;サガット　スーパーコンボ用ｃｎｓ
;========================================================
;タイガージェノサイド
;Ｌｖ１
[Statedef 3000]
type = S
movetype = A
physics = S
anim = 3000
velset = 0,0
ctrl = 0
poweradd = -1000

[State 3000, 0]
type = PlaySnd
trigger1 = Time = 1
value = s100,0

[State 3000, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,10

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

[State 3000, 2]
type = AfterImage
trigger1 = Time = 0
time = 300

[State 3000, 3]
type = SuperPause
trigger1 = Time = 4
anim = 100
sound = s500,60
pos = 35,-100
time = 53

[State 3000, 8]
type = HitDef
trigger1 = AnimElem = 2
attr = A, HA
damage    = 110,11
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 0,0
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-25
ground.type = Low
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4,-4

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

;クラッシュ
[Statedef 3001]
type = A
movetype = A
physics = N
anim = 3001
velset = 8,-6

[State 3210, 2]
type = AfterImage
trigger1 = Time = 0
time = 300

[State 3001, 1]
type = VelAdd
trigger1 = Time >= 0
Y = 0.5

[State 3001, 2]
type = VelSet
trigger1 = Vel Y >= 0
X = 0

[State 3001, 8]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
damage    = 50,5
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 5,5
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-75
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4,-4

[State 3001, 8]
type = HitDef
trigger1 = AnimElem = 2
attr = A, HA
damage    = 20,2
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 5,5
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-75
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4,-4

[State 3001, 8]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
damage    = 20,2
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 5,5
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-75
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4,-4

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

;地上２
[Statedef 3002]
type = S
movetype = A
physics = S
anim = 3002
velset = 0,0

[State 3210, 2]
type = AfterImage
trigger1 = Time = 0
time = 300

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

[State 3002, 8]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage    = 60,6
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 5,5
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-45
ground.type = Low
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -2,-8
air.velocity = -2,-8

[State 3002, 8]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 14,1
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 5,5
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-75
ground.type = Low
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -2,-8
air.velocity = -2,-8

[State 3002, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3003

;ブロゥ
[Statedef 3003]
type = A
movetype = A
physics = N
anim = 3003
velset = 3,-10

[State 3210, 2]
type = AfterImage
trigger1 = Time = 0
time = 300

[State 3003, 1]
type = VelAdd
trigger1 = Time>= 0
Y = 0.5

[State 3003, 2]
type = VelSet
trigger1 = Vel Y >= 0
X = 0

[State 3003, 8]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
damage    = 14,1
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 5,5
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-75
ground.type = Low
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -3,-8
air.velocity = -3,-8
fall = 1
air.fall = 1

[State 3003, 9]
type = ChangeState
trigger1 = Time > 0
trigger1 = Pos Y >= 0
value = 1022

;-------------------------------------------------------
;Ｌｖ２
[Statedef 3010]
type = S
movetype = A
physics = S
anim = 3000
velset = 0,0
ctrl = 0
poweradd = -2000


[State 3000, 0]
type = PlaySnd
trigger1 = Time = 1
value = s100,0

[State 3000, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,10

[State 3010, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 25

[State 3010, 2]
type = AfterImage
trigger1 = Time = 0
time = 300

[State 3010, 3]
type = SuperPause
trigger1 = Time = 4
anim = 100
sound = s500,60
pos = 35,-100
time = 53

[State 3010, 8]
type = HitDef
trigger1 = AnimElem = 2
attr = A, HA
damage    = 55,6
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 0,0
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-25
ground.type = Low
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4,-4

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

;クラッシュ
[Statedef 3011]
type = A
movetype = A
physics = N
anim = 3001
velset = 8,-6

[State 3210, 2]
type = AfterImage
trigger1 = Time = 0
time = 300

[State 3011, 1]
type = VelAdd
trigger1 = Time >= 0
Y = 0.5

[State 3011, 2]
type = VelSet
trigger1 = Vel Y >= 0
X = 0

[State 3011, 8]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
damage    = 55,6
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 5,5
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-75
ground.type = High
ground.slidetime = 16
ground.hittime  = 28
ground.velocity = -4
air.velocity = -4,-4

[State 3011, 8]
type = HitDef
trigger1 = AnimElem = 2
attr = A, HA
damage    = 55,6
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 5,5
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-75
ground.type = High
ground.slidetime = 16
ground.hittime  = 28
ground.velocity = -4
air.velocity = -4,-4

[State 3011, 8]
type = HitDef
trigger1 = MoveHit = 0
trigger1 = MoveGuarded = 0
trigger1 = AnimElem = 3
attr = A, HA
damage    = 55,6
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 5,5
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-75
ground.type = High
ground.slidetime = 16
ground.hittime  = 28
ground.velocity = -4
air.velocity = -4,-4

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

;地上２
[Statedef 3012]
type = S
movetype = A
physics = S
anim = 3002
velset = 0,0

[State 3210, 2]
type = AfterImage
trigger1 = Time = 0
time = 300

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

[State 3012, 8]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage    = 50,5
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 5,5
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-45
ground.type = Low
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -3,-10
air.velocity = -3,-10

[State 3012, 8]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 50,0
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 5,5
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-75
ground.type = Low
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -3,-9
air.velocity = -3,-9

[State 3012, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3013

;ブロゥ
[Statedef 3013]
type = A
movetype = A
physics = N
anim = 3013
velset = 5,-11

[State 3210, 2]
type = AfterImage
trigger1 = Time = 0
time = 300

[State 3013, 1]
type = VelAdd
trigger1 = Time>= 0
Y = 0.5

[State 3013, 2]
type = VelSet
trigger1 = Vel Y >= 0
X = 0

[State 3013, 8]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
attr = A, HA
damage    = 30,3
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 5,5
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-75
ground.type = Low
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -3,-8
air.velocity = -3,-8
fall = 1
air.fall = 1

[State 3013, 9]
type = ChangeState
trigger1 = Time > 0
trigger1 = Pos Y >= 0
value = 1022

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

[State 3210, 2]
type = AfterImage
trigger1 = Time = 0
time = 300

[State 3000, 0]
type = PlaySnd
trigger1 = Time = 1
value = s100,0

[State 3000, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,10

[State 3020, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 35



[State 3020, 3]
type = SuperPause
trigger1 = Time = 4
anim = 100
sound = s500,60
pos = 35,-100
time = 53

[State 3020, 8]
type = HitDef
trigger1 = AnimElem = 2
attr = A, HA
damage    = 110,11
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 0,0
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-25
ground.type = Low
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4,-4

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

;クラッシュ
[Statedef 3021]
type = A
movetype = A
physics = N
anim = 3001
velset = 8,-6

[State 3210, 2]
type = AfterImage
trigger1 = Time = 0
time = 300

[State 3021, 1]
type = VelAdd
trigger1 = Time >= 0
Y = 0.5

[State 3021, 2]
type = VelSet
trigger1 = Vel Y >= 0
X = 0

[State 3021, 8]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
damage    = 50,5
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 5,5
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-75
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4,-4

[State 3021, 8]
type = HitDef
trigger1 = AnimElem = 2
attr = A, HA
damage    = 20,2
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 5,5
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-75
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4,-4

[State 3021, 8]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
damage    = 20,2
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 5,5
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-75
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4,-4

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

;地上２
[Statedef 3022]
type = S
movetype = A
physics = S
anim = 3002
velset = 0,0

[State 3210, 2]
type = AfterImage
trigger1 = Time = 0
time = 300

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

[State 3022, 8]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
damage    = 60,6
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 5,5
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-45
ground.type = Low
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -2
air.velocity = -2,-8

[State 3022, 8]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage    = 15,1
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 5,5
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-75
ground.type = Low
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -2
air.velocity = -2,-8

[State 3022, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3023

;ブロゥ
[Statedef 3023]
type = A
movetype = A
physics = N
anim = 3003
velset = 3,-8

[State 3210, 2]
type = AfterImage
trigger1 = Time = 0
time = 300

[State 3023, 1]
type = VelAdd
trigger1 = Time>= 0
Y = 0.5

[State 3023, 2]
type = VelSet
trigger1 = Vel Y >= 0
X = 0

[State 3023, 8]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
damage    = 15,1
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 5,5
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-75
ground.type = Low
ground.slidetime = 16
ground.hittime  = 36
ground.velocity = -3
air.velocity = -3,-8

[State 3023, 9]
type = ChangeState
trigger1 = Time > 0
trigger1 = Pos Y >= 0
value = 3024

;地上３
[Statedef 3024]
type = S
movetype = A
physics = S
anim = 3002
velset = 0,0

[State 3210, 2]
type = AfterImage
trigger1 = Time = 0
time = 300

[State 3024, 0]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 3024, 8]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage    = 50,5
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 5,5
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-45
ground.type = Low
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -3,-10
air.velocity = -3,-10

[State 3024, 8]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 50,0
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 5,5
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-75
ground.type = Low
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -3,-9
air.velocity = -3,-9

[State 3024, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3025

;ブロゥ
[Statedef 3025]
type = A
movetype = A
physics = N
anim = 3013
velset = 5,-11

[State 3210, 2]
type = AfterImage
trigger1 = Time = 0
time = 300

[State 3025, 1]
type = VelAdd
trigger1 = Time>= 0
Y = 0.5

[State 3025, 2]
type = VelSet
trigger1 = Vel Y >= 0
X = 0

[State 3025, 8]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
attr = A, HA
damage    = 30,3
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 5,5
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-75
ground.type = Low
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -3,-8
air.velocity = -3,-8
fall = 1
air.fall = 1

[State 3025, 9]
type = ChangeState
trigger1 = Time > 0
trigger1 = Pos Y >= 0
value = 1022

;=======================================================
;タイガーキャノン
;弱
[Statedef 3100]
type = S
movetype = A
physics = S
anim = 3100
velset = 0,0
ctrl = 0
poweradd = -1000

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3000, 0]
type = PlaySnd
trigger1 = AnimElem = 36
value = s0,0

[State 3100, 0]
type = SuperPause
trigger1 = Time = 4
anim = -1
time = 33
pos = 30,-90
sound = s500,60
movetime = 33
unhitable = 1

[State 3100, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 40

[State 3100, 5]
type = Projectile
trigger1 = AnimElem = 36
damage = 60,6
attr = A, HP
hitflag = MAF
guardflag = M
projID= 2100
projanim = 2100
projhitanim = 2010
velocity = 2.5,0
projhits = 4
projpriority = 4
projsprpriority = 7
projmisstime = 8
offset = 108,-90
postype = p1
animtype = Heavy
getpower = 0
givepower = 10
hitsound = s500,20
guardsound = s500,40
;pausetime = 8,8 
sparkno = 3
guard.sparkno = 40
sparkxy = 20,0
groundtype = High
ground.slidetime = 16
ground.hittime = 20
ground.velocity = -4,0
air.velocity = -3,-4
air.fall = 1
palfx.time = 28
palfx.add = 192,96,16
palfx.mul = 224,160,32
palfx.sinadd = 32,96,64,12
palfx.invertall = 1
palfx.color = 0

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

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

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3000, 0]
type = PlaySnd
trigger1 = AnimElem = 36
value = s0,0

[State 3110, 0]
type = SuperPause
trigger1 = Time = 4
anim = -1
pos = 0,-80
time = 33
sound = s500,60
movetime = 33
unhitable = 1

[State 3110, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 42

[State 3110, 5]
type = Projectile
trigger1 = AnimElem = 36
damage = 70,7
attr = A, HP
hitflag = MAF
guardflag = M
projID= 2100
projanim = 2100
projhitanim = 2010
velocity = 2.5,0
projhits = 5
projpriority = 5
projsprpriority = 7
projmisstime = 8
offset = 108,-90
postype = p1
animtype = Heavy
getpower = 0
givepower = 10
hitsound = s500,20
guardsound = s500,40
;pausetime = 8,8 
sparkno = 3
guard.sparkno = 40
sparkxy = 20,0
groundtype = High
ground.slidetime = 16
ground.hittime = 20
ground.velocity = -4,0
air.velocity = -3,-4
air.fall = 1
palfx.time = 28
palfx.add = 192,96,16
palfx.mul = 224,160,32
palfx.sinadd = 32,96,64,12
palfx.invertall = 1
palfx.color = 0

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

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

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3000, 0]
type = PlaySnd
trigger1 = AnimElem = 36
value = s0,0

[State 3120, 0]
type = SuperPause
trigger1 = Time = 4
anim = -1
pos = 0,-80
time = 33
sound = s500,60
movetime = 33
unhitable = 1

[State 3120, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 42

[State 3120, 5]
type = Projectile
trigger1 = AnimElem = 36
damage = 80,8
attr = A, HP
hitflag = MAF
guardflag = M
projID= 2100
projanim = 2100
projhitanim = 2010
velocity = 2.5,0
projhits = 6
projpriority = 6
projsprpriority = 7
projmisstime = 8
offset = 108,-90
postype = p1
animtype = Heavy
getpower = 0
givepower = 10
hitsound = s500,20
guardsound = s500,40
;pausetime = 8,8 
sparkno = 3
guard.sparkno = 40
sparkxy = 20,0
groundtype = High
ground.slidetime = 16
ground.hittime = 20
ground.velocity = -4
air.velocity = -3,-4
air.fall = 1
palfx.time = 28
palfx.add = 192,96,16
palfx.mul = 224,160,32
palfx.sinadd = 32,96,64,12
palfx.invertall = 1
palfx.color = 0

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

;=====================================================
;タイガーレイド
;弱
[Statedef 3200]
type = S
movetype = A
physics = S
anim = 3200
velset = 0,0
ctrl = 0
poweradd = -1000

[State 3210, 2]
type = AfterImage
trigger1 = Time = 0
time = 300

[State 3000, 0]
type = PlaySnd
trigger1 = Time = 1
value = s100,0

[State 3200, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 62

[State 3200, 3]
type = SuperPause
trigger1 = Time = 4
anim = 100
pos = 35,-100
time = 53
sound = s500,60
movetime = 53
unhitable = 1

[State 3200, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3201

[Statedef 3201]
type = A
movetype = A
physics = N
anim = 3201
;velset = 2.5,0

[State 3000, 0]
type = PlaySnd
trigger1 = Time = 1
value = s100,20

[State 3201, 0]
type = VelSet
trigger1 = Time = [0,32]
X = 2.5

[State 3201, 1]
type = VelSet
trigger1 = Time >= 33
X = 5

[State 3201, 8];足払い
type = HitDef
trigger1 = AnimElem = 3
attr = C, HA
damage    = 100,10
animtype = Heavy
getpower = 0
givepower = 15
guardflag = L
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 4,4
sparkno = 3
guard.sparkno = 40
sparkxy = -40,-10
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.velocity = -3,-3
guard.velocity = -6

[State 3201, 8];ミドルキック
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
damage    = 80,8
animtype = Medium
getpower = 0
givepower = 10
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 4,4
sparkno = 3
guard.sparkno = 40
sparkxy = -40,-68
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.velocity = -4,-3
guard.velocity = -6

[State 3201, 8];跳び蹴り
type = HitDef
trigger1 = AnimElem = 14
trigger2 = AnimElem = 15
trigger3 = AnimElem = 16
attr = A, HA
damage    = 20,2
animtype = Heavy
getpower = 0
givepower = 10
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 2,2
sparkno = 3
guard.sparkno = 40
sparkxy = -40,-68
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -6
air.velocity = -4,-3
guard.velocity = -6

[State 3201, 8];跳び蹴り
type = HitDef
trigger1 = AnimElem = 17
attr = A, HA
damage    = 20,2
animtype = Heavy
getpower = 0
givepower = 10
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 6,6
sparkno = 3
guard.sparkno = 40
sparkxy = -40,-68
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4,-4
air.velocity = -4,-4
guard.velocity = -6
fall = 1
air.fall = 1

[State 3201, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3202

[Statedef 3202]
type = S
movetype = I
physics = S
anim = 3202
velset = 0,0

[State 3202, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------
;中
[Statedef 3210]
type = S
movetype = A
physics = S
anim = 3200
velset = 0,0
ctrl = 0
poweradd = -2000

[State 3210, 2]
type = AfterImage
trigger1 = Time = 0
time = 300

[State 3000, 0]
type = PlaySnd
trigger1 = Time = 1
value = s100,0

[State 3210, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 64



[State 3210, 3]
type = SuperPause
trigger1 = Time = 4
anim = 100
pos = 35,-100
time = 53
sound = s500,60
movetime = 53
unhitable = 1

[State 3210, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3211

[Statedef 3211]
type = A
movetype = A
physics = N
anim = 3211
;velset = 2.5,0

[State 3210, 2]
type = AfterImage
trigger1 = Time = 0
time = 300

[State 3000, 0]
type = PlaySnd
trigger1 = Time = 1
value = s100,20

[State 3211, 0]
type = VelSet
trigger1 = Time = [0,40]
X = 2.5

[State 3211, 1]
type = VelSet
trigger1 = Time >= 41
X = 5

[State 3211, 8];足払い
type = HitDef
trigger1 = AnimElem = 3
attr = C, HA
damage    = 100,10
animtype = Heavy
getpower = 0
givepower = 15
guardflag = L
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 4,4
sparkno = 3
guard.sparkno = 40
sparkxy = -40,-10
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.velocity = -3,-3
guard.velocity = -5

[State 3211, 8];ミドルキック
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
damage    = 80,8
animtype = Heavy
getpower = 0
givepower = 10
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 4,4
sparkno = 3
guard.sparkno = 40
sparkxy = -40,-68
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.velocity = -4,-3
guard.velocity = -5

[State 3211, 8];ハイキック
type = HitDef
trigger1 = AnimElem = 15
attr = S, NA
damage    = 60,6
animtype = Heavy
getpower = 0
givepower = 10
guardflag = M
hitflag = MA
hitsound = s500,20
guardsound = s500,40
pausetime = 4,4
sparkno = 3
guard.sparkno = 40
sparkxy = -40,-100
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.velocity = -4,-4
guard.velocity = -6

[State 3211, 8];跳び蹴り
type = HitDef
trigger1 = AnimElem = 20
trigger2 = AnimElem = 21
trigger3 = AnimElem = 22
attr = A, HA
damage    = 40,4
animtype = Heavy
getpower = 0
givepower = 10
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 2,2
sparkno = 3
guard.sparkno = 40
sparkxy = -40,-68
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -6
air.velocity = -4,-3
guard.velocity = -6

[State 3211, 8];跳び蹴り
type = HitDef
trigger1 = AnimElem = 23
attr = A, HA
damage    = 30,3
animtype = Heavy
getpower = 0
givepower = 10
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 6,6
sparkno = 3
guard.sparkno = 40
sparkxy = -40,-68
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4,-4
air.velocity = -4,-4
guard.velocity = -6
fall = 1
air.fall = 1

[State 3211, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3202

;----------------------------------------------------
;強
[Statedef 3220]
type = S
movetype = A
physics = S
anim = 3200
velset = 0,0
ctrl = 0
poweradd = -3000

[State 3000, 0]
type = PlaySnd
trigger1 = Time = 1
value = s100,0

[State 3220, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 74

[State 3220, 2]
type = AfterImage
trigger1 = Time = 0
time = 300

[State 3220, 3]
type = SuperPause
trigger1 = Time = 4
anim = 100
pos = 35,-100
time = 53
sound = s500,60
movetime = 53
unhitable = 1

[State 3220, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3221

[Statedef 3221]
type = A
movetype = A
physics = N
anim = 3221
;velset = 2.5,0

[State 3000, 0]
type = PlaySnd
trigger1 = Time = 1
value = s100,20

[State 3221, 0]
type = VelSet
trigger1 = Time = [0,40]
X = 2.5

[State 3221, 1]
type = VelSet
trigger1 = Time >= 41
X = 5

[State 3221, 8];足払い
type = HitDef
trigger1 = AnimElem = 3
attr = C, HA
damage    = 100,10
animtype = Heavy
getpower = 0
givepower = 15
guardflag = L
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 4,4
sparkno = 3
guard.sparkno = 40
sparkxy = -40,-10
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.velocity = -3,-3
guard.velocity = -5

[State 3221, 8];ミドルキック
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
damage    = 90,9
animtype = Heavy
getpower = 0
givepower = 10
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 4,4
sparkno = 3
guard.sparkno = 40
sparkxy = -40,-68
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.velocity = -4,-3
guard.velocity = -5

[State 3221, 8];ハイキック
type = HitDef
trigger1 = AnimElem = 15
attr = S, NA
damage    = 80,8
animtype = Heavy
getpower = 0
givepower = 10
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 4,4
sparkno = 3
guard.sparkno = 40
sparkxy = -40,-100
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.velocity = -4,-4
guard.velocity = -6

[State 3221, 8];跳び蹴り
type = HitDef
trigger1 = AnimElem = 26
trigger2 = AnimElem = 33
trigger3 = AnimElem = 40
attr = A, HA
damage    = 60,6
animtype = Heavy
getpower = 0
givepower = 10
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 2,2
sparkno = 3
guard.sparkno = 40
sparkxy = -40,-68
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -6
air.velocity = -4,-3
guard.velocity = -6

[State 3221, 8];跳び蹴り
type = HitDef
trigger1 = AnimElem = 47
attr = A, HA
damage    = 50,5
animtype = Heavy
getpower = 0
givepower = 10
guardflag = M
hitflag = MAF
hitsound = s500,20
guardsound = s500,40
pausetime = 6,6
sparkno = 3
guard.sparkno = 40
sparkxy = -40,-68
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4,-4
air.velocity = -4,-4
guard.velocity = -6
fall = 1
air.fall = 1
palfx.time = 60
palfx.add = 192,96,16
palfx.mul = 224,160,32
palfx.sinadd = 32,96,64,12
palfx.invertall = 1
palfx.color = 0

[State 3221, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3202

;-------------------------------
;アングリーチャージ
[Statedef 3300]
type = S
movetype = I
physics = S
anim = 191
velset = 0,0
ctrl = 0
poweradd = 600

[State 3300, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 75

[State 3300, 2]
type = AfterImage
trigger1 = Time = 0
time = 300

[State 3300, 3]
type = SuperPause
trigger1 = Time = 5
anim = 100
pos = 10,-95
time = 53
sound = s500,60
movetime = 53
unhitable = 1

[State 3300, 4]
type = VarSet
trigger1 = Time = 0
v = 57
value = 1

[State 3300, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1