;さくら　超殺
;=============================
;乱れ桜
;Lv1
[Statedef 3000]
type = S
movetype = A
physics = S
anim = 3000
velset = 0,0
ctrl = 0
poweradd = -1000
juggle = 1

[State 3000, 0]
type = AfterImage
trigger1 = Time = 1
time = 200
timegap = 1
flamegap = 1
length = 16

[State 3000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10

[State 3000, 5]
type = PlaySnd
trigger1 = Time = 4
value = s10,4

[State 3000, 2]
type = SuperPause
trigger1 = Time = 4
anim = s8300
pos = -16,-70
sound = s100,40
time = 49

[State 3000, 3]
type = PosAdd
trigger1 = Time = [8,21]
trigger2 = Time = [30,38]
X = 4

[State 3000, 5]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 16
value = s100,11

[State 3000, 5]
type = PlaySnd
trigger1 = AnimElem = 16
value = s10,5

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 16
attr = S, HA
damage    = 70,18
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 3,3
sparkno = s8060
guard.sparkno = s8040
sparkxy = -8,-52
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -6
air.velocity = -3,-8
air.hittime = 36
air.fall = 1
yaccel = 0.4

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
damage    = 70,18
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 3,3
sparkno = s8060
guard.sparkno = s8040
sparkxy = -8,-80
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -6
air.velocity = -3,-8
air.hittime = 36
air.fall = 1
yaccel = 0.4

[State 3000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001

[Statedef 3001]
type = A
movetype = A
physics = N
anim = 3001
velset = 4,-8.7
juggle = 1

[State 3001, 1]
type = VelSet
trigger1 = Time = 5
X = 0

[State 3001, 2]
type = VelAdd
trigger1 = Time >= 0
Y = 0.4

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 70,18
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 3,3
sparkno = s8060
guard.sparkno = s8040
sparkxy = -8,-80
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-8
air.velocity = -3,-8
air.hittime = 36
fall = 1
air.fall = 1
yaccel = 0.4

[State 3001, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 3002

[Statedef 3002]
type = S
movetype = I
physics = S
anim = 3002
velset = 0,0

[State 3002, 1]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 3002, 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 = 1

[State 3000, 0]
type = AfterImage
trigger1 = Time = 1
time = 200
timegap = 1
flamegap = 1
length = 16

[State 3010, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 19

[State 3000, 5]
type = PlaySnd
trigger1 = Time = 4
value = s10,4

[State 3010, 2]
type = SuperPause
trigger1 = Time = 4
anim = s8310
pos = -16,-70
time = 49
sound = s100,40

[State 3010, 3]
type = PosAdd
trigger1 = Time = [8,21]
trigger2 = Time = [30,40]
X = 4

[State 3000, 5]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 16
value = s100,11

[State 3000, 5]
type = PlaySnd
trigger1 = AnimElem = 16
value = s10,5

[State 3010, 1]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = 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 = 3,3
sparkno = s8060
guard.sparkno = s8040
sparkxy = -8,-32
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -6
air.velocity = -3,-8
air.hittime = 36
air.fall = 1
yaccel = 0.4

[State 3010, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage    = 63,16
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 3,3
sparkno = s8060
guard.sparkno = s8040
sparkxy = -8,-52
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -6
air.velocity = -3,-8
air.hittime = 36
air.fall = 1
yaccel = 0.4

[State 3010, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
damage    = 63,16
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 3,3
sparkno = s8060
guard.sparkno = s8040
sparkxy = -8,-80
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -6
air.velocity = -3,-8
air.hittime = 36
air.fall = 1
yaccel = 0.4

[State 3010, 1]
type = HitDef
trigger1 = AnimElem = 16
attr = S, HA
damage    = 63,16
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 3,3
sparkno = s8060
guard.sparkno = s8040
sparkxy = -8,-52
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-8
air.velocity = -3,-8
air.hittime = 36
fall = 1
air.fall = 1
yaccel = 0.4

[State 3010, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3011

[Statedef 3011]
type = A
movetype = A
physics = N
anim = 3001
velset = 4,-9.6
juggle = 1

[State 3011, 1]
type = VelSet
trigger1 = Time = 8
X = 0

[State 3011, 2]
type = VelAdd
trigger1 = Time >= 0
Y = 0.4

[State 3011, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 63,16
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 3,3
sparkno = s8060
guard.sparkno = s8040
sparkxy = -8,-80
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-8
air.velocity = -3,-8
air.hittime = 36
fall = 1
air.fall = 1
yaccel = 0.4

[State 3011, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 3012

[Statedef 3012]
type = S
movetype = I
physics = S
anim = 3012
velset = 0,0

[State 3012, 1]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 3012, 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 = 1

[State 3000, 0]
type = AfterImage
trigger1 = Time = 1
time = 200
timegap = 1
flamegap = 1
length = 16

[State 3010, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 26

[State 3000, 5]
type = PlaySnd
trigger1 = Time = 4
value = s10,4

[State 3010, 2]
type = SuperPause
trigger1 = Time = 4
anim = s8320
pos = -16,-70
time = 49
sound = s100,40

[State 3010, 3]
type = PosAdd
trigger1 = Time = [7,20]
trigger2 = Time = [25,39]
trigger3 = Time = [43,52]
X = 4

[State 3000, 5]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 16
trigger3 = AnimElem = 26
value = s100,11

[State 3000, 5]
type = PlaySnd
trigger1 = AnimElem = 26
value = s10,5

[State 3020, 1]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 16
attr = S, HA
damage    = 63,16
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 3,3
sparkno = s8060
guard.sparkno = s8040
sparkxy = -8,-52
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -6
air.velocity = -3,-8
air.hittime = 36
air.fall = 1
yaccel = 0.4

[State 3020, 1]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 17
attr = S, HA
damage    = 70,18
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 3,3
sparkno = s8060
guard.sparkno = s8040
sparkxy = -8,-80
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -6
air.velocity = -3,-8
air.hittime = 36
air.fall = 1
yaccel = 0.4

[State 3010, 1]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 25
attr = S, HA
damage    = 63,16
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 3,3
sparkno = s8060
guard.sparkno = s8040
sparkxy = -8,-32
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-8
air.velocity = -3,-8
air.hittime = 36
fall = 1
air.fall = 1
yaccel = 0.4

[State 3020, 1]
type = HitDef
trigger1 = AnimElem = 26
attr = S, HA
damage    = 63,16
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 3,3
sparkno = s8060
guard.sparkno = s8040
sparkxy = -8,-52
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-8
air.velocity = -3,-8
air.hittime = 36
fall = 1
air.fall = 1
yaccel = 0.4

[State 3020, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3021

[Statedef 3021]
type = A
movetype = A
physics = N
anim = 3001
velset = 4,-11.2
juggle = 1

[State 3021, 1]
type = VelSet
trigger1 = Time = 9
X = 0

[State 3021, 2]
type = VelAdd
trigger1 = Time >= 0
Y = 0.4

[State 3021, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 70,18
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 3,3
sparkno = s8060
guard.sparkno = s8040
sparkxy = -8,-80
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-8
air.velocity = -3,-8
air.hittime = 36
fall = 1
air.fall = 1
yaccel = 0.4

[State 3021, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 3022

[Statedef 3022]
type = S
movetype = I
physics = S
anim = 3022
velset = 0,0

[State 3022, 1]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 3022, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=================================
;真空波動
;Lv1
[Statedef 3100]
type = S
movetype = A
physics = S
anim = 3100
velset = 0,0
ctrl = 0
poweradd = -1000
juggle = 16

[State 3000, 0]
type = AfterImage
trigger1 = Time = 1
time = 200
timegap = 1
flamegap = 1
length = 16

[State 3100, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 56

[State 3000, 5]
type = PlaySnd
trigger1 = Time = 4
value = s10,6

[State 3000, 5]
type = PlaySnd
trigger1 = Time = 56
value = s10,7

[State 3000, 5]
type = PlaySnd
trigger1 = Time = 56
value = s10,14

[State 3100, 2]
type = SuperPause
trigger1 = Time = 4
anim = s8300
pos = -22,-65
time = 48
movetime = 48
sound = s100,40

[State 3100, 5]
type = Projectile
trigger1 = Time = 56
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 = 3101
projhitanim = 1251
projremanim = 1251
projcancelanim = 1251
velocity = 2.8
fall = 1
air.fall = 1
offset = 70,-56
projid = 1100
projpriority = 4
projremovetime = 64
projhits = 3
;projmisstime = 3
yaccel = 0.45

[State 3100, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Lv2
[Statedef 3110]
type = S
movetype = A
physics = S
anim = 3100
velset = 0,0
ctrl = 0
poweradd = -2000
juggle = 16

[State 3010, 0]
type = AfterImage
trigger1 = Time = 1
time = 200
timegap = 1
flamegap = 1
length = 16

[State 3110, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 58

[State 3000, 5]
type = PlaySnd
trigger1 = Time = 4
value = s10,6

[State 3000, 5]
type = PlaySnd
trigger1 = Time = 56
value = s10,7

[State 3000, 5]
type = PlaySnd
trigger1 = Time = 56
value = s10,14

[State 3110, 2]
type = SuperPause
trigger1 = Time = 4
anim = s8310
pos = -22,-65
time = 48
movetime = 48
sound = s100,40

[State 3110, 5]
type = Projectile
trigger1 = Time = 56
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 = 3101
projhitanim = 1251
projremanim = 1251
projcancelanim = 1251
velocity = 2.8
fall = 1
air.fall = 1
offset = 70,-56
projid = 1100
projpriority = 4
projremovetime = 64
projhits = 4
;projmisstime = 3
yaccel = 0.45

[State 3110, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Lv3
[Statedef 3120]
type = S
movetype = A
physics = S
anim = 3100
velset = 0,0
ctrl = 0
poweradd = -3000
juggle = 16

[State 3020, 0]
type = AfterImage
trigger1 = Time = 1
time = 200
timegap = 1
flamegap = 1
length = 16

[State 3100, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 60

[State 3000, 5]
type = PlaySnd
trigger1 = Time = 4
value = s10,6

[State 3000, 5]
type = PlaySnd
trigger1 = Time = 56
value = s10,7

[State 3000, 5]
type = PlaySnd
trigger1 = Time = 56
value = s10,14

[State 3120, 2]
type = SuperPause
trigger1 = Time = 4
anim = s8320
pos = -22,-65
time = 48
movetime = 48
sound = s100,40

[State 3120, 5]
type = Projectile
trigger1 = Time = 56
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 = 3101
projhitanim = 1251
projremanim = 1251
projcancelanim = 1251
velocity = 2.8
fall = 1
air.fall = 1
offset = 70,-56
projid = 1100
projpriority = 6
projremovetime = 64
projhits = 5
;projmisstime = 3
yaccel = 0.45

[State 3120, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=================================
;春一番
;Lv1
[Statedef 3200]
type = C
movetype = A
physics = C
anim = 3200
velset = 0,0
ctrl = 0
poweradd = -1000
juggle = 1

[State 3200, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 59

[State 3000, 5]
type = PlaySnd
trigger1 = Time = 2
value = s10,3

[State 3000, 5]
type = PlaySnd
trigger1 = AnimElem = 24
value = s10,5

[State 3000, 5]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 11
trigger3 = AnimElem = 15
trigger4 = AnimElem = 19
trigger5 = AnimElem = 24
value = s100,12

[State 3200, 2]
type = SuperPause
trigger1 = Time = 2
anim = s8300
pos = 18,-65
time = 50
movetime = 50
sound = s100,40

[State 3200, 4]
type = PosAdd
trigger1 = Time = [60,88]
X = 2

[State 3200, 4]
type = PosAdd
trigger1 = Time = [89,96]
X = 1

[State 3200, 5]
type = StateTypeSet
trigger1 = Time >= 89
type = S
physics = S

[State 3200, 1]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 11
trigger3 = AnimElem = 15
trigger4 = AnimElem = 19
attr = C, HA
damage    = 42,10
animtype = Heavy
getpower = 0
givepower = 21
guardflag = L
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 3,3
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-15
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3
air.velocity = -2,-4
air.hittime = 36
air.fall = 1
yaccel = 0.4

[State 3200, 1]
type = HitDef
trigger1 = AnimElem = 24
attr = S, HA
damage    = 84,21
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 6,6
sparkno = s8060
guard.sparkno = s8040
sparkxy = -8,-65
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -6,-4
air.velocity = -6,-4
air.hittime = 36
fall = 1
air.fall = 1
yaccel = 0.4

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

;Lv2
[Statedef 3210]
type = C
movetype = A
physics = C
anim = 3210
velset = 0,0
ctrl = 0
poweradd = -2000
juggle = 1

[State 3210, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 63

[State 3000, 5]
type = PlaySnd
trigger1 = Time = 2
value = s10,3

[State 3000, 5]
type = PlaySnd
trigger1 = AnimElem = 28
value = s10,5

[State 3000, 5]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 11
trigger3 = AnimElem = 15
trigger4 = AnimElem = 19
trigger5 = AnimElem = 23
trigger6 = AnimElem = 28
value = s100,12

[State 3210, 2]
type = SuperPause
trigger1 = Time = 2
anim = s8310
pos = 18,-65
time = 50
movetime = 50
sound = s100,40

[State 3210, 4]
type = PosAdd
trigger1 = Time = [60,96]
X = 2

[State 3210, 4]
type = PosAdd
trigger1 = Time = [97,104]
X = 1

[State 3210, 5]
type = StateTypeSet
trigger1 = Time >= 97
type = S
physics = S

[State 3210, 1]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 11
trigger3 = AnimElem = 15
trigger4 = AnimElem = 19
trigger5 = AnimElem = 23
attr = C, HA
damage    = 49,12
animtype = Heavy
getpower = 0
givepower = 21
guardflag = L
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 3,3
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-15
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3
air.velocity = -2,-4
air.hittime = 36
air.fall = 1
yaccel = 0.4

[State 3210, 1]
type = HitDef
trigger1 = AnimElem = 28
attr = S, HA
damage    = 98,26
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 6,6
sparkno = s8060
guard.sparkno = s8040
sparkxy = -8,-65
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -6,-4
air.velocity = -6,-4
air.hittime = 36
fall = 1
air.fall = 1
yaccel = 0.4

[State 3210, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Lv3
[Statedef 3220]
type = C
movetype = A
physics = C
anim = 3220
velset = 0,0
ctrl = 0
poweradd = -3000
juggle = 1

[State 3220, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 67

[State 3000, 5]
type = PlaySnd
trigger1 = Time = 2
value = s10,3

[State 3000, 5]
type = PlaySnd
trigger1 = AnimElem = 32
value = s10,5

[State 3000, 5]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 11
trigger3 = AnimElem = 15
trigger4 = AnimElem = 19
trigger5 = AnimElem = 23
trigger6 = AnimElem = 27
trigger7 = AnimElem = 32
value = s100,12

[State 3220, 2]
type = SuperPause
trigger1 = Time = 2
anim = s8320
pos = 18,-65
time = 50
movetime = 50
sound = s100,40

[State 3220, 4]
type = PosAdd
trigger1 = Time = [60,104]
X = 2

[State 3220, 4]
type = PosAdd
trigger1 = Time = [105,112]
X = 1

[State 3220, 5]
type = StateTypeSet
trigger1 = Time >= 105
type = S
physics = S

[State 3220, 1]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 11
trigger3 = AnimElem = 15
trigger4 = AnimElem = 19
trigger5 = AnimElem = 23
trigger6 = AnimElem = 27
attr = C, HA
damage    = 63,16
animtype = Heavy
getpower = 0
givepower = 21
guardflag = L
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 3,3
sparkno = s8060
guard.sparkno = s8040
sparkxy = 0,-15
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3
air.velocity = -2,-4
air.hittime = 36
air.fall = 1
yaccel = 0.4

[State 3220, 1]
type = HitDef
trigger1 = AnimElem = 32
attr = S, HA
damage    = 63,16
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,7
guardsound = s100,20
pausetime = 6,6
sparkno = s8060
guard.sparkno = s8040
sparkxy = -8,-65
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -6,-4
air.velocity = -6,-4
air.hittime = 36
fall = 1
air.fall = 1
yaccel = 0.4

[State 3220, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;春獄殺
[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 = 22

[State 3500, 3]
type = PlaySnd
trigger1 = Time = 6
value = s100,51

[State 3500, 3]
type = PlaySnd
trigger1 = Time = 4
value = s10,8

[State 3500, 2]
type = SuperPause
trigger1 = Time = 4
anim = s8320
pos = -5,-78
time = 50
sound = s100,40

[State 3500,3]
type = AfterImage
trigger1 = Time = 0
time = 999
length = 16
palcolor = 256
timegap = 2
framegap = 4
trans = add1

[State 3500, 4]
type = PosAdd
trigger1 = Time > 6
X = 4

[State 3900]
type = Hitdef
triggerall = P2MoveType != H
triggerall = P2StateNo != [150,155]
trigger1 = Time > 6 
attr = S, HT
getpower = 0
hitflag = M-
priority = 7,Miss
guardflag = 
numhits = 0
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3520
p2stateno = 3530
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 3500, 9]
type = ChangeState
trigger1 = Time = 64
value = 3510

;------------------------
[Statedef 3510]
type = S
movetype = I
physics = S
anim = 3510
velset = 0,0

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

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

;-----------------------------------
;掴み成功
[Statedef 3520]
type = S
movetype = A
physics = S
anim = 3520
velset = 0,0

[State 3520, 1]
type = Width
trigger1 = Time >= 0
edge = 30,30

[State 3520, 2]
type = BindToTarget
trigger1 = AnimElem = 1
pos = 5,0,foot

[State 3520, 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 40,0

[State 3520, 3]
type = SprPriority
trigger1 = AnimElem = 1
value = 5

[State 3520, 3]
type = SprPriority
trigger1 = AnimElem = 2
value = -1

[State 3520, 4]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3520, 5]
type = AssertSpecial
trigger1 = Time = [27,112]
flag = NoBarDisplay
flag2 = NoFG
;flag3 = NoBG

[State 3520, 6]
type = EnvColor
trigger1 = Time = [27,112]
value = 248,248,248
time = 1

[State 3520, 7]
type = TargetLifeAdd
trigger1 = Time = 112
value = -490

[State 3520, 8]
type = Explod
trigger1 = Time = 31
anim = 8060
postype = p1
pos = -50,-160
sprpriority = 7
ontop = 1

[State 3520, 8]
type = Explod
trigger1 = Time = 35
anim = 8060
postype = p1
pos = -120,-100
sprpriority = 7
ontop = 1

[State 3520, 8]
type = Explod
trigger1 = Time = 39
anim = 8060
postype = p1
pos = -90,-90
sprpriority = 7
ontop = 1

[State 3520, 8]
type = Explod
trigger1 = Time = 43
anim = 8060
postype = p1
pos = 20,-80
sprpriority = 7
ontop = 1

[State 3520, 8]
type = Explod
trigger1 = Time = 47
anim = 8060
postype = p1
pos = -20,-180
sprpriority = 7
ontop = 1

[State 3520, 8]
type = Explod
trigger1 = Time = 51
anim = 8060
postype = p1
pos = -90,-160
sprpriority = 7
ontop = 1

[State 3520, 8]
type = Explod
trigger1 = Time = 55
anim = 8060
postype = p1
pos = -80,-65
sprpriority = 7
ontop = 1

[State 3520, 8]
type = Explod
trigger1 = Time = 59
anim = 8060
postype = p1
pos = 0,-160
sprpriority = 7
ontop = 1

[State 3520, 8]
type = Explod
trigger1 = Time = 63
anim = 8060
postype = p1
pos = 40,-130
sprpriority = 7
ontop = 1

[State 3520, 8]
type = Explod
trigger1 = Time = 67
anim = 8060
postype = p1
pos = 20,-65
sprpriority = 7
ontop = 1

[State 3520, 8]
type = Explod
trigger1 = Time = 71
anim = 8060
postype = p1
pos = -40,-140
sprpriority = 7
ontop = 1

[State 3520, 8]
type = Explod
trigger1 = Time = 75
anim = 8060
postype = p1
pos = -60,-90
sprpriority = 7
ontop = 1

[State 3520, 8]
type = Explod
trigger1 = Time = 79
anim = 8060
postype = p1
pos = 0,-90
sprpriority = 7
ontop = 1

[State 3520, 8]
type = Explod
trigger1 = Time = 83
anim = 8060
postype = p1
pos = -20,-70
sprpriority = 7
ontop = 1

[State 3520, 8]
type = Explod
trigger1 = Time = 87
anim = 8060
postype = p1
pos = 20,-180
sprpriority = 7
ontop = 1

[State 3520, 8]
type = Explod
trigger1 = Time = 91
anim = 8060
postype = p1
pos = 0,-160
sprpriority = 7
ontop = 1

[State 3520, 8]
type = HitAdd
trigger1 = Time = 31
trigger2 = Time = 35
trigger3 = Time = 39
trigger4 = Time = 43
trigger5 = Time = 47
trigger6 = Time = 51
trigger7 = Time = 55
trigger8 = Time = 59
trigger9 = Time = 63
trigger10 = Time = 67
trigger11 = Time = 71
trigger12 = Time = 75
trigger13 = Time = 79
trigger14 = Time = 83
trigger15 = Time = 87
trigger16 = Time = 91
value = 1

[State 3520, 8]
type = PlaySnd
trigger1 = Time = 1
value = s100,30

[State 3520, 8]
type = PlaySnd
trigger1 = Time = 31
trigger2 = Time = 35
trigger3 = Time = 39
trigger4 = Time = 43
trigger5 = Time = 47
trigger6 = Time = 51
trigger7 = Time = 55
trigger8 = Time = 59
trigger9 = Time = 63
trigger10 = Time = 67
trigger11 = Time = 71
trigger12 = Time = 75
trigger13 = Time = 79
trigger14 = Time = 83
trigger15 = Time = 87
trigger16 = Time = 91
value = s100,3

[State 3520, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------
;相手
[Statedef 3530]
type = S
movetype = H
physics = N
velset = 0,0

[State 3530, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3530

[State 3530, 9]
type = SelfState
trigger1 = AnimTime = 0
value = IfElse(Alive = 1,5120,5150)

;-----------------------
;天魔豪斬空
;Lv1
[Statedef 3400]
type = A
movetype = A
physics = N
anim = 1600
velset = 0,0
ctrl = 0
poweradd = -1000
juggle = 16

[State 3000, 0]
type = AfterImage
trigger1 = Time = 1
time = 200
timegap = 1
flamegap = 1
length = 16

[State 3400, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 7

[State 3400, 2]
type = PlaySnd
trigger1 = Time = 5
value = s10,8

[State 3400, 2]
type = PlaySnd
trigger1 = Time = 9
value = s10,7

[State 3400, 2]
type = PlaySnd
trigger1 = Time = 9
value = s100,14

[State 3400, 3]
type = SuperPause
trigger1 = Time = 5
anim = s8300
pos = 40,-45
time = 49
sound = s100,40

[State 3400, 4]
type = Projectile
trigger1 = Time = 9
attr = A, HP
damage = 56,14
animtype = Heavy
getpower = 0
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 3,12
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 = 3400
projhitanim = 3410
projremanim = 3410
projcancelanim = 3410
velocity = 3.5,3.6
fall = 1
air.fall = 1
offset = 40,-45
projid = 1100
projpriority = 5
projhits = 4
yaccel = 0.45

[State 3400, 1]
type = VelSet
trigger1 = Time = 9
X = -2.5
Y = -5.6

[State 3400, 8]
type = Gravity
trigger1 = Time >= 9

[State 3400, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 1601

;Lv2
[Statedef 3410]
type = A
movetype = A
physics = N
anim = 1600
velset = 0,0
ctrl = 0
poweradd = -2000
juggle = 16

[State 3410, 0]
type = AfterImage
trigger1 = Time = 1
time = 200
timegap = 1
flamegap = 1
length = 16

[State 3410, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 9

[State 3400, 2]
type = PlaySnd
trigger1 = Time = 5
value = s10,8

[State 3400, 2]
type = PlaySnd
trigger1 = Time = 9
value = s10,7

[State 3400, 2]
type = PlaySnd
trigger1 = Time = 9
value = s100,14

[State 3410, 3]
type = SuperPause
trigger1 = Time = 5
anim = s8310
pos = 40,-45
time = 49
sound = s100,40

[State 3410, 4]
type = Projectile
trigger1 = Time = 9
attr = A, HP
damage = 49,12
animtype = Heavy
getpower = 0
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 3,12
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 = 3400
projhitanim = 3410
projremanim = 3410
projcancelanim = 3410
velocity = 3.5,3.6
fall = 1
air.fall = 1
offset = 40,-45
projid = 1100
projpriority = 7
projhits = 6
yaccel = 0.45

[State 3410, 1]
type = VelSet
trigger1 = Time = 9
X = -2.5
Y = -5.6

[State 3410, 8]
type = Gravity
trigger1 = Time >= 9

[State 3410, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 1601

;Lv3
[Statedef 3420]
type = A
movetype = A
physics = N
anim = 1600
velset = 0,0
ctrl = 0
poweradd = -3000
juggle = 16

[State 3420, 0]
type = AfterImage
trigger1 = Time = 1
time = 200
timegap = 1
flamegap = 1
length = 16

[State 3420, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 11

[State 3400, 2]
type = PlaySnd
trigger1 = Time = 5
value = s10,8

[State 3400, 2]
type = PlaySnd
trigger1 = Time = 9
value = s10,7

[State 3400, 2]
type = PlaySnd
trigger1 = Time = 9
value = s100,14

[State 3420, 3]
type = SuperPause
trigger1 = Time = 5
anim = s8320
pos = 40,-45
time = 49
sound = s100,40

[State 3420, 4]
type = Projectile
trigger1 = Time = 9
attr = A, HP
damage = 42,10
animtype = Heavy
getpower = 0
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 3,12
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 = 3400
projhitanim = 3410
projremanim = 3410
projcancelanim = 3410
velocity = 3.5,3.6
fall = 1
air.fall = 1
offset = 40,-45
projid = 1100
projpriority = 9
projhits = 8
yaccel = 0.45

[State 3420, 1]
type = VelSet
trigger1 = Time = 9
X = -2.5
Y = -5.6

[State 3420, 8]
type = Gravity
trigger1 = Time >= 9

[State 3420, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 1601
