;=====================================================================
;  CNS File For "Genryusai Maki"	                         Made By H"         
;=====================================================================

;---------------------------------------------------------------------
; 変数表
;キャラクター用 var(10-29)
;	Var(10) : 掴み技回数カウンタ
;	Var(11) : レバガチャ入力カウンタ
;	var(12) : レバガチャ入力カウンタ（相手側）
;	Var(13) : 武神獄鎖拳・先行入力
;	Var(14) : 天狗倒し強弱判定
;	Var(15) : 必殺投げ判別
;	Var(16) : 烈風脚ヒット数制限
;	var(20) : カウンターヒットエフェクト位置（X軸）
;	var(21) : カウンターヒットエフェクト位置（Y軸）
;	var(22) : キャンセル設定
;	var(23) : Kグルーブゲージ増加量1
;	var(24) : Kグルーブゲージ増加量2
;	var(25) : 空中コンボヒット制限1
;	var(26) : 空中コンボヒット制限2
;	var(27) : エフェクトランダムフラグ
;	Var(28) : 
;	var(29) : モード判別
;---------------------------------------------------------------------

;---------------------------------------------------------------------
; 基本設定
[Data]
life = 1000          ; 体力ゲージ、上限値（デフォルト：1000）
attack = 100         ; 攻撃力（％）
defence = 100        ; 防御力（％）
fall.defence_up = 50 ; 空中コンボ修正率（％）
liedown.time = 60    ; ダウン時間
airjuggle = 15        ; 空中コンボ
sparkno = 2        ; 初期ヒットスパーク番号
guard.sparkno = 40 ; 初期ガードスパーク番号
KO.echo = 0          ; ＫＯボイスエコー（0:OFF、1:ON）
volume = 255         ; キャラボイスボリューム値
IntPersistIndex = 29
FloatPersistIndex = 7

[Size]
xscale = 1		; 水平サイズ倍率
yscale = 1		; 垂直サイズ倍率
ground.back = 15	; キャラ幅（地上、後ろ側）
ground.front = 15	; キャラ幅（地上、前側）
air.back = 15		; キャラ幅（空中、後ろ側）
air.front = 15	; キャラ幅（空中、前側）
z.width = 10		; キャラ幅（ｚ軸）
height = 60		; キャラの高さ（ジャンプで飛び越せる高さ）
attack.width = 4,4	;Default attack width: back, front
attack.dist = 160	;Default attack distance
proj.attack.dist = 90;Default attack distance for projectiles
proj.doscale = 0	;Set to 1 to scale projectiles too   
head.pos = 5,-90	; 頭部座標
mid.pos = 0,-60	; 体中心部座標
shadowoffset = 0	; キャラの影・オフセット値

[Velocity]
walk.fwd  = 4.3		; 前進速度
walk.back = -3.2		; 後退速度
run.fwd  = 6, 0		; 前ダッシュ速度（y<0の場合、ホップステップ）
run.back = -8,-3		; バックステップ速度（y=0の場合、走り）
jump.neu = 0,-10		; 垂直ジャンプ速度
jump.back = -5		; 後方ジャンプ速度
jump.fwd = 	5		; 前方ジャンプ速度
runjump.back = -6.5,-11	; 後方ジャンプ速度（ダッシュ中）
runjump.fwd = 6.5,-11	; 前方ジャンプ速度（ダッシュ中）
airjump.neu = 0,0		; 空中垂直ジャンプ速度
airjump.back = 0,0		; 空中後方ジャンプ速度
airjump.fwd = 0,0		; 空中前方ジャンプ速度

[Movement]
airjump.num = 0	; 空中ジャンプ回数
airjump.height = 35	; 空中ジャンプ最低高度
yaccel = .5		; キャラ重力加速度
stand.friction = .85	; 摩擦係数（立ち状態）
crouch.friction = .82; 摩擦係数（しゃがみ状態）

[Quotes]
victory1 = C'mon! Try again! ...I'm still going to dodge it all!
victory2 = Don't regret loosing at all... I wasn't really trying...
victory3 = Hey! Don't worry about it! You know... being weak and all!
victory4 = Yep! Mr. Runner-Up! I'll fight you if we ever meet again.
victory5 = Have you heard of this style? It's called Bushin Style.
victory6 = Huh? You want some more? Sigh. I'm tired of the same goons.
victory7 = Hahaha! You fought harder than I expected.
victory8 = Yep! That's the end of it!

;===============================================================================
; Definition of the Basic Action
;===============================================================================

;-------------------------------------------------------------------------------
; ダッシュ
[Statedef 100]
type    = S
movetype = I
physics = S
ctrl = 0
VelSet = 0,0

[State 200, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 100

[State 100,0]
type = VelSet
trigger1 = AnimElem = 2,>= 0
x = Const(velocity.run.fwd.x)

[State 100,4]
type = ChangeState
trigger1 = Command != "holdfwd" && Time >= 10
value = 101
ctrl = 1

[State 100,5]
type = ChangeState
trigger1 = Command = "holdupfwd"
value = 40

[State 105,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1, 2
channel = 5

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,=1
value = 1, 3
channel = 5

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7,=1
value = 1, 4
channel = 5

[State 100,6]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

;------------------------ 停止
[Statedef 101]
type = S
movetype = I
physics = S

[State 100,1]
type = PlaySnd
trigger1 = Time = 0
value = 1,5

[State 200, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 101

[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; バックステップ
;------------------------ 開始
[Statedef 105]
type = S
movetype = I
physics = S
anim = 105
ctrl = 0
velset = 0, 0

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = Const(velocity.run.back.x)
y = Const(velocity.run.back.y)

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 2, > 0
y = .45

[State 105, VelMul]
type = VelMul
trigger1 = AnimElem = 2, > 0
x = .95

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 2

[State 105,VelAdd]
type = VelSet
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
x = 0

[State 106,PosSet]
type = PosSet
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
y = 0



[State 105,End]
type = ChangeState
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 106

;------------------------ 停止
[Statedef 106]
type = S
movetype = I
physics = S
anim = 106
velset = 0, 0

[State 106, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 1,3

[State 106, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===============================================================================
; Definition of the Win/Lose/Intro Pause
;===============================================================================

;-------------------------------------------------------------------------------
; 時間切れ負け
[Statedef 170]
type = S
ctrl = 0
anim = 175
velset = 0,0

[State 170,3]
type = AssertSpecial
trigger1 = Time = [0,360]
flag = RoundNotOver

;-------------------------------------------------------------------------------
; 時間切れ引き分け
[Statedef 175]
type = S
ctrl = 0
velset = 0,0

[State 175,2]
type = ChangeState
trigger1 = Time = 0
value = 170

;-------------------------------------------------------------------------------
; 勝利
[Statedef 180]
type = S

[State 180,ChangeState]
type = ChangeState
trigger1 = Time = 1
value = ifelse(Random <= 500,181,182)

;-------------------------------------------------------------------------------
; 勝利１
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0,0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 0,ifelse(Random <= 500,4,5)
channel = 0

[State 181, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,360]
flag = RoundNotOver

;-------------------------------------------------------------------------------
; 勝利２
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0,0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5,=1
value = 0,ifelse(Random <= 500,6,7)
channel = 0

[State 181, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,360]
flag = RoundNotOver

;---------------------------------------------------------------------------
; プレイントロ
[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State 190, ChangeState]
type = ChangeState
;triggerall = roundno = 1
trigger5 = Time = 50
trigger1 = P2Name = "M.Bison" 
trigger2 = P2Name = "cvsyamazaki" 
trigger3 = P2Name = "Buntaro" 
trigger4 = P2Name = "Makoto" 
trigger5 = p2name = "M.Bison2"
value = 192

[State 190, ChangeState]
type = ChangeState
;triggerall = roundno = 1
trigger3 = Time = 70
trigger1 = P2Name = "Guy" 
trigger2 = P2Name = "igniz" 
value = 193

[State 190, 9]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Rainbow Mika By TAMAGO"
value = 10000

[State 190, 9]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "cody"
value = 10001

[State 190, 10]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "'Vega'"
value = 10002

[State 190, 10]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Maki4"
value = 10003

[State 180,ChangeState]
type = ChangeState
trigger1 = Time = 0
value = 191

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10003]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10000, 5]
type = ChangeAnim
triggerall = Anim = 191
trigger1 = Time = 90
value = 0


[State 10003, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 880
flag = Intro

[State 10003, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510646
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10003, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F100001121
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10003, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 880
value = 0

[Statedef 10000]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10000, 5]
type = ChangeAnim
triggerall = Anim = 191
trigger1 = Time = 90
value = 0


[State 10000, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro

[State 10000, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10000, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10018
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10000, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0

[Statedef 10001]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10001, 5]
type = ChangeAnim
triggerall = Anim = 191
trigger1 = Time = 90
value = 0


[State 10001, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro

[State 10001, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10001, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10025
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10001, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0
;----------------
[Statedef 10002]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10002, 5]
type = ChangeAnim
triggerall = Anim = 191
trigger1 = Time = 90
value = 0


[State 10002, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro

[State 10002, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10002, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10027
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10002, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0

;-------------------------------------------------------------------------------
; イントロ（通常）
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0,0

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 0
channel = 3

[State 191,1]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-------------------------------------------------------------------------------
; イントロ（VS山崎）
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0,0

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 1
channel = 3

[State 191,1]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-------------------------------------------------------------------------------
; イントロ（VS藤堂）
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0,0

[State 230, ChangeAnim]
type = ChangeAnim
trigger1 = P2Name = "Guy" || P4Name = "Guy"
trigger1 = Time > 80
value = 194
persistent = 0

[State 100,1]
type = PlaySnd
trigger1 = anim = 194
trigger1 = AnimElem = 6
value = 0, 2
channel = 3

[State 191,1]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191,4]
type = ChangeState
trigger1 = anim = 194
trigger1 = AnimTime = 0
value = 0

;-------------------------------------------------------------------------------
; 挑発
[Statedef 195]
type = S
movetype = I
physics = S
anim = 195
velset = 0, 0
ctrl = 0
poweradd = 200

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 2,=2
value = 0, 3
channel = 0

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

;===============================================================================
; Definition of the Basic Arts
;===============================================================================



;-------------------------------------------------------------------------------
; 立ち弱パンチ
[Statedef 200]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 200
ctrl = 0
;poweradd = 17
juggle  = 5  ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10



[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -75

[State 200,HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype = Light
getpower = 25,12
givepower = 12,6
damage    = 25,1
guardflag = MA
hitflag = MAF
;pausetime = Ceil(11*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(11*IfElse((Var(30)=2&&Fvar(8)),.5,1))
pausetime = 10, 10
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-75
hitsound = S5, 0
guardsound = S6, 0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 9
ground.velocity = -4
airguard.velocity = -1,-1
yaccel = .4
;ground.cornerpush.veloff = -18*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
;air.cornerpush.veloff = 0
air.fall = 0
;fall.recover = !(Var(30) = 2 && Fvar(8))
;air.recover = !(Var(30) = 2 && Fvar(8))



[;State 230, ChangeAnim]
;type = ChangeAnim
;trigger1 = HitPauseTime = [1,7]
;value = anim
;elem = 4
;ignorehitpause = 1


[State 200,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

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

;-------------------------------------------------------------------------------
; 遠距離・立ち中パンチ
[Statedef 210]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 210
ctrl = 0
;poweradd = 17
juggle  = 5 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55

[State 220,HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Medium
getpower = 40,14
givepower = 20,12
damage    = 45,2
guardflag = MA
hitflag = MAF
pausetime = Ceil(11*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(11*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-65
hitsound = S5, 1
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14+var(34)*2
ground.velocity = -7*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -5.5*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-5.5
yaccel = .4
;ground.cornerpush.veloff = -13*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
;air.cornerpush.veloff = 0
air.fall = 0
;fall.recover = !(Var(30) = 2 && Fvar(8))
;air.recover = !(Var(30) = 2 && Fvar(8))


[State 220,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

;[State 230, ChangeAnim]
;type = ChangeAnim
;trigger1 = HitPauseTime = [1,7]
;value = anim
;elem = 4
;ignorehitpause = 1

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


;-------------------------------------------------------------------------------
; 遠距離・立ち中パンチ
[Statedef 21011]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 710
ctrl = 0
;poweradd = 17
juggle  = 8+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55

[State 220,HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Medium
getpower = 60,16
givepower = 30,22
damage    = 60,3
guardflag = M
hitflag = MAF
pausetime = Ceil(11*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(11*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-55
hitsound = S5, 1
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14+var(34)*2
ground.velocity = -7*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -5.5*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-5.5
yaccel = .4
ground.cornerpush.veloff = -13*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !(Var(30) = 2 && Fvar(8))
air.recover = !(Var(30) = 2 && Fvar(8))


[State 220,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 230, ChangeAnim]
type = ChangeAnim
trigger1 = HitPauseTime = [1,7]
value = anim
elem = 4
ignorehitpause = 1

[State 220,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
; 近距離・立ち中パンチ
[Statedef 215]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 215
ctrl = 0
;poweradd = 17
juggle  = 5+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55



[State 225,HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype = Medium
getpower = 60,16
givepower = 30,22
damage    = 65,3
guardflag = HA
hitflag = MAF
pausetime = Ceil(11*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(11*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-50
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14+var(34)*2
ground.velocity = -7*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -3*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-7
yaccel = .4
;ground.cornerpush.veloff = -13*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
;air.cornerpush.veloff = 0
air.fall = 0
;fall.recover = !(Var(30) = 2 && Fvar(8))
;air.recover = !(Var(30) = 2 && Fvar(8))


[State 225,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

;[State 230, ChangeAnim]
;type = ChangeAnim
;trigger1 = HitPauseTime = [1,7]
;value = anim
;elem = 5
;ignorehitpause = 1

[State 225,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 遠距離・立ち強パンチ
[Statedef 220]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 220
ctrl = 0
;poweradd = 16
juggle  = 4 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55

[State 220,HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Hard
getpower = 60,16
givepower = 30,22
damage    = 65,3
guardflag = MA
hitflag = MAF
pausetime = Ceil(13*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(13*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-70
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15+var(34)*3
ground.velocity = -10*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -5.5*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-5.5
yaccel = .4
;ground.cornerpush.veloff = -18*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
;air.cornerpush.veloff = 0
air.fall = 0
;fall.recover = !(Var(30) = 2 && Fvar(8))
;air.recover = !(Var(30) = 2 && Fvar(8))


[State 220,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

;[State 230, ChangeAnim]
;type = ChangeAnim
;trigger1 = HitPauseTime = [6,9]
;value = anim
;elem = 4
;ignorehitpause = 1

;[State 230, ChangeAnim]
;type = ChangeAnim
;trigger1 = HitPauseTime = [1,6]
;value = anim
;elem = 5
;ignorehitpause = 1

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




;-------------------------------------------------------------------------------
; 遠距離・立ち強パンチ
[Statedef 2202221]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 220
ctrl = 0
;poweradd = 16
juggle  = 4 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55

[State 220,HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Hard
getpower = 60,16
givepower = 30,22
damage    = 15,3
guardflag = MA
hitflag = MAF
pausetime = Ceil(13*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(13*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-70
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15+var(34)*3
ground.velocity = -10*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -5.5*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-5.5
yaccel = .4
;ground.cornerpush.veloff = -18*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
;air.cornerpush.veloff = 0
air.fall = 0
;fall.recover = !(Var(30) = 2 && Fvar(8))
;air.recover = !(Var(30) = 2 && Fvar(8))


[State 220,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

;[State 230, ChangeAnim]
;type = ChangeAnim
;trigger1 = HitPauseTime = [6,9]
;value = anim
;elem = 4
;ignorehitpause = 1

;[State 230, ChangeAnim]
;type = ChangeAnim
;trigger1 = HitPauseTime = [1,6]
;value = anim
;elem = 5
;ignorehitpause = 1

[State 220,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
; 近距離・立ち強パンチ
[Statedef 225]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 225
ctrl = 0
;poweradd = 17
juggle  = 5 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -85

[State 225,HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Hard
getpower = 60,16
givepower = 30,22
damage    = 70,3
guardflag = H
hitflag = MAF
pausetime = Ceil(13*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(13*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-85
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17+var(34)*3
ground.velocity = -10*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -3*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-7
yaccel = .4
;ground.cornerpush.veloff = -18*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
;air.cornerpush.veloff = 0
air.fall = 0
;fall.recover = !(Var(30) = 2 && Fvar(8))
;air.recover = !(Var(30) = 2 && Fvar(8))


[State 225,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 225,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 立ち弱キック
[Statedef 230]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 230
ctrl = 0
;poweradd = 17
juggle  = 8+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -15

[State 230,HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype = Light
damage    = 20,1
getpower = 25,12
givepower = 12,6
guardflag = MA
hitflag = MA
pausetime = Ceil(9*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(9*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-25
hitsound = S5, 3
guardsound = S6, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10+var(34)*2
ground.velocity = -4.5*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -5.5*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-5.5
yaccel = .4
;ground.cornerpush.veloff = -6*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
;air.cornerpush.veloff = 0
air.fall = 0
;fall.recover = !(Var(30) = 2 && Fvar(8))
;air.recover = !(Var(30) = 2 && Fvar(8))


[State 230,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

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

;-------------------------------------------------------------------------------
; 遠距離立ち中キック
[Statedef 240]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 240
ctrl = 0
;poweradd = 17
juggle  = 5 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55

[State 250,HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype = Medium
damage    = 40,2
getpower = 40,14
givepower = 20,12
guardflag = MA
hitflag = MAF
pausetime = Ceil(11*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(11*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-55
hitsound = S5, 4
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14+var(34)*2
ground.velocity = -7*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -3*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-7
yaccel = .4
;ground.cornerpush.veloff = -13*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
;air.cornerpush.veloff = 0
air.fall = 0
;fall.recover = !(Var(30) = 2 && Fvar(8))
;air.recover = !(Var(30) = 2 && Fvar(8))


[State 250,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

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

;-------------------------------------------------------------------------------
; 近距離・立ち中キック
[Statedef 245]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 245
ctrl = 0
;poweradd = 17
juggle  = 5 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55

[State 250,HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Medium
damage    = 55,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MA
pausetime = Ceil(11*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(11*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-55
hitsound = S5, 5
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14+var(34)*2
ground.velocity = -7*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -3*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-7
yaccel = .4
;ground.cornerpush.veloff = -13*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
;air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !(Var(30) = 2 && Fvar(8))
;air.recover = !(Var(30) = 2 && Fvar(8))


[State 250,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

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

;-------------------------------------------------------------------------------
; 遠距離立ち強キック
[Statedef 250]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 250
ctrl = 0
;poweradd = 17
juggle  = 5 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -85

[State 250,HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype = Hard
damage    = 60,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MAF
pausetime = Ceil(13*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(13*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-85
hitsound = S5, 5
guardsound = S6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17+var(34)*3
ground.velocity = -10*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -3*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-7
yaccel = .4
;ground.cornerpush.veloff = -18*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
;air.cornerpush.veloff = 0
air.fall = 0
;fall.recover = !(Var(30) = 2 && Fvar(8))
;air.recover = !(Var(30) = 2 && Fvar(8))


[State 250,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 250, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimElem = 6 || AnimElem = 7
x = 7

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



;-------------------------------------------------------------------------------
; 遠距離立ち中キック
[Statedef 25011]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 25011
ctrl = 0
;poweradd = 17
juggle  = 7 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55

[State 250,HitDef]
type = HitDef
trigger1 = AnimElem = 4
;trigger1 = Time = 0
attr = S, NA
animtype = Medium
damage    = 65,3
getpower = 60,16
givepower = 30,22
guardflag = M
hitflag = MAF
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-95
hitsound = S5, 5
guardsound = S6, 0
ground.type = High
ground.slideTime = 5
ground.hitTime  = 10
air.hitTime = 10
ground.cornerpush.veloff = -22*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
air.cornerpush.veloff = -22*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
ground.velocity = -5, -7.7
air.velocity = -5,-7
airguard.velocity = -2,-2
fall = 1
fall.recover = 1


[State 250,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

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



;-------------------------------------------------------------------------------
; 近距離・立ち強キック
[Statedef 255]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 255
ctrl = 0
;poweradd = 17
juggle  = 4 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -85

[State 250,HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Hard
getpower = 60,16
givepower = 30,22
damage    = 60,3
guardflag = M
hitflag = MAF
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-65
hitsound = S5, 5
guardsound = S6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17+var(34)*3
ground.velocity = -10*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -3*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-7
yaccel = .4
;ground.cornerpush.veloff = -18*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
;air.cornerpush.veloff = 0
air.fall = 0
;fall.recover = !(Var(30) = 2 && Fvar(8))
;air.recover = !(Var(30) = 2 && Fvar(8))

[State 250,HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Hard
getpower = 60,16
givepower = 30,22
damage    = 60,3
guardflag = M
hitflag = MAF
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-65
hitsound = S5, 5
guardsound = S6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17+var(34)*3
ground.velocity = -10*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -3*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-7
yaccel = .4
;ground.cornerpush.veloff = -18*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
;air.cornerpush.veloff = 0
air.fall = 0
;fall.recover = !(Var(30) = 2 && Fvar(8))
;air.recover = !(Var(30) = 2 && Fvar(8))

[State 250,HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Hard
getpower = 60,16
givepower = 30,22
damage    = 60,3
guardflag = M
hitflag = MAF
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-65
hitsound = S5, 5
guardsound = S6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17+var(34)*3
ground.velocity = -10*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -3*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-7
yaccel = .4
;ground.cornerpush.veloff = -18*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
;air.cornerpush.veloff = 0
air.fall = 0
;fall.recover = !(Var(30) = 2 && Fvar(8))
;;air.recover = !(Var(30) = 2 && Fvar(8))

[State 250,HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Hard
getpower = 60,16
givepower = 30,22
damage    = 60,3
guardflag = M
hitflag = MAF
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-65
hitsound = S5, 5
guardsound = S6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17+var(34)*3
ground.velocity = -10*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -3*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-7
yaccel = .4
;ground.cornerpush.veloff = -18*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
;air.cornerpush.veloff = 0
air.fall = 0
;fall.recover = !(Var(30) = 2 && Fvar(8))
;air.recover = !(Var(30) = 2 && Fvar(8))


;[State 250,StateTypeSet]
;type = StateTypeSet
;trigger1 = AnimElem = 4
;movetype = I

[State 250,End]
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 = 0,0
anim = 400
ctrl = 0
;poweradd = 17
juggle  = 5 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -35

[State 400,HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype = Light
getpower = 25,12
givepower = 12,6
damage    = 25,1
guardflag = MA
hitflag = MAF
pausetime = 10,10
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-35
hitsound = S5, 0
guardsound = S6, 0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -4*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -5.5*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-5.5
yaccel = .4
;ground.cornerpush.veloff = -6*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
;air.cornerpush.veloff = 0
air.fall = 0
;fall.recover = !(Var(30) = 2 && Fvar(8))
;air.recover = !(Var(30) = 2 && Fvar(8))


[State 400,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 400,End]
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 = 0,0
anim = 410
ctrl = 0
;poweradd = 17
juggle  = 4+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -15

[State 420,HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
animtype = Medium
damage    = 45,2
getpower = 40,14
givepower = 20,12
guardflag = L
hitflag = M
pausetime = Ceil(11*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(11*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 1
guard.sparkno = 40
sparkxy = 0,-15
hitsound = S5, 1
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14+var(34)*2
ground.velocity = -5*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -3*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-4
;ground.cornerpush.veloff = -13*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
air.fall = 0
;fall.recover = !(Var(30) = 2 && Fvar(8))
;air.recover = !(Var(30) = 2 && Fvar(8))


[State 420,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 420,End]
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 = 0,0
anim = 420
ctrl = 0
;poweradd = 17
juggle  = 5 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -85

[State 420,HitDef]
type = HitDef
trigger1 = Time = 0
attr = C, NA
animtype = Hard
damage    = 65
getpower = 60,16
givepower = 30,22
guardflag = H
hitflag = MAF
pausetime = Ceil(13*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(13*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-85
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15+var(34)*3
ground.velocity = -10*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -2*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-7.5
yaccel = .4
ground.cornerpush.veloff = -18*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !(Var(30) = 2 && Fvar(8))
air.recover = !(Var(30) = 2 && Fvar(8))


[State 420,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 420,End]
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 = 0,0
anim = 430
ctrl = 0
;poweradd = 17
juggle  = 8+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -10

[State 430,HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype = Light
getpower = 25,12
givepower = 12,6
damage    = 20,1
guardflag = L
hitflag = MAF
pausetime = Ceil(9*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(9*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-10
hitsound = S5, 3
guardsound = S6, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10+var(34)*2
ground.velocity = -4*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -3*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-7
ground.cornerpush.veloff = -6*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
air.cornerpush.veloff = 0


[State 430,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 430,End]
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 = 0,0
anim = 440
ctrl = 0
;poweradd = 17
juggle  = 8+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -15

[State 420,HitDef]
type = HitDef
trigger1 = Time = 0
attr = C, NA
animtype = Medium
damage    = 40,2
getpower = 40,14
givepower = 20,12
guardflag = L
hitflag = MAF
pausetime = Ceil(11*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(11*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 1
guard.sparkno = 40
sparkxy = -10,-30
hitsound = S5, 4
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14+var(34)*2
ground.velocity = -7*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -3*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-7
ground.cornerpush.veloff = -13*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
air.cornerpush.veloff = 0


[State 420,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 420,End]
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 = 0,0
anim = 450
ctrl = 0
;poweradd = 17
juggle  = 8+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -15

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage    = 60
getpower = 60,16
givepower = 30,22
animtype = Hard
hitflag = MAF
guardflag = L
pausetime = Ceil(13*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(13*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-15
hitsound = S5, 5
guardsound = S6, 0
ground.type = Trip
ground.slidetime = 17
ground.hittime  = 17+var(34)*3
ground.velocity = -1*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-6
guard.velocity = -10*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -1*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-6
guard.cornerpush.veloff = -18*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .55


[State 440,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 440,End]
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
anim = 600
;poweradd = 17
ctrl = 0
juggle  = 7 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -35

[State 600,HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Light
damage    = 25,1
getpower = 25,12
givepower = 12,6
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(9*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-35
hitsound = S5, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9 ;+var(34)*2
ground.velocity = -4*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -3*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-7
yaccel = .4
ground.cornerpush.veloff = -6*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !(Var(30) = 2 && Fvar(8))
air.recover = !(Var(30) = 2 && Fvar(8))


[State 600,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

;-------------------------------------------------------------------------------
; ジャンプ中パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
anim = 610
;poweradd = 17
ctrl = 0
juggle  = 7 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -35

[State 605,HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Medium
damage    = 45,2
getpower = 40,14
givepower = 20,12
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(9*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-35
hitsound = S5, 1
guardsound = S6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 10 ;+var(34)*2
ground.velocity = -4*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -3*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-7
yaccel = .4
ground.cornerpush.veloff = -6*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !(Var(30) = 2 && Fvar(8))
air.recover = !(Var(30) = 2 && Fvar(8))


[State 605,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

;-------------------------------------------------------------------------------
; ジャンプ強パンチ
[Statedef 620]
type    = A
movetype= A
physics = A
anim = 620
;poweradd = 17
ctrl = 0
juggle  = 7 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -35

[State 620,HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Hard
damage    = 70,3
getpower = 60,16
givepower = 30,22
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(9*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-35
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 10+var(34)*3
ground.velocity = -4*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -5.5*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-5.5
yaccel = .4
ground.cornerpush.veloff = -6*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !(Var(30) = 2 && Fvar(8))
air.recover = !(Var(30) = 2 && Fvar(8))


[State 230, ChangeAnim]
type = ChangeAnim
trigger1 = HitPauseTime = [1,7]
value = anim
elem = 5
ignorehitpause = 1

[State 620,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I


;-------------------------------------------------------------------------------
; ジャンプ弱キック
[Statedef 630]
type    = A
movetype= A
physics = A
anim = 630
;poweradd = 17
ctrl = 0
juggle  = 7 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -75

[State 630,HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Light
damage    = 20,1
getpower = 25,12
givepower = 12,6
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(9*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-75
hitsound = S5, 3
guardsound = S6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9+var(34)*2
ground.velocity = -4*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -2*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-7.5
yaccel = .4
ground.cornerpush.veloff = -6*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !(Var(30) = 2 && Fvar(8))
air.recover = !(Var(30) = 2 && Fvar(8))


[State 630,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

;-------------------------------------------------------------------------------
; ジャンプ中キック
[Statedef 640]
type    = A
movetype= A
physics = A
anim = 640
;poweradd = 17
ctrl = 0
juggle  = 7 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -50

[State 605,HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Medium
damage    = 40,2
getpower = 40,14
givepower = 20,12
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(9*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-50
hitsound = S5, 4
guardsound = S6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 10+var(34)*2
ground.velocity = -4*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -3*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-7
yaccel = .4
ground.cornerpush.veloff = -6*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !(Var(30) = 2 && Fvar(8))
air.recover = !(Var(30) = 2 && Fvar(8))


[State 605,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

;-------------------------------------------------------------------------------
; ジャンプ強キック
[Statedef 650]
type    = A
movetype= A
physics = A
anim = 650
;poweradd = 17
ctrl = 0
juggle  = 7 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -45

[State 655,HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Hard
damage    = 60,3
getpower = 60,16
givepower = 30,22
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(9*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-35
hitsound = S5, 5
guardsound = S6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 10 ;+var(34)*3
ground.velocity = -4*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -5.5*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-5.5
yaccel = .4
ground.cornerpush.veloff = -6*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !(Var(30) = 2 && Fvar(8))
air.recover = !(Var(30) = 2 && Fvar(8))


[State 655,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

;-------------------------------------------------------------------------------
; ジャンプ強キック
[Statedef 65011]
type    = A
movetype= A
physics = A
anim = 1450
;poweradd = 17
ctrl = 0
juggle  = 7 ;+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -45

[State 655,HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Hard
damage    = 65,3
getpower = 60,16
givepower = 30,22
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(9*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 2
guard.sparkno = 40
sparkxy = -10,0
hitsound = S5, 5
guardsound = S6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 10 ;+var(34)*3
ground.velocity = -4*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -5.5*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-5.5
yaccel = .4
ground.cornerpush.veloff = -6*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !(Var(30) = 2 && Fvar(8))
air.recover = !(Var(30) = 2 && Fvar(8))


[State 655,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

;===============================================================================
; Definition of the (Dir + Button) attack
;===============================================================================

;-------------------------------------------------------------------------------
; 肘落とし（ジャンプ中↓＋Y）
[Statedef 700]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 700
;poweradd = 17
juggle  = 8+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -35

[State 710,HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Hard
damage    = 65,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MAF
pausetime = Ceil(9*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(9*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 2
guard.sparkno = 40
sparkxy = 0,-45
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10+var(34)*2
ground.velocity = -4*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -3*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-7
yaccel = .4
ground.cornerpush.veloff = -6*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !(Var(30) = 2 && Fvar(8))
air.recover = !(Var(30) = 2 && Fvar(8))


[State 105,VelAdd]
type = VelAdd
trigger1 = 1
y = .52

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .97

[State 105,End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;---------------------------------------------------------------------
; 武神獄鎖拳
;------------------------中P
[Statedef 710]
type    = S
movetype= A
physics = S
anim = 710
ctrl = 0
;poweradd = 17
juggle  = 5+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55

[State 250, PosAdd]
type = PosAdd
trigger1 = AnimElem = 1
x = 12

[State 220,HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype = Medium
damage    = 57,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MAF
pausetime = Ceil(11*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(11*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-55
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10+var(34)*2
ground.velocity = -4*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -3*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-7
yaccel = .4
;ground.cornerpush.veloff = -6*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
;air.cornerpush.veloff = 0
air.fall = 0
;fall.recover = !(Var(30) = 2 && Fvar(8))
;air.recover = !(Var(30) = 2 && Fvar(8))


[State 220,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

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

;------------------------強P
[Statedef 711]
type    = S
movetype= A
physics = S
anim = 711
ctrl = 0
poweradd = 17
juggle  = 8+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -85

[State 250, PosAdd]
type = PosAdd
trigger1 = AnimElem = 1
x = 12

[State 225,HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Hard
damage    = 42
getpower = floor(IfElse(var(41)>1,72,214)*fvar(5)),floor(36*fvar(5))
guardflag = M
hitflag = MAF
pausetime = Ceil(13*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(13*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-85
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20+var(34)*3
ground.velocity = -10*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -3*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-7
yaccel = .4
ground.cornerpush.veloff = -18*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !(Var(30) = 2 && Fvar(8))
air.recover = !(Var(30) = 2 && Fvar(8))


[State 225,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 225,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------強K
[Statedef 712]
type    = S
movetype= A
physics = S
anim = 712
ctrl = 0
poweradd = 17
juggle  = 8+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -85

[State 250,HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype = Hard
damage    = 49
getpower = floor(IfElse(var(41)>1,72,214)*fvar(5)),floor(36*fvar(5))
guardflag = M
hitflag = MAF
pausetime = Ceil(13*IfElse((Var(30)=2&&Fvar(8)),.5,1)),Ceil(13*IfElse((Var(30)=2&&Fvar(8)),.5,1))
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-85
hitsound = S5, 5
guardsound = S6, 0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20+var(34)*3
ground.velocity = -10*IfElse((Var(30) = 2 && Fvar(8)),.7,1)
air.velocity = -3*IfElse((Var(30) = 2 && Fvar(8)),.7,1),-7
yaccel = .4
ground.cornerpush.veloff = -18*IfElse((Var(30) = 2 && Fvar(8)),.55,1)
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !(Var(30) = 2 && Fvar(8))
air.recover = !(Var(30) = 2 && Fvar(8))


[State 250,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 250, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimElem = 6 || AnimElem = 7
x = 7

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

;-------------------------------------------------------------------------------
; 武神獄鎖拳（↓強P）
[Statedef 720]
type = S
movetype = A
physics = S
ctrl = 0
anim = 720
poweradd = 17
juggle  = 8+(MoveHit&&P2StateType = A)*8

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(28) = 1

[State 250, PosAdd]
type = PosAdd
trigger1 = AnimElem = 1
x = 10

[State 800,HitDef]
type = Hitdef
trigger1 = Time = 0
trigger1 = P2StateNo != [150,155]
attr = S, NT
priority = 3,Miss
getpower = 0
hitflag = M
numhits = 1
;sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 721
p2stateno = 725
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 710,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
movetype = I

[State 800,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 武神獄鎖拳（↓強P）・成功
[Statedef 721]
type = S
movetype = A
physics = S
anim = 721
velset = 0,0
poweradd = 17
sprpriority = 2

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 7,0

[State 810,TargetBind]
type = BindToTarget
trigger1 = AnimElem = 1
pos = Target,const(Size.ground.front),0

[State 860,Width]
type = Width
trigger1 = AnimElem = 1
trigger1 = FrontEdgeDist < 30
edge = 30,0

[State 810,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 30,0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0,13
channel = 0

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 6
pos = 40,0

[State 810,TargetBind]
type = TargetState
trigger1 = AnimElem = 6
value = 726

[State 810,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 武神獄鎖拳（↓強P）・投げられ側
;------------------------ 1
[Statedef 725]
type = A
movetype = H
physics = N
ctrl = 0
sprpriority = 1

[State 810,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

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

[State 820, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 820,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 725

;------------------------ 2
[Statedef 726]
type = A
movetype = H
physics = N
velset = -1,-7
anim = 5070
sprpriority = 1

[State 880,VelAdd]
type = VelAdd
trigger1 = 1
y = .40

[State 880,SelfState]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;===============================================================================
; Definition of the Basic Throws
;===============================================================================

;-------------------------------------------------------------------------------
; 猪狩（Ｐ通常投げ）
[Statedef 800]
type = S
movetype = A
physics = S
ctrl = 0
anim = 800
velset = 0, 0
;poweradd = 17

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(28) = 1

[State 800,HitDef]
type = Hitdef
trigger1 = AnimElem = 2
trigger1 = P2MoveType != H
trigger1 = P2StateNo != [150,155]
attr = S, NT
priority = 3,Miss
getpower = 0
hitflag = M-
numhits = 0
sparkno = 22312
p1facing = ifelse (command = "holdfwd", 1,-1)
p2facing = 1
p1stateno = 810
p2stateno = 820
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 710,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,11
channel = 0

[State 800,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 猪狩（成功）
[Statedef 810]
type = S
movetype = A
physics = S
anim = 810
velset = 0, 0
;poweradd = 17
sprpriority = 2

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 7,0

[State 860,Width]
type = Width
triggerall = Time = 0
trigger1 = FrontEdgeDist < 55
trigger2 = BackEdgeDist < 55
edge = 55,55

[State 4150,0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 810,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 55,0

[State 810,TargetBind]
type = ChangeState
trigger1 = AnimElem = 1,< 6
trigger1 = (Target,Command = "holdfwd" || Target,Command = "holdback") && (Target,Command = "y" || Target,Command = "z")
value = 950

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,8
channel = 0

[State 810,Explod]
type = Explod
trigger1 = AnimElem = 5
anim = F1
pos = 40,-55
postype = P1
sprpriority = 3
bindtime = 1
ownpal = 1

[State -3,PlaySnd3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5,2

[State 810,TargetBind]
type = TargetState
trigger1 = AnimElem = 5
value = 821

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = 0,9
channel = 0

[State 810,Explod]
type = Explod
trigger1 = AnimElem = 10
anim = F2
pos = -10,-85
postype = P2
sprpriority = 3
bindtime = 1
ownpal = 1

[State -3,PlaySnd3]
type = PlaySnd
trigger1 = AnimElem = 10
value = 5,5

[State 810,TargetBind]
type = TargetState
trigger1 = AnimElem = 10
value = 822

[State 5011, 1]
type = VelSet
trigger1 = AnimElem = 6
trigger1 = Target,BackEdgeDist <= 0
x = -4

[State 861,HitAdd]
type = HitAdd
trigger1 = AnimElem = 5 || AnimElem = 10
value = 1

[State 810,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 5 || AnimElem = 10
value = -40 ;Ceil(ifelse((fvar(10)>.1),56*fvar(10),6))
kill = (AnimElem=10)

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 60

[State 810,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 猪狩（投げられ側）
;------------------------ 1
[Statedef 820]
type = A
movetype = H
physics = N
ctrl = 0
sprpriority = 1

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

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 50

[State 820, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 820,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 820

;------------------------ 2
[Statedef 821]
type    = C
movetype= H
physics = C
anim = 5012
velset = 0,0
sprpriority = 1

[State 880,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4050,2]
type = PlayerPush
trigger1 = 1
value = 0

[State 5010, 4]
type = ChangeAnim
trigger1 = Time < 8
value = anim

[State 3056, PosAdd]
type = PosAdd
trigger1 = Time < 8
x = IfElse(Time % 2 = 0,1,-1)

[State 5011, 1]
type = VelSet
trigger1 = Time = 8
x = -4

[State 5011, 2]
type = ChangeAnim
trigger1 = anim = 5012
trigger1 = AnimTime = 0
value = 5027

[State 5011, 4]
type = VelSet
trigger1 = Time >= 24
x = 0

[State 5011, 6]
type = SelfState
trigger1 = Time >= 24
value = 11
ctrl = 1

;------------------------ 3
[Statedef 822]
type = A
movetype = H
physics = N
velset = 0,0
anim = 5050
sprpriority = 1

[State 5000, 4]
type = ChangeAnim
trigger1 = Time < 12
value = anim

[State 3056, PosAdd]
type = PosAdd
trigger1 = Time < 12
x = IfElse(Time % 2 = 0,1,-1)

[State 880,VelAdd]
type = VelSet
trigger1 = Time = 12
x = -3
y = -7

[State 880,VelAdd]
type = VelAdd
trigger1 = Time > 12
y = .40

[State 880,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 880,SelfState]
type = SelfState
trigger1 = Time > 12
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;-------------------------------------------------------------------------------
; 膝かまし（K通常投げ）
;-------------------投げ予備動作
[Statedef 850]
type = S
movetype = A
physics = S
ctrl = 0
anim = 850
velset = 0, 0
poweradd = 17

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(28) = 1

[State 800,HitDef]
type = Hitdef
trigger1 = P2MoveType != H
trigger1 = P2StateNo != [150,155]
attr = S, NT
priority = 3,Miss
hitflag = M-
numhits = 0
sparkno = 22312
p1facing = ifelse (command = "holdfwd",1,-1)
p2facing = 1
p1stateno = 860
p2stateno = 870
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 710,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,11
channel = 0

[State 800,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ 1
[Statedef 860]
type = S
movetype = A
physics = S
anim = 860
velset = 0, 0
ctrl = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 7,0

[State 860,VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0

[State 860,VarSet]
type = VarSet
trigger1 = Time = 0
var(11) = 0

[State 860,VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 150

[State 860,PosFreeze]
type = PosFreeze
trigger1 = 1

[State 860,Width]
type = Width
triggerall = Time = 0
trigger1 = FrontEdgeDist < 45
trigger2 = BackEdgeDist < 45
edge = 45,45

[State 860,TargetBind]
type = TargetBind
trigger1 = 1
pos = 45,0

[State 810,TargetBind]
type = ChangeState
trigger1 = AnimElem = 1,< 3
trigger1 = (Target,Command = "holdfwd" || Target,Command = "holdback") && (Target,Command = "b" || Target,Command = "c")
value = 950

[State 810,TargetBind]
type = TargetState
trigger1 = AnimTime = 0
value = 871

[State 860,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 861

;------------------------ 2
[Statedef 861]
type = S
movetype = A
physics = S
velset = 0, 0

[State 870,ChangeAnim2]
type = ChangeAnim
trigger1 = Time = 0
value = 861+Var(11)

[State 860,VarSet]
type = VarSet
trigger1 = Time = 0
var(11) = 0

[State 810,TargetBind]
type = TargetState
trigger1 = AnimElemNo(0) = [1,2]
value = 871

[State 810,TargetBind]
type = TargetState
trigger1 = AnimElemNo(0) = 3
value = 872

[State 810,TargetBind]
type = TargetState
trigger1 = AnimElemNo(0) = [4,5]
value = 873

[State 810,TargetBind]
type = TargetState
trigger1 = AnimElemNo(0) = 6
value = 874

[State 861,VarAdd]
type = VarAdd
trigger1 = Var(11)<2
trigger1 = Command = "random"
var(11) = 1

[State 861,VarAdd]
type = VarAdd
triggerall = var(12) > 0
trigger1 = Target,Command = "random"
var(12) = -3

[State 861,VarAdd]
type = VarAdd
trigger1 = var(12) > 0
var(12) = -1

[State 861,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = [1,2]
pos = 25+IfElse(Time % 2 = 0,1,-1)*(Target,Command = "random"),0

[State 861,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = [3,5]
pos = 50+IfElse(Time % 2 = 0,1,-1)*(Target,Command = "random"),-70

[State 861,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = 25+IfElse(Time % 2 = 0,1,-1)*(Target,Command = "random"),0

[State 861,HitAdd]
type = HitAdd
trigger1 = AnimElem = 3
value = 1

[State 810,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -10 ;Ceil(ifelse((fvar(10)>.1),14*fvar(10),2))
kill = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,=0
value = 0,8

[State 810,Explod]
type = Explod
trigger1 = AnimElem = 3
anim = F2
pos = 50,-65
postype = P1
sprpriority = 3
bindtime = 1
ownpal = 1

[State -3,PlaySnd3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,5

[State 861,ChangeState]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = Target,life > 20
trigger1 = Var(12) > 0
value = 861

[State 861,ChangeState]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = Target,life <= 20
trigger2 = Var(12) <= 0
value = 865

;------------------------ 3
[Statedef 865]
type = S
movetype = I
physics = S
anim = 865
velset = 0, 0

[State 861,TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 25,0

[State 810,TargetBind]
type = TargetState
trigger1 = Time = 0
value = 875

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,12
channel = 0

[State 810,Explod]
type = Explod
trigger1 = AnimElem = 2
anim = F2
pos = 50,-65
postype = P1
sprpriority = 3
bindtime = 1
ownpal = 1

[State 810,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -10 ;Ceil(ifelse((fvar(10)>.1),14*fvar(10),2))

[State -3,PlaySnd3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,4

[State 861,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -10 ;Ceil(ifelse((fvar(10)>.1),21*fvar(10),2))

[State 861,HitAdd]
type = HitAdd
trigger1 = AnimElem = 3
value = 1

[State 862,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 膝かまし（投げられ側）
;------------------------ 1
[Statedef 870]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 820, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 870,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 870

;------------------------ 2
[Statedef 871]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 870,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 871

[State 820, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

;------------------------ 2
[Statedef 872]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 870,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 872

[State 820, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

;------------------------ 2
[Statedef 873]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 870,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 873

[State 820, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

;------------------------ 2
[Statedef 874]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 870,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 874

[State 820, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

;------------------------ 3
[Statedef 875]
type = A
movetype = H
physics = N
velset = 0,0
anim = 5050

[State 5000, 4]
type = ChangeAnim
trigger1 = Time < 4
value = anim

[State 880,VelAdd]
type = VelSet
trigger1 = Time = 4
x = -4
y = -7

[State 880,VelAdd]
type = VelAdd
trigger1 = Time > 3
y = .40

[State 880,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 880,SelfState]
type = SelfState
trigger1 = Time > 3
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;=====================================================================
; 特殊動作
;=====================================================================
;
;---------------------------------------------------------------------
; ステップ
;------------------------ 開始
[Statedef 110]
type = S
movetype = I
physics = S
anim = 110
ctrl = 0
velset = 0, 0

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = Const(velocity.run.back.x)*-1
y = Const(velocity.run.back.y)

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 2, > 0
y = .45

[State 105, VelMul]
type = VelMul
trigger1 = AnimElem = 2, > 0
x = .95

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 2

[State 105,VelAdd]
type = VelSet
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
x = 0

[State 106,PosSet]
type = PosSet
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
y = 0

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 111

;------------------------ 停止
[Statedef 111]
type = S
movetype = I
physics = S
anim = 111
velset = 0, 0

[State 106, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 1,3

[State 106, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; 回りこみ
[Statedef 4000]
type = S
movetype = I
physics = N
ctrl = 0
anim = 4000
velset = 0, 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,ifelse(Random <= 500,14,17)
channel = 0

[State -2,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 0

[State 4050,0]
type = NotHitBy
trigger1 = AnimElem = 7, < 0
value = SCA

[State 4050,1]
type = HitBy
trigger1 = 1
value = SC, NT, ST, HT

[State 4050,2]
type = PlayerPush
trigger1 = AnimElem = 7, < 0
value = 0

[State 4050,3]
type = VelSet
trigger1 = AnimElem = 2
x = 6

[State 4050,4]
type = VelSet
trigger1 = AnimElem = 7
x = 0



[State 4050,7]
type = Turn
trigger1 = AnimTime = 0 && P2BodyDist X < -5



[State 4050,8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; 避け
[Statedef 4010]
type = S
movetype = I
physics = S
ctrl = 0
anim = 4010
velset = 0, 0

[State 4050,1]
type = HitBy
trigger1 = 1
value = SC, NT, ST, HT

[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 0, 8
channel = 0

[State -2,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,=1
value = 4, 2

[State 4050,2]
type = PlayerPush
trigger1 = AnimElem = 2,>=0 && AnimElem = 4,<0
value = 0

[State 3100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 2,=1
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = -30,-30,-30
palmul = .75,.75,.75
trans = add1

[State 1000, 0]
type = AfterImageTime
trigger1 = AnimElem = 4
time = 0

[State 4000,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; カウンター攻撃（パンチ）
[Statedef 4020]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 220
ctrl = 0
poweradd = 17

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -25

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55

[State 1000, 0]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 1321, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage = 56
animtype = UP
getpower = 0
guardflag = M
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = 15,15
sparkno = 2
guard.sparkno = 40
sparkxy = -25,-55
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2.5,-8
air.velocity = -2.5,-8
guard.velocity = -8
yaccel = .5
air.juggle = 8
fall = 1
fall.recover = !(Var(30) = 2 && Fvar(8))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


[State 220,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 230, ChangeAnim]
type = ChangeAnim
trigger1 = HitPauseTime > 10
value = anim
elem = 4
ignorehitpause = 1

[State 230, ChangeAnim]
type = ChangeAnim
trigger1 = HitPauseTime > 0 && HitPauseTime < 10
value = anim
elem = 5
ignorehitpause = 1

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

;-------------------------------------------------------------------------------
; カウンター攻撃（キック）
[Statedef 4025]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 245
ctrl = 0
poweradd = 17

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55

[State 1000, 0]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 250,HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype = Medium
damage    = 49
getpower = 0
guardflag = M
hitflag = MA
pausetime = 11,11
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-55
hitsound = S5, 5
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14+var(34)*2
ground.velocity = -7
air.velocity = -4,-5
yaccel = .4
ground.cornerpush.veloff = -13
air.cornerpush.veloff = 0


[State 250,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

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

;---------------------------------------------------------------------
; ガードキャンセル攻撃
[Statedef 4500]
type    = S
movetype= A
physics = S
ctrl = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(28) = 1

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(39) = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -75

[State 1000, 0]
type = PowerAdd
triggerall = time = 0
trigger1 = Var(30) = 1 || Var(30) = 2|| Var(30) = 4 || Var(30) = 5
value = -ifelse(Var(30)=2,1500,1000)

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = 4 && (100*life/const(data.life))>30)
fvar(8) = 0

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = 4 && (100*life/const(data.life))>30)
fvar(7) = 0

[State 5000, 4]
type = ChangeAnim
trigger1 = Time < 7
value = anim

[State 5000, 4]
type = ChangeAnim
trigger1 = Time >= 7
value = 4500
persistent = 0

[State 1200, NotHitBy]
type = NotHitBy
trigger1 = Time < 7
value2 = SCA
Time = 3

[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 20, 8

[State -3,Super]
type = Helper
trigger1 = Time = 0
id = 2320
name = "GUARD CANCEL"
pos = 10,-ifelse(PrevStateNo = 152,40,80)
postype = P1
stateno = 2320
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
persistent = 0

[State 100,1]
type = PlaySnd
triggerall = anim = 4500
trigger1 = AnimElem = 2
value = 0, 20
channel = 0

[State -3,PlaySnd1]
type = PlaySnd
triggerall = anim = 4500 
trigger1 = AnimElem = 3 || AnimElem = 9 || AnimElem = 15
value = 4,5

[State 3001, Super]
type = Helper
trigger1 = anim = 4500
trigger1 = AnimElem = 4
persistent = 0
id = 1305
pos = 0,0
postype = P1
stateno = 1305
helpertype = normal
keyctrl = 0
facing = 1
ownpal = 1

[State 1321, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 42
animtype = Hard
getpower = 0
guardflag = M
hitflag = MAF
hitsound = S5,5
guardsound = S6,0
pausetime = 8,8
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-75
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -8
yaccel = .5
air.juggle = 8
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
kill = 0

[State 100,0]
type = VelSet
triggerall = anim = 4500 
trigger1 = AnimElem = 19
x = -4.5
y = -3

[State 105,StateTypeSet]
type = StateTypeSet
triggerall = anim = 4500 
trigger1 = AnimElem = 19
statetype = A
physics = N

[State 1201,VelAdd]
type = VelAdd
triggerall = anim = 4500 
trigger1 = AnimElem = 19,>0
y = .38

[State 1201,End]
type = ChangeState
triggerall = anim = 4500 
trigger1 = AnimElem = 19,>0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1301

;---------------------------------------------------------------------
; ガードキャンセル移動
;------------------------ 回りこみ
[Statedef 4510]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0, 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(39) = 1

[State 1000, 0]
type = PowerAdd
triggerall = time = 0
trigger1 = Var(30) = 1 || Var(30) = 2|| Var(30) = 4 || Var(30) = 5
value = -ifelse(Var(30)=2,1500,1000)

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = 4 && (100*life/const(data.life))>30)
fvar(8) = 0

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = 4 && (100*life/const(data.life))>30)
fvar(7) = 0

[State 5000, 4]
type = ChangeAnim
trigger1 = Time < 7
value = anim

[State 1200, NotHitBy]
type = NotHitBy
trigger1 = 1
value2 = SCA

[State 3100, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = -30,-30,-30
palmul = .75,.75,.75
trans = add1

[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 20, 8

[State -3,Super]
type = Helper
trigger1 = Time = 0
id = 2320
name = "GUARD CANCEL"
pos = 10,-ifelse(PrevStateNo = 152,40,80)
postype = P1
stateno = 2320
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
persistent = 0

[State 105,End]
type = ChangeState
trigger1 = Time >= 7
value = 4000

;------------------------ バックステップ
[Statedef 4520]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0, 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(39) = 1

[State 1000, 0]
type = PowerAdd
triggerall = time = 0
trigger1 = Var(30) = 1 || Var(30) = 2|| Var(30) = 4 || Var(30) = 5
value = -ifelse(Var(30)=2,1500,1000)

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = 4 && (100*life/const(data.life))>30)
fvar(8) = 0

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = 4 && (100*life/const(data.life))>30)
fvar(7) = 0

[State 5000, 4]
type = ChangeAnim
trigger1 = Time < 7
value = anim

[State 1200, NotHitBy]
type = NotHitBy
trigger1 = Time < 7
value2 = SCA
Time = 7

[State 3100, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = -30,-30,-30
palmul = .75,.75,.75
trans = add1

[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 20, 8

[State -3,Super]
type = Helper
trigger1 = Time = 0
id = 2320
name = "GUARD CANCEL"
pos = 10,-ifelse(PrevStateNo = 152,40,80)
postype = P1
stateno = 2320
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
persistent = 0

[State 105,End]
type = ChangeState
trigger1 = Time >= 7
value = 105

;---------------------------------------------------------------------
; ゲージ溜め動作
[Statedef 4100]
type = S
movetype = I
physics = N
ctrl = 0
anim = 4100
velset = 0, 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 0,15
channel = 0

[State 4100,Varadd]
type = Varadd
trigger1 = Time < 20
fvar(7) = .25

[State 4100,Varadd]
type = Varadd
trigger1 = Time >= 20
fvar(7) = 1

[State 3001, Super]
type = Helper
trigger1 = Time = 0 && NumHelper(2200) = 0
persistent = 0
id = 2200
name = "Power"
pos = 0,0
postype = P1
stateno = 2200
helpertype = normal
keyctrl = 0
ownpal = 1


;------------------- 終了
[Statedef 4101]
type = S
movetype = I
physics = N
ctrl = 0
anim = 4101
velset = 0, 0

[State 820,PlaySnd]
type = Stopsnd
trigger1 = Time = 0
channel = 0
persistent = 0

[State 4050,8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; パワーMAX発動
[Statedef 4150]
type = S
movetype = I
physics = N
ctrl = 0
anim = 4150
velset = 0, 0
poweradd = -1000

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 20,4

[State -3,Super]
type = Helper
trigger1 = AnimElem = 3
id = 25050
name = "PowMAX"
pos = 0,0
postype = P1
stateno = 25050
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
persistent = 0

[State 4110, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 2250
pos = -5,-50
postype = P1
scale = .5,.5
sprpriority = 5
ownpal = 1

[State 4100,Varadd]
type = VarSet
trigger1 = AnimElem = 3
fvar(8) = 662

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=1
value = 0,9
channel = 0

[State 4050,8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; オリコン発動
;------------------- 地上
[Statedef 4200]
type = S
movetype = I
physics = S
ctrl = 0
anim = 4200
velset = 0, 0
poweradd = -3000

[State 5201,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
Time = 53

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 0,8
channel = 0

[State 3000, Super]
type = Helper
trigger1 = AnimElem = 2,=0
persistent = 0
id = 2330
name = "super"
pos = -5,-65
postype = P1
stateno = 2330
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 3000, SuperPause]
type = Pause
trigger1 = AnimElem = 2,=0
time = 39
movetime = 39

[State 4100,Varadd]
type = VarSet
trigger1 = AnimElem = 2,=0
fvar(8) = 1

[State 3100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 2,=0
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 0,0,0
palcontrast = 40,160,180
palpostbright = 0,0,0
paladd = -90,10,30
palmul = .25,.45,.55
trans = add1

[State 4050,8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------- 空中
[Statedef 4210]
type = A
movetype = I
physics = N
ctrl = 0
anim = 4210
poweradd = -3000

[State 610, varset(F3)]
type = varset
trigger1 = Time = 0
fvar(1) = Vel X

[State 610, varset(F4)]
type = varset
trigger1 = Time = 0
fvar(2) = Vel Y

[State 610, velset]
type = velset
trigger1 = Time = 0
x = 0
y = 0
persistent = 0

[State 5201,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
Time = 53

[State 3000, Super]
type = Helper
trigger1 = AnimElem = 2,=0
persistent = 0
id = 2330
name = "super"
pos = -5,-65
postype = P1
stateno = 2330
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 3100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 2,=0
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 0,0,0
palcontrast = 40,160,180
palpostbright = 0,0,0
paladd = -90,10,30
palmul = .25,.45,.55
trans = add1



[State 3000, 4100]
type = Pause
trigger1 = AnimElem = 2,=0
time = 39
movetime = 39

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 0,8
channel = 0

[State 4100,Varadd]
type = VarSet
trigger1 = AnimElem = 2,=0
fvar(8) = 1

[State 610, velset]
type = velset
trigger1 = AnimTime = 0
x = FVar(1)
y = FVar(2)
persistent = 0

[State 4050,8]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------
; ダウン回避
[Statedef 5201]
type = S
movetype = I
physics = N
anim = 5200
velset = 0, 0
ctrl = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(39) = 1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 0,17
channel = 0

[State 5201,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = -7

[State 5201,VelMul]
type = VelMul
trigger1 = 1
x = .87

[State 5201,VelMul]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 5201,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
Time = 23

[State 5201,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; 投げ抜け
;------------------------ 自分側
[Statedef 950]
type = S
movetype = I
physics = N
anim = 5910
ctrl = 0
velset = -3, 0

[State 4110, Explod]
type = Explod
trigger1 = Time = 0
anim = 2400
id = 2400
pos = 0,-40
scale = .5,.5
postype = P1
sprpriority = 5
bindtime = 1
ownpal = 1
persistent = 0

[State 810,TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 0,0

[State 810,TargetBind]
type = TargetState
trigger1 = Time = 0
value = 955

[State 820,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1, 8
persistent = 0

[State 820,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 5000,20
channel = 0
persistent = 0

[State 194, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .96

[State 4100,4]
type = PlayerPush
trigger1 = P2BodyDist X < 20
value = 0

[State 105,End]
type = ChangeState
trigger1 = Time >= 30
value = 0
ctrl = 1

;------------------------ 相手側
[Statedef 955]
type = S
movetype = I
physics = N
ctrl = 0
velset = -3, 0
facing = enemy,facing

[State 1040,ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0 && (SelfAnimExist(5910) || SelfAnimExist(5940))
value = ifelse(SelfAnimExist(5940),5940,5910)

[State 820,ChangeAnim2]
type = ChangeAnim
trigger1 = Time = 0 && !SelfAnimExist(5910) && !SelfAnimExist(5940)
value = 5007

[State 194, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .96

[State 4100,4]
type = PlayerPush
trigger1 = P2BodyDist X < 20
value = 0

[State 105,End]
type = SelfState
trigger1 = Time >= 29
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ブロッキング
;------------------------ 立ち
[Statedef 4300]
type    = S
movetype= I
physics = S
anim = 4300
velset = 0,0
ctrl = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(35) = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(39) = 1

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(44) = 1

[State 1000, 0]
type = PowerAdd
trigger1 = time = 0
value = 26

[State 10000, End]
type = NotHitBy
trigger1 = 1
value = SCA

[State -2,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 8
channel = 0

[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 20, 9

[State -2, Explod(P2)]
type = Explod
trigger1 = Time = 0
anim = 2315
pos = 20,-75
postype = P1
sprpriority = 3
scale = .5,.5
bindtime = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1
Supermovetime = -1



[State 151, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------ しゃがみ
[Statedef 4301]
type    = C
movetype= I
physics = C
anim = 4301
velset = 0,0
ctrl = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(35) = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(39) = 1

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(44) = 1

[State 1000, 0]
type = PowerAdd
trigger1 = time = 0
value = 26

[State 10000, End]
type = NotHitBy
trigger1 = 1
value = SCA

[State -2,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 8
channel = 0

[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 20, 9

[State -2, Explod(P2)]
type = Explod
trigger1 = Time = 0
anim = 2315
pos = 20,-45
postype = P1
sprpriority = 3
scale = .5,.5
bindtime = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1
Supermovetime = -1


[State 151, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;------------------------ 空中
[Statedef 4302]
type    = A
movetype= I
physics = N
anim = 4302
velset = 0,0
ctrl = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(35) = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(39) = 1

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(44) = 1

[State 1000, 0]
type = PowerAdd
trigger1 = time = 0
value = 26

[State 10000, End]
type = NotHitBy
trigger1 = anim = 4302
value = SCA

[State -2,PlaySnd]
type = PlaySnd
trigger1 = anim = 4302
trigger1 = AnimElem = 2
value = 0, 8
channel = 0

[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 20, 9

[State -2, Explod(P2)]
type = Explod
trigger1 = Time = 0
anim = 2315
pos = 20,-75
postype = P1
sprpriority = 3
scale = .5,.5
bindtime = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1
Supermovetime = -1



[State 50, 3]
type = ChangeAnim
trigger1 = anim = 4302
trigger1 = AnimTime = 0
persistent = 0
value = 41
elem = 8

[State 100,0]
type = VelSet
trigger1 = Anim = 41
y = -5
persistent = 0

[State 151, 3]
type = CtrlSet
trigger1 = Anim = 41
value = 1

[State 1201,VelAdd]
type = VelAdd
trigger1 = Anim = 41
y = .35

[State 1201,End]
type = ChangeState
trigger1 = Anim = 41
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; ジャストディフェンス（立ち）
;------------------------ GUARDHIT (shaking)
[Statedef 4400]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(39) = 1

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 10000, End]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 0]
type = LifeAdd
trigger1 = time = 0
value = GetHitVar(damage)+ifelse((P2StateNo=[1000,3999]),(Ceil(GetHitVar(damage)*.01)*7),7)

[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0, 8
channel = 0

[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 20, 6

[State 4100,Varadd]
type = VarAdd
trigger1 = Time = 0 && fvar(8)!
fvar(7) = 6

[State -2, Explod(P2)]
type = Explod
trigger1 = Time = 0
anim = 2310
pos = 10,-65
postype = P1
sprpriority = 3
scale = .5,.5
bindtime = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1
Supermovetime = -1

[State 150, 2]
type = ChangeState
trigger1 = time > 0
trigger1 = Time >= GetHitVar(hitshaketime)-2
value = 4401
ignorehitpause = 1

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;------------------------ GUARDHIT (knocked back)
[Statedef 4401]
type    = S
movetype= H
physics = S
anim = 150
velset = 0,0

[State -3, 1]
type = VarSet
trigger1 = Time = 0
var(37) = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)+3
value = 1

[State 151, 4]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)+3
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; ジャストディフェンス（しゃがみ）
;------------------------ GUARDHIT (shaking)
[Statedef 4402]
type    = C
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(39) = 1

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 10000, End]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 0]
type = LifeAdd
trigger1 = time = 0
value = GetHitVar(damage)+ifelse((P2StateNo=[1000,3999]),(Ceil(GetHitVar(damage)*.01)*7),7)

[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0, 8
channel = 0

[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 20, 6

[State 4100,Varadd]
type = VarAdd
trigger1 = Time = 0 && fvar(8)!
fvar(7) = 6

[State 150, 2]
type = ChangeState
trigger1 = time > 0
trigger1 = Time >= GetHitVar(hitshaketime)-2
value = 4403
ignorehitpause = 1

[State -2, Explod(P2)]
type = Explod
trigger1 = Time = 0
anim = 2310
pos = 10,-50
postype = P1
sprpriority = 3
scale = .5,.5
bindtime = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1
Supermovetime = -1

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;------------------------ GUARDHIT (knocked back)
[Statedef 4403]
type    = C
movetype= H
physics = C
anim = 151

[State -3, 1]
type = VarSet
trigger1 = Time = 0
var(37) = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)+3
value = 1

[State 151, 4]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)+3
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; ジャストディフェンス（空中）
;------------------------ GUARDHIT (shaking)
[Statedef 4404]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(39) = 1

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 10000, End]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 0]
type = LifeAdd
trigger1 = time = 0
value = GetHitVar(damage)+ifelse((P2StateNo=[1000,3999]),(Ceil(GetHitVar(damage)*.01)*7),7)

[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0, 8
channel = 0

[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 20, 6

[State 4100,Varadd]
type = VarAdd
trigger1 = Time = 0 && fvar(8)!
fvar(7) = 6

[State -2, Explod(P2)]
type = Explod
trigger1 = Time = 0
anim = 2310
pos = 10,-50
postype = P1
sprpriority = 3
scale = .5,.5
bindtime = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1
Supermovetime = -1

[State 150, 2]
type = ChangeState
trigger1 = time > 0
trigger1 = Time >= GetHitVar(hitshaketime)-2
value = 4405
ignorehitpause = 1

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;------------------------ GUARDHIT (knocked back)
[Statedef 4405]
type    = A
movetype= H
physics = N
anim = 152
velset = -1,-5

[State -3, 1]
type = VarSet
trigger1 = Time = 0
var(37) = 0

[State 50, 3]
type = ChangeAnim
trigger1 = Time = 0
persistent = 0
value = 41
elem = 8

[State 1201,VelAdd]
type = VelAdd
trigger1 = 1
y = .35

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

[State 1201,End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;---------------------------------------------------------------------
; ストライカー技 (for add004)
[Statedef 195900]
type = S

[State 0]
type = VarSet
trigger1 = 1
var(59) = 4900

[State 0]
type = ChangeState
trigger1 = roundno = 1
value = 190000

;------------------------------------
; 拳コ
;------------------------ 攻撃動作
[Statedef 4900]
type    = S
movetype= A
physics = N
anim = 3026
ctrl = 0
poweradd = 0

[State 100,1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 24
channel = 0

[State 105, VelMul]
type = VelMul
trigger1 = AnimElem = 2,>0
x = .82

[State 1100,VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 1321, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype = UP
damage    = 73,9
getpower = 0
guardflag = H
hitflag = MAF
hitsound = S5,2
guardsound = 6,0
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -25,-55
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -8
yaccel = .5
air.juggle = 8
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 400,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 4110, Explod]
type = Explod
trigger1 = Time = 0
anim = 3055
id = 3055
pos = 0,0
postype = P1
sprpriority = 2
bindtime = -1
removetime = -1
ownpal = 0
persistent = 0
removeongethit = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = AnimElem = 4
id = 3055

[State 4110, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 3056
pos = 0,0
postype = P1
sprpriority = 1
bindtime = -1
ownpal = 0
persistent = 0
removeongethit = 1

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

;=====================================================================
; ヘルパー
;=====================================================================

;---------------------------------------------------------------------
; スパコン発動エフェクト(CAPCOM)
;------------------------ 1
[Statedef 2500]
type    = A
movetype= I
physics = N
anim = 20000
velset = 0,0
ctrl = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 20,0





[State -2, Explod(P1)]
type = Explod
trigger1 = Time = 1
anim = 2502
id = 2502
pos = 0,0
postype = P1
scale = .75,.75
sprpriority = 5
supermove = 1
bindtime = -1
removetime = 10
ownpal = 0
persistent = 0
pausemovetime = 999999
Supermovetime = 999999

[State -3, Burst]
type = VarSet
trigger1 = Time = 1
fvar(2) = .5

[State -3, Burst]
type = VarAdd
trigger1 = fvar(2) > 0
fvar(2) = .15

[State 4900, 16]
type = modifyExplod
trigger1 = 1
Id = 2502
scale = fvar(2),fvar(2)

[State -2, Explod(P1)]
type = Explod
trigger1 = Time = 1
anim = 2500
id = 2500
pos = 0,0
postype = P1
scale = 1,1
sprpriority = 5
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
persistent = 0
pausemovetime = 999999
Supermovetime = 999999

[State -3, Burst]
type = VarSet
trigger1 = Time = 1
fvar(1) = 1

[State -3, Burst]
type = VarAdd
trigger1 = Time < 25
trigger1 = fvar(1) > .5
fvar(1) = -.02

[State 4900, 16]
type = modifyExplod
trigger1 = 1
Id = 2500
scale = fvar(1),fvar(1)

[State 3000, Super]
type = Helper
trigger1 = Time = 1
id = 2501
pos = 0,0
postype = P1
stateno = 2501
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
size.xscale = .5
size.yscale = .5

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 38
id = 2500

[State 1150, ChangeState]
type = DestroySelf
trigger1 = Time = 38

;------------------------ 2
[Statedef 2501]
type    = A
movetype= I
physics = N
anim = 2503
velset = 0,0
ctrl = 0
sprpriority = 5

[State 191,1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1000, 0]
type = BindToParent
trigger1 = 1
pos = 0,0

[State dummy_trans]
type = AfterImage
trigger1 = Time = 0
Time = 13
Trans = Add
Length = 14
TimeGap = 1
FrameGap = 6
PalColor = 256
PalInvertall = 0
PalAdd = 000,000,000
PalMul = 1.0,1.0,1.0
PalBright = 021,021,021
PalContrast = 160,160,160
PalPostBright = 000,000,000

[State 1000, 0]
type = AfterImageTime
trigger1 = Time >= 28
time = 0

[State 1150, ChangeState]
type = DestroySelf
trigger1 = Time = 28

;---------------------------------------------------------------------
; スパコン発動エフェクト(SNK)
;------------------------ 1
[Statedef 2550]
type    = A
movetype= I
physics = N
anim = 20000
velset = 0,0
ctrl = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 20,1



[State -2,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG



[State -2, Explod(P1)]
type = Explod
trigger1 = Time = 1
anim = 2500
id = 2500
pos = 0,0
postype = P1
scale = 1,1
sprpriority = 5
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
persistent = 0
pausemovetime = 999999
Supermovetime = 999999

[State -3, Burst]
type = VarSet
trigger1 = Time = 1
fvar(1) = 1

[State -3, Burst]
type = VarAdd
trigger1 = Time < 25
trigger1 = fvar(1) > .5
fvar(1) = -.02

[State 4900, 16]
type = modifyExplod
trigger1 = 1
Id = 2500
scale = fvar(1),fvar(1)

[State 3000, Super]
type = Helper
trigger1 = Time = 1
id = 2501
pos = 0,0
postype = P1
stateno = 2501
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
size.xscale = .5
size.yscale = .5

[State 3000, Super]
type = Helper
trigger1 = Time = 2 || Time = 8 || Time = 14 || Time = 20
id = 2551
pos = 0,0
postype = P1
stateno = 2551
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 38
id = 2500

[State 1150, ChangeState]
type = DestroySelf
trigger1 = Time = 38

;------------------------ 2
[Statedef 2551]
type    = A
movetype= I
physics = N
anim = 20000
velset = 0,0
ctrl = 0

[State 1000, 0]
type = BindToParent
trigger1 = 1
pos = 0,0



[State -2, Explod(P1)]
type = Explod
trigger1 = Time = 2
anim = 2502
id = 2551
pos = 0,0
postype = P1
scale = 3,.5
sprpriority = 5
supermove = 1
bindtime = -1
removetime = -1
ownpal = 0
persistent = 0
pausemovetime = 999999
Supermovetime = 999999

[State -3, Burst]
type = VarSet
trigger1 = Time = 1
fvar(2) = 3

[State -3, Burst]
type = VarAdd
trigger1 = fvar(2) > 0
fvar(2) = -.25

[State -3, Burst]
type = VarSet
trigger1 = Time = 1
fvar(3) = .5

[State -3, Burst]
type = VarAdd
trigger1 = fvar(3) > 0
fvar(3) = -.025

[State 4900, 16]
type = modifyExplod
trigger1 = 1
Id = 2551
scale = fvar(2),fvar(3)





[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 20
id = 2551

[State 1150, ChangeState]
type = DestroySelf
trigger1 = Time = 20

;=====================================================================
; Stuff to do
;=====================================================================
[Statedef -3]
;---------------------------------------------------------------------
; 掛け声
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Random < 400 && Time = 1
trigger1 = (StateNo = 200 || StateNo = 230)
trigger2 = (StateNo = 400 || StateNo = 430 || StateNo = 600 || StateNo = 630)
value = 0,ifelse(Random < 200,8,9)
channel = 0

[State -3,PlaySnd1]
type = PlaySnd
triggerall = Random < 400 && Time = 1
trigger1 = StateNo = 210 || StateNo = 215 || StateNo = 240 || StateNo = 4025 || StateNo = 245
trigger2 = StateNo = 220 || StateNo = 4020 || StateNo = 225 || StateNo = 255
trigger3 = StateNo = 250 || StateNo = 410 || StateNo = 420 || StateNo = 440
trigger4 = StateNo = 610 || StateNo = 620 && AnimElem = 4 || StateNo = 640
trigger5 = StateNo = 700 || StateNo = 711
value = 0,ifelse(Random < 200,9,10)
channel = 0

[State -3,PlaySnd1]
type = PlaySnd
triggerall = Random < 400&& Time = 1
trigger1 = StateNo = 250 || StateNo = 450 || StateNo = 650 || StateNo = 700 || StateNo = 710 || StateNo = 712 || StateNo = 65011
value = 0,ifelse(Random < 200,9,10)
channel = 0

[State -3,PlaySnd]
type = Stopsnd
trigger1 = RoundState = 2
channel = 3

;---------------------------------------------------------------------
; やられ声
[State -2,PlaySnd]
type = PlaySnd
triggerall = Time = 1 && Alive && Random <= 400
triggerall = StateNo = 5000 || StateNo = 5010
trigger1 = Anim = 5000 || Anim = 5010 || Anim = 5020
value = 5000,ifelse(Random <= 200,0,10)
channel = 0

[State -2,PlaySnd]
type = PlaySnd
triggerall = Time = 1 && Alive && Random <= 400
triggerall = StateNo = 5000 || StateNo = 5010
trigger1 = Anim = 5001 || Anim = 5011 || Anim = 5021
trigger2 = Anim = 5002 || Anim = 5012 || Anim = 5022
value = 5000,ifelse(Random <= 200,10,20)
channel = 0

[State -2,PlaySnd]
type = PlaySND
triggerall = Alive && Random <= 400
trigger1 = StateNo = 5000 && Time = 1
trigger1 = GetHitVar(fall)
trigger2 = StateNo = 5020 && Time = 1
trigger3 = StateNo = 5071 && Time = 1
value = 5000,20
channel = 0

;---------------------------------------------------------------------
; 共通エフェクト
;------------------------ 着地
[State -2, Common Effect]
type = Explod
trigger1 = stateno = 52 && Time = 1
trigger2 = stateno = 106 && Time = 1
trigger3 = stateno = 111 && Time = 1
trigger4 = stateno = 1151 && Time = 1
trigger5 = stateno = 1132 && Time = 1
trigger6 = stateno = 1162 && Time = 1
trigger7 = stateno = 1301 && Time = 1
trigger8 = stateno = 1421 && Time = 1
trigger9 = stateno = 1451 && Time = 1
trigger10 = stateno = 1534 && Time = 1
trigger11 = stateno = 3105 && Time = 1
anim = 2050
scale = .5,.5
sprpriority = -1
ownpal = 1

;------------------------ ダッシュ
[State -2, Common Effect]
type = Explod
trigger1 = stateno = 100 && Time = 1
trigger2 = stateno = 110 && Time = 1
trigger3 = stateno = 1000 && AnimElem = 4
trigger4 = stateno = 1010 && AnimElem = 4
trigger5 = stateno = 1020 && AnimElem = 4
trigger6 = stateno = 3000 && AnimElem = 4
trigger7 = stateno = 3010 && AnimElem = 4
trigger8 = stateno = 3020 && AnimElem = 4
anim = 2155
pos = 20,0
scale = .5,.5
sprpriority = 5
ownpal = 1

;------------------------ バックステップ
[State -2, Common Effect]
type = Explod
trigger1 = stateno = 105 && Time = 1
anim = 2155
facing = -1
pos = -30,0
scale = .5,.5
sprpriority = 5
ownpal = 1

;------------------------ ヒットエフェクトランダムフラグ
[State 1000, 0]
type = VarRandom
trigger1 = 1
v = 27
range = 2000,2000

;-------------------------------------------------------------------------------
; 共通効果音
;------------------------ 弱パンチ素振り
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 200 || StateNo = 400 || StateNo = 600
value = 4,0
;------------------------ 中パンチ素振り
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 410 || StateNo = 610 || StateNo = 700 || StateNo = 710
value = 4,1
;------------------------ 強パンチ素振り
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 711
value = 4,2

;------------------------ 弱キック素振り
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 230 || StateNo = 430 || StateNo = 630
value = 4,3
;------------------------ 中キック素振り
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 240 || StateNo = 245 || StateNo = 440 || StateNo = 640 || StateNo = 4025
value = 4,4
;------------------------ 強キック素振り
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 250 || StateNo = 450 || StateNo = 650 || StateNo = 712 || StateNo = 65011
value = 4,5

;------------------------ 中武器素振り
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 210
value = 4,7
;------------------------ 強武器素振り
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 220 || StateNo = 420 || StateNo = 620 || StateNo = 4020 || StateNo = 215 || StateNo = 225 || StateNo = 25011 
value = 4,8


;---------------------------------------------------------------------------
; Lv.2キャンセル
[State -2,Assertspecial]
type = Assertspecial
trigger1 = PrevStateNo = 3110 || PrevStateNo = 3015
trigger1 = StateNo = [1000,3999]
trigger2 = Var(30) = 2 && Fvar(8)
flag = Nojugglecheck

