;リュウ　スーパーコンボ用ｃｎｓ
;====================================
;真空竜巻旋風脚
;Lv1
[Statedef 3100]
type = S
movetype = A
physics = N
anim = 3100
velset = 0,0
ctrl = 0
poweradd = -1000
juggle = 1

[State 3100, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 68

[State 810, 1]
type = PlaySnd
trigger1 = Time = 4
value = s10,0

[State 3100, 0]
type = SuperPause
trigger1 = Time = 4
anim = s8300
pos = -40,-55
time = 48
movetime = 48
sound = s100,40

[State 3100, 1]
type = AfterImage
trigger1 = Time = 1
time = 1200
length = 16
palcolor = 256
timegap = 1
framegap = 4

[State 3100, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3101

[Statedef 3101]
type = A
movetype = A
physics = N
anim = 3101

[State 810, 1]
type = PlaySnd
trigger1 = Time = 1
value = s0,2

[State 3121, 2]
type = Helper
trigger1 = Time = 1
postype = p1
pos = 0,0
helpertype = normal
ownpal = 1
keyctrl = 0
stateno = 3900

[State 3101, 0]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 3101, 1]
type = PosAdd
trigger1 = Time = [1,9]
Y = -4

[State 3101, 1]
type = PosAdd
trigger1 = Time = [10,11]
Y = -2

[State 3101, 1]
type = PosAdd
trigger1 = Time = 16
trigger2 = Time = 24
Y = 2

[State 3101, 3]
type = VelAdd
trigger1 = Time >= 36
Y = 0.4

[State 3100, 8]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
damage    = 77,19
animtype = Heavy
air.animtype = up
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 2,2
sparkno = s8060
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = 10
air.velocity = 3,-6
yaccel = 0.45
air.fall = 1
air.hittime = 36
p2getp1facing = -1

[State 3100, 8]
type = HitDef
trigger1 = AnimElem = 9
attr = A, HA
damage    = 42,10
animtype = Heavy
air.animtype = up
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 2,2
sparkno = s8060
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = 10
air.velocity = -3,-8
yaccel = 0.45
air.fall = 1
air.hittime = 36
p2getp1facing = -1

[State 3100, 8]
type = HitDef
trigger1 = AnimElem = 7
attr = A, HA
damage    = 63,14
animtype = Heavy
air.animtype = up
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 2,2
sparkno = s8060
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -10
air.velocity = -3,-6
yaccel = 0.45
air.fall = 1
air.hittime = 36
p2getp1facing = -1

[State 3100, 8]
type = HitDef
trigger1 = AnimElem = 11
attr = A, HA
damage    = 42,10
animtype = Heavy
air.animtype = up
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 2,2
sparkno = s8060
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -10
air.velocity = -3,-6
yaccel = 0.45
air.fall = 1
air.hittime = 36
p2getp1facing = -1

[State 3100, 8]
type = HitDef
trigger1 = AnimElem = 13
attr = A, HA
damage    = 42,10
animtype = Heavy
air.animtype = up
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 2,2
sparkno = s8060
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
guard.velocity = -10
ground.velocity = -4,-8
air.velocity = -4,-8
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36
fall.recover = 0
p2getp1facing = -1

[State 3101, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 3102

[Statedef 3102]
type = S
movetype = I
physics = S
anim = 3102
velset = 0,0

[State 3102, 1]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 3102, 2]
type = AfterImageTime
trigger1 = Time = 0
value = 0

[State 3102, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Lv2
[Statedef 3110]
type = S
movetype = A
physics = N
anim = 3100
velset = 0,0
ctrl = 0
poweradd = -2000
juggle = 1

[State 3110, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 72

[State 810, 1]
type = PlaySnd
trigger1 = Time = 4
value = s10,0

[State 3100, 0]
type = SuperPause
trigger1 = Time = 4
anim = s8310
pos = -40,-55
time = 48
movetime = 48
sound = s100,40

[State 3100, 1]
type = AfterImage
trigger1 = Time = 1
time = 1200
length = 16
palcolor = 256
timegap = 1
framegap = 4

[State 3110, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3111

[Statedef 3111]
type = A
movetype = A
physics = N
anim = 3111

[State 810, 1]
type = PlaySnd
trigger1 = Time = 1
value = s0,2

[State 3121, 2]
type = Helper
trigger1 = Time = 1
postype = p1
pos = 0,0
helpertype = normal
ownpal = 1
keyctrl = 0
stateno = 3900

[State 3111, 0]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 3111, 1]
type = PosAdd
trigger1 = Time = [1,9]
Y = -4

[State 3111, 1]
type = PosAdd
trigger1 = Time = [10,11]
Y = -2

[State 3111, 1]
type = PosAdd
trigger1 = Time = 16
trigger2 = Time = 24
trigger3 = Time = 32
trigger4 = Time = 40
trigger5 = Time = 48
trigger6 = Time = 56
Y = 2

[State 3111, 3]
type = VelAdd
trigger1 = Time >= 64
Y = 0.4

[State 3110, 8]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
damage    = 77,19
animtype = Heavy
air.animtype = up
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 2,2
sparkno = s8060
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = 10
air.velocity = 3,-6
yaccel = 0.45
air.fall = 1
air.hittime = 36
p2getp1facing = -1

[State 3110, 8]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 17
attr = A, HA
damage    = 28,7
animtype = Heavy
air.animtype = up
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 2,2
sparkno = s8060
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = 10
air.velocity = 3,-6
yaccel = 0.45
air.fall = 1
air.hittime = 36
p2getp1facing = -1

[State 3110, 8]
type = HitDef
trigger1 = AnimElem = 7
attr = A, HA
damage    = 63,14
animtype = Heavy
air.animtype = up
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 2,2
sparkno = s8060
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -10
air.velocity = -3,-6
yaccel = 0.45
air.fall = 1
air.hittime = 36
p2getp1facing = -1

[State 3110, 8]
type = HitDef
trigger1 = AnimElem = 11
trigger2 = AnimElem = 15
trigger3 = AnimElem = 19
attr = A, HA
damage    = 28,7
animtype = Heavy
air.animtype = up
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 2,2
sparkno = s8060
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -10
air.velocity = -3,-6
yaccel = 0.45
air.fall = 1
air.hittime = 36
p2getp1facing = -1

[State 3110, 8]
type = HitDef
trigger1 = AnimElem = 21
attr = A, HA
damage    = 28,7
animtype = Heavy
air.animtype = up
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 2,2
sparkno = s8060
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
guard.velocity = -10
ground.velocity = -4,-8
air.velocity = -4,-8
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36
fall.recover = 0
p2getp1facing = -1

[State 3111, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 3112

[Statedef 3112]
type = S
movetype = I
physics = S
anim = 3112
velset = 0,0

[State 3112, 1]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 3112, 2]
type = AfterImageTime
trigger1 = Time = 0
value = 0

[State 3112, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Lv3
[Statedef 3120]
type = S
movetype = A
physics = N
anim = 3100
velset = 0,0
ctrl = 0
poweradd = -3000
juggle = 1

[State 3120, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 76

[State 810, 1]
type = PlaySnd
trigger1 = Time = 4
value = s10,0

[State 3100, 0]
type = SuperPause
trigger1 = Time = 4
anim = s8320
pos = -40,-55
time = 48
movetime = 48
sound = s100,40

[State 3100, 1]
type = AfterImage
trigger1 = Time = 1
time = 1200
length = 16
palcolor = 256
timegap = 1
framegap = 4

[State 3120, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3121

[Statedef 3121]
type = A
movetype = A
physics = N
anim = 3121

[State 810, 1]
type = PlaySnd
trigger1 = Time = 1
value = s0,2

[State 3121, 0]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 3121, 1]
type = PosAdd
trigger1 = Time = [1,9]
Y = -4

[State 3121, 1]
type = PosAdd
trigger1 = Time = [10,11]
Y = -2

[State 3121, 1]
type = PosAdd
trigger1 = Time = 16
trigger2 = Time = 32
trigger3 = Time = 40
trigger4 = Time = 56
trigger5 = Time = 64
trigger6 = Time = 80
Y = 2

[State 3121, 2]
type = Helper
trigger1 = Time = 1
postype = p1
pos = 0,0
helpertype = normal
ownpal = 1
keyctrl = 0
stateno = 3900

[State 3121, 3]
type = VelAdd
trigger1 = Time >= 86
Y = 0.4

[State 3120, 8]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
trigger3 = AnimElem = 13
trigger4 = AnimElem = 17
trigger5 = AnimElem = 21
trigger6 = AnimElem = 25
attr = A, HA
damage    = 35,9
animtype = Heavy
air.animtype = up
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 2,2
sparkno = s8060
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = 10
air.velocity = 3,-6
yaccel = 0.45
air.fall = 1
air.hittime = 36
p2getp1facing = -1

[State 3120, 8]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 11
trigger3 = AnimElem = 15
trigger4 = AnimElem = 19
trigger5 = AnimElem = 23
trigger6 = AnimElem = 27
attr = A, HA
damage    = 35,9
animtype = Heavy
air.animtype = up
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 2,2
sparkno = s8060
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -10
air.velocity = -3,-6
yaccel = 0.45
air.fall = 1
air.hittime = 36
p2getp1facing = -1

[State 3120, 8]
type = HitDef
trigger1 = AnimElem = 29
attr = A, HA
damage    = 35,9
animtype = Heavy
air.animtype = up
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 2,2
sparkno = s8060
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
guard.velocity = -10
ground.velocity = -4,-8
air.velocity = -4,-8
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36
fall.recover = 0
p2getp1facing = -1

[State 3121, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 3122

[Statedef 3122]
type = S
movetype = I
physics = S
anim = 3122
velset = 0,0

[State 3122, 1]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 3122, 2]
type = AfterImageTime
trigger1 = Time = 0
value = 0

[State 3122, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;================================
;真空波動拳
;Lv1
[Statedef 3000]
type = S
movetype = A
physics = S
anim = 3000
velset = 0,0
ctrl = 0
poweradd = -1000
juggle = 16

[State 3000, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 58

[State 810, 1]
type = PlaySnd
trigger1 = Time = 4
value = s10,0

[State 3000, 0]
type = SuperPause
trigger1 = Time = 4
anim = -1
pos = -40,-55
time = 48
movetime = 48
sound = s100,40

[State 3100, 1]
type = AfterImage
trigger1 = Time = 1
time = 1200
length = 16
palcolor = 256
timegap = 1
framegap = 4

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 37
value = s0,0

[State 3100, 5]
type = Projectile
trigger1 = Time = 60
attr = A, HP
damage = 70,18
animtype = Heavy
getpower = 0
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 4,12
sparkno = s8060
guard.sparkno = s8040
sparkxy = 20,0
hitsound = s100,8
guardsound = s100,20
ground.type = High
ground.slidetime = 14
ground.hittime = 21 
ground.velocity = -3,-6
air.velocity = -3,-6
projanim = 3050
projhitanim = 1151
projremanim = 1151
projcancelanim = 1151
velocity = 2.8
fall = 1
air.fall = 1
offset = 78,-55
projid = 1100
projpriority = 4
projhits = 3
;projmisstime = 3
yaccel = 0.45

[State 3000, 8]
type = AfterImageTime
trigger1 = AnimTime = 0
value = 0

[State 3000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Lv2
[Statedef 3010]
type = S
movetype = A
physics = S
anim = 3010
velset = 0,0
ctrl = 0
poweradd = -2000
juggle = 16

[State 3010, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 60

[State 810, 1]
type = PlaySnd
trigger1 = Time = 4
value = s10,0

[State 3010, 0]
type = SuperPause
trigger1 = Time = 4
anim = s8315
pos = -30,-65
time = 48
movetime = 48
sound = s100,40

[State 3010, 1]
type = AfterImage
trigger1 = Time = 1
time = 1200
length = 16
palcolor = 256
timegap = 1
framegap = 4

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 37
value = s0,0

[State 3100, 5]
type = Projectile
trigger1 = Time = 60
attr = A, HP
damage = 77,19
animtype = Heavy
getpower = 0
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 4,12
sparkno = s8060
guard.sparkno = s8040
sparkxy = 20,0
hitsound = s100,8
guardsound = s100,20
ground.type = High
ground.slidetime = 14
ground.hittime = 21 
ground.velocity = -3,-6
air.velocity = -3,-6
projanim = 3050
projhitanim = 1151
projremanim = 1151
projcancelanim = 1151
velocity = 2.8
fall = 1
air.fall = 1
offset = 78,-55
projid = 1100
projpriority = 5
projhits = 4
;projmisstime = 3
yaccel = 0.45

[State 3010, 8]
type = AfterImageTime
trigger1 = AnimTime = 0
value = 0

[State 3010, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Lv3
[Statedef 3020]
type = S
movetype = A
physics = S
anim = 3020
velset = 0,0
ctrl = 0
poweradd = -3000
juggle = 16

[State 810, 1]
type = PlaySnd
trigger1 = Time = 4
value = s10,0

[State 3020, 0]
type = SuperPause
trigger1 = Time = 4
anim = s8325
pos = -30,-64
time = 48
movetime = 48
sound = s100,40

[State 3020, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 62

[State 3100, 1]
type = AfterImage
trigger1 = Time = 1
time = 1200
length = 16
palcolor = 256
timegap = 1
framegap = 4

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 37
value = s0,0

[State 3020, 5]
type = Projectile
trigger1 = Time = 60
attr = A, HP
damage = 84,21
animtype = Heavy
getpower = 0
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 4,12
sparkno = s8060
guard.sparkno = s8040
sparkxy = 20,0
hitsound = s100,8
guardsound = s100,20
ground.type = High
ground.slidetime = 14
ground.hittime = 21 
ground.velocity = -3,-6
air.velocity = -3,-6
projanim = 3050
projhitanim = 1151
projremanim = 1151
projcancelanim = 1151
velocity = 2.8
fall = 1
air.fall = 1
offset = 78,-55
projid = 3333
projpriority = 6
projhits = 5
;projmisstime = 3
yaccel = 0.45

[State 3020, 8]
type = AfterImageTime
trigger1 = AnimTime = 0
value = 0

[State 3020, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==============================
;滅昇竜拳
[Statedef 3200]
type = S
movetype = A
physics = N
anim = 3200
velset = 0,0
ctrl = 0
poweradd = -3000
juggle = 1

[State 3100, 0]
type = SuperPause
trigger1 = Time = 4
anim = s8320
pos = -19,-59
time = 48
movetime = 48
sound = s100,40

[State 3100, 1]
type = AfterImage
trigger1 = Time = 1
time = 1200
length = 16
palcolor = 256
timegap = 1
framegap = 4

[State 3200, 1]
type = PosAdd
trigger1 = Time = [56,58]
X = 8

[State 3200, 1]
type = PosAdd
trigger1 = Time = [59,61]
X = 6

[State 3200, 1]
type = PosAdd
trigger1 = Time = 62
X = 5

[State 3200, 1]
type = PosAdd
trigger1 = Time = [63,65]
X = 4

[State 3200, 1]
type = PosAdd
trigger1 = Time = 66
X = 3

[State 3200, 1]
type = PosAdd
trigger1 = Time = [67,69]
X = 2

[State 3200, 1]
type = PosAdd
trigger1 = Time = 70
X = 1

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = s20,1

[State 3120, 8]
type = HitDef
triggerall = !MoveContact
trigger1 = Time = 67
attr = S, HA
damage    = 336,82
animtype = Heavy
air.animtype = up
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 30,30
sparkno = s8060
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = 0
air.velocity = -4,-8
yaccel = 0.45
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3120, 8]
type = HitDef
triggerall = !MoveContact
trigger1 = Time = 66
attr = A, HA
damage    = 224,56
animtype = Heavy
air.animtype = up
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 30,30
sparkno = s8060
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = 0
air.velocity = -4,-8
yaccel = 0.45
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3120, 8]
type = HitDef
triggerall = !MoveContact
trigger1 = Time = 65
attr = A, HA
damage    = 168,42
animtype = Heavy
air.animtype = up
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 30,30
sparkno = s8060
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = 0
air.velocity = -4,-8
yaccel = 0.45
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3120, 8]
type = HitDef
triggerall = !MoveContact
trigger1 = Time = 64
attr = A, HA
damage    = 140,25
animtype = Heavy
air.animtype = up
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 30,30
sparkno = s8060
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = 0
air.velocity = -4,-8
yaccel = 0.45
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3120, 8]
type = HitDef
triggerall = !MoveContact
trigger1 = Time = 63
attr = A, HA
damage    = 112,38
animtype = Heavy
air.animtype = up
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 30,30
sparkno = s8060
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = 0
air.velocity = -4,-8
yaccel = 0.45
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3120, 8]
type = HitDef
triggerall = !MoveContact
trigger1 = Time = 62
attr = A, HA
damage    = 84,21
animtype = Heavy
air.animtype = up
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 30,30
sparkno = s8060
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = 0
air.velocity = -4,-8
yaccel = 0.45
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3120, 8]
type = HitDef
triggerall = !MoveContact
trigger1 = Time = 61
attr = A, HA
damage    = 56,16
animtype = Heavy
air.animtype = up
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 30,30
sparkno = s8060
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = 0
air.velocity = -4,-8
yaccel = 0.45
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3120, 8]
type = HitDef
trigger1 = Time = 60
attr = S, HA
damage    = 42,10
animtype = Heavy
air.animtype = up
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 30,30
sparkno = s8060
guard.sparkno = s8040
sparkxy = -10,-45
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = 0
air.velocity = -4,-8
yaccel = 0.45
air.fall = 1
air.hittime = 36
fall.recover = 0

;真昇竜フラグ
[State 3200, 7]
type = ChangeState
trigger1 = MoveHit && HitOver = 1 && Time = 67
value = 3240

;多段昇竜フラグ
[State 3200, 7]
type = ChangeState
trigger1 = MoveContact && HitOver = 1 
value = 3210

[State 3200, 8]
type = AfterImageTime
trigger1 = AnimTime = 0
value = 0

[State 3200, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------
;多段昇竜
[Statedef 3210]
type = S
movetype = A
physics = S
anim = 3210
velset = 0,0
juggle = 1

[State 3210, 0]
type = PosAdd
trigger1 = Time >= 0
X = 3

[State 3210, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 21

[State 3121, 2]
type = Helper
trigger1 = Time = 1
postype = p1
pos = 0,0
helpertype = normal
ownpal = 1
keyctrl = 0
stateno = 3900

[State 3210, 8]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
damage    = 84,21
animtype = Heavy
getpower = 63
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 22,22
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-55
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-8
air.velocity = -3,-8
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3210, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 3220

[Statedef 3220]
type = A
movetype = A
physics = N
anim = 3220
velset = 0,-11.2

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s0,1

[State 3220, 1]
type = PosAdd
trigger1 = Time = [1,8]
X = 3

[State 3220, 2]
type = VelAdd
trigger1 = Time >= 0
Y = 0.4

[State 1000, 8]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
damage    = 112,28
animtype = Heavy
getpower = 0
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-90
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-8
air.velocity = -3,-8
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3220, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 3230

[Statedef 3230]
type = S
movetype = I
physics = S
anim = 3230
velset = 0,0

[State 3230, 1]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 3230, 2]
type = AfterImageTime
trigger1 = Time = 0
value = 0

[State 3230, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------
;真昇竜拳
[Statedef 3240]
type = S
movetype = A
physics = S
anim = 3240
velset = 0,0
ctrl = 0
juggle = 1

[State 3121, 2]
type = Helper
trigger1 = Time = 1
postype = p1
pos = 0,0
helpertype = normal
ownpal = 1
keyctrl = 0
stateno = 3900

[State 3240, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 28

[State 3240, 1]
type = PosAdd
trigger1 = Time = [0,2]
X = 8

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,1

[State 3240, 8]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
damage    = 84,21
animtype = Heavy
getpower = 63
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 28,28
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-55
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = 0
air.velocity = -3,-8
yaccel = 0.45
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3240, 8]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
damage    = 84,21
animtype = Heavy
getpower = 63
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 8,8
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-70
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = 0
air.velocity = -3,-8
yaccel = 0.45
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3240, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3250

;上昇
[Statedef 3250]
type = A
movetype = A
physics = N
anim = 3250
velset = 0,0
juggle = 1

[State 3250, 1]
type = VelSet
trigger1 = Time = 2
Y = -11.2

[State 3250, 2]
type = VelAdd
trigger1 = Time >= 1
Y = 0.4

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s0,1

[State 1000, 8]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
damage    = 84,21
animtype = Heavy
getpower = 63
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 16,16
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-90
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-8
air.velocity = -3,-8
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3250, 9]
type = ChangeState
trigger1 = Time > 2 && Pos Y >= 0
value = 3260

;着地
[Statedef 3260]
type = S
movetype = I
physics = S
anim = 3260
velset = 0,0

[State 3260, 1]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 3260, 2]
type = AfterImageTime
trigger1 = Time = 0
value = 0

[State 3260, 9]
type = ChangeState 
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==============================
;透明ヘルパー
[Statedef 3900]
type = A
movetype = I
physics = N
anim = 3900
velset = 0,0
ctrl = 0

;常に本体の足下に固定
[State 3900, 1]
type = PosSet
trigger1 = Time >= 0
Y = 0

[State 3900, 1]
type = PosSet
trigger1 = Time >= 0
X = root,pos X

;本体の状態に関係なく１０フレームごとにエフェクト
[State 3900, 2]
type = Explod
trigger1 = TimeMod = 10,1
anim = 8400
postype = p1
pos = 0,0
sprpriority = 7

[State 3900, 9]
type = DestroySelf
trigger1 = root,Stateno != 3101 && root,Stateno != 3111 && root,Stateno != 3121 && root,Stateno != 3210 && root,Stateno != 3240

;===========================
;殺意モード
;滅殺豪昇竜
;真空竜巻旋風脚
;Lv1
[Statedef 3300]
type = S
movetype = A
physics = N
anim = 3300
velset = 0,0
ctrl = 0
poweradd = -1000
juggle = 1

[State 3300, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 68

[State 3300, 0]
type = SuperPause
trigger1 = Time = 4
anim = s8300
pos = 18,-50
time = 48
movetime = 48
sound = s100,40

[State 3300, 1]
type = AfterImage
trigger1 = Time = 1
time = 1200
length = 16
palcolor = 256
timegap = 1
framegap = 4

;前移動
[State 3300, 2]
type = PosAdd
trigger1 = Time = [55,56]
trigger2 = Time = [79,80]
X = 8

[State 3300, 2]
type = PosAdd
trigger1 = Time = 57
trigger2 = Time = 81
X = 7

[State 3300, 2]
type = PosAdd
trigger1 = Time = [58,60]
trigger2 = Time = [82,84]
X = 6

[State 3300, 2]
type = PosAdd
trigger1 = Time = 61
trigger2 = Time = 85
X = 5

[State 3300, 2]
type = PosAdd
trigger1 = Time = [62,64]
X = 4

[State 3300, 2]
type = PosAdd
trigger1 = Time = 65
X = 3

[State 3300, 2]
type = PosAdd
trigger1 = Time = [66,68]
X = 2

[State 3300, 2]
type = PosAdd
trigger1 = Time = 69
X = 1

[State 3300, 3]
type = PlaySnd
trigger1 = Time = 57
value = s20,2

[State 3300, 3]
type = PlaySnd
trigger1 = Time = 81
value = s20,3

[State 3300, 8]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
damage    = 91,23
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-55
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -4
air.velocity = -3,-8
yaccel = 0.45
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3300, 8]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage    = 63,16
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-78
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -4
air.velocity = -3,-8
yaccel = 0.45
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3300, 8]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
damage    = 84,21
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-55
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-8
air.velocity = -3,-8
guard.velocity = -4
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3300, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3301

;上昇
[Statedef 3301]
type = A
movetype = A
physics = N
anim = 3301
velset = 0,-9.2

[State 3301, 1]
type = VelAdd
trigger1 = 1
Y = 0.4

[State 3301, 2]
type = PosAdd
trigger1 = Time = [1,3]
X = 4

[State 3300, 2]
type = PosAdd
trigger1 = Time = 4
X = 3

[State 3300, 2]
type = PosAdd
trigger1 = Time = [5,7]
X = 2

[State 3301, 2]
type = PosAdd
trigger1 = Time = 8
X = 1

[State 3301, 8]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
damage    = 42,10
animtype = Heavy
getpower = 0
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-90
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-8
air.velocity = -3,-8
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3301, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 3302

;----------------------
;Lv2
[Statedef 3310]
type = S
movetype = A
physics = N
anim = 3310
velset = 0,0
ctrl = 0
poweradd = -2000
juggle = 1

[State 3310, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 71

[State 3310, 0]
type = SuperPause
trigger1 = Time = 4
anim = s8310
pos = 18,-50
time = 48
movetime = 48
sound = s100,40

[State 3310, 1]
type = AfterImage
trigger1 = Time = 1
time = 1200
length = 16
palcolor = 256
timegap = 1
framegap = 4

;前移動
[State 3310, 2]
type = PosAdd
trigger1 = Time = [55,56]
trigger2 = Time = [79,80]
X = 8

[State 3310, 2]
type = PosAdd
trigger1 = Time = 57
trigger2 = Time = 81
X = 7

[State 3310, 2]
type = PosAdd
trigger1 = Time = [58,60]
trigger2 = Time = [82,84]
X = 6

[State 3310, 2]
type = PosAdd
trigger1 = Time = 61
trigger2 = Time = 85
X = 5

[State 3310, 2]
type = PosAdd
trigger1 = Time = [62,64]
X = 4

[State 3310, 2]
type = PosAdd
trigger1 = Time = 65
X = 3

[State 3310, 2]
type = PosAdd
trigger1 = Time = [66,68]
X = 2

[State 3310, 2]
type = PosAdd
trigger1 = Time = 69
X = 1

[State 3310, 3]
type = PlaySnd
trigger1 = Time = 57
value = s20,2

[State 3310, 3]
type = PlaySnd
trigger1 = Time = 81
value = s20,3

[State 3310, 8]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
damage    = 105,26
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-55
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -4
air.velocity = -3,-8
yaccel = 0.45
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3310, 8]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage    = 70,18
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-78
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -4
air.velocity = -3,-8
yaccel = 0.45
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3310, 8]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage    = 56,14
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-78
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -4
air.velocity = -3,-8
yaccel = 0.45
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3310, 8]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
damage    = 70,18
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-55
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-8
air.velocity = -3,-8
guard.velocity = -4
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3310, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3311

;上昇
[Statedef 3311]
type = A
movetype = A
physics = N
anim = 3311
velset = 0,-10.4

[State 3311, 1]
type = VelAdd
trigger1 = 1
Y = 0.4

[State 3311, 2]
type = PosAdd
trigger1 = Time = [1,3]
X = 4

[State 3311, 2]
type = PosAdd
trigger1 = Time = 4
X = 3

[State 3311, 2]
type = PosAdd
trigger1 = Time = [5,7]
X = 2

[State 3311, 2]
type = PosAdd
trigger1 = Time = 8
X = 1

[State 3310, 8]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
attr = A, HA
damage    = 28,7
animtype = Heavy
getpower = 0
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-78
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-8
air.velocity = -3,-8
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3321, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 3302

;-------
;Lv3
[Statedef 3320]
type = S
movetype = A
physics = N
anim = 3320
velset = 0,0
ctrl = 0
poweradd = -3000
juggle = 1

[State 3320, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 75

[State 3320, 0]
type = SuperPause
trigger1 = Time = 4
anim = s8320
pos = 18,-50
time = 48
movetime = 48
sound = s100,40

[State 3320, 1]
type = AfterImage
trigger1 = Time = 1
time = 1200
length = 16
palcolor = 256
timegap = 1
framegap = 4

;前移動
[State 3320, 2]
type = PosAdd
trigger1 = Time = 103
X = 12

[State 3320, 2]
type = PosAdd
trigger1 = Time = [104,106]
X = 11

[State 3320, 2]
type = PosAdd
trigger1 = Time = 107
X = 10

[State 3320, 2]
type = PosAdd
trigger1 = Time = [108,110]
X = 9

[State 3320, 2]
type = PosAdd
trigger1 = Time = 55
trigger2 = Time = 78
X = 8

[State 3320, 2]
type = PosAdd
trigger1 = Time = [56,58]
trigger2 = Time = [79,81]
X = 7

[State 3320, 2]
type = PosAdd
trigger1 = Time = 59
trigger2 = Time = 82
X = 6

[State 3320, 2]
type = PosAdd
trigger1 = Time = [60,62]
trigger2 = Time = [83,85]
X = 5

[State 3320, 2]
type = PosAdd
trigger1 = Time = 63
trigger2 = Time = 86
X = 4

[State 3320, 2]
type = PosAdd
trigger1 = Time = [64,66]
trigger2 = Time = [87,89]
X = 3

[State 3320, 2]
type = PosAdd
trigger1 = Time = 67
trigger2 = Time = 90
X = 2

[State 3320, 2]
type = PosAdd
trigger1 = Time = 68
trigger2 = Time = [91,93]
X = 1

[State 3300, 3]
type = PlaySnd
trigger1 = Time = 55
value = s20,2

[State 3300, 3]
type = PlaySnd
trigger1 = Time = 78
value = s20,0

[State 3300, 3]
type = PlaySnd
trigger1 = Time = 103
value = s20,3

;
[State 3320, 8]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
damage    = 105,26
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-55
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -4
air.velocity = -3,-8
yaccel = 0.45
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3320, 8]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage    = 56,14
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-78
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -4
air.velocity = -3,-8
yaccel = 0.45
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3320, 8]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
damage    = 77,19
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-55
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -4
air.velocity = -3,-8
yaccel = 0.45
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3320, 8]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
damage    = 63,16
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-78
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -4
air.velocity = -3,-8
yaccel = 0.45
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3320, 8]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
damage    = 35,9
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-78
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -4
air.velocity = -3,-8
yaccel = 0.45
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3320, 8]
type = HitDef
trigger1 = AnimElem = 15
attr = S, HA
damage    = 63,16
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-55
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-8
air.velocity = -3,-8
guard.velocity = -4
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3320, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3321

;上昇
[Statedef 3321]
type = A
movetype = A
physics = N
anim = 3321
velset = 0,-11.2

[State 3321, 1]
type = VelAdd
trigger1 = 1
Y = 0.4

[State 3321, 2]
type = PosAdd
trigger1 = Time = 1
X = 9

[State 3321, 2]
type = PosAdd
trigger1 = Time = [2,3]
X = 8

[State 3321, 2]
type = PosAdd
trigger1 = Time = [4,6]
X = 7

[State 3321, 2]
type = PosAdd
trigger1 = Time = 7
X = 6

[State 3321, 2]
type = PosAdd
trigger1 = Time = [8,10]
X = 5

[State 3321, 2]
type = PosAdd
trigger1 = Time = 11
X = 4

[State 3321, 2]
type = PosAdd
trigger1 = Time = [12,14]
X = 3

[State 3321, 2]
type = PosAdd
trigger1 = Time = 15
X = 2

[State 3321, 2]
type = PosAdd
trigger1 = Time = [16,18]
X = 1

[State 3320, 8]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
attr = A, HA
damage    = 28,7
animtype = Heavy
getpower = 0
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 4,4
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-78
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-8
air.velocity = -3,-8
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36
fall.recover = 0

[State 3321, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 3302

;-------
;着地(共通)
[Statedef 3302]
type = S
movetype = I
physics = S
anim = 3302
velset = 0,0

[State 3302, 1]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 3302, 2]
type = AfterImageTime
trigger1 = Time = 0
value = 0

[State 3302, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=====================
;瞬獄殺
[Statedef 3500]
type = S
movetype = A
physics = S
anim = 3500
velset = 0,0
ctrl = 0
poweradd = -3000

[State 3500, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 55

[State 3500, 0]
type = SuperPause
trigger1 = Time = 4
anim = s8320
pos = 5,-92
time = 48
movetime = 48
sound = s100,40

[State 3500, 1]
type = AfterImage
trigger1 = Time = 1
time = 1200
length = 16
palcolor = 256
timegap = 1
framegap = 4

[State 3500, 2]
type = PlaySnd
trigger1 = Time = 52
value = s100,51

;移動
[State 3500, 3]
type = PosAdd
trigger1 = Time = [52,100]
X = 4

;攻撃判定
[State 3500, 7]
type = HitDef
trigger1 = Time = 55
attr = S, HT
damage    = 0
animtype = Heavy
getpower = 0
givepower = 0
guardflag = 
hitflag = M
;hitsound = s100,7
;guardsound = s100,20
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-45
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = 10
air.velocity = 3,-6
yaccel = 0.45
fall = 1
air.fall = 1
air.hittime = 36
p1stateno = 3510
p2stateno = 3520
NumHits = 0

;終了
[State 3500, 8]
type = AfterImageTime
trigger1 = AnimElem = 2
value = 0

[State 3500, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------
;捕獲成功
[Statedef 3510]
type = S
movetype = A
physics = S
anim = 3510
velset = 0,0

[State 3910,Pause]
type = Pause
trigger1 = AnimElem = 2
time = 59
movetime = 59

[State 3510, 1]
type = AfterImageTime
trigger1 = Time = 0
value = 0

[State 3510, 2]
type = SprPriority
trigger1 = 1
value = 5

[State 3510, 3]
type = AssertSpecial
trigger1 = Time = [16,75]
flag = NoBG
flag2 = NoFG
flag3 = NoBarDisplay

[State 3510, 4]
type = EnvColor
trigger1 = Time = [16,75]
value = 255,255,255

[State 3510, 5]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50,0

[State 3510, 6]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -490

[State 3510, 7]
type = Explod
trigger1 = Time = 22
trigger2 = Time = 26
trigger3 = Time = 30
trigger4 = Time = 34
trigger5 = Time = 38
trigger6 = Time = 42
trigger7 = Time = 46
trigger8 = Time = 50
trigger9 = Time = 54
trigger10 = Time = 58
trigger11 = Time = 62
trigger12 = Time = 66
trigger13 = Time = 70
trigger14 = Time = 74
anim = 8060
postype = p1
pos = 30,-60
sprpriority = 7
random = 40,100
ontop = 1
pausemovetime = 59

[State 3510, 8]
type = PlaySnd
trigger1 = Time = 22
trigger2 = Time = 26
trigger3 = Time = 30
trigger4 = Time = 34
trigger5 = Time = 38
trigger6 = Time = 42
trigger7 = Time = 46
trigger8 = Time = 50
trigger9 = Time = 54
trigger10 = Time = 58
trigger11 = Time = 62
trigger12 = Time = 66
trigger13 = Time = 70
trigger14 = Time = 74
value = s100,7

[State 3510, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s100,30

[State 3510, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------
;相手側
[Statedef 3520]
type = A
movetype = H
physics = N
velset = 0,0

[State 3520, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3520

[State 3520, 2]
type = SprPriority
trigger1 = 1
value = 2

[State 3520, 9]
type = SelfState
trigger1 = AnimTime = 0
value = IfElse(Life <= 0,5150,5120)