;リュウ　基本設定・通常技用ｃｎｓ
;---------------------------------------
;Var(56)　地上受け身

;=======================================
;基本能力値
;========================================
[Data]
life              = 1000   ;ライフ（体力ゲージ）最大値
power             = 3000   ;パワーゲージ最大値（オプション・デフォルトは3000=Lv.3）
attack            = 100    ;攻撃力（デフォルトは１００％）
defence           = 100    ;防御力（デフォルトは１００％）
fall.defence_up   = 50     ;横に倒れている時に一時的に加える防御力（％）
liedown.time      = 16;60     ;横に倒れている時間（フレーム）
airjuggle         = 15     ;ジャグルポイント限界値（「小ネタ.txt」参照）
sparkno           = 2      ;デフォルトのヒットスパーク（fightfxから）
guard.sparkno     = 40     ;デフォルトのガードスパーク（fightfxから）
KO.echo           = 0      ;ＫＯ時の音声（11,0）にエコーを掛けるか否か（0=掛けない,1=掛ける）
volume            = 255    ;キャラの標準の音量（最小-255・最大255）
IntPersistIndex   = 0     ;次のラウンドへ持ち越せる「Var」のアドレスの範囲を決める（※１）
FloatPersistIndex = 0     ;次のラウンドへ持ち越せる「FVar」のアドレスの範囲を決める（※１）

[Size]
xscale           = 1          ;キャラの横の大きさ（絶対値・float）
yscale           = 1          ;キャラの縦の大きさ（絶対値・float）
ground.back      = 16         ;地上にいる時の「後方の物理的な幅」
ground.front     = 16         ;地上にいる時の「前方の物理的な幅」
air.back         = 15         ;空中にいる時の「後方の物理的な幅」
air.front        = 15         ;空中にいる時の「前方の物理的な幅」
height           = 65         ;キャラの物理的な高さ（高いほど相手は飛び越しにくくなる）
attack.dist      = 150        ;相手がガード態勢に入る最低の距離
proj.attack.dist = 90         ;自分の「Projectile」に対して相手がガード態勢に入る最低の距離
proj.doscale     = 1          ;xscaleとyscaleを「Projectile」にも影響させるか否か（0=させない・1=させる）
head.pos         = 10,-93     ;-87  ;キャラの標準の頭の座標（Bind系で適用される）
mid.pos          = -3,-57     ;-52  ;キャラの標準の体中心の座標（Bind系で適用される）
shadowoffset     = 0          ;影のＹ軸方向の位置座標
draw.offset      = 0,0        ;キャラの表示座標（Ｘ軸,Ｙ軸）

[Velocity]
walk.fwd     = 3.365         ;前進速度（Ｘ軸・[Statedef 20]に適用される）
walk.back    = -2.22        ;後退速度（Ｘ軸・[Statedef 20]に適用される）
run.fwd      = 4.6,0       ;前方に走る速度（Ｘ軸,Ｙ軸・[Statedef 100]に適用される）
run.back     = -4.5,-3.8   ;後方に走る速度（Ｘ軸,Ｙ軸・[Statedef 105]に適用される）
jump.neu     = 0,-10.25     ;垂直ジャンプの速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
jump.back    = -3.8       ;後方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
jump.fwd     = 3.36         ;前方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
runjump.back = -2.55,-8.1  ;後方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
runjump.fwd  = 4,-8.1      ;前方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
airjump.neu  = 0,-8.1      ;空中垂直ジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 45]に適用される）
airjump.back = -2.55       ;空中後方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）
airjump.fwd  = 2.5         ;空中前方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）

[Movement]
airjump.num     = 0        ;空中ジャンプが出来る回数
airjump.height  = 35       ;空中ジャンプが出来る最低の高度（Ｙ軸）
yaccel          = .587      ;Ｙ軸加速度（重力）
stand.friction  = .85      ;立っている時の摩擦係数（ステートのPhysicsが「S」の時）
crouch.friction = .82      ;しゃがんでいる時の摩擦係数（ステートのPhysicsが「C」の時）

[Quotes]
victory1 = I see a strong will to fight in your eyes! Don't give up yet!
victory2 = One fight. One more step on the path to becoming a true warrior!
victory3 = Sometimes the most important battle, is the battle within...
victory4 = The only way a true warrior can suffer, is by not fighting!
victory5 = True victory is to give all of yourself, without regret.
victory6 = Whatever you find worthwhile in life, is worth fighting for!
victory7 = Whether we win or lose, all of our battles make us stronger!
victory8 = Your strength is equal to that of your will to win!

;---------------------------------------------------------------------------
;時間切れ負け
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0

[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
;勝ちポーズ分岐
[Statedef 180]
type = S

;vs Ken 真空波動勝ち抜け
[State 180, 0]
type = ChangeState
trigger1 = Var(11) = 1 && MatchOver = 1
value = 185

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 3

[State 180, 1]
type = ChangeState
trigger1 = 1
trigger1 = var(10) = 0 && PalNo = [1,6]
value = 181

[State 180, 2]
type = ChangeState
trigger1 = 1
trigger1 = var(10) = 1
value = 182

[State 180, 3]
type = ChangeState
trigger1 = 1
trigger1 = var(10) = 2
value = 183

[State 180, 1]
type = ChangeState
trigger1 = 1
trigger1 = var(10) = 3
trigger2 = var(10) = 0 && PalNo = [7,12]
value = 184

;---------------------------------------------------------------------------
;勝ちポーズ１
[Statedef 181]
type = S
physics = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver

[State 180, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,8

;---------------------------------------------------------------------------
;勝ちポーズ２
[Statedef 182]
type = S
physics = S
ctrl = 0
anim = 182
velset = 0,0

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver

[State 180, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s30,1

;---------------------------------------------------------------------------
;勝ちポーズ３
[Statedef 183]
type = S
physics = S
ctrl = 0
anim = 183
velset = 0,0

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver

[State 180, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s30,2

;---------------------------------------------------------------------------
;勝ちポーズ4
[Statedef 184]
type = S
physics = S
ctrl = 0
anim = 184
velset = 0,0

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver

[State 180, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s30,0

;--------------
;vs Ken
[Statedef 185]
type = S
movetype = A
physics = N
anim = 20

[State 185, 1]
type = VelSet
trigger1 = Time = 0
X = const(velocity.walk.fwd.x)

[State 185, 2]
type = VelSet
trigger1 = Abs(ScreenPos X - EnemyNear,ScreenPos X) < 73
X = 0

[State 185, 3]
type = PosAdd
trigger1 = Anim = 185 && AnimElem = 1
X = 73 - ( EnemyNear,ScreenPos X - ScreenPos X)

[State 185, 4]
type = ChangeAnim
trigger1 = Vel X = 0 && Anim != 185
value = 185

;---------------------------------------------------------------------------
;イントロ
[Statedef 191]
type = A
movetype = I
physics = N

[State 191, 8]
type = ChangeState
triggerall = EnemyNear,NumPartner = 0 && NumPartner = 0 && PalNo = [1,6]
trigger1 = Time = 1 && P2Name = "Ken by M.M.R." 
value = 193

[State 191, 8]
type = ChangeState
triggerall = EnemyNear,NumPartner = 0 && NumPartner = 0 && PalNo = [7,12]
trigger1 = Time = 1 && P2Name = "Gouki by M.M.R."
value = 10193

[State 191, 9]
type = ChangeState
trigger1 = Time = 1
value = 192

;--------------------
;イントロ１
[Statedef 192]
type = S
ctrl = 0
;anim = 190
velset = 0

[State 192, 0]
type = ChangeAnim
trigger1 = Time = 0
value = IfElse(PalNo <= 6,190,192) 

[State 192, 0]
type = SprPriority
trigger1 = Time >= 0
value = 4

[State 192, 1] 
type = AssertSpecial
trigger1 = Time >= 0
flag = Intro

[State 192, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------
;vs Kenイントロ
[Statedef 193]
type = S
ctrl = 0
anim = 191
velset = 0

[State 192, 0]
type = SprPriority
trigger1 = 1
value = 6

[State 192, 1] 
type = AssertSpecial
trigger1 = Time >= 0
flag = Intro

[State 192, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-----------------------
;vs豪鬼イントロ
[Statedef 10193]
type = S
ctrl = 0
anim = 193
velset = 0

[State 10193, 0]
type = SprPriority
trigger1 = 1
value = 6

[State 10193, 1] 
type = AssertSpecial
trigger1 = Time >= 0
flag = Intro

;演出用ヘルパー
[State 10193, 2]
type = Helper
trigger1 = Time = 0
postype = back
pos = 0,0
stateno = 10194
helpertype = normal
ownpal = 0
keyctrl = 0

[State 10193, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;瞬獄殺相打ちデモ
[Statedef 10194]
type = A
movetype = I
physics = N
anim = 194
velset = 4.5,0

[State 10194, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = s100,51

[State 10194, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,30

[State 10194, 1]
type = VelSet
trigger1 = AnimElem = 2
X = 0

[State 10194, 2]
type = AssertSpecial
trigger1 = Time = [46,108]
flag = NoBG
flag2 = NoFG
flag3 = NoBarDisplay

[State 10194, 3]
type = VarSet
trigger1 = AnimElem = 2
v = 13
value = abs(ceil((ScreenPos X - parent,ScreenPos X) / 6))

[State 10194, 4]
type = PosAdd
trigger1 = Time = [109,114]
X = Var(13) * -1

[State 10194, 5]
type = Explod
trigger1 = Time = 109
postype = left
pos = 160,0
anim = 8210
sprpriority = 7

[State 10194, 6]
type = EnvColor
trigger1 = Time = [46,108]
value = 255,255,255

[State 10194, 7]
type = AfterImage
trigger1 = Time = 0
time = 29

[State 10194, 8]
type = Explod
trigger1 = Time = 50
trigger2 = Time = 72
trigger3 = Time = 78
trigger4 = Time = 82
trigger5 = Time = 88
trigger6 = Time = 94
trigger7 = Time = 104
trigger8 = Time = 109
anim = 8060
postype = left
pos = 160,120
random = 240,180
sprpriority = 7
ontop = 1

[State 10194, 8]
type = Explod
trigger1 = Time = 56
trigger2 = Time = 60
trigger3 = Time = 62
trigger4 = Time = 66
trigger5 = Time = 76
trigger6 = Time = 92
trigger7 = Time = 98
anim = 8060
facing = -1
postype = left
pos = 160,120
random = 240,180
sprpriority = 7
ontop = 1

[State 10194, 8]
type = PlaySnd
trigger1 = Time = 50
trigger2 = Time = 56
trigger3 = Time = 60
trigger4 = Time = 62
trigger5 = Time = 66
trigger6 = Time = 72
trigger7 = Time = 76
trigger8 = Time = 78
trigger9 = Time = 82
trigger10 = Time = 88
trigger11 = Time = 92
trigger12 = Time = 94
trigger13 = Time = 98
trigger14 = Time = 104
trigger15 = Time = 109
value = s100,20

[State 10194, 9]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = RoundState = 2

;---------------------------------------------------------------------------
;挑発
[Statedef 195]
type = S
movetype = I
physics = S
ctrl = 0
anim = 195
velset = 0

[State 195, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;波動の構え
[Statedef 196]
type = S
movetype = I
physics = S
ctrl = 0
anim = 196
velset = 0

[State 196, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち弱パンチ
[Statedef 200]
type = S
movetype = A
physics = S
ctrl = 0
anim = 200
velset = 0,0
poweradd = 0
juggle = 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 35
animtype = Light
getpower = 21
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,0
guardsound = s100,20
pausetime = 11,11
sparkno = s8010
guard.sparkno = s8000
sparkxy = 0,-75
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -3,-4
air.hittime = 16

[State 180, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,10

[State 200, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 210]
type = S
movetype = A
physics = S
ctrl = 0
anim = 210
velset = 0,0
poweradd = 0
juggle = 1

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 35
animtype = Light
getpower = 21
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,0
guardsound = s100,20
pausetime = 11,11
sparkno = s8010
guard.sparkno = s8000
sparkxy = 0,-85
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -3,-4
air.hittime = 16

[State 210, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,10

[State 210, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち中パンチ
[Statedef 220]
type = S
movetype = A
physics = S
velset = 0
ctrl = 0
anim = 220
poweradd = 21
juggle = 1

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 77
animtype = Medium
getpower = 84
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,1
guardsound = s100,20
pausetime = 13,13
sparkno = s8020
guard.sparkno = s8000
sparkxy = 0,-70
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -7
air.velocity = -3,-4
air.hittime = 16

[State 220, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,11

[State 220, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 230]
type = S
movetype = A
physics = S
velset = 0
ctrl = 0
anim = 230
poweradd = 21
juggle = 1

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 77
animtype = Medium
getpower = 84
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,1
guardsound = s100,20
pausetime = 13,13
sparkno = s8020
guard.sparkno = s8000
sparkxy = 0,-55
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -7
air.velocity = -3,-4
air.hittime = 16

[State 230, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,11

[State 230, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------
;強パンチ
[Statedef 240]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 240
poweradd = 21
juggle = 1

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 119
animtype = Heavy
getpower = 126
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,2
guardsound = s100,20
pausetime = 16,16
sparkno = s8030
guard.sparkno = s8000
sparkxy = 0,-76
ground.type = High
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -9
air.velocity = -3,-4
air.hittime = 16

[State 240, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,12

[State 240, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s20,0

[State 240, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 250]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 250
poweradd = 21
juggle = 1

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 119
animtype = Heavy
getpower = 126
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,2
guardsound = s100,20
pausetime = 16,16
sparkno = s8030
guard.sparkno = s8000
sparkxy = 0,-76
ground.type = Low
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -9
air.velocity = -3,-4
air.hittime = 16

[State 250, 1]
type = HitDef
triggerall = !MoveContact
trigger1 = AnimElem = 3
attr = S, NA
damage    = 91
animtype = Heavy
getpower = 126
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,2
guardsound = s100,20
pausetime = 16,16
sparkno = s8030
guard.sparkno = s8000
sparkxy = 0,-56
ground.type = High
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -9
air.velocity = -3,-4
air.hittime = 16

[State 250, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,12

[State 250, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s20,1

[State 250, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち弱キック
[Statedef 260]
type = S
movetype = A
physics = S
velset = 0
ctrl = 0
anim = 260
poweadd = 0
juggle = 1

[State 260, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 42
animtype = Light
getpower = 21
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,4
guardsound = s100,20
pausetime = 12,12
sparkno = s8010
guard.sparkno = s8000
sparkxy = 0,-30
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -3,-4
air.hittime = 16

[State 260, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,10

[State 260, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;立ち中キック
[Statedef 270]
type = S
movetype = A
physics = S
ctrl = 0
anim = 270
poweradd = 21
velset = 0,0
juggle = 1

[State 270, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 84
animtype = Medium
getpower = 84
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,5
guardsound = s100,20
pausetime = 13,13
sparkno = s8020
guard.sparkno = s8000
sparkxy = 0,-90
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -7
air.velocity = -3,-4

[State 270, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,11

[State 270, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;立ち強キック
[Statedef 280]
type = S
movetype = A
physics = S
ctrl = 0
anim = 280
poweradd = 21
velset = 0,0
juggle = 1

[State 280, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 112
animtype = Heavy
getpower = 126
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,6
guardsound = s100,20
pausetime = 16,16
sparkno = s8030
guard.sparkno = s8000
sparkxy = 0,-75
ground.type = High
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -9
air.velocity = -3,-4

[State 280, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,12

[State 280, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 290]
type = S
movetype = A
physics = S
ctrl = 0
anim = 290
poweradd = 21
velset = 0,0
juggle = 1

[State 290, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 70
animtype = Heavy
getpower = 84
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,6
guardsound = s100,20
pausetime = 16,16
sparkno = s8030
guard.sparkno = s8000
sparkxy = 0,-75
ground.type = High
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -9
air.velocity = -3,-4

[State 290, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = 56
animtype = Heavy
getpower = 21
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,6
guardsound = s100,20
pausetime = 16,16
sparkno = s8030
guard.sparkno = s8000
sparkxy = 0,-30
ground.type = High
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -9
air.velocity = -3,-4

[State 290, snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = s100,12

[State 660, snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = s20,3

[State 290, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ弱パンチ
[Statedef 400]
type = C
movetype = A
physics = C
velset = 0
ctrl = 0
anim = 400
poweradd = 0
juggle = 1

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 35
animtype = Light
getpower = 21
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,0
guardsound = s100,20
pausetime = 12,12
sparkno = s8010
guard.sparkno = s8000
sparkxy = 0,-50
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -3,-4

[State 180, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,10

[State 400, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ中パンチ
[Statedef 410]
type = C
movetype = A
physics = C
velset = 0
ctrl = 0
anim = 410
poweradd = 21
juggle = 1

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 70
animtype = Medium
getpower = 84
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,1
guardsound = s100,20
pausetime = 13,13
sparkno = s8020
guard.sparkno = s8000
sparkxy = 0,-50
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -7
air.velocity = -3,-4

[State 180, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,11

[State 410, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ強パンチ
[Statedef 420]
type = C
movetype = A
physics = C
velset = 0
ctrl = 0
anim = 420
poweradd = 21
juggle = 1

[State 420, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 105
animtype = Heavy
getpower = 126
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,2
guardsound = s100,20
pausetime = 16,16
sparkno = s8030
guard.sparkno = s8000
sparkxy = 0,-60
ground.type = Low
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -9
air.velocity = -3,-4

[State 420, 1]
type = HitDef
triggerall = !MoveContact
trigger1 = AnimElem = 3
attr = C, NA
damage    = 91
animtype = Heavy
getpower = 126
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,2
guardsound = s100,20
pausetime = 16,16
sparkno = s8030
guard.sparkno = s8000
sparkxy = 0,-110
ground.type = Low
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -9
air.velocity = -3,-4

[State 180, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,12

[State 420, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ弱キック
[Statedef 430]
type = C
movetype = A
physics = C
velset = 0
ctrl = 0
anim = 430
poweradd = 0
juggle = 1

[State 430, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 35
animtype = Light
getpower = 21
givepower = 21
guardflag = L
hitflag = MA
hitsound = s100,4
guardsound = s100,20
pausetime = 12,12
sparkno = s8010
guard.sparkno = s8000
sparkxy = 0,-5
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -3,-4

[State 180, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,11

[State 430, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ中キック
[Statedef 440]
type = C
movetype = A
physics = C
velset = 0
ctrl = 0
anim = 440
poweradd = 21
juggle = 1

[State 440, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 63
animtype = Medium
getpower = 21
givepower = 21
guardflag = L
hitflag = MA
hitsound = s100,5
guardsound = s100,20
pausetime = 13,13
sparkno = s8020
guard.sparkno = s8000
sparkxy = 0,-5
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -7
air.velocity = -3,-4

[State 180, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,11

[State 440, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ強キック
[Statedef 450]
type = C
movetype = A
physics = C
velset = 0
ctrl = 0
anim = 450
poweradd = 21
juggle = 1

[State 450, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 98
animtype = Heavy
getpower = 126
givepower = 21
guardflag = L
hitflag = MA
hitsound = s100,6
guardsound = s100,20
pausetime = 16,16
sparkno = s8030
guard.sparkno = s8000
sparkxy = -10,-10
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -2,-7.2
air.velocity = -2,-7.2
guard.velocity = -9
yaccel = 0.5
fall = 1
air.fall = 1
fall.recover = 0

[State 180, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,12

[State 450, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;ジャンプ弱パンチ
[Statedef 600]
type = A
movetype = A
physics = A
ctrl = 0
anim = 600
poweradd = 0
juggle = 1

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 63
animtype = Light
getpower = 21
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s100,0
guardsound = s100,20
pausetime = 12,12
sparkno = s8010
guard.sparkno = s8000
sparkxy = 0,-56
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -3,-4

[State 180, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,10

;---------------------------------------------------------------------------
;ジャンプ中パンチ
[Statedef 610]
type = A
movetype = A
physics = A
ctrl = 0
anim = 610
poweradd = 21
juggle = 1

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage    = 56
animtype = Medium
getpower = 63
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s100,1
guardsound = s100,20
pausetime = 13,13
sparkno = s8020
guard.sparkno = s8000
sparkxy = 0,-55
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -7
air.velocity = -3,-4

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage    = 42
animtype = Medium
getpower = 21
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s100,1
guardsound = s100,20
pausetime = 13,13
sparkno = s8020
guard.sparkno = s8000
sparkxy = 0,-90
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -7
air.velocity = -3,-4

[State 180, snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = s100,11

[Statedef 620]
type = A
movetype = A
physics = A
ctrl = 0
anim = 620
poweradd = 21
juggle = 1

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 70
animtype = Medium
getpower = 84
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s100,1
guardsound = s100,20
pausetime = 13,13
sparkno = s8020
guard.sparkno = s8000
sparkxy = 0,-55
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -7
air.velocity = -3,-4

[State 620, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,11

;---------------------------------------------------------------------------
;ジャンプ強パンチ
[Statedef 630]
type = A
movetype = A
physics = A
ctrl = 0
anim = 630
poweradd = 21
juggle = 1

[State 630, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 91
animtype = Heavy
getpower = 126
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s100,2
guardsound = s100,20
pausetime = 16,16
sparkno = s8030
guard.sparkno = s8000
sparkxy = 0,-55
ground.type = High
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -9
air.velocity = -3,-4

[State 630, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,12

;---------------------------------------------------------------------------
;ジャンプ弱キック
[Statedef 640]
type = A
movetype = A
physics = A
ctrl = 0
anim = 640
poweradd = 0
juggle = 1

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 63
animtype = Light
getpower = 21
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s100,4
guardsound = s100,20
pausetime = 12,12
sparkno = s8010
guard.sparkno = s8000
sparkxy = 0,-40
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -3,-4

[State 640, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,10

[Statedef 650]
type = A
movetype = A
physics = A
ctrl = 0
anim = 650
poweradd = 0
juggle = 1

[State 650, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 70
animtype = Light
getpower = 21
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s100,4
guardsound = s100,20
pausetime = 12,12
sparkno = s8010
guard.sparkno = s8000
sparkxy = 0,-70
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -3,-4

[State 650, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,10

;---------------------------------------------------------------------------
;ジャンプ中キック
[Statedef 660]
type = A
movetype = A
physics = A
ctrl = 0
anim = 660
poweradd = 21
juggle = 1

[State 660, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 70
animtype = Medium
getpower = 84
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s100,5
guardsound = s100,20
pausetime = 13,13
sparkno = s8020
guard.sparkno = s8000
sparkxy = -10,-45
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -7
air.velocity = -3,-4

[State 660, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,11

[Statedef 670]
type = A
movetype = A
physics = A
ctrl = 0
anim = 670
poweradd = 21
juggle = 1

[State 670, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 77
animtype = Medium
getpower = 84
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s100,5
guardsound = s100,20
pausetime = 13,13
sparkno = s8020
guard.sparkno = s8000
sparkxy = 0,-70
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -7
air.velocity = -3,-4

[State 670, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,11

;---------------------------------------------------------------------------
;ジャンプ強キック
[Statedef 680]
type = A
movetype = A
physics = A
ctrl = 0
anim = 680
poweradd = 21
juggle = 1

[State 680, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 91
animtype = Heavy
getpower = 126
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s100,6
guardsound = s100,20
pausetime = 16,16
sparkno = s8030
guard.sparkno = s8000
sparkxy = 0,-45
ground.type = High
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -9
air.velocity = -3,-4

[State 680, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,12

[Statedef 690]
type = A
movetype = A
physics = A
ctrl = 0
anim = 690
poweradd = 21
juggle = 1

[State 690, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 98
animtype = Heavy
getpower = 126
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s100,6
guardsound = s100,20
pausetime = 16,16
sparkno = s8030
guard.sparkno = s8000
sparkxy = 0,-55
ground.type = High
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -9
air.velocity = -3,-4

[State 690, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,12

;================================
;鎖骨割り
[Statedef 300]
type = S
movetype = A
physics = S
anim = 300
velset = 0,0
ctrl = 0
poweradd = 21
juggle = 1

[State 300, 1]
type = PosAdd
trigger1 = Time = [19,24]
X = 2

[State 660, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s20,2

[State 660, snd]
type = PlaySnd
trigger1 = AnimElem = 5
value = s20,1

[State 270, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = 56
animtype = Medium
getpower = 21
givepower = 21
guardflag = H
hitflag = MA
hitsound = s100,5
guardsound = s100,20
pausetime = 13,13
sparkno = s8020
guard.sparkno = s8000
sparkxy = 0,-55
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -7
air.velocity = -3,-4

[State 270, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage    = 42
animtype = Medium
getpower = 21
givepower = 21
guardflag = H
hitflag = MA
hitsound = s100,5
guardsound = s100,20
pausetime = 13,13
sparkno = s8020
guard.sparkno = s8000
sparkxy = 0,-30
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -7
air.velocity = -3,-4

[State 300, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;旋風脚
[Statedef 310]
type = S
movetype = A
physics = S
anim = 310
velset = 0,0
ctrl = 0
poweradd = 21
juggle = 1

[State 310, 9]
type = ChangeState 
trigger1 = AnimTime = 0
value = 315

[Statedef 315]
type = A
movetype = A
physics = N
anim = 315
velset = 3,-4.8
juggle = 1

[State 315, 1]
type = VelAdd
trigger1 = Time >= 0
Y = 0.4

[State 660, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,11

[State 315, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 91
animtype = Medium
getpower = 84
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s100,5
guardsound = s100,20
pausetime = 13,13
sparkno = s8020
guard.sparkno = s8000
sparkxy = 0,-55
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -7
air.velocity = -3,-4

[State 315, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 320

[Statedef 320]
type = S
movetype = I
physics = S
anim = 320
velset = 0,0

[State 320, 1]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 320, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===================================
;地上受け身
[Statedef 2500]
type = S
movetype = I
physics = N
anim = 2500
velset = 0,0
ctrl = 0
facep2 = 1

[State 2500, 0]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 2500, 0]
type = VarSet
trigger1 = Time = 0
v = 56
value = 0

[State 2500, 0]
type = PlayerPush
trigger1 = 1
value = 0

[State 2500, 1]
type = VelSet
trigger1 = Time = 13
X = 6

[State 2500, 1]
type = HitBy
trigger1 = Time >= 0
value = SCA, NA, SA, HA, NP, SP, HP

[State 2500, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NT, ST, HT

[State 2500, 9]
type = ChangeState
triggerall = Command !="holdfwd"
trigger1 = Time = 35
trigger2 = Time = 47
value = 12
ctrl = 1

[State 2500, 9]
type = ChangeState
trigger1 = Time = 59
value = 12
ctrl = 1

;ゼロカウンター
[Statedef 2600]
type = S
movetype = A
physics = S
anim = 2600
velset = 0,0
ctrl = 0
poweradd = -500
juggle = 15

[State 2600, 0]
type = SuperPause
trigger1 = Time = 0
time = 22
anim = S8210
sound = S100,41
pos = 52,Floor(-ScreenPos Y)
movetime = 22
darken = 0
unhittable = 1

[State 2600, 0]
type = Explod
trigger1 = Time = 0
anim = 8220
postype = p1
pos = 34,-77
supermove = 1
bindtime = 1
ownpal = 1
sprpriority = -1

[State 2600, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 35

[State 2600, 2]
type = PlaySnd
trigger1 = AnimElem = 6
value = s0,1

[State 2600, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage    = 28
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 20,20
sparkno = s8050
guard.sparkno = s8040
sparkxy = -10,-80
;ground.type = High
;ground.slidetime = 12
;ground.hittime  = 12
;ground.velocity = -3,-8
;air.velocity = -3,-8
;guard.velocity = -6
p2stateno = 2610
fall = 1
air.fall = 1
fall.recover = 0

[State 2600, 4]
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(8230) = 0
ID = 8230
anim = 8230
postype = p2
pos = 0,0
removetime = 12
bindtime = 12
pausemovetime = 12
ontop = 1
ownpal = 1

[State 2600, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 2601

;上昇
[Statedef 2601]
type = A
movetype = A
physics = N
anim = 2601
juggle = 15

[State 2601, 1]
type = PosAdd
trigger1 = Time = [2,14]
X = 4

[State 2601, 1]
type = PosAdd
trigger1 = Time = [15,17]
X = 2

[State 2601, 2]
type = VelSet
trigger1 = Time = 2
Y = -10

[State 2601, 3]
type = VelAdd
trigger1 = Time >= 2
Y = 0.4

[State 2601, 8]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage    = 28,7
animtype = Heavy
getpower = 0
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 16,16
sparkno = s8050
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
p2stateno = 2610
fall = 1
air.fall = 1
fall.recover = 0

[State 2601, 9]
type = ChangeState
trigger1 = Time > 2 && Pos Y >= 0
value = 1002


[Statedef 2610]
type = A
movetype = H
physics = N
velset = -3,-10

[State 2610, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 2610

[State 2610, 2]
type = VelAdd
trigger1 = Time >= 0
Y = 0.4

[State 2610, 9]
type = SelfState
trigger1 = Time > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, rolling]
type = VarSet
triggerall = Alive
trigger1 = Command = "rolling"
v = 56
value = 1

[State 155, rolling]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Var(56) = 1
trigger1 = Alive = 1
value = 2500

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command != "holdback"
value = 52

[State 155, 8]
type = ChangeState
trigger1 = sysvar(0)
value = 130

;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, rolling]
type = VarSet
triggerall = Alive
;triggerall = CanRecover
trigger1 = Command = "rolling"
v = 56
value = 1

[State 5030, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5050 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 ;HITA_UP (transition)

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 5035]
type    = A
movetype= H
physics = N

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, rolling]
type = VarSet
triggerall = Alive
;triggerall = CanRecover
trigger1 = Command = "rolling"
v = 56
value = 1

[State 5035, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5040 ;HITA_RECOV

[State 5035, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5050 ;HITA_FALL

; HITA_FALL (knocked up, falling)
[Statedef 5050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, rolling]
type = VarSet
triggerall = Alive
;triggerall = CanRecover
trigger1 = Command = "rolling"
v = 56
value = 1

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
type = ChangeState
trigger1 = Var(56) = 1
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
trigger1 = Alive = 1
value = 2500
 
[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

;--------------------------------
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;コモンステート
[Statedef -2]

;残像後処理
[State -2]
type = AfterImageTime
trigger1 = MoveType = H
trigger2 = Ctrl = 1
value = 0

;地上受け身後処理
[State -3, 3]
type = VarSet
trigger1 = Ctrl = 1
trigger2 = MoveType = H
v = 56
value = 0

;波動の構え・ダメージ補正
[State -3]
type = DefenceMulSet
trigger1 = StateNo != 196
value = 1

[State -3]
type = DefenceMulSet
trigger1 = StateNo = 196
value = 1.25

;真空竜巻・エフェクト表示座標
[State -3]
type = VarSet
trigger1 = Time >= 0
v = 20
value = Abs(Ceil(pos Y))

;真空波動勝ち抜けフラグ
[State -3]
type = VarSet
triggerall = EnemyNear,NumPartner = 0 && NumPartner = 0 && PalNo = [1,6]
trigger1 = ProjHit(3333) = 1 && P2Life = 0 && P2Name = "Ken by M.M.R." 
v = 11
value = 1

[State -3]
type = DisplayToClipBoard
trigger1 = 1
text = "flag = %d, RoundState = %d, RoundsExisted = %d"
params = Var(11),RoundState,RoundsExisted

;音楽
[State -3]
type = AssertSpecial
triggerall = NumPartner = 1 && Time >= 0
trigger1 = Partner,Name = "Ken by M.M.R." 
trigger2 = Partner,Name = "CVSKen"
trigger3 = Partner,Name = "Ken"
trigger4 = Partner,Name = "Evil Ken"
trigger5 = Partner,Name = "Ken-X"
trigger6 = Partner,Name = "sf2ken"
flag = nomusic

[State -3]
type = VarSet
triggerall = NumPartner = 1 && RoundState = 0
trigger1 = Partner,Name = "Ken by M.M.R." 
trigger2 = Partner,Name = "CVSKen"
trigger3 = Partner,Name = "Ken"
trigger4 = Partner,Name = "Evil Ken"
trigger5 = Partner,Name = "Ken-X"
trigger6 = Partner,Name = "sf2ken"
v = 30
value = 1

[State -3]
type = PlaySnd
trigger1 = Var(30) = 1
value = s500,0
channel = -1
loop = 1

[State -3]
type = VarSet
trigger1 = Var(30) = 1
v = 30
value = 0