigger1 = animelem = 12
value = 21,0
[State 701,15]
type = ChangeState
trigger1 = AnimTime = 0
value = 40
ctrl = 0

[Statedef 710]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 700                       
poweradd = 200                   
sprpriority = 2                 
[state 710,1]
type = playsnd
trigger1 = animelem = 5
value = 7,0
[state 710,2]
type = sprpriority
trigger1 = AnimElem = 1, >= 0 && AnimElem = 6, < 0 
value = 4
[state 710,3]
type = sprpriority
trigger1 = AnimElem = 6, >= 0 && AnimElem = 15, < 0 
value = -5
[State 710,4]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = 95,-81
[State 710,5]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = 53,-81
[State 710,6]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = 50,-79
[State 710,7]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 5, < 0
postype = p1
pos = -35,-58
[State 710,8]
type = TargetBind
trigger1 = AnimElem = 5, >= 0 && AnimElem = 6, < 0
postype = p1
pos = 50,-79
[State 710,9]
type = TargetBind
trigger1 = AnimElem = 6, >= 0 && AnimElem = 12, < 0
postype = p1
pos = 46,-123
[State 710,10]
type = TargetBind
trigger1 = AnimElem = 12, >= 0 && AnimElem = 13, < 0
postype = p1
pos = 38,-124
[State 710,11]
type = TargetBind
trigger1 = AnimElem = 13, >= 0 && AnimElem = 14, < 0
postype = p1
pos = -3,-36
[State 710,12]
type = TargetBind
trigger1 = AnimElem = 14, >= 0 && AnimElem = 15, < 0
postype = p1
pos = -55,3
[state 710,13]
type = explod
trigger1 = animelem = 14
persistent = 1
anim = 1511
pos = -97,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 710,14]
type = explod
trigger1 = animelem = 14
persistent = 1
anim = 1512
pos = -97,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 710,15]
type = playsnd
trigger1 = animelem = 14
value = 21,0
[State 710,16]
type = ChangeState
trigger1 = AnimTime = 0
value = 711
ctrl = 1

[Statedef 711]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 703                       
poweradd = 0                   
sprpriority = 2                 
[state 711,1]
type = playsnd
trigger1 = animelem = 4
value = 27,0
[state 711,2]
type = sprpriority
trigger1 = AnimElem = 1, >= 0 && AnimElem = 4, < 0 
value = 5
[state 711,3]
type = sprpriority
trigger1 = AnimElem = 4, >= 0 && AnimElem = 13, < 0 
value = -5
[State 711,4]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = -50,-79
[State 711,5]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = 35,-58
[State 711,6]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = -50,-79
[State 711,7]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 10, < 0
postype = p1
pos = -46,-123
[State 711,8]
type = TargetBind
trigger1 = AnimElem = 10, >= 0 && AnimElem = 11, < 0
postype = p1
pos = -38,-124
[State 711,9]
type = TargetBind
trigger1 = AnimElem = 11, >= 0 && AnimElem = 12, < 0
postype = p1
pos = 3,-36
[State 711,10]
type = TargetBind
trigger1 = AnimElem = 12, >= 0 && AnimElem = 13, < 0
postype = p1
pos = 55,3
[State 711,11]
type = TargetBind
trigger1 = AnimElem = 13, >= 0 && AnimElem = 14, < 0
postype = p1
pos = 55,3
[state 711,12]
type = explod
trigger1 = animelem = 12
persistent = 1
anim = 1511
pos = -10,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 711,13]
type = explod
trigger1 = animelem = 12
persistent = 1
anim = 1512
pos = -10,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 711,14]
type = playsnd
trigger1 = animelem = 12
value = 21,0
[State 711,15]
type = ChangeState
trigger1 = AnimTime = 0
value = 40
ctrl = 0

[Statedef 720]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 700                       
poweradd = 200                   
sprpriority = 2                 
[state 12,12]
type = playsnd
trigger1 = animelem = 5
value = 7,0
[state 12,12]
type = sprpriority
trigger1 = AnimElem = 1, >= 0 && AnimElem = 6, < 0 
value = 4
[state 12,12]
type = sprpriority
trigger1 = AnimElem = 6, >= 0 && AnimElem = 15, < 0 
value = -5
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = 95,-81
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = 53,-81
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = 50,-79
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 5, < 0
postype = p1
pos = -35,-58
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 5, >= 0 && AnimElem = 6, < 0
postype = p1
pos = 50,-79
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 6, >= 0 && AnimElem = 12, < 0
postype = p1
pos = 46,-123
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 12, >= 0 && AnimElem = 13, < 0
postype = p1
pos = 38,-124
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 13, >= 0 && AnimElem = 14, < 0
postype = p1
pos = -3,-36
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 14, >= 0 && AnimElem = 15, < 0
postype = p1
pos = -55,3
[state 202,1]
type = explod
trigger1 = animelem = 14
persistent = 1
anim = 1511
pos = -97,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 202,1]
type = explod
trigger1 = animelem = 14
persistent = 1
anim = 1512
pos = -97,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 12,23]
type = playsnd
trigger1 = animelem = 14
value = 21,0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 721
ctrl = 1

[Statedef 721]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 701                       
poweradd = 0                   
sprpriority = 2                 
[state 12,12]
type = playsnd
trigger1 = animelem = 4
value = 27,0
[state 12,12]
type = sprpriority
trigger1 = AnimElem = 1, >= 0 && AnimElem = 4, < 0 
value = 5
[state 12,12]
type = sprpriority
trigger1 = AnimElem = 4, >= 0 && AnimElem = 13, < 0 
value = -5
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = -50,-79
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = 35,-58
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = -50,-79
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 10, < 0
postype = p1
pos = -46,-123
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 10, >= 0 && AnimElem = 11, < 0
postype = p1
pos = -38,-124
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 11, >= 0 && AnimElem = 12, < 0
postype = p1
pos = 3,-36
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 12, >= 0 && AnimElem = 13, < 0
postype = p1
pos = 55,3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 13, >= 0 && AnimElem = 14, < 0
postype = p1
pos = 55,3
[state 202,1]
type = explod
trigger1 = animelem = 12
persistent = 1
anim = 1511
pos = -10,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 202,1]
type = explod
trigger1 = animelem = 12
persistent = 1
anim = 1512
pos = -10,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 12,23]
type = playsnd
trigger1 = animelem = 12
value = 21,0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 40
ctrl = 0

[Statedef 800]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 800                       
poweradd = 150                   
sprpriority = 2                 
[state 12,12]
type = playsnd
trigger1 = time = 1
value = 18,0
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 0, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 8133, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 2
ignorehitpause = 1
[state 12,12]
type = velset
trigger1 = time = 0
x = 0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 801
ctrl = 1

[Statedef 801]
type    = S                     
movetype= A                    
physics = N                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 801                       
poweradd = 0                   
sprpriority = 2                 
[State 12, 12]
type = velset
trigger1 = time = 1
x = 7
[state 12,12]
type = veladd
trigger1 = time > 3 && vel x != 0
persistent = 1
x = -1
[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                   
damage = 60, 5                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 12            
ground.velocity = -5, -6            
airguard.velocity = -1.9,-.8   
guard.sparkno = S1508
air.type = High
air.velocity = -5,-5         
air.hittime = 12                
fall = 1
air.fall = 1
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 805]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 800                       
poweradd = 150                   
sprpriority = 2                 
[state 12,12]
type = playsnd
trigger1 = time = 1
value = 28,0
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 0, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 8133, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 2
ignorehitpause = 1
[state 12,12]
type = velset
trigger1 = time = 0
x = 0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 806
ctrl = 1

[Statedef 806]
type    = S                     
movetype= A                    
physics = N                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 801                       
poweradd = 0                   
sprpriority = 2                 
[State 12, 12]
type = velset
trigger1 = time = 1
x = 8
[state 12,12]
type = veladd
trigger1 = time > 3 && vel x != 0
persistent = 1
x = -1
[State 200, 1]
type = HitDef
trigger1 = time = 1 
attr = S, NA                   
damage = 60, 5                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 22            
ground.velocity = -7, 0            
airguard.velocity = -1.9,-.8   
guard.sparkno = S1508
air.type = High
air.velocity = -5,-5         
air.hittime = 12                
air.fall = 1
[State 200, 1]
type = HitDef
trigger1 = time %2 = 1 && time = 3
attr = S, NA
damage = 60, 5                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 12            
ground.velocity = -5, -6            
airguard.velocity = -1.9,-.8   
guard.sparkno = S1508
air.type = High
air.velocity = -5,-5         
air.hittime = 12                
fall = 1
air.fall = 1
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 810]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 800                       
poweradd = 150                   
sprpriority = 2                 
[state 12,12]
type = playsnd
trigger1 = time = 1
value = 26,0
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 0, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 8133, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 2
ignorehitpause = 1
[state 12,12]
type = velset
trigger1 = time = 0
x = 0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 811
ctrl = 1

[Statedef 811]
type    = S                     
movetype= A                    
physics = N                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 801                       
poweradd = 0                   
sprpriority = 2                 
[State 12, 12]
type = velset
trigger1 = time = 1
x = 10
[state 12,12]
type = veladd
trigger1 = time > 3 && vel x != 0
persistent = 1
x = -1
[State 200, 1]
type = HitDef
trigger1 = time = 1
trigger2 = time = 3
attr = S, NA                   
damage = 60, 5                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 22            
guard.sparkno = S1508
ground.velocity = -7, 0
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -5,-5         
air.hittime = 12                
air.fall = 1
[State 200, 1]
type = HitDef
trigger1 = time %2 = 1 && time = 5
attr = S, NA
damage = 60, 5                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 12            
guard.sparkno = S1508
ground.velocity = -5, -6
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -5,-5         
air.hittime = 12                
fall = 1
air.fall = 1
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 815]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 810                       
poweradd = 150                   
sprpriority = 2                 
[state 12,12]
type = playsnd
trigger1 = time = 1
value = 6,0
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 0, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 8133, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 2
ignorehitpause = 1
[state 12,12]
type = velset
trigger1 = time = 0
x = 0
[state 12,12]
type = velset
trigger1 = time > 21
x = 12
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 816
ctrl = 1

[Statedef 816]
type    = S                     
movetype= A                    
physics = N                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 811                       
poweradd = 0                   
sprpriority = 2                 
[State 12, 12]
type = velset
trigger1 = time = 1
x = 11
[state 12,12]
type = veladd
trigger1 = time > 3 && vel x != 0
persistent = 1
x = -1
[State 200, 1]
type = HitDef
trigger1 = time = 1
trigger2 = time = 3
trigger3 = time = 5
attr = S, NA
damage = 60, 5                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
guard.sparkno = S1508
ground.hittime  = 22
ground.velocity = -7, 0            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -5,-5         
air.hittime = 12                
air.fall = 1
[State 200, 1]
type = HitDef
trigger1 = time %2 = 1 && time = 7
attr = S, NA
damage = 60, 5                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 12            
guard.sparkno = S1508
ground.velocity = -5, -6
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -5,-5         
air.hittime = 12                
fall = 1
air.fall = 1
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 820]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 815                       
poweradd = 150                   
sprpriority = 2                 
[state 12,12]
type = playsnd
trigger1 = time = 1
value = 4,0
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 0, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 8133, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 2
ignorehitpause = 1
[state 12,12]
type = velset
trigger1 = time = 0
x = 0
[state 12,12]
type = velset
trigger1 = time > 21
x = 13
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 821
ctrl = 1

[Statedef 821]
type    = S                     
movetype= A                    
physics = N                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 811                       
poweradd = 0                   
sprpriority = 2                 
[State 12, 12]
type = velset
trigger1 = time = 1
x = 12
[state 12,12]
type = veladd
trigger1 = time > 4 && vel x != 0
persistent = 1
x = -1
[State 200, 1]
type = HitDef
trigger1 = time = 1
trigger2 = time = 3
trigger3 = time = 5
trigger4 = time = 7
attr = S, NA
damage = 60, 5                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 22            
guard.sparkno = S1508
ground.velocity = -7, 0
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -5,-5         
air.hittime = 12                
air.fall = 1
[State 200, 1]
type = HitDef
trigger1 = time %2 = 1 && time = 9
attr = S, NA
damage = 60, 5                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 12            
ground.velocity = -5, -6            
airguard.velocity = -1.9,-.8   
guard.sparkno = S1508
air.type = High
air.velocity = -5,-5         
air.hittime = 12                
fall = 1
air.fall = 1
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 860]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 860                       
poweradd = 100                   
sprpriority = 2                 
[State 1450, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NT
priority = 5, hit
hitsound = S8,0
sparkno = -1
p1stateno = 861
p2stateno = 865
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 861]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 861                       
poweradd = 0                   
sprpriority = -5                 
[state 12,12]
type = sprpriority
trigger1 = time >= 0
value = -5
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = 50,0
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 6, < 0
postype = p1
pos = 89,0
[State 1460, 1]
type = TargetBind
trigger1 = animelem = 6, >= 0 && time = 24
postype = p1
pos = -88,-140
[state 12,12]
type = playsnd
trigger1 = animelem = 6
value = 37, 0
[state 12,12]
type = sprpriority
trigger1 = time < 24
value = 5
[State 803, 3]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 865]
type = A
movetype = H
physics = N
sprpriority = 5
[state 12,12]
type = sprpriority
trigger1 = time >= 0
value = 5
[state 12,12]
type = lifeadd
trigger1 = animelem = 3
value = -150
[State 1470, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 865
[state 12,12]
type = screenbound
trigger1 = time >= 0
[State 1470, State]
type = changeState
trigger1 = animtime = 0
value = 866

[Statedef 866]
type = A
movetype = H
velset = 5, -4
physics = N
[state 12,12]
type = veladd
trigger1 = time >= 3
y = .5
               `
[State 1470, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 606
[State 803, 3]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1470, State]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5050

[Statedef 870]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 860                       
poweradd = 100                   
sprpriority = 2                 
[State 1450, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NT
priority = 5, hit
hitsound = S8,0
sparkno = -1
p1stateno = 871
p2stateno = 875
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 871]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 871                       
poweradd = 0                   
sprpriority = -5                 
[state 12,12]
type = playsnd
trigger1 = animelem = 2 || animelem = 6 || animelem = 10
persistent = 1
channel = 2
value = 35, 0
[state 12,12]
type = playsnd
trigger1 = animelem = 14
channel = 2
value = 37, 0
[state 12,12]
type = playsnd
trigger1 = animelem = 3 || animelem = 7 || animelem = 11 || animelem = 15
channel = 1
value = 15, 0
[State 1000,1]
type = Explod
trigger1 = animelem = 3 || animelem = 7 || animelem = 11 || animelem = 15
anim = 1504
pos = 45, -75
postype = P1
removetime = 11
bindtime = -1
sprpriority = 4
ownpal = 1
removeongethit = 1
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 12, < 0
postype = p1
pos = 55,-10
[state 12,12]
type = sprpriority
trigger1 = time > 0
value = -5
[State 803, 3]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 875]
type = A
movetype = H
physics = N
[state 12,12]
type = lifeadd
trigger1 = animelem = 3
value = -90
[state 12,12]
type = lifeadd
trigger1 = animelem = 7 || animelem = 11 || animelem = 15
value = -20
[State 1470, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 875
[state 12,12]
type = screenbound
trigger1 = time >= 0
[State 1470, State]
type = changeState
trigger1 = animtime = 0
value = 876
ctrl = 0

[Statedef 876]
type = A
movetype = H
physics = N
velset = -0.5,-8
[State 930,ChangeAnim]
type = ChangeAnim2
trigger1 = Time = 0
value = 876
[State 930,VelAdd]
type = gravity
trigger1 = Time >= 0
[State 8133, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 2
ignorehitpause = 1
[State 930,SelfState]
type = SelfState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

[Statedef 899]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 600                       
poweradd = 100                   
sprpriority = 2               
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 0, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[state 12,12]
type = playsnd
trigger1 = animelem = 3
value = 12,0
[State 1450, 1]
type = HitDef
trigger1 = AnimElem = 2 && p2statetype != A && p2movetype != H
attr = S, NT
priority = 5, hit
hitsound = S8,0
sparkno = -1
p1stateno = 900
p2stateno = 905
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 900]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 900                       
poweradd = 200                   
[state 12,12]
type = playsnd
trigger1 = animelem = 1
value = 32,0
[state 12,12]
type = playsnd
trigger1 = animelem = 2
value = 35, 0
[state 12,12]
type = sprpriority
trigger1 = animelem = 1 || animelem = 3
persistent = 1
value = 4
[state 12,12]
type = sprpriority
trigger1 = animelem = 2 || animelem = 4 || animelem = 5 || animelem = 6
persistent = 1
value = -5
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = 91,-81
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = 32,-137
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = -49,-83
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 5, < 0
postype = p1
pos = -37,-112
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 5, >= 0 && AnimElem = 7, < 0
postype = p1
pos = 87,3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 7, >= 0 && AnimElem = 8, < 0
postype = p1
pos = 87,3
[state 202,1]
type = explod
trigger1 = animelem = 5
persistent = 1
anim = 1511
pos = 75,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 202,1]
type = explod
trigger1 = animelem = 5
persistent = 1
anim = 1512
pos = 75,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 12,23]
type = playsnd
trigger1 = animelem = 5
value = 21,0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 902
ctrl = 1

[Statedef 902]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 902                       
poweradd = 0                   
sprpriority = 5                 
[state 12,12]
type = playsnd
trigger1 = animelem = 1
value = 37, 0
[State 1460, 1]
type = TargetBind
trigger1 = time <= 2
postype = p1
pos = 32,-137
[State 1460, 1]
type = TargetBind
trigger1 = time = 3
postype = p1
pos = -49,-83
[State 803, 3]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 905]
type = A
movetype = H
physics = N
[State 1300, 5]
type = Envcolor
trigger1 = animelem = 8
persistent = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
supermove = 1
[state 12,12]
type = lifeadd
trigger1 = animelem = 8
persistent = 1
value = -150
[State 832, 8]
type = Envshake
trigger1 = animelem = 8
persistent = 1
time = 16
freq = 60
ampl = -5
[State 1470, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 905
[state 12,12]
type = screenbound
trigger1 = time >= 0
[state 12,12]
type = velset
trigger1 = time >= 0
x = 5
y = -8
[State 1470, State]
type = changeState
trigger1 = animtime = 0
value = 906

[Statedef 906]
type = A
movetype = H
velset = 5, -8
physics = N
[state 12,12]
type = turn
trigger1 = time = 0
[state 12,12]
type = veladd
trigger1 = time >= 3
y = .5
[State 1470, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 906
[State 803, 3]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1470, State]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5050

[Statedef 910]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 601                       
poweradd = 100                   
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 0, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 1450, 1]
type = HitDef
trigger1 = AnimElem = 2 && p2statetype != A && p2movetype != H
attr = S, NT
priority = 5, hit
hitsound = S8,0
sparkno = -1
p1stateno = 911
p2stateno = 915
[state 12,12]
type = playsnd
trigger1 = animelem = 3
value = 12,0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 911]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 900                       
poweradd = 200                   
[state 12,12]
type = playsnd
trigger1 = animelem = 1
value = 32,0
[state 12,12]
type = playsnd
trigger1 = animelem = 2
value = 35, 0
[state 12,12]
type = sprpriority
trigger1 = animelem = 1 || animelem = 3
persistent = 1
value = 4
[state 12,12]
type = sprpriority
trigger1 = animelem = 2 || animelem = 4 || animelem = 5 || animelem = 6
persistent = 1
value = -5
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = 91,-81
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = 32,-137
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = -49,-83
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 5, < 0
postype = p1
pos = -37,-112
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 5, >= 0 && AnimElem = 7, < 0
postype = p1
pos = 87,3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 7, >= 0 && AnimElem = 8, < 0
postype = p1
pos = 87,3
[state 202,1]
type = explod
trigger1 = animelem = 5
persistent = 1
anim = 1511
pos = 75,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 202,1]
type = explod
trigger1 = animelem = 5
persistent = 1
anim = 1512
pos = 75,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 12,23]
type = playsnd
trigger1 = animelem = 5
value = 21,0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 912
ctrl = 1

[Statedef 912]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 901                       
poweradd = 200                   
[state 12,12]
type = playsnd
trigger1 = animelem = 1
value = 32,0
[state 12,12]
type = playsnd
trigger1 = animelem = 2
value = 35, 0
[state 12,12]
type = sprpriority
trigger1 = animelem = 2
persistent = 1
value = 5
[state 12,12]
type = sprpriority
trigger1 = animelem = 1 || animelem = 3 || animelem = 4 || animelem = 5 || animelem = 6
persistent = 1
value = -5
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = 32,-137
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = -49,-83
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = -37,-112
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 6, < 0
postype = p1
pos = 87,3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 6, >= 0 && AnimElem = 7, < 0
postype = p1
pos = 87,3
[state 202,1]
type = explod
trigger1 = animelem = 4
persistent = 1
anim = 1511
pos = 75,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 202,1]
type = explod
trigger1 = animelem = 4
persistent = 1
anim = 1512
pos = 75,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 12,23]
type = playsnd
trigger1 = animelem = 4
value = 21,0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 902
ctrl = 1

[Statedef 915]
type = A
movetype = H
physics = N
[state 12,12]
type = lifeadd
trigger1 = animelem = 8 && life <= 90
persistent = 1
value = - (life - 1)
[state 12,12]
type = lifeadd
trigger1 = animelem = 8 && life > 90
trigger2 = animelem = 17
persistent = 1
value = -90
[State 1300, 5]
type = Envcolor
trigger1 = animelem = 8 || animelem = 17
persistent = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
supermove = 1
[State 832, 8]
type = Envshake
trigger1 = animelem = 8 || animelem = 17
persistent = 1
time = 16
freq = 60
ampl = -5
[State 1470, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 915
[state 12,12]
type = screenbound
trigger1 = time >= 0
[state 12,12]
type = velset
trigger1 = time >= 0
x = 5
y = -8
[State 1470, State]
type = changeState
trigger1 = animtime = 0
value = 906

[Statedef 920]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 602                       
poweradd = 100                   
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 0, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[state 12,12]
type = playsnd
trigger1 = animelem = 3
value = 12,0
[State 1450, 1]
type = HitDef
trigger1 = AnimElem = 2 && p2statetype != A && p2movetype != H
attr = S, NT
priority = 5, hit
hitsound = S8,0
sparkno = -1
p1stateno = 921
p2stateno = 925
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 921]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 900                       
poweradd = 200                   
[state 12,12]
type = playsnd
trigger1 = animelem = 1
value = 32,0
[state 12,12]
type = playsnd
trigger1 = animelem = 2
value = 35, 0
[state 12,12]
type = sprpriority
trigger1 = animelem = 1 || animelem = 3
persistent = 1
value = 4
[state 12,12]
type = sprpriority
trigger1 = animelem = 2 || animelem = 4 || animelem = 5 || animelem = 6
persistent = 1
value = -5
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = 91,-81
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = 32,-137
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = -49,-83
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 5, < 0
postype = p1
pos = -37,-112
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 5, >= 0 && AnimElem = 7, < 0
postype = p1
pos = 87,3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 7, >= 0 && AnimElem = 8, < 0
postype = p1
pos = 87,3
[state 202,1]
type = explod
trigger1 = animelem = 5
persistent = 1
anim = 1511
pos = 75,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 202,1]
type = explod
trigger1 = animelem = 5
persistent = 1
anim = 1512
pos = 75,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 12,23]
type = playsnd
trigger1 = animelem = 5
value = 21,0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 922
ctrl = 1

[Statedef 922]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 901                       
poweradd = 0                   
[state 12,12]
type = playsnd
trigger1 = animelem = 1
value = 32,0
[state 12,12]
type = playsnd
trigger1 = animelem = 2
value = 35, 0
[state 12,12]
type = sprpriority
trigger1 = animelem = 2
persistent = 1
value = 5
[state 12,12]
type = sprpriority
trigger1 = animelem = 1 || animelem = 3 || animelem = 4 || animelem = 5 || animelem = 6
persistent = 1
value = -5
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = 32,-137
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = -49,-83
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = -37,-112
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 6, < 0
postype = p1
pos = 87,3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 6, >= 0 && AnimElem = 7, < 0
postype = p1
pos = 87,3
[state 202,1]
type = explod
trigger1 = animelem = 4
persistent = 1
anim = 1511
pos = 75,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 202,1]
type = explod
trigger1 = animelem = 4
persistent = 1
anim = 1512
pos = 75,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 12,23]
type = playsnd
trigger1 = animelem = 4
value = 21,0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 923
ctrl = 1

[Statedef 923]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 901                       
poweradd = 0                   
[state 12,12]
type = playsnd
trigger1 = animelem = 1
value = 32,0
[state 12,12]
type = playsnd
trigger1 = animelem = 2
value = 35, 0
[state 12,12]
type = sprpriority
trigger1 = animelem = 2
persistent = 1
value = 5
[state 12,12]
type = sprpriority
trigger1 = animelem = 1 || animelem = 3 || animelem = 4 || animelem = 5 || animelem = 6
persistent = 1
value = -5
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = 32,-137
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = -49,-83
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = -37,-112
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 6, < 0
postype = p1
pos = 87,3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 6, >= 0 && AnimElem = 7, < 0
postype = p1
pos = 87,3
[state 202,1]
type = explod
trigger1 = animelem = 4
persistent = 1
anim = 1511
pos = 75,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 202,1]
type = explod
trigger1 = animelem = 4
persistent = 1
anim = 1512
pos = 75,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 12,23]
type = playsnd
trigger1 = animelem = 4
value = 21,0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 902
ctrl = 1

[Statedef 925]
type = A
movetype = H
physics = N
[state 12,12]
type = lifeadd
trigger1 = animelem = 8  && life <= 70
trigger2 = animelem = 17 && life <= 70
persistent = 1
value = - (life - 1)
[state 12,12]
type = lifeadd
trigger1 = animelem = 8   && life > 70
trigger2 = animelem = 17  && life > 70
trigger3 = animelem = 26
persistent = 1
value = -70
[State 1300, 5]
type = Envcolor
trigger1 = animelem = 8 || animelem = 17 || animelem = 26
persistent = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
supermove = 1
[State 832, 8]
type = Envshake
trigger1 = animelem = 8 || animelem = 17 || animelem = 26
persistent = 1
time = 16
freq = 60
ampl = -5
[State 1470, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 925
[state 12,12]
type = screenbound
trigger1 = time >= 0
[state 12,12]
type = velset
trigger1 = time >= 0
x = 5
y = -8
[State 1470, State]
type = changeState
trigger1 = animtime = 0
value = 906

[Statedef 1000]
type = A
movetype = H
anim = 1001
velset = 4.6315, -13
physics = N
poweradd = -3000
ctrl = 0
[state 12,12]
type = playsnd
trigger1 = animelem = 1
supermove = 1
value = 24, 0
[state 12,12]
type = playsnd
trigger1 = animelem = 1
supermove = 1
value = 38, 0
channel = 2
[state 202,1]
type = explod
trigger1 = animelem = 1
persistent = 0
anim = 1510
id = 575
pos = 10,-61
postype = p1
ontop = 1
supermove = 1
sprpriority = 3
bindtime = -1
ownpal = 1
[State 2, 1]
type = Explod
trigger1 = animelem = 1
anim = 1515
id = 1515
pos = 0,16
postype = p1
sprpriority = -1
ownpal = 1
supermove = 1
[State 2, 1]
type = Explod
trigger1 = animelem = 1
anim = 1516
id = 1516
pos = 0,16
postype = p1
sprpriority = 5
ownpal = 1
supermove = 1
[State 4000, 2]
type = SuperPause
trigger1 = animelem = 1
time = 30
movetime = 2
anim = -1
[state 12,12]
type = veladd
trigger1 = time >= 0
y = 1.2
[State 803, 3]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 3100, 6.5]
type=AfterImage
trigger1 = time = 0
length = 15
time = 990
[State 8133, 2]
type = NotHitBy
trigger1 = Time <= 10
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 2
ignorehitpause = 1
[State 1470, State]
type = changestate
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1001
ctrl = 0

[Statedef 1001]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1600                       
poweradd = 0                   
sprpriority = 2                 
[state 12,12]
type = posset
trigger1 = time = 0
y = 0
[State 1450, 1]
type = HitDef
trigger1 = AnimElem = 1 && p2statetype != A && p2dist x > 0
attr = S, NT
priority = 5, hit
hitsound = S8,0
sparkno = -1
p1stateno = 1002
p2stateno = 1010
[state 12,12]
type = playsnd
trigger1 = animelem = 2
value = 12,0
[State -2, 1]
type = AfterImageTime
trigger1 = animelem = 2
time = 0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1002]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1042                       
poweradd = 0                   
[state 12,12]
type = playsnd
trigger1 = animelem = 2
value = 35, 0
[state 12,12]
type = sprpriority
trigger1 = animelem = 1 || animelem = 3
persistent = 1
value = 5
[state 12,12]
type = sprpriority
trigger1 = animelem = 2 || animelem = 4 || animelem = 5 || animelem = 6
persistent = 1
value = 3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = 91,-81
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = 32,-137
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = -49,-83
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 5, < 0
postype = p1
pos = -37,-112
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 5, >= 0 && AnimElem = 7, < 0
postype = p1
pos = 87,3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 7, >= 0 && AnimElem = 8, < 0
postype = p1
pos = 87,3
[state 202,1]
type = explod
trigger1 = animelem = 5
persistent = 1
anim = 1511
pos = 75,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 202,1]
type = explod
trigger1 = animelem = 5
persistent = 1
anim = 1512
pos = 75,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 12,23]
type = playsnd
trigger1 = animelem = 5
value = 21,0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1003
ctrl = 1

[Statedef 1003]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1043                       
poweradd = 0                   
[state 12,12]
type = playsnd
trigger1 = animelem = 2
value = 35, 0
[state 12,12]
type = sprpriority
trigger1 = animelem = 2
persistent = 1
value = 5
[state 12,12]
type = sprpriority
trigger1 = animelem = 1 || animelem = 3 || animelem = 4 || animelem = 5 || animelem = 6
persistent = -4
value = 3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = 32,-137
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = -49,-83
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = -37,-112
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 6, < 0
postype = p1
pos = 87,3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 6, >= 0 && AnimElem = 7, < 0
postype = p1
pos = 87,3
[state 202,1]
type = explod
trigger1 = animelem = 4
persistent = 1
anim = 1511
pos = 75,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 202,1]
type = explod
trigger1 = animelem = 4
persistent = 1
anim = 1512
pos = 75,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 12,23]
type = playsnd
trigger1 = animelem = 4
value = 21,0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1004
ctrl = 1

[Statedef 1004]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1004                       
poweradd = 0                   
sprpriority = 2                 
[state 12,12]
type = playsnd
trigger1 = animelem = 2
value = 7,0
[state 12,12]
type = sprpriority
trigger1 = AnimElem = 1, >= 0 && AnimElem = 3, < 0 
value = 5
[state 12,12]
type = sprpriority
trigger1 = AnimElem = 3, >= 0 && AnimElem = 12, < 0 
value = 3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = -35,-58
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = 50,-79
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 9, < 0
postype = p1
pos = 46,-123
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 9, >= 0 && AnimElem = 10, < 0
postype = p1
pos = 38,-124
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 10, >= 0 && AnimElem = 11, < 0
postype = p1
pos = -3,-36
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 11, >= 0 && AnimElem = 12, < 0
postype = p1
pos = -55,3
[state 202,1]
type = explod
trigger1 = animelem = 11
persistent = 1
anim = 1511
pos = -97,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 202,1]
type = explod
trigger1 = animelem = 11
persistent = 1
anim = 1512
pos = -97,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 12,23]
type = playsnd
trigger1 = animelem = 11
value = 21,0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1005
ctrl = 1

[Statedef 1005]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 701                       
poweradd = 0                   
sprpriority = 2                 
[state 12,12]
type = playsnd
trigger1 = animelem = 4
value = 27,0
[state 12,12]
type = sprpriority
trigger1 = AnimElem = 1, >= 0 && AnimElem = 4, < 0 
value = 5
[state 12,12]
type = sprpriority
trigger1 = AnimElem = 4, >= 0 && AnimElem = 13, < 0 
value = 3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = -50,-79
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = 35,-58
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = -50,-79
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 10, < 0
postype = p1
pos = -46,-123
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 10, >= 0 && AnimElem = 11, < 0
postype = p1
pos = -38,-124
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 11, >= 0 && AnimElem = 12, < 0
postype = p1
pos = 3,-36
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 12, >= 0 && AnimElem = 13, < 0
postype = p1
pos = 55,3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 13, >= 0 && AnimElem = 14, < 0
postype = p1
pos = 55,3
[state 202,1]
type = explod
trigger1 = animelem = 12
persistent = 1
anim = 1511
pos = -10,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 202,1]
type = explod
trigger1 = animelem = 12
persistent = 1
anim = 1512
pos = -10,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 12,12]
type = playsnd
trigger1 = p2life = 0 && winko = 1
ignorehitpause = 1
persistent = 0
value = 25,0
[State 12, 12]
type = explod
trigger1 = numexplod(2000) = 0 && p2life = 0 && winko = 1
anim = 2000
id = 2000
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 160,132
sprpriority = -5
[State 12, 12]
type = explod
trigger1 = numexplod(2001) = 0 && p2life = 0 && winko = 1
anim = 2001
id = 2001
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 159,131
sprpriority = -5
[state 12,23]
type = playsnd
trigger1 = animelem = 12
value = 21,0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 40
ctrl = 0

[Statedef 1010]
type = A
movetype = H
physics = N
 
[State 3100, 6.5]
type = AfterImage
trigger1 = animelem = 1 || time = 0 || time = 1 || animtime = 182
length = 15
time = 175
[state 12,12]
type = lifeadd
trigger1 = animelem =  7
trigger2 = animelem = 16
trigger3 = animelem = 28
persistent = 1
kill = 0
value = -115
[state 12,12]
type = lifeadd
trigger1 = animelem = 40
persistent = 1
value = -115
[State 1300, 5]
type = Envcolor
trigger1 = animelem = 7 || animelem = 16 || animelem = 28 || animelem = 40
persistent = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
supermove = 1
 
[State 832, 8]
type = Envshake
trigger1 = animelem = 7 || animelem = 16 || animelem = 28 || animelem = 40
persistent = 1
time = 16
freq = 60
ampl = -5
 
[State 1470, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 1010
[state 12,12]
type = screenbound
trigger1 = time >= 0
[state 12,12]
type = sprpriority
trigger1 = AnimElem = 21, >= 0 && AnimElem = 29, < 0
trigger2 = AnimElem = 33, >= 0 && AnimElem = 41, < 0
persistent = 1
value = 4
[State 1470, State]
type = changeState
trigger1 = animtime = 0
value = 606

[Statedef 1020]
type = A
movetype = H
anim = 1001
velset = 4.6315, -13
physics = N
poweradd = -2000
ctrl = 0
[state 12,12]
type = playsnd
trigger1 = animelem = 1
supermove = 1
value = 24, 0
[state 12,12]
type = playsnd
trigger1 = animelem = 1
supermove = 1
value = 38, 0
channel = 2
[state 202,1]
type = explod
trigger1 = animelem = 1
persistent = 0
anim = 1510
id = 575
pos = 10,-61
postype = p1
ontop = 1
supermove = 1
sprpriority = 3
bindtime = -1
ownpal = 1
[State 2, 1]
type = Explod
trigger1 = animelem = 1
anim = 1515
id = 1515
pos = 0,16
postype = p1
sprpriority = -1
ownpal = 1
supermove = 1
[State 2, 1]
type = Explod
trigger1 = animelem = 1
anim = 1516
id = 1516
pos = 0,16
postype = p1
sprpriority = 5
ownpal = 1
supermove = 1
[State 4000, 2]
type = SuperPause
trigger1 = animelem = 1
time = 30
movetime = 2
anim = -1
[state 12,12]
type = veladd
trigger1 = time >= 0
y = 1.2
[State 803, 3]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 3100, 6.5]
type=AfterImage
trigger1 = time = 0
length = 15
time = 990
[State 8133, 2]
type = NotHitBy
trigger1 = Time <= 10
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 2
ignorehitpause = 1
[State 1470, State]
type = changestate
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1021
ctrl = 0

[Statedef 1021]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1600                       
poweradd = 0                   
sprpriority = 2                 
[state 12,12]
type = posset
trigger1 = time = 0
y = 0
[State 1450, 1]
type = HitDef
trigger1 = AnimElem = 1 && p2statetype != A && p2dist x > 0
attr = S, NT
priority = 5, hit
hitsound = S8,0
sparkno = -1
p1stateno = 1022
p2stateno = 1030
[state 12,12]
type = playsnd
trigger1 = animelem = 2
value = 12,0
[State -2, 1]
type = AfterImageTime
trigger1 = animelem = 2
time = 0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1022]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1042                       
poweradd = 0                   
[state 12,12]
type = playsnd
trigger1 = animelem = 2
value = 35, 0
[state 12,12]
type = sprpriority
trigger1 = animelem = 1 || animelem = 3
persistent = 1
value = 5
[state 12,12]
type = sprpriority
trigger1 = animelem = 2 || animelem = 4 || animelem = 5 || animelem = 6
persistent = 1
value = 3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = 91,-81
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = 32,-137
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = -49,-83
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 5, < 0
postype = p1
pos = -37,-112
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 5, >= 0 && AnimElem = 7, < 0
postype = p1
pos = 87,3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 7, >= 0 && AnimElem = 8, < 0
postype = p1
pos = 87,3
[state 202,1]
type = explod
trigger1 = animelem = 5
persistent = 1
anim = 1511
pos = 75,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 202,1]
type = explod
trigger1 = animelem = 5
persistent = 1
anim = 1512
pos = 75,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 12,23]
type = playsnd
trigger1 = animelem = 5
value = 21,0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1023
ctrl = 1

[Statedef 1023]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1004                       
poweradd = 0                   
sprpriority = 2                 
[state 12,12]
type = playsnd
trigger1 = animelem = 2
value = 7,0
[state 12,12]
type = sprpriority
trigger1 = AnimElem = 1, >= 0 && AnimElem = 3, < 0 
value = 5
[state 12,12]
type = sprpriority
trigger1 = AnimElem = 3, >= 0 && AnimElem = 12, < 0 
value = 3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = -35,-58
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = 50,-79
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 9, < 0
postype = p1
pos = 46,-123
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 9, >= 0 && AnimElem = 10, < 0
postype = p1
pos = 38,-124
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 10, >= 0 && AnimElem = 11, < 0
postype = p1
pos = -3,-36
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 11, >= 0 && AnimElem = 12, < 0
postype = p1
pos = -55,3
[state 202,1]
type = explod
trigger1 = animelem = 11
persistent = 1
anim = 1511
pos = -97,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 202,1]
type = explod
trigger1 = animelem = 11
persistent = 1
anim = 1512
pos = -97,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 12,23]
type = playsnd
trigger1 = animelem = 11
value = 21,0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1005
ctrl = 1

[Statedef 1030]
type = A
movetype = H
physics = N
 
[State 3100, 6.5]
type = AfterImage
trigger1 = animelem = 1 || time = 0 || time = 1 || animtime = 154
length = 15
time = 140
[state 12,12]
type = lifeadd
trigger1 = animelem =  7
trigger2 = animelem = 19
persistent = 1
kill = 0
value = -105
[state 12,12]
type = lifeadd
trigger1 = animelem = 31
persistent = 1
value = -105
[State 1300, 5]
type = Envcolor
trigger1 = animelem = 7 || animelem = 19 || animelem = 31
persistent = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
supermove = 1
 
[State 832, 8]
type = Envshake
trigger1 = animelem = 7 || animelem = 19 || animelem = 31
persistent = 1
time = 16
freq = 60
ampl = -5
 
[State 1470, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 1030
[state 12,12]
type = screenbound
trigger1 = time >= 0
[state 12,12]
type = sprpriority
trigger1 = AnimElem = 10, >= 0 && AnimElem = 18, < 0
trigger2 = AnimElem = 22, >= 0 && AnimElem = 30, < 0
persistent = 1
value = 4
[State 1470, State]
type = changeState
trigger1 = animtime = 0
value = 606

[Statedef 1040]
type = A
movetype = H
anim = 1001
velset = 4.6315, -13
physics = N
poweradd = -1000
ctrl = 0
[state 12,12]
type = playsnd
trigger1 = animelem = 1
supermove = 1
value = 24, 0
[state 12,12]
type = playsnd
trigger1 = animelem = 1
supermove = 1
value = 38, 0
channel = 2
[state 202,1]
type = explod
trigger1 = animelem = 1
persistent = 0
anim = 1510
id = 575
pos = 10,-61
postype = p1
ontop = 1
supermove = 1
sprpriority = 3
bindtime = -1
ownpal = 1
[State 2, 1]
type = Explod
trigger1 = animelem = 1
anim = 1515
id = 1515
pos = 0,16
postype = p1
sprpriority = -1
ownpal = 1
supermove = 1
[State 2, 1]
type = Explod
trigger1 = animelem = 1
anim = 1516
id = 1516
pos = 0,16
postype = p1
sprpriority = 5
ownpal = 1
supermove = 1
[State 4000, 2]
type = SuperPause
trigger1 = animelem = 1
time = 30
movetime = 2
anim = -1
[state 12,12]
type = veladd
trigger1 = time >= 0
y = 1.2
[State 803, 3]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 3100, 6.5]
type=AfterImage
trigger1 = time = 0
length = 15
time = 990
[State 8133, 2]
type = NotHitBy
trigger1 = Time <= 10
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 2
ignorehitpause = 1
[State 1470, State]
type = changestate
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1041
ctrl = 0

[Statedef 1041]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1600                       
poweradd = 0                   
sprpriority = 2                 
[state 12,12]
type = posset
trigger1 = time = 0
y = 0
[State 1450, 1]
type = HitDef
trigger1 = AnimElem = 1 && p2statetype != A && p2dist x > 0
attr = S, NT
priority = 5, hit
hitsound = S8,0
sparkno = -1
p1stateno = 1042
p2stateno = 1049
[state 12,12]
type = playsnd
trigger1 = animelem = 2
value = 12,0
[State -2, 1]
type = AfterImageTime
trigger1 = animelem = 2
time = 0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1042]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1042                       
poweradd = 0                   
[state 12,12]
type = playsnd
trigger1 = animelem = 2
value = 35, 0
[state 12,12]
type = sprpriority
trigger1 = animelem = 1 || animelem = 3
persistent = 1
value = 5
[state 12,12]
type = sprpriority
trigger1 = animelem = 2 || animelem = 4 || animelem = 5 || animelem = 6
persistent = 1
value = 3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = 91,-81
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = 32,-137
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = -49,-83
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 5, < 0
postype = p1
pos = -37,-112
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 5, >= 0 && AnimElem = 7, < 0
postype = p1
pos = 87,3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 7, >= 0 && AnimElem = 8, < 0
postype = p1
pos = 87,3
[state 202,1]
type = explod
trigger1 = animelem = 5
persistent = 1
anim = 1511
pos = 75,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 202,1]
type = explod
trigger1 = animelem = 5
persistent = 1
anim = 1512
pos = 75,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 12,23]
type = playsnd
trigger1 = animelem = 5
value = 21,0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1048
ctrl = 0

[Statedef 1048]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1048                       
poweradd = 0                   
sprpriority = 2                 
[state 12,12]
type = playsnd
trigger1 = animelem = 4
value = 37,0
[state 12,12]
type = sprpriority
trigger1 = AnimElem = 1, >= 0 && AnimElem = 4, < 0 
value = 5
[state 12,12]
type = sprpriority
trigger1 = AnimElem = 4, >= 0 && AnimElem = 13, < 0 
value = 3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = -50,-79
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = 35,-58
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = -50,-79
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 10, < 0
postype = p1
pos = -46,-123
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 10, >= 0 && AnimElem = 11, < 0
postype = p1
pos = -38,-124
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 11, >= 0 && AnimElem = 12, < 0
postype = p1
pos = 3,-36
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 12, >= 0 && AnimElem = 13, < 0
postype = p1
pos = 55,3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 13, >= 0 && AnimElem = 14, < 0
postype = p1
pos = 55,3
[state 202,1]
type = explod
trigger1 = animelem = 12
persistent = 1
anim = 1511
pos = -10,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 202,1]
type = explod
trigger1 = animelem = 12
persistent = 1
anim = 1512
pos = -10,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 12,12]
type = playsnd
trigger1 = p2life = 0 && winko = 1
ignorehitpause = 1
persistent = 0
value = 25,0
[State 12, 12]
type = explod
trigger1 = numexplod(2000) = 0 && p2life = 0 && winko = 1
anim = 2000
id = 2000
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 160,132
sprpriority = -5
[State 12, 12]
type = explod
trigger1 = numexplod(2001) = 0 && p2life = 0 && winko = 1
anim = 2001
id = 2001
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 159,131
sprpriority = -5
[state 12,23]
type = playsnd
trigger1 = animelem = 12
value = 21,0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 40
ctrl = 0

[Statedef 1049]
type = A
movetype = H
physics = N
 
[State 3100, 6.5]
type = AfterImage
trigger1 = animelem = 1 || time = 0 || time = 1
length = 15
time = 83
[state 12,12]
type = lifeadd
trigger1 = animelem =  7
persistent = 1
kill = 0
value = -105
[state 12,12]
type = lifeadd
trigger1 = animelem = 20
persistent = 1
value = -105
[State 1300, 5]
type = Envcolor
trigger1 = animelem = 7 || animelem = 20
persistent = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
supermove = 1
 
[State 832, 8]
type = Envshake
trigger1 = animelem = 7 || animelem = 20
persistent = 1
time = 16
freq = 60
ampl = -5
 
[State 1470, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 1049
[state 12,12]
type = screenbound
trigger1 = time >= 0
[state 12,12]
type = sprpriority
trigger1 = AnimElem = 10, >= 0 && AnimElem = 18, < 0
trigger2 = AnimElem = 11, >= 0 && AnimElem = 19, < 0
persistent = 1
value = 4
[State 1470, State]
type = changeState
trigger1 = animtime = 0
value = 606

[Statedef 1050]
type = A
movetype = H
anim = 1001
velset = 11.25, -13
physics = N
poweradd = -3000
ctrl = 0
[State 3100, 6.5]
type=AfterImage
trigger1 = time = 0
length = 15
time = 990
[state 12,12]
type = playsnd
trigger1 = animelem = 1
supermove = 1
value = 24, 0
[state 12,12]
type = playsnd
trigger1 = animelem = 1
supermove = 1
value = 38, 0
channel = 2
[state 202,1]
type = explod
trigger1 = animelem = 1
persistent = 0
anim = 1510
id = 575
pos = 10,-67
postype = p1
supermove = 1
ontop = 1
sprpriority = 3
bindtime = -1
ownpal = 1
[State 2, 1]
type = Explod
trigger1 = animelem = 1
anim = 1515
id = 1515
pos = 0,16
postype = p1
sprpriority = -1
ownpal = 1
supermove = 1
[State 2, 1]
type = Explod
trigger1 = animelem = 1
anim = 1516
id = 1516
pos = 0,16
postype = p1
sprpriority = 5
ownpal = 1
supermove = 1
[State 4000, 2]
type = SuperPause
trigger1 = animelem = 1
time = 30
movetime = 2
anim = -1
[state 12,12]
type = veladd
trigger1 = time >= 0
y = 1.2
[State 803, 3]
type = PlayerPush
trigger1 = Time <= 15
value = 0
[State 8133, 2]
type = NotHitBy
trigger1 = Time <= 10
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 2
ignorehitpause = 1
[State 1470, State]
type = changestate
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1001

[Statedef 1070]
type = A
movetype = H
anim = 1001
velset = 11.25, -13
physics = N
poweradd = -2000
ctrl = 0
[State 3100, 6.5]
type=AfterImage
trigger1 = time = 0
length = 15
time = 990
[state 12,12]
type = playsnd
trigger1 = animelem = 1
supermove = 1
value = 24, 0
[state 12,12]
type = playsnd
trigger1 = animelem = 1
supermove = 1
value = 38, 0
channel = 2
[state 202,1]
type = explod
trigger1 = animelem = 1
persistent = 0
anim = 1510
id = 575
pos = 10,-67
postype = p1
supermove = 1
ontop = 1
sprpriority = 3
bindtime = -1
ownpal = 1
[State 2, 1]
type = Explod
trigger1 = animelem = 1
anim = 1515
id = 1515
pos = 0,16
postype = p1
sprpriority = -1
ownpal = 1
supermove = 1
[State 2, 1]
type = Explod
trigger1 = animelem = 1
anim = 1516
id = 1516
pos = 0,16
postype = p1
sprpriority = 5
ownpal = 1
supermove = 1
[State 4000, 2]
type = SuperPause
trigger1 = animelem = 1
time = 30
movetime = 2
anim = -1
[state 12,12]
type = veladd
trigger1 = time >= 0
y = 1.2
[State 803, 3]
type = PlayerPush
trigger1 = Time <= 15
value = 0
[State 8133, 2]
type = NotHitBy
trigger1 = Time <= 10
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 2
ignorehitpause = 1
[State 1470, State]
type = changestate
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1021

[Statedef 1090]
type = A
movetype = H
anim = 1001
velset = 11.25, -13
physics = N
poweradd = -1000
ctrl = 0
[State 3100, 6.5]
type=AfterImage
trigger1 = time = 0
length = 15
time = 990
[state 12,12]
type = playsnd
trigger1 = animelem = 1
supermove = 1
value = 24, 0
[state 12,12]
type = playsnd
trigger1 = animelem = 1
supermove = 1
value = 38, 0
channel = 2
[state 202,1]
type = explod
trigger1 = animelem = 1
persistent = 0
anim = 1510
id = 575
pos = 10,-67
postype = p1
supermove = 1
ontop = 1
sprpriority = 3
bindtime = -1
ownpal = 1
[State 2, 1]
type = Explod
trigger1 = animelem = 1
anim = 1515
id = 1515
pos = 0,16
postype = p1
sprpriority = -1
ownpal = 1
supermove = 1
[State 2, 1]
type = Explod
trigger1 = animelem = 1
anim = 1516
id = 1516
pos = 0,16
postype = p1
sprpriority = 5
ownpal = 1
supermove = 1
[State 4000, 2]
type = SuperPause
trigger1 = animelem = 1
time = 30
movetime = 2
anim = -1
[state 12,12]
type = veladd
trigger1 = time >= 0
y = 1.2
[State 803, 3]
type = PlayerPush
trigger1 = Time <= 15
value = 0
[State 8133, 2]
type = NotHitBy
trigger1 = Time <= 10
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 2
ignorehitpause = 1
[State 1470, State]
type = changestate
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1041

[Statedef 1100]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1100                       
poweradd = -3000                   
sprpriority = 2                 
[State 3100, 6.5]
type=AfterImage
trigger1 = time = 0
time = 990
[State 2, 1]
type = Explod
trigger1 = animelem = 1
anim = 1515
id = 1515
pos = 0,0
postype = p1
sprpriority = -1
ownpal = 1
supermove = 1
[State 2, 1]
type = Explod
trigger1 = animelem = 1
anim = 1516
id = 1516
pos = 0,0
postype = p1
sprpriority = 5
ownpal = 1
supermove = 1
[state 12,12]
type = playsnd
trigger1 = time = 0
supermove = 1
value = 24, 0
[state 12,12]
type = playsnd
trigger1 = animelem = 1
supermove = 1
value = 10, 0
channel = 2
[state 202,1]
type = explod
trigger1 = time = 0
persistent = 0
anim = 1510
id = 575
pos = 10,-112
postype = p1
ontop = 1
supermove = 1
sprpriority = 3
bindtime = -1
ownpal = 1
[State 4000, 2]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 1
anim = -1
[State 1000,1]
type = Explod
trigger1 = Time = 2
anim = 1507
pos = 65, 5
postype = P1
removetime = 49
bindtime = -1
sprpriority = -4
ownpal = 1
removeongethit = 1
[State 1000,1]
type = Explod
trigger1 = Time = 2
anim = 1505
pos = 20, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 191,1]
type = Explod
trigger1 = time = 4 || time = 11 || time = 18 || time = 25
persistent = 1
anim = 505
id = 505
postype = p1
pos = -10, -110
velocity = 0, -0.2
accel = 0, 0
[State 12, 12]
type = velset
trigger1 = time >= 5
persistent = 1
x = 14
[state 12,12]
type = playsnd
trigger1 = time = 6
value = 35, 0
channel = 2
[State 200, 7]
type = ChangeState
triggerall = time > 6
trigger1 = AnimTime = 0 || p2dist x < 75
value = 1101
ctrl = 1

[Statedef 1101]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1101                       
poweradd = 0                   
sprpriority = 2                 
[state 12,12]
type = velset
trigger1 = time = 0
x = 7
[State 12, 12]
type = velset
trigger1 = time >= 16
persistent = 1
x = 0
[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                   
damage = 90, 9                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 25            
ground.velocity = -12, 0            
guard.sparkno = S1508
airguard.velocity = -1.9,-.8
air.fall = 1
air.type = High
air.velocity = -5,-5         
air.hittime = 12                
[State 1300, 5]
type = Envcolor
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
supermove = 1
[state 12,12]
type = playsnd
trigger1 = p2life = 0 && winko = 1
ignorehitpause = 1
persistent = 0
value = 25,0
[State 12, 12]
type = explod
trigger1 = numexplod(2000) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2000
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 160,132
sprpriority = -5
[State 12, 12]
type = explod
trigger1 = numexplod(2001) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2001
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 321,132
sprpriority = -5
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1102
ctrl = 1

[Statedef 1102]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1102                       
poweradd = 0                   
sprpriority = 2                 
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1507
pos = 65, 5
postype = P1
removetime = 15
bindtime = -1
sprpriority = -4
ownpal = 1
removeongethit = 1
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 20, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 191,1]
type = Explod
trigger1 = time = 4
persistent = 0
anim = 505
id = 505
postype = p1
pos = -10, -110
velocity = 0, -0.2
accel = 0, 0
[State 12, 12]
type = velset
trigger1 = time >= 6
persistent = 1
x = 9
[state 12,12]
type = playsnd
trigger1 = time = 3
channel = 2
value = 35, 0
[State 200, 7]
type = ChangeState
triggerall = time > 4
trigger1 = AnimTime = 0 || p2dist x < 75
value = 1103
ctrl = 1

[Statedef 1103]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1101                       
poweradd = 0                   
sprpriority = 2                 
[state 12,12]
type = velset
trigger1 = time = 0
x = 7
[State 12, 12]
type = velset
trigger1 = time >= 16
persistent = 1
x = 0
[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                   
damage = 90, 9                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 25            
ground.velocity = -12, 0            
guard.sparkno = S1508
airguard.velocity = -1.9,-.8
air.type = High                 
air.velocity = -5,-5         
air.fall = 1
air.hittime = 12
[State 1300, 5]
type = Envcolor
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
supermove = 1
[state 12,11]
type = assertspecial
trigger1 = winko = 1 && p2life = 0
ignorehitpause = 1
flag = noFG
[state 12,12]
type = playsnd
trigger1 = p2life = 0 && winko = 1
ignorehitpause = 1
persistent = 0
value = 25,0
[State 12, 12]
type = explod
trigger1 = numexplod(2000) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2000
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 160,132
sprpriority = -5
[State 12, 12]
type = explod
trigger1 = numexplod(2001) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2001
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 321,132
sprpriority = -5
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1104
ctrl = 1

[Statedef 1104]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1102                       
poweradd = 0                   
sprpriority = 2                 
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1507
pos = 65, 5
postype = P1
removetime = 15
bindtime = -1
sprpriority = -4
ownpal = 1
removeongethit = 1
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 20, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 191,1]
type = Explod
trigger1 = time = 4
persistent = 0
anim = 505
id = 505
postype = p1
pos = -10, -110
velocity = 0, -0.2
accel = 0, 0
[State 12, 12]
type = velset
trigger1 = time >= 6
persistent = 1
x = 9
[state 12,12]
type = playsnd
trigger1 = time = 3
value = 35, 0
channel = 2
[State 200, 7]
type = ChangeState
triggerall = time > 4
trigger1 = AnimTime = 0 || p2dist x < 75
value = 1105
ctrl = 1

[Statedef 1105]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1101                       
poweradd = 0                   
sprpriority = 2                 
[State STARS]
type = Explod
trigger1 = Time = 1 && p2stateno = 1200
id = 1518
anim = 1518
pos = 0, -120
postype = P2
removetime = 120
bindtime = -1
sprpriority = -4
ownpal = 1
[State STARS]
type = Explod
trigger1 = Time = 1 && p2stateno = 1200
id = 1518
anim = 1519
pos = 0, -120
postype = P2
removetime = 120
bindtime = -1
sprpriority = -4
ownpal = 1
[State STARS]
type = Explod
trigger1 = Time = 1 && p2stateno = 1200
id = 1518
anim = 1520
pos = 0, -120
postype = P2
removetime = 120
bindtime = -1
sprpriority = -4
ownpal = 1
[state 12,12]
type = velset
trigger1 = time = 0
x = 7
[State 12, 12]
type = velset
trigger1 = time >= 16
persistent = 1
x = 0
[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                   
damage = 90, 9                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 25            
ground.velocity = -12, 0            
guard.sparkno = S1508
airguard.velocity = -1.9,-.8
air.type = High                 
air.velocity = -5,-5         
air.hittime = 12                
air.fall = 1
p2stateno = 1200
[State 1300, 5]
type = Envcolor
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
supermove = 1
[state 12,11]
type = assertspecial
trigger1 = winko = 1 && p2life = 0
ignorehitpause = 1
flag = noFG
[state 12,12]
type = playsnd
trigger1 = p2life = 0 && winko = 1
ignorehitpause = 1
persistent = 0
value = 25,0
[State 12, 12]
type = explod
trigger1 = numexplod(2000) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2000
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 160,132
sprpriority = -5
[State 12, 12]
type = explod
trigger1 = numexplod(2001) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2001
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 321,132
sprpriority = -5
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0 && movehit = 0
trigger2 = Animtime = 0 && p2life = 0
value = 0
ctrl = 1
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0 && movehit
value = 1110
ctrl = 1

[Statedef 1106]
type    = S                     
movetype= A                    
physics = N                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1106                       
poweradd = 0                   
sprpriority = 2                 
[state 12,12]
type = hitadd
trigger1 = time > 0
value = 0
[state 12,12]
type = playsnd
trigger1 = time = 1
value = 35,0
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 0, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 803, 3]
type = PlayerPush
trigger1 = Time <= 12
value = 0
[State 8133, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 2
ignorehitpause = 1
[state 12,12]
type = velset
trigger1 = time = 0
x = 0
[state 12,12]
type = velset
trigger1 = time > 12
x = 12
[State 200, 7]
type = ChangeState
trigger1 = p2dist x < 75 && time > 12
value = 1107
ctrl = 1

[Statedef 1107]
type    = S                     
movetype= A                    
physics = N                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1107                       
poweradd = 0                   
sprpriority = 2                 
[state 12,12]
type = hitadd
trigger1 = movehit
persistent = 0
value = 3
[State 12, 12]
type = velset
trigger1 = time = 1
x = 11
[state 12,12]
type = veladd
trigger1 = time > 3 && vel x != 0
persistent = 1
x = -1
[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                   
damage = 90, 9                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 35            
ground.velocity = -12, 0            
airguard.velocity = -1.9,-.8   
guard.sparkno = S1508
air.fall = 1
air.type = High
air.velocity = -5,-5         
air.hittime = 12                
[State 12, 12]
type = explod
trigger1 = numexplod(2000) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2000
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 160,132
sprpriority = -5
[State 12, 12]
type = explod
trigger1 = numexplod(2001) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2001
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 321,132
sprpriority = -5
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 1108
ctrl = 0

[Statedef 1108]
type    = S                     
movetype= A                    
physics = N                     
juggle  = 5                     
velset = 0,0                    
ctrl = 0                      
anim = 1108                       
poweradd = 0                   
sprpriority = 2                 
[state 12,12]
type = playsnd
trigger1 = time = 1
value = 37,0
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 0, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 803, 3]
type = PlayerPush
trigger1 = Time <= 8
value = 0
[State 8133, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 2
ignorehitpause = 1
[state 12,12]
type = velset
trigger1 = time <= 8
x = -5
[state 12,12]
type = velset
trigger1 = time > 8
x = 12
[State 200, 7]
type = ChangeState
trigger1 = p2dist x < 75 && time > 5
value = 1109
ctrl = 1

[Statedef 1109]
type    = S                     
movetype= A                    
physics = N                     
juggle  = 4                     
velset = 0,0                    
ctrl = 0                      
anim = 1109                       
poweradd = 0                   
sprpriority = 2                 
[State 12, 12]
type = velset
trigger1 = time = 1
x = 11
[state 12,12]
type = veladd
trigger1 = time > 3 && vel x != 0
persistent = 1
x = -1
[State 200, 1]
type = HitDef
trigger1 = time = 1
attr = S, NA
damage = 90, 9                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 30            
ground.velocity = -5, -7            
airguard.velocity = -1.9,-.8   
guard.sparkno = S1508
air.type = High
air.velocity = -5,-6         
air.hittime = 12                
fall = 1
air.fall = 1
[State 12, 12]
type = explod
trigger1 = numexplod(2000) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2000
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 160,132
sprpriority = -5
[State 12, 12]
type = explod
trigger1 = numexplod(2001) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2001
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 321,132
sprpriority = -5
[State -2, 1]
type = AfterImageTime
trigger1 = AnimTime < 2
time = 0
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1110]
type = S
ctrl = 0
anim = 1120
velset = 0,0
[state 12,12]
type = hitadd
trigger1 = time > 0
value = 0
[state 12,12]
type = playsnd
trigger1 = animelem = 3
value = 11,1
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1106
ctrl = 1

[Statedef 1120]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1100                       
poweradd = -2000                   
sprpriority = 2                 
[State 3100, 6.5]
type=AfterImage
trigger1 = time = 0
time = 990
[State 2, 1]
type = Explod
trigger1 = animelem = 1
anim = 1515
id = 1515
pos = 0,0
postype = p1
sprpriority = -1
ownpal = 1
supermove = 1
[State 2, 1]
type = Explod
trigger1 = animelem = 1
anim = 1516
id = 1516
pos = 0,0
postype = p1
sprpriority = 5
ownpal = 1
supermove = 1
[state 12,12]
type = playsnd
trigger1 = time = 0
supermove = 1
value = 24, 0
[state 12,12]
type = playsnd
trigger1 = animelem = 1
supermove = 1
value = 10, 0
channel = 2
[state 202,1]
type = explod
trigger1 = time = 0
persistent = 0
anim = 1510
id = 575
pos = 10,-112
postype = p1
ontop = 1
supermove = 1
sprpriority = 3
bindtime = -1
ownpal = 1
[State 4000, 2]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 1
anim = -1
[State 1000,1]
type = Explod
trigger1 = Time = 2
anim = 1507
pos = 65, 5
postype = P1
removetime = 49
bindtime = -1
sprpriority = -4
ownpal = 1
removeongethit = 1
[State 1000,1]
type = Explod
trigger1 = Time = 2
anim = 1505
pos = 20, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 191,1]
type = Explod
trigger1 = time = 10 || time = 17 || time = 24 || time = 31
persistent = 1
anim = 505
id = 505
postype = p1
pos = -10, -110
velocity = 0, -0.2
accel = 0, 0
[State 12, 12]
type = velset
trigger1 = time >= 9
persistent = 1
x = 14
[state 12,12]
type = playsnd
trigger1 = time = 9
value = 35, 0
channel = 2
[State 200, 7]
type = ChangeState
triggerall = time > 8
trigger1 = p2dist x < 75 
value = 1121
ctrl = 1

[Statedef 1121]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1101                       
poweradd = 0                   
sprpriority = 2                 
[state 12,12]
type = velset
trigger1 = time = 0
x = 7
[State 12, 12]
type = velset
trigger1 = time >= 16
persistent = 1
x = 0
[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                   
damage = 80, 8                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 25            
ground.velocity = -12, 0            
guard.sparkno = S1508
airguard.velocity = -1.9,-.8
air.fall = 1
air.type = High
air.velocity = -5,-5         
air.hittime = 12                
[State 1300, 5]
type = Envcolor
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
supermove = 1
[state 12,12]
type = playsnd
trigger1 = p2life = 0 && winko = 1
ignorehitpause = 1
persistent = 0
value = 25,0
[State 12, 12]
type = explod
trigger1 = numexplod(2000) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2000
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 160,132
sprpriority = -5
[State 12, 12]
type = explod
trigger1 = numexplod(2001) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2001
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 321,132
sprpriority = -5
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1122
ctrl = 1

[Statedef 1122]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1102                       
poweradd = 0                   
sprpriority = 2                 
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1507
pos = 65, 5
postype = P1
removetime = 15
bindtime = -1
sprpriority = -4
ownpal = 1
removeongethit = 1
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 20, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 191,1]
type = Explod
trigger1 = time = 4
persistent = 0
anim = 505
id = 505
postype = p1
pos = -10, -110
velocity = 0, -0.2
accel = 0, 0
[State 12, 12]
type = velset
trigger1 = time >= 6
persistent = 1
x = 9
[state 12,12]
type = playsnd
trigger1 = time = 3
channel = 2
value = 35, 0
[State 200, 7]
type = ChangeState
triggerall = time > 4
trigger1 = AnimTime = 0 || p2dist x < 75
value = 1123
ctrl = 1

[Statedef 1123]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1101                       
poweradd = 0                   
sprpriority = 2                 
[state 12,12]
type = velset
trigger1 = time = 0
x = 7
[State 12, 12]
type = velset
trigger1 = time >= 16
persistent = 1
x = 0
[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                   
damage = 80, 8                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 25            
ground.velocity = -12, 0            
guard.sparkno = S1508
airguard.velocity = -1.9,-.8
air.type = High                 
air.velocity = -5,-5         
air.fall = 1
air.hittime = 12
[State 1300, 5]
type = Envcolor
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
supermove = 1
[state 12,11]
type = assertspecial
trigger1 = winko = 1 && p2life = 0
ignorehitpause = 1
flag = noFG
[state 12,12]
type = playsnd
trigger1 = p2life = 0 && winko = 1
ignorehitpause = 1
persistent = 0
value = 25,0
[State 12, 12]
type = explod
trigger1 = numexplod(2000) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2000
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 160,132
sprpriority = -5
[State 12, 12]
type = explod
trigger1 = numexplod(2001) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2001
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 321,132
sprpriority = -5
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1124
ctrl = 1

[Statedef 1124]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1102                       
poweradd = 0                   
sprpriority = 2                 
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1507
pos = 65, 5
postype = P1
removetime = 15
bindtime = -1
sprpriority = -4
ownpal = 1
removeongethit = 1
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 20, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 191,1]
type = Explod
trigger1 = time = 4
persistent = 0
anim = 505
id = 505
postype = p1
pos = -10, -110
velocity = 0, -0.2
accel = 0, 0
[State 12, 12]
type = velset
trigger1 = time >= 6
persistent = 1
x = 9
[state 12,12]
type = playsnd
trigger1 = time = 3
value = 35, 0
channel = 2
[State 200, 7]
type = ChangeState
triggerall = time > 4
trigger1 = AnimTime = 0 || p2dist x < 75
value = 1125
ctrl = 1

[Statedef 1125]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1101                       
poweradd = 0                   
sprpriority = 2                 
[state 12,12]
type = velset
trigger1 = time = 0
x = 7
[State 12, 12]
type = velset
trigger1 = time >= 16
persistent = 1
x = 0
[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                   
damage = 80, 8                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 35            
ground.velocity = -12, 0            
guard.sparkno = S1508
airguard.velocity = -1.9,-.8
air.type = High                 
air.velocity = -5,-5         
air.fall = 1
air.hittime = 12
[State 1300, 5]
type = Envcolor
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
supermove = 1
[state 12,11]
type = assertspecial
trigger1 = winko = 1 && p2life = 0
ignorehitpause = 1
flag = noFG
[state 12,12]
type = playsnd
trigger1 = p2life = 0 && winko = 1
ignorehitpause = 1
persistent = 0
value = 25,0
[State 12, 12]
type = explod
trigger1 = numexplod(2000) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2000
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 160,132
sprpriority = -5
[State 12, 12]
type = explod
trigger1 = numexplod(2001) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2001
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 321,132
sprpriority = -5
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1126
ctrl = 1

[Statedef 1126]
type    = S                     
movetype= A                    
physics = N                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1106                       
poweradd = 0                   
sprpriority = 2                 
[state 12,12]
type = playsnd
trigger1 = time = 1
value = 35,0
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 0, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 803, 3]
type = PlayerPush
trigger1 = Time <= 12
value = 0
[State 8133, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 2
ignorehitpause = 1
[state 12,12]
type = velset
trigger1 = time = 0
x = 0
[state 12,12]
type = velset
trigger1 = time > 12
x = 12
[State 200, 7]
type = ChangeState
trigger1 = p2dist x < 75 && time > 12
value = 1127
ctrl = 1

[Statedef 1127]
type    = S                     
movetype= A                    
physics = N                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1107                       
poweradd = 0                   
sprpriority = 2                 
[State 12, 12]
type = velset
trigger1 = time = 1
x = 11
[state 12,12]
type = veladd
trigger1 = time > 3 && vel x != 0
persistent = 1
x = -1
[State 200, 1]
type = HitDef
trigger1 = time = 1
attr = S, NA
damage = 80, 8                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 30            
ground.velocity = -5, -7            
airguard.velocity = -1.9,-.8   
guard.sparkno = S1508
air.type = High
air.velocity = -5,-6         
air.hittime = 12                
fall = 1
air.fall = 1
[State 12, 12]
type = explod
trigger1 = numexplod(2000) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2000
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 160,132
sprpriority = -5
[State 12, 12]
type = explod
trigger1 = numexplod(2001) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2001
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 321,132
sprpriority = -5
[State -2, 1]
type = AfterImageTime
trigger1 = AnimTime < 2
time = 0
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1130]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1100                       
poweradd = -1000                   
sprpriority = 2                 
[State 3100, 6.5]
type=AfterImage
trigger1 = time = 0
time = 990
[State 2, 1]
type = Explod
trigger1 = animelem = 1
anim = 1515
id = 1515
pos = 0,0
postype = p1
sprpriority = -1
ownpal = 1
supermove = 1
[State 2, 1]
type = Explod
trigger1 = animelem = 1
anim = 1516
id = 1516
pos = 0,0
postype = p1
sprpriority = 5
ownpal = 1
supermove = 1
[state 12,12]
type = playsnd
trigger1 = time = 0
supermove = 1
value = 24, 0
[state 12,12]
type = playsnd
trigger1 = animelem = 1
supermove = 1
value = 10, 0
channel = 2
[state 202,1]
type = explod
trigger1 = time = 0
persistent = 0
anim = 1510
id = 575
pos = 10,-112
postype = p1
ontop = 1
supermove = 1
sprpriority = 3
bindtime = -1
ownpal = 1
[State 4000, 2]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 1
anim = -1
[State 1000,1]
type = Explod
trigger1 = Time = 2
anim = 1507
pos = 65, 5
postype = P1
removetime = 49
bindtime = -1
sprpriority = -4
ownpal = 1
removeongethit = 1
[State 1000,1]
type = Explod
trigger1 = Time = 2
anim = 1505
pos = 20, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 191,1]
type = Explod
trigger1 = time = 10 || time = 17 || time = 24 || time = 31
persistent = 1
anim = 505
id = 505
postype = p1
pos = -10, -110
velocity = 0, -0.2
accel = 0, 0
[State 12, 12]
type = velset
trigger1 = time >= 9
persistent = 1
x = 14
[state 12,12]
type = playsnd
trigger1 = time = 9
value = 35, 0
channel = 2
[State 200, 7]
type = ChangeState
triggerall = time > 8
trigger1 = AnimTime = 0 || p2dist x < 75
value = 1131
ctrl = 1

[Statedef 1131]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1101                       
poweradd = 0                   
sprpriority = 2                 
[state 12,12]
type = velset
trigger1 = time = 0
x = 7
[State 12, 12]
type = velset
trigger1 = time >= 16
persistent = 1
x = 0
[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                   
damage = 70, 7                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 25            
ground.velocity = -12, 0            
guard.sparkno = S1508
airguard.velocity = -1.9,-.8
air.fall = 1
air.type = High
air.velocity = -5,-5         
air.hittime = 12                
[State 1300, 5]
type = Envcolor
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
supermove = 1
[state 12,12]
type = playsnd
trigger1 = p2life = 0 && winko = 1
ignorehitpause = 1
persistent = 0
value = 25,0
[State 12, 12]
type = explod
trigger1 = numexplod(2000) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2000
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 160,132
sprpriority = -5
[State 12, 12]
type = explod
trigger1 = numexplod(2001) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2001
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 321,132
sprpriority = -5
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1132
ctrl = 1

[Statedef 1132]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1102                       
poweradd = 0                   
sprpriority = 2                 
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1507
pos = 65, 5
postype = P1
removetime = 15
bindtime = -1
sprpriority = -4
ownpal = 1
removeongethit = 1
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 20, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 191,1]
type = Explod
trigger1 = time = 4
persistent = 0
anim = 505
id = 505
postype = p1
pos = -10, -110
velocity = 0, -0.2
accel = 0, 0
[State 12, 12]
type = velset
trigger1 = time >= 6
persistent = 1
x = 9
[state 12,12]
type = playsnd
trigger1 = time = 3
channel = 2
value = 35, 0
[State 200, 7]
type = ChangeState
triggerall = time > 4
trigger1 = AnimTime = 0 || p2dist x < 75
value = 1133
ctrl = 1

[Statedef 1133]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1101                       
poweradd = 0                   
sprpriority = 2                 
[state 12,12]
type = velset
trigger1 = time = 0
x = 7
[State 12, 12]
type = velset
trigger1 = time >= 16
persistent = 1
x = 0
[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                   
damage = 70, 7                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 25            
ground.velocity = -12, 0            
guard.sparkno = S1508
airguard.velocity = -1.9,-.8
air.type = High                 
air.velocity = -5,-5         
air.fall = 1
air.hittime = 12
[State 1300, 5]
type = Envcolor
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
supermove = 1
[state 12,11]
type = assertspecial
trigger1 = winko = 1 && p2life = 0
ignorehitpause = 1
flag = noFG
[state 12,12]
type = playsnd
trigger1 = p2life = 0 && winko = 1
ignorehitpause = 1
persistent = 0
value = 25,0
[State 12, 12]
type = explod
trigger1 = numexplod(2000) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2000
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 160,132
sprpriority = -5
[State 12, 12]
type = explod
trigger1 = numexplod(2001) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2001
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 321,132
sprpriority = -5
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1134
ctrl = 1

[Statedef 1134]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1102                       
poweradd = 0                   
sprpriority = 2                 
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1507
pos = 65, 5
postype = P1
removetime = 15
bindtime = -1
sprpriority = -4
ownpal = 1
removeongethit = 1
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 20, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 191,1]
type = Explod
trigger1 = time = 4
persistent = 0
anim = 505
id = 505
postype = p1
pos = -10, -110
velocity = 0, -0.2
accel = 0, 0
[State 12, 12]
type = velset
trigger1 = time >= 6
persistent = 1
x = 9
[state 12,12]
type = playsnd
trigger1 = time = 3
value = 35, 0
channel = 2
[State 200, 7]
type = ChangeState
triggerall = time > 4
trigger1 = AnimTime = 0 || p2dist x < 75
value = 1135
ctrl = 1

[Statedef 1135]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 1107                       
poweradd = 0                   
sprpriority = 2                 
[state 12,12]
type = velset
trigger1 = time = 0
x = 7
[State 12, 12]
type = velset
trigger1 = time >= 16
persistent = 1
x = 0
[State 200, 1]
type = HitDef
trigger1 = time = 1
attr = S, NA
damage = 70, 7                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 30            
ground.velocity = -5, -7            
airguard.velocity = -1.9,-.8   
guard.sparkno = S1508
air.type = High
air.velocity = -5,-6         
air.hittime = 12                
fall = 1
air.fall = 1
[State 1300, 5]
type = Envcolor
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
supermove = 1
[state 12,11]
type = assertspecial
trigger1 = winko = 1 && p2life = 0
ignorehitpause = 1
flag = noFG
[state 12,12]
type = playsnd
trigger1 = p2life = 0 && winko = 1
ignorehitpause = 1
persistent = 0
value = 25,0
[State 12, 12]
type = explod
trigger1 = numexplod(2000) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2000
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 160,132
sprpriority = -5
[State 12, 12]
type = explod
trigger1 = numexplod(2001) = 0 && p2life = 0 && winko = 1
anim = 2002
id = 2001
scale = 1.08,1.11
ignorehitpause = 1
removetime = 88
bindtime = -1
postype = left
persistent = 0
pos = 321,132
sprpriority = -5
[State -2, 1]
type = AfterImageTime
trigger1 = AnimTime < 2
time = 0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1200]
type    = S
movetype= H
physics = N
velset = 0,0
[State 1470, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 1200
[state 12,12]
type = velset
trigger1 = time = 0
x = -5
y = -8
[state 12,12]
type = veladd
trigger1 = time >= 0
y = .43
[State 5035, 4]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0 && time > 5
value = 1201 

[Statedef 1201]
type    = L
movetype= H
physics = N
[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1
[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0
[State 5100, Var] 
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)
[State 5100, 2] 
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100
[State 5100, 3] 
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)
[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0
[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0
[State 5100, 6] 
type = VelMul
trigger1 = Time = 0
x = 0.75
[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 1206 
[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10
[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3
[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
[State 5100, 11]
type = PosFreeze
trigger1 = 1
[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 1202
[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

[Statedef 1202]
type    = L
movetype= H
physics = N
[State 5101, 1] 
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160
[State 5101, 2] 
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)
[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0
[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20
[State 5101, 5] 
type = VelAdd
trigger1 = 1
y = .4
[State 5101, 6] 
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 1203

[Statedef 1203]
type    = L
movetype= H
physics = N
[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0
[State 5110, 1] 
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)
[State 5110, 2] 
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] 
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170
[State 5110, 3] 
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] 
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)
[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0
[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0
[State 5110, Var] 
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)
[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10
[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0
[State 5110, 9] 
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) 
value = 5110 + (anim % 10)
[State 5110, 10] 
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) 
value = 5110
[State 5110, 11] 
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) 
trigger3 = Anim = [5110,5119]
value = 5150
[State 5110, 11] 
type = ChangeState
triggerall = alive
trigger1 = Time = 20
value = 1204
[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0
[State 5110, 13] 
type = VelMul
trigger1 = 1
x = 0.85
[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine
[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

[Statedef 1204]
type    = L
movetype= I
physics = N
[State 5120, 1a] 
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120
[State 5120, 1b] 
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)
[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0
[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1
[State 5120, 5] 
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12
[State 5120, 6] 
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3
[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1205
ctrl = 0

[Statedef 1205]
type    = S
movetype= I
physics = S
poweradd= 0
ctrl = 0
juggle = 0
velset = 0,0
[state 12,12]
type = posset
trigger1 = time = 0
y = 0
[State 99333, 3]
type = ChangeAnim2
trigger1 = time = 0 && !AnimExist(5300)
value = 1208
[state 99333, 4]
type = changeanim
trigger1 = time = 0 && AnimExist(5300)
value = 5300
[State 99333, 5]
type = changestate
trigger1 = time = 60
value = 0
ctrl = 1

[Statedef 1600]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 601                       
poweradd = -500                   
sprpriority = 2                 
[state 12,12]
type = playsnd
trigger1 = time = 1
value = 51,0
channel = 5
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 0, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[state 12,12]
type = playsnd
trigger1 = animelem = 3
value = 12,0
[State 1450, 1]
type = HitDef
trigger1 = AnimElem = 2 && p2statetype != A && p2movetype != H
attr = S, NT
priority = 5, hit
hitsound = S32,0
sparkno = -1
p1stateno = 1601
p2stateno = 1615
[State 1070, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 20
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 2
FrameGap = 2
Trans = add
time = 20
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1601]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 700                       
poweradd = 0                   
sprpriority = 2                 
[state 12,12]
type = playsnd
trigger1 = animelem = 5
value = 7,0
[state 12,12]
type = sprpriority
trigger1 = AnimElem = 1, >= 0 && AnimElem = 6, < 0 
value = 4
[state 12,12]
type = sprpriority
trigger1 = AnimElem = 6, >= 0 && AnimElem = 15, < 0 
value = -5
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = 95,-81
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = 53,-81
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = 50,-79
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 5, < 0
postype = p1
pos = -35,-58
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 5, >= 0 && AnimElem = 6, < 0
postype = p1
pos = 50,-79
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 6, >= 0 && AnimElem = 12, < 0
postype = p1
pos = 46,-123
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 12, >= 0 && AnimElem = 13, < 0
postype = p1
pos = 38,-124
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 13, >= 0 && AnimElem = 14, < 0
postype = p1
pos = -3,-36
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 14, >= 0 && AnimElem = 15, < 0
postype = p1
pos = -55,3
[state 202,1]
type = explod
trigger1 = animelem = 14
persistent = 1
anim = 1511
pos = -97,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 202,1]
type = explod
trigger1 = animelem = 14
persistent = 1
anim = 1512
pos = -97,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 12,23]
type = playsnd
trigger1 = animelem = 14
value = 21,0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1602
ctrl = 1

[Statedef 1602]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 701                       
poweradd = 0                   
sprpriority = 2                 
[state 12,12]
type = playsnd
trigger1 = animelem = 4
value = 27,0
[state 12,12]
type = sprpriority
trigger1 = AnimElem = 1, >= 0 && AnimElem = 4, < 0 
value = 5
[state 12,12]
type = sprpriority
trigger1 = AnimElem = 4, >= 0 && AnimElem = 13, < 0 
value = -5
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = -50,-79
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = 35,-58
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = -50,-79
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 10, < 0
postype = p1
pos = -46,-123
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 10, >= 0 && AnimElem = 11, < 0
postype = p1
pos = -38,-124
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 11, >= 0 && AnimElem = 12, < 0
postype = p1
pos = 3,-36
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 12, >= 0 && AnimElem = 13, < 0
postype = p1
pos = 55,3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 13, >= 0 && AnimElem = 14, < 0
postype = p1
pos = 55,3
[state 202,1]
type = explod
trigger1 = animelem = 12
persistent = 1
anim = 1511
pos = -10,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 202,1]
type = explod
trigger1 = animelem = 12
persistent = 1
anim = 1512
pos = -10,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 12,23]
type = playsnd
trigger1 = animelem = 12
value = 21,0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 40
ctrl = 0

[Statedef 1615]
type = A
movetype = H
physics = N
[State 1300, 5]
type = Envcolor
trigger1 = animelem = 12 || animelem = 24
persistent = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
supermove = 1
[state 12,12]
type = lifeadd
trigger1 = animelem = 12
kill = 0
persistent = 1
value = -110
[state 12,12]
type = lifeadd
trigger1 = animelem = 24
persistent = 1
value = -110
[State 832, 8]
type = Envshake
trigger1 = animelem = 12 || animelem = 24
persistent = 1
time = 16
freq = 60
ampl = -5
[State 1470, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 605
[state 12,12]
type = screenbound
trigger1 = time >= 0
[State 1470, State]
type = changeState
trigger1 = animtime = 0
value = 606

[Statedef 1660]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 501                       
poweradd = -500                   
sprpriority = 2                 
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1507
pos = 65, 5
postype = P1
removetime = 26
bindtime = -1
sprpriority = -4
ownpal = 1
removeongethit = 1
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 20, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 191,1]
type = Explod
trigger1 = time = 7 || time = 14
persistent = 1
anim = 505
id = 505
postype = p1
pos = -10, -110
velocity = 0, -0.2
ownpal = 1
accel = 0, 0
[state 12,12]
type = playsnd
trigger1 = time = 1
value = 51,0
channel = 5
[State 12, 12]
type = velset
trigger1 = time >= 6
persistent = 1
x = 20
[state 12,12]
type = playsnd
trigger1 = time = 4
value = 2,0
[State 1070, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 2
FrameGap = 2
Trans = add
time = 20
[State 200, 7]
type = ChangeState
triggerall = time > 9
trigger1 = AnimTime = 0 || p2dist x < 75
value = 1661
ctrl = 1

[Statedef 1661]
type    = S                     
movetype= A                    
physics = N                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 811                       
poweradd = 0                   
sprpriority = 2                 
[State 12, 12]
type = velset
trigger1 = time = 1
x = 10
[state 12,12]
type = veladd
trigger1 = time > 3 && vel x != 0
persistent = 1
x = -1
[State 200, 1]
type = HitDef
trigger1 = time = 1
trigger2 = time = 3
attr = S, NA                   
damage = 50, 5                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
guard.sparkno = S1508
ground.hittime  = 22
ground.velocity = -7, 0            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -5,-5         
air.hittime = 12                
air.fall = 1
[State 200, 1]
type = HitDef
trigger1 = time %2 = 1 && time = 5
attr = S, NA
damage = 50, 5                 
animtype = heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 12            
ground.velocity = -5, -6            
airguard.velocity = -1.9,-.8   
guard.sparkno = S1508
air.type = High
air.velocity = -5,-5         
air.hittime = 12                
fall = 1
air.fall = 1
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1700]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 602                       
poweradd = -500                   
[state 12,12]
type = playsnd
trigger1 = time = 1
value = 51,0
channel = 5
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1505
pos = 0, 5
postype = P1
removetime = 23
bindtime = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
[state 12,12]
type = playsnd
trigger1 = animelem = 3
value = 12,0
[State 1450, 1]
type = HitDef
trigger1 = AnimElem = 2 && p2statetype != A && p2movetype != H
attr = S, NT
priority = 5, hit
hitsound = S8,0
sparkno = -1
p1stateno = 1701
p2stateno = 1710
[State 1070, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 20
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 2
FrameGap = 2
Trans = add
time = 20
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1701]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 900                       
poweradd = 0                   
[state 12,12]
type = playsnd
trigger1 = animelem = 1
value = 32,0
[state 12,12]
type = playsnd
trigger1 = animelem = 2
value = 35, 0
[state 12,12]
type = sprpriority
trigger1 = animelem = 1 || animelem = 3
persistent = 1
value = 4
[state 12,12]
type = sprpriority
trigger1 = animelem = 2 || animelem = 4 || animelem = 5 || animelem = 6
persistent = 1
value = -5
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = 91,-81
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = 32,-137
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = -49,-83
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 5, < 0
postype = p1
pos = -37,-112
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 5, >= 0 && AnimElem = 7, < 0
postype = p1
pos = 87,3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 7, >= 0 && AnimElem = 8, < 0
postype = p1
pos = 87,3
[state 202,1]
type = explod
trigger1 = animelem = 5
persistent = 1
anim = 1511
pos = 75,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 202,1]
type = explod
trigger1 = animelem = 5
persistent = 1
anim = 1512
pos = 75,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 12,23]
type = playsnd
trigger1 = animelem = 5
value = 21,0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1702
ctrl = 1

[Statedef 1702]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 901                       
poweradd = 0                   
[state 12,12]
type = playsnd
trigger1 = animelem = 1
value = 32,0
[state 12,12]
type = playsnd
trigger1 = animelem = 2
value = 35, 0
[state 12,12]
type = sprpriority
trigger1 = animelem = 2
persistent = 1
value = 5
[state 12,12]
type = sprpriority
trigger1 = animelem = 1 || animelem = 3 || animelem = 4 || animelem = 5 || animelem = 6
persistent = 1
value = -5
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = 32,-137
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = -49,-83
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = -37,-112
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 6, < 0
postype = p1
pos = 87,3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 6, >= 0 && AnimElem = 7, < 0
postype = p1
pos = 87,3
[state 202,1]
type = explod
trigger1 = animelem = 4
persistent = 1
anim = 1511
pos = 75,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 202,1]
type = explod
trigger1 = animelem = 4
persistent = 1
anim = 1512
pos = 75,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 12,23]
type = playsnd
trigger1 = animelem = 4
value = 21,0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1703
ctrl = 1

[Statedef 1703]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 901                       
poweradd = 0                   
[state 12,12]
type = playsnd
trigger1 = animelem = 1
value = 32,0
[state 12,12]
type = playsnd
trigger1 = animelem = 2
value = 35, 0
[state 12,12]
type = sprpriority
trigger1 = animelem = 2
persistent = 1
value = 5
[state 12,12]
type = sprpriority
trigger1 = animelem = 1 || animelem = 3 || animelem = 4 || animelem = 5 || animelem = 6
persistent = 1
value = -5
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = 32,-137
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = -49,-83
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = -37,-112
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 6, < 0
postype = p1
pos = 87,3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 6, >= 0 && AnimElem = 7, < 0
postype = p1
pos = 87,3
[state 202,1]
type = explod
trigger1 = animelem = 4
persistent = 1
anim = 1511
pos = 75,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 202,1]
type = explod
trigger1 = animelem = 4
persistent = 1
anim = 1512
pos = 75,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 12,23]
type = playsnd
trigger1 = animelem = 4
value = 21,0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1704
ctrl = 1

[Statedef 1704]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 901                       
poweradd = 0                   
[state 12,12]
type = playsnd
trigger1 = animelem = 1
value = 32,0
[state 12,12]
type = playsnd
trigger1 = animelem = 2
value = 35, 0
[state 12,12]
type = sprpriority
trigger1 = animelem = 2
persistent = 1
value = 5
[state 12,12]
type = sprpriority
trigger1 = animelem = 1 || animelem = 3 || animelem = 4 || animelem = 5 || animelem = 6
persistent = 1
value = -5
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0 && AnimElem = 2, < 0
postype = p1
pos = 32,-137
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 && AnimElem = 3, < 0
postype = p1
pos = -49,-83
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0
postype = p1
pos = -37,-112
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 && AnimElem = 6, < 0
postype = p1
pos = 87,3
[State 1460, 1]
type = TargetBind
trigger1 = AnimElem = 6, >= 0 && AnimElem = 7, < 0
postype = p1
pos = 87,3
[state 202,1]
type = explod
trigger1 = animelem = 4
persistent = 1
anim = 1511
pos = 75,-3
postype = p1
sprpriority = 5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 202,1]
type = explod
trigger1 = animelem = 4
persistent = 1
anim = 1512
pos = 75,-3
postype = p1
sprpriority = -5
velocity = 0, 0
bindtime = -1
ownpal = 1
[state 12,23]
type = playsnd
trigger1 = animelem = 4
value = 21,0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1705
ctrl = 1

[Statedef 1705]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 1                     
velset = 0,0                    
ctrl = 0                      
anim = 902                       
poweradd = 0                   
sprpriority = 5                 
[state 12,12]
type = playsnd
trigger1 = animelem = 1
value = 37, 0
[State 1460, 1]
type = TargetBind
trigger1 = time <= 2
postype = p1
pos = 32,-137
[State 1460, 1]
type = TargetBind
trigger1 = time = 3
postype = p1
pos = -49,-83
[State 803, 3]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1710]
type = A
movetype = H
physics = N
[state 12,12]
type = lifeadd
trigger1 = animelem = 8 || animelem = 17 || animelem = 26
persistent = 1
kill = 0
value = -55
[state 12,12]
type = lifeadd
trigger1 = animelem = 35
persistent = 1
value = -55
[State 1300, 5]
type = Envcolor
trigger1 = animelem = 8 || animelem = 17 || animelem = 26 || animelem = 35
persistent = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
supermove = 1
[State 832, 8]
type = Envshake
trigger1 = animelem = 8 || animelem = 17 || animelem = 26 || animelem = 35
persistent = 1
time = 16
freq = 60
ampl = -5
[State 1470, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 1710
[state 12,12]
type = screenbound
trigger1 = time >= 0
[state 12,12]
type = velset
trigger1 = time >= 0
x = 5
y = -8
[State 1470, State]
type = changeState
trigger1 = animtime = 0
value = 906

[Statedef 1800]
type    = S                     
movetype= A                    
physics = S                     
juggle  = 10                     
velset = 0,0                    
ctrl = 0                      
anim = 1800                       
poweradd = -1000                   
sprpriority = 2                 
[state 1212]
type = playsnd
trigger1 = time = 1
value = 52,0
[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                   
damage = 120, 10                 
animtype = back              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 12, 12               
sparkno = S1504                      
sparkxy = -10, -76             
hitsound = S3, 0                 
guardsound = S1, 0               
ground.type = High             
ground.slidetime = 12             
ground.hittime  = 12            
ground.velocity = -5, -6            
guard.sparkno = S1508
airguard.velocity = -1.9,-.8
air.type = High                 
air.velocity = -5,-5         
air.hittime = 12                
p2stateno = 1803
fall = 1
air.fall = 1
[State 1300, 5]
type = Envcolor
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0
supermove = 1
[State 1000,1]
type = Explod
trigger1 = Time = 1
anim = 1801
id = 1801
pos = 0, 0
postype = p1
removetime = -2
bindtime = -1
sprpriority = 5
ownpal = 1
[State 1000,1]
type = Explod
trigger1 = movehit
anim = 1802
id = 1802
pos = 0, 7
postype = p2
persistent = 0
removetime = -2
bindtime = -1
sprpriority = 5
ownpal = 1
[State 1000,1]
type = Explod
trigger1 = Time = 1 && var(4) = 1
anim = 1805
id = 1805
pos = 0, 60
postype = Left
removetime = 40
bindtime = -1
sprpriority = 5
ownpal = 1
[State 1000,1]
type = Explod
trigger1 = Time = 1 && var(4) = 2
anim = 1807
id = 1807
pos = 0, 60
postype = right
removetime = 40
bindtime = -1
sprpriority = 5
ownpal = 1
[State 1000,1]
type = Explod
trigger1 = Time = 0
anim = 1804
scale = 1.20,1.20
id = 1806
pos = 0, -220
postype = p1
removetime = -2
bindtime = -1
sprpriority = 4
ontop = 1
ownpal = 1
[State 1000,1]
type = Explod
trigger1 = Time = 4
anim = 1806
scale = 1.20,1.20
id = 1806
pos = 0, -230
postype = p1
removetime = -2
bindtime = -1
sprpriority = 3
ontop = 1
ownpal = 1
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1803]
type = A
movetype = H
velset = -5, -6
physics = N
[state 12,12]
type = veladd
trigger1 = time >= 3
y = .5
               `
[State 1470, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 1803
[State 803, 3]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1470, State]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5050
[State -2, 1]
type = AfterImageTime
triggerall = Time >= 0
trigger1 = stateno != [1000,1190]
trigger1 = stateno != [40,50]
trigger1 = stateno != [1600,1720]
time = 0

