;--------------------
[Statedef 2501]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2001
ctrl = 0

[State hit]
type = VarAdd
triggerall = RoundState = 2
trigger1 = movehit
var(23) = 1

[State 2501, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 2501, 2]
type = RemoveExplod
trigger1 = time = 0
trigger1 = numexplod(7) = 1
id = 7

[State 2501, 2]
type = Explod
trigger1 = AnimElem = 1
trigger1 = numexplod(7) = 0
id = 7
anim = 1015
facing = 1
pos = 0, 0
postype = p1
removeongethit = 1
sprpriority = 3

[State 2501, 1]
type = varset
trigger1 = time = 0
var(6) = 0

[State 2501, 1]
type = varset
trigger1 = AnimElemTime(1) > 1 &&  AnimElemTime(3) < 5 && var(6) = 0 && prevstateno = 2501
trigger1 = command = "x" || command = "y"
var(6) = 6+(command = "y")

[State 2501, 1]
type = varset
trigger1 = AnimElemTime(1) > 1 &&  AnimElemTime(3) < 5 && var(6) = 0 && prevstateno != 2501
trigger1 = command != "holddown" && (command = "x" || command = "y" || command = "z")
var(6) = (command = "x")+2*(command = "y")+3*(command = "z")

[State 2501, 1]
type = varset
trigger1 = AnimElemTime(1) > 1 &&  AnimElemTime(3) < 5 && var(6) = 0 && prevstateno != 2501
trigger1 = command = "holddown" && (command = "y" || command = "z")
var(6) = 4*(command = "y")+5*(command = "z")

[State 2501, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = ceil(28*fvar(0))
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 10
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10, -71
hitsound = S1, 3
guardsound = S1,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 2501, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 2051, 4]
type = ChangeState
trigger1 = AnimElemTime(3) >= 2 && var(6) = 6
value = 2503

[State 2051, 4]
type = ChangeState
trigger1 = AnimElemTime(3) >= 2 && var(6) > 0
value = 2501 +(var(6) = 2 || var(6) = 7) + 2*(var(6) = 3) +4*(var(6) = 4) +5*(var(6) = 5)

[State 2501 ,8]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;--------------------
[Statedef 2502]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2002
ctrl = 0

[State hit]
type = VarAdd
triggerall = RoundState = 2
trigger1 = movehit
var(23) = 1

[State 2502, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 2502, 1]
type = velset
trigger1 = time = 0 && prevstateno = 100
x = 6

[State 2502, 1]
type = velset
trigger1 = animelemtime(3) >= 0 && vel x = (0,0.5]
x = 0

[State 2502, 1]
type = veladd
trigger1 = animelemtime(3) >= 0 && vel x > 0.5
x = -.4

[State 2502, 1]
type = varset
trigger1 = time = 0 && var(6) != 7
trigger2 = var(6) = 7 && AnimElemTime(5) > 0
var(6) = 0

[State 2502, 1]
type = varset
trigger1 = AnimElemTime(1) > 2 &&  AnimElemTime(5) < 0
trigger1 = (command = "z" && prevstateno != 2501 && prevstateno != 2504) || (command = "z" && var(6) = 7 && prevstateno = 2501)
var(6) = 1

[State 2502, 1]
type = varset
trigger1 = AnimElemTime(1) > 2 &&  AnimElemTime(5) < 0 && var(6) = 0
trigger1 = command = "z" && (prevstateno = 2501 || prevstateno = 2504)
var(6) = (command != "holddown" && command = "z")+2*(command = "holddown" && command = "z")

[State 2502, 2]
type = RemoveExplod
trigger1 = time = 0
trigger1 = numexplod(7) = 1
id = 7

[State 2502, 2]
type = Explod
trigger1 = AnimElem = 1
trigger1 = numexplod(7) = 0
id = 7
anim = 1015
facing = 1
pos = 0, 0
postype = p1
sprpriority = 3
removeongethit = 1
ignorehitpause = 1

[State 2052, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = ceil(70*fvar(0))
guardflag = MA
pausetime = 6,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-70
hitsound   = S1,4
guardsound = S1,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 2502, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 2502, 3]
type = ChangeState
trigger1 = AnimElemTime(3) = 3 && var(6) > 0
value = 2503+3*(var(6) = 2)

[State 2502, 8]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;--------------------
[Statedef 2503]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2003
ctrl = 0

[State hit]
type = VarAdd
triggerall = RoundState = 2
trigger1 = movehit
var(23) = 1

[State 2503, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 2503, 1]
type = velset
trigger1 = time = 0 && prevstateno = 100
x = 6

[State 2503, 1]
type = velset
trigger1 = animelemtime(5) >= 0 && vel x = (0,0.5]
x = 0

[State 2503, 1]
type = veladd
trigger1 = animelemtime(5) >= 0 && vel x > 0.5
x = -.4

[State 2503, 1]
type = varset
trigger1 = time = 0
var(2) = 0

[State 2503, 2]
type = RemoveExplod
trigger1 = time = 0
trigger1 = numexplod(7) = 1
id = 7

[State 2503, 2]
type = Explod
trigger1 = AnimElem = 1
trigger1 = numexplod(7) = 0
id = 7
anim = 1015
facing = 1
pos = 0, 0
postype = p1
sprpriority = 3
removeongethit = 1
ignorehitpause = 1

[State 2503, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = ceil(35*fvar(0))
guardflag = MA
pausetime = 12,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-70
hitsound   = S1,5
guardsound = S1,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 2503, 4]
type = HitDef
trigger1 = AnimElem = 5 && prevstateno != 2501 && prevstateno != 2502 && prevstateno != 2505
attr = S, NA
animtype  = Medium
damage    = ceil(42*fvar(0))
guardflag = MA
pausetime = 12,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-70
hitsound   = S1,5
guardsound = S1,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 2503, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4

[State 2503, 8]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------Ⴊݏ--------
[Statedef 2504]
type = C
movetype = A
physics = N
velset = 0,0
anim = 2006
sprpriority = 2
ctrl = 0

[State hit]
type = VarAdd
triggerall = RoundState = 2
trigger1 = movehit
var(23) = 1

[State 2504, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 2504, 1]
type = varset
trigger1 = time = 0
var(6) = 0

[State 2504, 1]
type = varset
trigger1 = AnimElemTime(1) > 1 &&  AnimElemTime(3) < 0 && prevstateno = 2504
trigger1 = command = "holddown" && command = "y"
var(6) = 6

[State 2504, 1]
type = varset
trigger1 = AnimElemTime(1) > 1 &&  AnimElemTime(3) < 0 && prevstateno != 2504
trigger1 = command = "holddown" && (command = "x" || command = "y" || command = "z")
var(6) = (command = "x")+2*(command = "y")+3*(command = "z")

[State 2504, 1]
type = varset
trigger1 = AnimElemTime(1) > 1 &&  AnimElemTime(3) < 0 && prevstateno != 2504
trigger1 = command != "holddown" && (command = "y" || command = "z")
var(6) = 4*(command = "y")+5*(command = "z")

[State 2504, 2]
type = RemoveExplod
trigger1 = time = 0
trigger1 = numexplod(7) = 1
id = 7

[State 2504, 2]
type = Explod
trigger1 = AnimElem = 1
trigger1 = numexplod(7) = 0
id = 7
anim = 1015
facing = 1
pos = 0, 0
postype = p1
removeongethit = 1
sprpriority = 3

[State 2504, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = ceil(28*fvar(0))
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-12
hitsound   = S1,3
guardsound = S1,10
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3

[State 2504, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 2504, 4]
type = ChangeState
trigger1 = AnimElemTime(3) = 2 && var(6) > 0
value = 2504 +(var(6) = 2 || var(6) = 6) +2*(var(6) = 3) -2*(var(6) = 4) -(var(6) = 5)

[State 2504, 8]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1
;------------Ⴊݒ--------
[Statedef 2505]
type = C
movetype = A
physics = N
velset = 0,0
anim = 2007
sprpriority = 2
ctrl = 0

[State hit]
type = VarAdd
triggerall = RoundState = 2
trigger1 = movehit
var(23) = 1

[State 2505, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 2505, 1]
type = varset
trigger1 = time = 0 && var(6) != 6
var(6) = 0

[State 2505, 1]
type = varrandom
trigger1 = var(59) = 1 && time = 0
v= 58
range = 100

[State 2505, 1]
type = varset
trigger1 = AnimElemTime(2) > 0 &&  AnimElemTime(7) < 0 && prevstateno = 2504 && var(6) = 0
trigger1 = (command = "holddown" && command = "z" ) || (command != "holddown" && command = "z")
var(6) = (command = "holddown")+2*(command != "holddown")

[State 2505, 1]
type = varset
trigger1 = AnimElemTime(2) > 0 &&  AnimElemTime(7) < 0 && prevstateno = 2504 && var(6) = 6
trigger1 = command = "holddown" && command = "z"
var(6) = 1

[State 2505, 1]
type = varset
trigger1 = AnimElemTime(2) > 0 &&  AnimElemTime(7) < 0 && prevstateno != 2504
trigger1 = command = "holddown" && command = "z" 
var(6) = 1

[State 2505, 1]
type = varset
trigger1 = var(59) = 1 && movecontact
var(6) = 1 + (var(58) > 55)

[State 2505, 2]
type = RemoveExplod
trigger1 = time = 0
trigger1 = numexplod(7) = 1
id = 7

[State 2505, 2]
type = Explod
trigger1 = AnimElem = 1
trigger1 = numexplod(7) = 0
id = 7
anim = 1015
facing = 1
pos = 0, 0
postype = p1
removeongethit = 1
sprpriority = 3

[State 2505, 4]
type = HitDef
trigger1 = AnimElem = 6
attr = C, NA
damage    = ceil(56*fvar(0))
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 10,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-18
hitsound   = S1,4
guardsound = S1,10
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4

[State 2505, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 2505, 4]
type = ChangeState
trigger1 = AnimElem = 7 && (var(6) = [1,2])
value = 2506 -3*(var(6) = 2)

[State 2505, 8]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1
;------------Ⴊݑ--------
[Statedef 2506]
type = C
movetype = A
physics = N
velset = 0,0
anim = 2008
ctrl = 0

[State hit]
type = VarAdd
triggerall = RoundState = 2
trigger1 = movehit
var(23) = 1

[State 2506, 1]
type = NotHitBy
trigger1 = 1
value =  , AT

[State 2506, 2]
type = RemoveExplod
trigger1 = time = 0
trigger1 = numexplod(7) = 1
id = 7

[State 2506, 2]
type = Explod
trigger1 = AnimElem = 1
trigger1 = numexplod(7) = 0
id = 7
anim = 1015
facing = 1
pos = 0, 0
postype = p1
removeongethit = 1
sprpriority = 3

[State 2506 4]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
damage    = ceil(83*fvar(0))
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 8,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-8
hitsound   = S1,5
guardsound = S1,10
ground.type = Trip
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -5,-5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
fall = 1

[State 2506, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4

[State 2506, 8]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1
;------------>x--------
[Statedef 2507]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2004
ctrl = 0

[State hit]
type = VarAdd
triggerall = RoundState = 2
trigger1 = movehit
var(23) = 1

[State 2507, 1]
type = NotHitBy
trigger1 = 1
value =  , AT

[State 2507, 1]
type = velset
trigger1 = time = 0 && prevstateno = 100
x = 6

[State 2507, 1]
type = velset
trigger1 = animelemtime(4) >= 0 && vel x = (0,0.5]
x = 0

[State 2507, 1]
type = veladd
trigger1 = animelemtime(4) >= 0 && vel x > 0.5
x = -.4

[State 2507, 2]
type = RemoveExplod
trigger1 = time = 0
trigger1 = numexplod(7) = 1
id = 7

[State 2507, 2]
type = Explod
trigger1 = AnimElem = 1
trigger1 = numexplod(7) = 0
id = 7
anim = 1015
facing = 1
pos = 0, 0
postype = p1
removeongethit = 1
sprpriority = 3

[State 2507, 1]
type = velset
trigger1 = (time = [1,17]) && anim = 201
x = 4

[State 2507, 1]
type = varset
trigger1 = time = 0
var(6) = 0

[State 2507, 1]
type = varset
triggerall = AnimElemTime(1) > 1 &&  AnimElemTime(4) < 5
trigger1 = command = "y" || command = "z"
var(6) = (command = "y")+2*(command = "z")

[State 2507, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = ceil(35*fvar(0))
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 10
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10, -76
hitsound = S1, 3
guardsound = S1,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 2507, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 2507, 4]
type = ChangeState
trigger1 = AnimElemTime(3) >= 2 && var(6) > 0
value = 2502*(var(6) = 1) + 2503*(var(6) = 2)

[State 2507, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------<z--------
[Statedef 2508]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2005
ctrl = 0

[State hit]
type = VarAdd
triggerall = RoundState = 2
trigger1 = movehit
var(23) = 1

[State 2508, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 2508, 2]
type = RemoveExplod
trigger1 = time = 0
trigger1 = numexplod(7) = 1
id = 7

[State 2508, 2]
type = Explod
trigger1 = AnimElem = 1
trigger1 = numexplod(7) = 0
id = 7
anim = 1015
facing = 1
pos = 0, 0
postype = p1
sprpriority = 3
removeongethit = 1
ignorehitpause = 1

[State 2508, 4]
type = HitDef
trigger1 = Animelem = 2
attr = S, NA
animtype  = Medium
damage    = ceil(42*fvar(0))
guardflag = MA
pausetime = 6,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-37
hitsound   = S1,5
guardsound = S1,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5
p2stateno = 1025

[State 2508, 4]
type = HitDef
trigger1 = Animelem = 6 && movecontact = 0
attr = S, NA
animtype  = Medium
damage    = ceil(42*fvar(0))
guardflag = MA
pausetime = 12,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-37
hitsound   = S1,5
guardsound = S1,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5
p2stateno = 1025

[State 2508, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 4

[State 2508, 8]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------>y--------
[Statedef 2509]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2010
ctrl = 0

[State hit]
type = VarAdd
triggerall = RoundState = 2
trigger1 = movehit
var(23) = 1

[State 2509, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 2509, 1]
type = velset
trigger1 = time = 0 && prevstateno = 100
x = 6

[State 2509, 1]
type = velset
trigger1 = animelemtime(3) >= 0 && vel x = (0,0.5]
x = 0

[State 2509, 1]
type = veladd
trigger1 = animelemtime(3) >= 0 && vel x > 0.5
x = -.4

[State 2509, 1]
type = varset
trigger1 = time = 0
var(6) = 0

[State 2509, 1]
type = varset
trigger1 = AnimElemTime(1) > 2 &&  AnimElemTime(5) < 0
trigger1 = command != "holddown" && command = "z"
var(6) = 3

[State 2509, 2]
type = RemoveExplod
trigger1 = time = 0
trigger1 = numexplod(7) = 1
id = 7

[State 2509, 2]
type = Explod
trigger1 = AnimElem = 1
trigger1 = numexplod(7) = 0
id = 7
anim = 1015
facing = 1
pos = 0, 0
postype = p1
sprpriority = 3
removeongethit = 1
ignorehitpause = 1

[State 2509, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = ceil(70*fvar(0))
guardflag = MA
pausetime = 6,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-70
hitsound   = S1,4
guardsound = S1,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 2509, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 2509, 8]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------jump x--------
[Statedef 2511]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 2015
sprpriority = 2

[State 2511, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 2511, 2]
type = RemoveExplod
trigger1 = time = 0
trigger1 = numexplod(7) = 1
id = 7

[State 2511, 2]
type = Explod
trigger1 = AnimElem = 1
trigger1 = numexplod(7) = 0
id = 7
anim = 1015
facing = 1
pos = 0, 0
postype = p1
sprpriority = 3
removeongethit = 1
ignorehitpause = 1

[State 2511, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = ceil(28*fvar(0))
guardflag = HA
priority = 3
pausetime = 5,8
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-58
hitsound   = S1,3
guardsound = S1,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 2511, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;------------jump y--------
[Statedef 2512]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 2016
sprpriority = 2

[State 2512, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 3

[State 2512, 2]
type = RemoveExplod
trigger1 = time = 0
trigger1 = numexplod(7) = 1
id = 7

[State 2512, 2]
type = Explod
trigger1 = AnimElem = 1
trigger1 = numexplod(7) = 0
id = 7
anim = 1015
facing = 1
pos = 0, 0
postype = p1
sprpriority = 3
removeongethit = 1
ignorehitpause = 1

[State 2512, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = ceil(70*fvar(0))
guardflag = HA
priority = 3
pausetime = 5,10
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-58
hitsound   = S1,4
guardsound = S1,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 2512, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;------------jump z--------
[Statedef 2513]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 2017
sprpriority = 2

[State 2513, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 2513, 2]
type = RemoveExplod
trigger1 = AnimElem = 4 || time = 0
trigger1 = numexplod(7) = 1
id = 7

[State 2513, 2]
type = Explod
trigger1 = AnimElem = 1
trigger1 = numexplod(7) = 0
id = 7
anim = 1573
facing = 1
pos = 0, 0
sprpriority = 3
bindtime = -1
removeongethit = 1
ignorehitpause = 3

[State 2513, 2]
type = Explod
trigger1 = AnimElem = 4
trigger1 = numexplod(7) = 0
id = 7
anim = 1015
facing = 1
pos = 0, 0
postype = p1
sprpriority = 3
removeongethit = 1
ignorehitpause = 1

[State 2513, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = ceil(96*fvar(0))
guardflag = HA
priority = 4
pausetime = 8,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-40
hitsound   = S1,5
guardsound = S1,10
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4

[State 2513, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;-------dril
[Statedef 2510]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 65
ctrl = 0
anim = 1308
sprpriority = 2

[State 2510, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 2510, 2]
type = VelSet
trigger1 = Time = 0
x = 2 + (command = "y") +2*(command = "z")
y = 0

[State 2510, 1]
type = varset
trigger1 = time = 0
var(6) = 0

[State 2510, 1]
type = varset
trigger1 = AnimElemTime(2) > 0
trigger1 = command = "x" || command = "y" || command = "z"
trigger1 = command = "holddf"
var(6) = (command = "x")+2*(command != "y")+3*(command != "z")

[State 2510, 2]
type = RemoveExplod
trigger1 = time = 0
trigger1 = numexplod(7) = 1
id = 7

[State 2510, 2]
type = Explod
trigger1 = AnimElem = 1
trigger1 = numexplod(7) = 0
id = 7
anim = 1015
facing = 1
pos = 0, 0
postype = p1
sprpriority = 3
removeongethit = 1
ignorehitpause = 3

[State 2510, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = ceil(28*fvar(0))
guardflag = HA
priority = 4
pausetime = 8,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-40
hitsound   = S1,4
guardsound = S1,10
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4

[State 2510, 3]
type = ChangeState
trigger1 = time > 10 && var(6) > 0
value = 2514

[State 2510, 3]
type = ChangeState
trigger1 = time > 30
value = 50
ctrl = 1

[Statedef 2514]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 65
ctrl = 0
anim = 1306
sprpriority = 2

[State 2514, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 2514, 2]
type = VelSet
trigger1 = Time = 0
x = 2 + (command = "y") +2*(command = "z")
y = 2 + (command = "y") +2*(command = "z")

[State 2514, 1]
type = varset
trigger1 = time = 0
var(6) = 0

[State 2514, 1]
type = varset
trigger1 = AnimElemTime(2) > 0
trigger1 = command = "x" || command = "y" || command = "z"
trigger1 = command = "holdf"
var(6) = (command = "x")+2*(command != "y")+3*(command != "z")

[State 2514, 2]
type = RemoveExplod
trigger1 = time = 0
trigger1 = numexplod(7) = 1
id = 7

[State 2514, 2]
type = Explod
trigger1 = AnimElem = 1
trigger1 = numexplod(7) = 0
id = 7
anim = 1015
facing = 1
pos = 0, 0
postype = p1
sprpriority = 3
removeongethit = 1
ignorehitpause = 3

[State 2514, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = ceil(35*fvar(0))
guardflag = HA
priority = 4
pausetime = 8,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-40
hitsound   = S1,4
guardsound = S1,10
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4

[State 2514, 3]
type = ChangeState
trigger1 = time > 10 && var(6) > 0
value = 2510

[State 2514, 3]
type = ChangeState
trigger1 = time > 30
value = 50
ctrl = 1

[State 2514, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -3
value = 52

;-----ESP--------
[Statedef 2515]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2018
ctrl = 0

[State 2515, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 2515, 2]
type = RemoveExplod
trigger1 = time = 0
trigger1 = numexplod(7) = 1
id = 7

[State 2515, 2]
type = Explod
trigger1 = AnimElem = 1
trigger1 = numexplod(7) = 0
id = 7
anim = 1015
facing = 1
pos = 0, 0
postype = p1
removeongethit = 1

[State 2515, 4]
type = Explod
trigger1 = AnimElemTime(5) = 5
trigger1 = numexplod(1030) = 0
id = 1030
anim = 1030
facing = 1
pos = 0, 0
postype = p1
bindtime = -1
removeongethit = 1
sprpriority = 4

[State 2515, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2, 2

[State 2515, 8]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 2516]
type = A
movetype = A
physics = N
velset = 0,0
anim = 2009
ctrl = 0

[State 2516, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 2516, 2]
type = RemoveExplod
trigger1 = time = 0
trigger1 = numexplod(7) = 1
id = 7

[State 2516, 2]
type = Explod
trigger1 = AnimElem = 1
trigger1 = numexplod(7) = 0
id = 7
anim = 1015
facing = 1
pos = 0, 0
postype = p1
removeongethit = 1

[State 2516, 4]
type = Explod
trigger1 = AnimElemTime(5) = 5
trigger1 = numexplod(1030) = 0
id = 1030
anim = 1030
facing = 1
pos = 0, 0
postype = p1
bindtime = -1
removeongethit = 1
sprpriority = 4

[State 2516, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2, 2

[State 2516, 8]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1
;------------Trap--------
[Statedef 2517]
type = S
movetype = A
physics = N
velset = 0,0
anim = 1314
ctrl = 0

[State 2517, 1]
type = StateTypeSet
trigger1 = time = 0 && pos Y < 0
statetype = A

[State 2517, 1]
type = NotHitBy
trigger1 = 1
value =  , AT

[State 2517, var]
type = VarSet
trigger1 = Time = 0
var(7) = 22-30*(command = "QCB_y")-60*(command = "QCB_z")

[State 2517, 2]
type = RemoveExplod
trigger1 = time = 0
trigger1 = numexplod(7) = 1
id = 7

[State 2517, 2]
type = Explod
trigger1 = AnimElem = 1
trigger1 = numexplod(7) = 0
id = 7
anim = 1015
facing = 1
pos = 0, 0
postype = p1
removeongethit = 1
sprpriority = 3

[State 2517, 2]
type = PlaySnd
trigger1 = Time = 0
value = 2, 6

[State 2517, 1]
type = helper
trigger1 = AnimElemTime(4) = 0 && var(7) = 22
trigger1 = numhelper(300) = 0
helpertype = normal
name = "s"
id = 300
pos = var(7),0
postype = p1
stateno = 30000
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2517, 1]
type = helper
trigger1 = AnimElemTime(4) = 0 && var(7) = -8
trigger1 = numhelper(301) = 0
helpertype = normal
name = "s"
id = 301
pos = var(7),0
postype = p1
stateno = 30000
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2517, 1]
type = helper
trigger1 = AnimElemTime(4) = 0 && var(7) = -38
trigger1 = numhelper(302) = 0
helpertype = normal
name = "s"
id = 302
pos = var(7),0
postype = p1
stateno = 30000
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2517, 9]
type = ChangeState
trigger1 = animtime = 0
value = 50*(statetype = A)
ctrl = 1
;-----SuperComboESP--------
[Statedef 2518]
type = S
movetype = A
physics = N
velset = 0,0
anim = 996
sprpriority = 2
ctrl = 0

[State 2518, 1]
type = StateTypeSet
trigger1 = time = 0 && pos Y < 0
statetype = A

[State 2518, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 2518, 3]
type = HitDef
trigger1 = AnimElemTime(1) = 2
attr = S, HP
animtype  = Hard
damage    = ceil(14*fvar(0)), 2
priority  = 5
guardflag = MA
pausetime = 8,8
sparkno = S851
hitsound   = S1,4
guardsound = S1,10
ground.type = Hard
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -5
guard.velocity = -6
air.velocity = -0.5,-5
airguard.velocity = -4,-4.5

[State 2518, Super A]
type = SuperPause
trigger1 = AnimElemTime(6) = 1
darken = 0
time = 32
pos = 25, -57
anim = 100
sound = 20, 0
poweradd = -1000

[State 2518, 1]
type = Explod
trigger1 = AnimElemTime(6) = 1
trigger1 = numexplod(1850) = 0
id = 1850
anim = 1853-(root,PalNo = 2 || root,PalNo = 5)-2*(root,PalNo = 3 || root,PalNo = 6)
facing = 1
pos = 0, 0
postype = back
supermovetime = 32
scale = 1.5,1.5
sprpriority = -1
ignorehitpause = 1

[State 2518, 1]
type = Explod
trigger1 = AnimElemTime(6) = 1
trigger1 = numexplod(1065) = 0
id = 1065
anim = 1065
facing = 1
pos = 0, 0
supermovetime = 32
postype = back
removeongethit = 1
sprpriority = -1

[State 2518, 1]
type = Explod
trigger1 = AnimElemTime(6) = 1
trigger1 = numexplod(1066) = 0
id = 1066
anim = 1066
facing = 1
pos = 0, 0
supermovetime = 32
postype = back
removeongethit = 1
sprpriority = -1

[State 2518, 2]
type = Explod
trigger1 = AnimElemTime(1) = 0
trigger1 = numexplod(1015) = 0
id = 1015
anim = 1015
facing = 1
pos = 0, 0
postype = p1
bindtime = -1
removeongethit = 1
sprpriority = 1

[State 2518, 2]
type = Explod
trigger1 = AnimElemTime(6) = 11
trigger1 = numexplod(1034) = 0
id = 1034
anim = 1034
facing = 1
pos = -22, 0
postype = p1
bindtime = -1
removeongethit = 1
sprpriority = 3

[State 2518, 7]
type = ChangeState
trigger1 = animtime = 0
value = 50*(statetype = A)
ctrl = 1
;-------- IA ------------
[Statedef 2519]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1700
sprpriority = 0
ctrl = 0

[State 2519, var]
type = VarSet
trigger1 = time = 0
var(8) = 0

[State 2519, 1]
type = RemoveExplod
trigger1 = time = 0
trigger1 = numexplod(7) = 1
id = 7

[State 2519, Super A]
type = SuperPause
trigger1 = Time = 11
darken = 0
time = 32
pos = 25, -57
anim = 100
sound = 20, 0
poweradd = -1000

[State 2519, 1]
type = Explod
trigger1 = Time = 11
trigger1 = numexplod(1850) = 0
id = 1850
anim = 1853-(root,PalNo = 2 || root,PalNo = 5)-2*(root,PalNo = 3 || root,PalNo = 6)
facing = 1
pos = 0, 0
postype = back
supermovetime = 32
scale = 1.5,1.5
sprpriority = -1
ignorehitpause = 1

[State 2519, 1]
type = Explod
trigger1 = Time = 11
trigger1 = numexplod(1065) = 0
id = 1065
anim = 1065
facing = 1
pos = 0, 0
supermovetime = 32
postype = back
removeongethit = 1
sprpriority = -1

[State 2519, 1]
type = Explod
trigger1 = Time = 11
trigger1 = numexplod(1066) = 0
id = 1066
anim = 1066
facing = 1
pos = 0, 0
supermovetime = 32
postype = back
removeongethit = 1
sprpriority = -1

[State 2519, 1]
type = Explod
trigger1 = AnimElem = 1
trigger1 = numexplod(7) = 0
name = "her"
id = 7
anim = 1015
facing = 1
pos = 0, 0
postype = p1
sprpriority = 3
removeongethit = 1
ignorehitpause = 1

[State 2519, var]
type = VarSet
trigger1 = time = 0
var(20) = 10+20*(command = "QCB_yz")

[State 2519, 2]
type = Explod
trigger1 = AnimElemTime(7) = 1
trigger2 = var(20) != 30 && AnimElemTime(7) = var(20)*8+3
trigger3 = var(20) = 30 && AnimElemTime(7) = var(20)*5+3
id = 119
anim = 1760
facing = 1
pos = 44, -13
scale = 1,1
sprpriority = 4
removetime = 2
ignorehitpause = 1

[State 2519, 1]
type = helper
trigger1 = AnimElemTime(7) = 1
trigger1 = numhelper(10) = 0
helpertype = normal
name = "he"
id = 10
pos = 43,-13
postype = p1
stateno = 196
keyctrl = 0
ownpal = 0
bindtime = 1

[State 2519, 2]
type = changestate
trigger1 = AnimElemTime(7) > 100
trigger1 = numhelper(10) = 0
trigger2 = var(20) != 30 && AnimElemTime(7) = var(20)*8+3
trigger3 = var(20) = 30 && AnimElemTime(7) = var(20)*5+3
ignorehitpause = 1
value = 2522

[Statedef 2520]
movetype= A
physics = N
juggle  = 4
velset = 2.1,0
anim = 1860
ctrl = 0
sprpriority = 3

[State 2520, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2520, 2]
type = NotHitBy
trigger1 = 1
value = , AT

[State 2520, 5]
type = AfterImage
trigger1 = time = 0
time = 67
removetime = 15
length = 4
timegap = 4
framegap = 1
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,120
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
trans = Add1

[State 2520, 2]
type = sprpriority
trigger1 = animelem = 3
value = -1

[State 2520, vel]
type = VelSet
trigger1 = animelem = 3
x = -4.1

[State 2520, vel]
type = VelSet
trigger1 = animelemtime(3) = 20
x = 0

[State 2520, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, HT
hitflag = M- 
priority = 1, Miss
animtype  = Hard
damage    = 0, 0
priority  = 5
pausetime = 0,0
guard.pausetime = 0,6
sparkno = S1062
guard.sparkno = S1063
sparkxy = 0,-70
hitsound   = 5,2
guardsound = S1,10
ground.type = Hard
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = 0
guard.velocity = 0
air.velocity = -0.5,-5
airguard.velocity = -4,-4.5
p2facing = 1
p1stateno = 3312
p2stateno = 3315

[State 2520, 3]
type = helper
trigger1 = AnimElemTime(1) = 0
trigger1 = numhelper(5) = 0
helpertype = normal
name = "e"
id = 5
pos = 0,0
postype = p1
stateno = 1111
keyctrl = 0
ownpal = 1
bindtime = -1

[State 2520, 2]
type = HitDef
trigger1 = animelem = 2 && p2movetype = H
attr = S, HT
hitflag = M- 
animtype  = Hard
damage    = 0, 0
priority  = 5
guardflag = MA
pausetime = 0,0
guard.pausetime = 0,6
sparkno = S1062
guard.sparkno = S1063
sparkxy = 0,-70
hitsound   = 5,2
guardsound = S1,10
ground.type = Hard
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = 0
guard.velocity = 0
air.velocity = -0.5,-5
airguard.velocity = -4,-4.5
p2facing = 1
p1stateno = 3311
p2stateno = 3315

[State 2520, Super A]
type = SuperPause
trigger1 = Time = 0
darken = 0
time = 32
pos = 25, -57
anim = 100
sound = 20, 0
poweradd = -1000

[State 2520, 1]
type = Explod
trigger1 = Time = 0
trigger1 = numexplod(1850) = 0
id = 1850
anim = 1853-(root,PalNo = 2 || root,PalNo = 5)-2*(root,PalNo = 3 || root,PalNo = 6)
facing = 1
pos = 0, 0
postype = back
supermovetime = 32
scale = 1.5,1.5
sprpriority = -1
ignorehitpause = 1

[State 2520, 1]
type = Explod
trigger1 = Time = 0
trigger1 = numexplod(1065) = 0
id = 1065
anim = 1065
facing = 1
pos = 0, 0
supermovetime = 32
postype = back
removeongethit = 1
sprpriority = -1

[State 2520, 1]
type = Explod
trigger1 = Time = 0
trigger1 = numexplod(1066) = 0
id = 1066
anim = 1066
facing = 1
pos = 0, 0
supermovetime = 32
postype = back
removeongethit = 1
sprpriority = -1

[State 2520, 1]
type = RemoveExplod
trigger1 = time = 0
trigger1 = numexplod(7) = 1
id = 7

[State 2520, 1]
type = Explod
trigger1 = AnimElem = 1
trigger1 = numexplod(7) = 0
name = "her"
id = 7
anim = 1015
facing = 1
pos = 0, 0
postype = p1
sprpriority = 3
removeongethit = 1
ignorehitpause = 1

[State 2520, 2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 2522]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1232
ctrl = 0
sprpriority = 2

[State 2522, 2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 2521]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1319
ctrl = 0
sprpriority = 2

[State 2521, 1]
type = StateTypeSet
trigger1 = time = 0
trigger1 = Pos Y < 0
value = A

[State 2521, var]
type = VarSet
trigger1 = time = 0
var(24) = 0

[State 2521, var]
type = varset
trigger1 = time = 1 && p2stateno = 3018 && p2movetype = H
var(24) = 1

[State 2521, Super A]
type = SuperPause
trigger1 = time = 1
darken = 0
time = 32
pos = 25, -57
anim = 100
sound = 20, 0
poweradd = -1000

[State 2521, 1]
type = Explod
trigger1 = time = 1
trigger1 = numexplod(1850) = 0
id = 1850
anim = 1853-(root,PalNo = 2 || root,PalNo = 5)-2*(root,PalNo = 3 || root,PalNo = 6)
facing = 1
pos = 0, 0
postype = back
supermovetime = 32
scale = 1.5,1.5
sprpriority = -1
ignorehitpause = 1

[State 2521, 1]
type = Explod
trigger1 = time = 1
trigger1 = numexplod(1065) = 0
id = 1065
anim = 1065
facing = 1
pos = 0, 0
supermovetime = 32
postype = back
removeongethit = 1
sprpriority = -1

[State 2521, 1]
type = Explod
trigger1 = time = 1
trigger1 = numexplod(1066) = 0
id = 1066
anim = 1066
facing = 1
pos = 0, 0
supermovetime = 32
postype = back
removeongethit = 1
sprpriority = -1

[State 2521, 1]
type = Explod
trigger1 = time = 3
trigger1 = numexplod(1171) = 0
name = "her"
id = 1171
anim = 1171
facing = 1
pos = 150, 140
postype = left
sprpriority = 2
removeongethit = 1
ignorehitpause = 1

[State 2521, 1]
type = Explod
trigger1 = time = 3
trigger1 = numexplod(1172) = 0
name = "her"
id = 1172
anim = 1171
facing = 1
pos = 20, 107
postype = left
sprpriority = 2
removeongethit = 1
ignorehitpause = 1

[State 2521, 1]
type = Explod
trigger1 = time = 3
trigger1 = numexplod(1173) = 0
name = "her"
id = 1173
anim = 1171
facing = 1
pos = 280, 140
postype = left
sprpriority = 2
removeongethit = 1
ignorehitpause = 1

[State 2521, 1]
type = PlaySnd
trigger1 = Time = 4
value = 2, 8

[State 3015, Super B]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time = 50

[State 2521, 1]
type = RemoveExplod
trigger1 = time = 0
trigger1 = numexplod(7) = 1
id = 7

[State 2521, 1]
type = Explod
trigger1 = AnimElem = 1
trigger1 = numexplod(7) = 0
name = "her"
id = 7
anim = 1015
facing = 1
pos = 0, 0
postype = p1
sprpriority = 3
removeongethit = 1
ignorehitpause = 1

[State 2521, 2]
type = HitDef
trigger1 = time = 0 && var(24) = 0
attr = S, HA
animtype  = Heavy
damage    = ceil(0*fvar(0))
priority  = 5
guardflag = MA
pausetime = 0,12
sparkno = S850
sparkxy = -20,-48
hitsound   = S1,5
guardsound = S1,10
ground.type = Hard
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0,0
guard.velocity = -6
air.velocity = -0,-0
airguard.velocity = -4,-4.5
fall = 1
kill = 0
p1stateno = 3016
p2stateno = 3018

[State 2521, 2]
type = RemoveExplod
trigger1 = numexplod(1171) > 0
trigger1 = time = 41
id = 1171

[State 2521, 2]
type = RemoveExplod
trigger1 = numexplod(1172) > 0
trigger1 = time = 41
id = 1172

[State 2521, 2]
type = RemoveExplod
trigger1 = numexplod(1173) > 0
trigger1 = time = 41
id = 1173

[State 2521, 2]
type = ChangeState
trigger1 = StateType != A && Time = 63
trigger2 = StateType = A && Time = 63
value = 50*(StateType = A)
ctrl = 1
;=========CVU===============
;--------------------
[Statedef 2530]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2060
poweradd = 20
sprpriority = 2

[State 2530, 1]
type = varset
trigger1 = time = 0
var(6) = 0

[State 2530, 1]
type = varset
trigger1 = AnimElemTime(1) > 1 &&  AnimElemTime(3) < 5
trigger1 = command = "y" || command = "z"
var(6) = 2*(command != "holddown" && command = "y")+3*(command != "holddown" && command = "z")+4*(command = "holddown" && command = "y")+5*(command = "holddown" && command = "z")

[State 2530, 1]
type = velset
trigger1 = time = 0 && var(2) = 1
x = 6

[State 2530, 1]
type = velset
trigger1 = animelemtime(3) >= 0 && vel x = (0,0.5]
x = 0

[State 2530, 1]
type = veladd
trigger1 = animelemtime(3) >= 0 && vel x > 0.5
x = -.4

[State 2530, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = ceil(14*fvar(0))
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 10
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10, -76
hitsound = S1, 3
guardsound = S1,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 2530, 4]
type = VarSet
trigger1 = time = 1 && var(2) != 0
var(2) = 0

[State 2530, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 2530, 4]
type = ChangeState
trigger1 = parent,var(59) = 1 && movecontact && AnimElemTime(3) = 2
value = 2567

[State 2530, 4]
type = ChangeState
trigger1 = AnimElemTime(3) = 2 && var(6) > 1
value = 2531 +36*(var(6) = 2) + 10*(var(6) = 3) + 11*(var(6) = 4) + 5*(var(6) = 5)

[State 2530, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2531]
type = S
movetype = A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2041
poweradd = 20
sprpriority = 2

[State 2531, 1]
type = velset
trigger1 = time = 0 && var(2) = 1
x = 4

[State 2531, 1]
type = velset
trigger1 = animelemtime(3) >= 0 && vel x = (0,0.5]
x = 0

[State 2531, 1]
type = veladd
trigger1 = animelemtime(3) >= 0 && vel x > 0.5
x = -.4

[State 2531, 1]
type = varset
trigger1 = time = 0
var(6) = 0

[State 2531, 1]
type = varset
triggerall = AnimElemTime(1) > 1 &&  AnimElemTime(3) < 5
trigger1 = (command = "y" || command = "z")
var(6) = 2*(command != "holddown" && command = "y")+3*(command != "holddown" && command = "z")+4*(command = "holddown" && command = "y")+5*(command = "holddown" && command = "z")

[State 2531, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = ceil(35*fvar(0))
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 10
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10, -76
hitsound = S1, 6
guardsound = S1,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 2531, 4]
type = VarSet
trigger1 = time = 1 && var(2) != 0
var(2) = 0

[State 2531, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 2531, 4]
type = ChangeState
trigger1 = parent,var(59) = 1 && movecontact && AnimElemTime(3) = 2
value = 2567

[State 2531, 4]
type = ChangeState
trigger1 = AnimElemTime(3) = 2 && var(6) > 1
value = 2531 +36*(var(6) = 2) + 10*(var(6) = 3) + 11*(var(6) = 4) + 5*(var(6) = 5)

[State 2531, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------
[Statedef 2532]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 2042
sprpriority = 2

[State 2532, 1]
type = varrandom
trigger1 = parent,var(59) = 1 && time = 0
v= 58
range = 100

[State 2532, 1]
type = velset
trigger1 = time = 0 && var(2) = 1
x = 4

[State 2532, 1]
type = velset
trigger1 = animelemtime(3) >= 0 && vel x = (0,0.5]
x = 0

[State 2532, 1]
type = veladd
trigger1 = animelemtime(3) >= 0 && vel x > 0.5
x = -.4

[State 2532, 1]
type = varset
trigger1 = time = 0
var(2) = 0

[State 2532, 1]
type = varset
trigger1 = time = 0
var(6) = 0

[State 2532, 1]
type = varset
trigger1 = AnimElemTime(1) > 2 &&  AnimElemTime(5) < 0
trigger1 = command = "z"
var(6) = (command != "holddown") +2*(command = "holddown")

[State 2532, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 2532, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = ceil(56*fvar(0))
guardflag = MA
pausetime = 6,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-37
hitsound   = S1,7
guardsound = S1,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 2532, 3]
type = ChangeState
trigger1 = AnimElemTime(3) = 10 && var(6) > 0
value = 2541-5*(var(6) = 2)

[State 2532, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;combo y
[Statedef 2567]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 2042
sprpriority = 2

[State 2567, 1]
type = varrandom
trigger1 = parent,var(59) = 1 && time = 0
v= 58
range = 100

[State 2567, 1]
type = varset
trigger1 = time = 0
var(2) = 0

[State 2567, 1]
type = varset
trigger1 = time = 0
var(6) = 0

[State 2567, 1]
type = varset
trigger1 = AnimElemTime(1) > 2 &&  AnimElemTime(5) < 0
trigger1 = command = "z" && (prevstateno = [2530,2531])
var(6) = (command != "holddown" && command != "holdf") +2*(command = "holddown") +3*(command = "holdf")

[State 2567, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 2532, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = ceil(49*fvar(0))
guardflag = MA
pausetime = 6,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-37
hitsound   = S1,7
guardsound = S1,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 2567, 3]
type = ChangeState
trigger1 = parent,var(59) = 1 && movehit && AnimElemTime(3) = 10
value = 2541
;2541,1714

[State 2567, 3]
type = ChangeState
trigger1 = AnimElemTime(3) = 10 && var(6) > 0
value = 2541-5*(var(6) = 2)-2*(var(6) = 3)
;2541,2536,2539

[State 2567, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------
[Statedef 2533]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 2043
sprpriority = 2

[State 2533, 1]
type = varrandom
trigger1 = parent,var(59) = 1 && time = 0
v= 58
range = 100

[State 2533, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 2533, pos]
type = posadd
trigger1 = animelem = 1 || animelem = 3
x = 7

[State 2533, pos]
type = posadd
trigger1 = animelem = 11
x = 4

[State 2533, pos]
type = posadd
trigger1 = animelem = 12
x = 3

[State 2533, 2]
type = HitDef
trigger1 = Animelem = 5
attr = S, NA
animtype  = Medium
damage    = ceil(83*fvar(0))
guardflag = MA
pausetime = 4,16
guard.pausetime = 12,8
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-37
hitsound   = S1,8
guardsound = S1,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 2533, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---combo z----
[Statedef 2541]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 2043
sprpriority = 2

[State 2542, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 2541, pos]
type = posadd
trigger1 = animelem = 1 || animelem = 3
x = 7

[State 2541, pos]
type = posadd
trigger1 = animelem = 11
x = 4

[State 2541, pos]
type = posadd
trigger1 = animelem = 12
x = 3

[State 2541, 2]
type = HitDef
trigger1 = Animelem = 5
attr = S, NA
animtype  = Medium
damage    = ceil(77*fvar(0))
guardflag = MA
pausetime = 4,16
guard.pausetime = 12,8
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-37
hitsound   = S1,8
guardsound = S1,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 2541, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------Ⴊݏ--------
[Statedef 2534]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 2047
sprpriority = 2

[State 2534, 1]
type = varset
trigger1 = time = 0
var(6) = 0

[State 2534, 1]
type = varset
triggerall = AnimElemTime(1) > 0
trigger1 = command = "holddown" && (command = "x" || command = "y" || command = "z")
trigger2 = command != "holddown" && (command = "y" || command = "z")
var(6) = (command = "x")+2*(command = "holddown" && command = "y")+3*(command = "holddown" && command = "z")+4*(command != "holddown" && command = "y")+5*(command != "holddown" && command = "z")

[State 2534, 1]
type = varrandom
trigger1 = parent,var(59) = 1 && movecontact
v = 6
range = 3

[State 2534, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 2534, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = ceil(35*fvar(0))
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-22
hitsound   = S1,6
guardsound = S1,10
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3

[State 2534, 4]
type = ChangeState
trigger1 = AnimElemTime(3) >= 2 && var(6) > 1
value = 2534 +8*(var(6) = 2) + 2*(var(6) = 3) -2*(var(6) = 4) +7*(var(6) = 5)
;2534,2542,2536,2532,2541
[State 406, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11*(command = "holddown")
ctrl = 1

;------------Ⴊݒ--------
[Statedef 2535]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 2048
sprpriority = 2

[State 2535, 1]
type = varset
trigger1 = time = 0
var(6) = 0

[State 2535, 1]
type = varset
triggerall = AnimElemTime(1) > 1 && AnimElemTime(3) < 0 && var(6) = 0
trigger1 = command = "z"
var(6) = 1

[State 2535, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 2535, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = ceil(56*fvar(0))
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 10,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-5
hitsound   = S1,7
guardsound = S1,10
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4

[State 2535, 4]
type = ChangeState
trigger1 = AnimElem = 3 && var(6) > 0
value = 2536

[State 2535, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11*(command = "holddown")
ctrl = 1
;---- combo ----
[Statedef 2542]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 2048
sprpriority = 2

[State 2542, 1]
type = varset
trigger1 = time = 0
var(6) = 0

[State 2542, 1]
type = varset
triggerall = AnimElemTime(1) > 1 && AnimElemTime(3) < 0 && var(6) = 0
trigger1 = command = "z" 
var(6) = ifelse(command = "holddown",2,3)

[State 2542, 1]
type = varset
triggerall = AnimElemTime(1) > 1 && AnimElemTime(3) < 0 && var(6) = 0
trigger1 = prevstateno = 2534 && command = "y"
var(6) = ifelse(command = "holdf",1,4)

[State 2542, 1]
type = varset
trigger1 = parent,var(59) = 1 && movecontact
var(6) = 2

[State 2542, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 2542, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = ceil(49*fvar(0))
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 10,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-5
hitsound   = S1,7
guardsound = S1,10
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4

[State 2542, 4]
type = ChangeState
trigger1 = AnimElem = 3 && var(6) > 0
value = 2538-2*(var(6) = 2) +3*(var(6) = 3) +5*(var(6) = 4)
;2538,2536,2541,2543

[State 2542, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11*(command = "holddown")
ctrl = 1

;cyy
[Statedef 2543]
type    = C
movetype= A
physics = N
juggle  = 5
poweradd= 22
velset = 3,0
ctrl = 0
anim = 2061
sprpriority = 2

[State 2543, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 2543, vel]
type = VelSet
trigger1 = animelem = 2
x = 0

[State 2543, 2]
type = HitDef
trigger1 = AnimElem = 3 || AnimElem = 4
attr = C, NA
damage    = ceil(14*fvar(0))
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 7,10
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-76
hitsound   = S1,7
guardsound = S1,10
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 2543, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
damage    = ceil(14*fvar(0))
animtype  = Up
hitflag = MAFD
guardflag = L
pausetime = 7,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-80
hitsound   = S1,8
guardsound = S1,10
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -5,-7
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 2543, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11*(command = "holddown")
ctrl = 1
;------------Ⴊݑ--------
[Statedef 2536]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 2049
sprpriority = 2

[State 2536, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 2536, pos]
type = PosAdd
trigger1 = animelem = 2
x = 19

[State 2536, pos]
type = PosAdd
trigger1 = animelem = 3
x = 10

[State 2536, 1]
type = varset
trigger1 = time = 0
var(6) = 0

[State 2536, 1]
type = varset
triggerall = AnimElemTime(1) > 1 &&  AnimElemTime(5) < 15
trigger1 = command = "rd_x" || command = "rd_y" || command = "rd_z"
var(6) = (command = "rd_x")+2*(command = "rd_y")+3*(command = "rd_z")

[State 2536, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = ceil(70*fvar(0))
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 8,15
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-58
hitsound   = S1,8
guardsound = S1,10
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 2536, 3]
type = ChangeState
trigger1 = parent,var(59) = 1 && movehit && AnimElem = 4
value = 2047

[State 2536, 3]
type = ChangeState
trigger1 = var(6) > 0 && movecontact && AnimElemTime(4) >= 0
value = 2047+(var(6) = 2)+2*(var(6) = 3)

[State 2536, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11*(command = "holddown")
ctrl = 1

;------------< y--------
[Statedef 2537]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 2044
sprpriority = 2

[State 2537, 1]
type = varset
trigger1 = time = 0
var(6) = 0

[State 2537, 1]
type = varset
trigger1 = AnimElemTime(1) > 1 &&  AnimElemTime(5) < 0
trigger1 = command = "z" || command = "y"
var(6) = (command = "z" && prevstateno != 227)+2*(command = "y" && prevstateno = 242)+3*(command = "z" && prevstateno = 227)

[State 2537, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 2537, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = ceil(49*fvar(0))
guardflag = MA
pausetime = 6,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-90
hitsound   = S1,7
guardsound = S1,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 2537, 3]
type = ChangeState
trigger1 = AnimElemTime(5) = 2 && parent,var(59) = 1 && movecontact && prevstateno != 227
value = 2539

[State 2537, 3]
type = ChangeState
trigger1 = AnimElemTime(5) = 2 && var(6) > 0
value = 2539-2*(var(6) = 2)+(var(6) = 3)
;2539,2537,;243

[State 2537, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------> y--------
[Statedef 2538]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 22
ctrl = 0
velset = 2.4,0
anim = 2059
sprpriority = 2

[State 2538, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 2538, pos]
type = PosAdd
trigger1 = animelemtime(2) = 1
y = -7

[State 2538, pos]
type = PosAdd
trigger1 = animelemtime(2) = [2,3]
y = -6

[State 2538, pos]
type = PosAdd
trigger1 = animelemtime(2) = 4
y = -5

[State 2538, pos]
type = PosAdd
trigger1 = animelemtime(2) = [5,6]
y = -4

[State 2538, pos]
type = PosAdd
trigger1 = animelemtime(2) = 7
y = -3

[State 2538, pos]
type = PosAdd
trigger1 = animelemtime(2) = [8,10]
y = -2

[State 2538, pos]
type = PosAdd
trigger1 = animelemtime(2) = [11,13]
y = -1

[State 2538, pos]
type = VelAdd
trigger1 = animelemtime(3) > 2
y = .44

[State 2538, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Medium
damage    = ceil(35*fvar(0))
guardflag = HA
pausetime = 6,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-37
hitsound   = S1,7
guardsound = S1,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 2538, 3]
type = Velset
trigger1 = AnimElemTime(2) = 8
x = 1.4

[State 2538, 2]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 906

[State 2538, 3]
type = StateTypeSet
trigger1 = animelemtime(2) = 0
statetype = A

[State 2538, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------> z--------
[Statedef 2539]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 2046
sprpriority = 2

[State 2539, 1]
type = varset
trigger1 = time = 0
var(6) = 0

[State 2539, 1]
type = varset
triggerall = AnimElemTime(1) > 2 &&  AnimElemTime(9) < 0
trigger1 = command = "z" && prevstateno = 2567
trigger2 = command = "y" && prevstateno = 2537
var(6) = 1 +(command = "y"&& prevstateno = 2537)

[State 2539, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 2539, vel]
type = VelSet
trigger1 = animelem = 4
x = 3

[State 2539, vel]
type = VelSet
trigger1 = animelem = 9
x = 0

[State 2539, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = ceil(63*fvar(0))
guardflag = MA
pausetime = 12,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-97
hitsound   = S1,7
guardsound = S1,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 2539, 3]
type = ChangeState
trigger1 = parent,var(59) = 1 && movecontact
value = 2060-13*(movehit)

[State 2539, 3]
type = ChangeState
trigger1 = (movecontact || AnimElemTime(9) = 0) && var(6) > 0
value = 2540-3*(var(6) = 2)
;2540,2537

[State 2539, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------dash z-----------------
[Statedef 2540]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 5-5*(prevstateno = 2539), 0
poweradd= 22
ctrl = 0
anim = 2062
sprpriority = 2

[State 2540, 1]
type = velset
trigger1 = animelemtime(3) >= 0 && vel x = (0,0.5]
x = 0

[State 2540, 1]
type = veladd
trigger1 = animelemtime(3) >= 0 && vel x > 0.5
x = -.4

[State 2540, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 2540, var]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 2540, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = ceil(49*fvar(0))
guardflag = MA
pausetime = 8,15
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-87
hitsound   = S1,8
guardsound = S1,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 2540, 3]
type = ChangeState
trigger1 = parent,var(59) = 1 && movecontact && AnimElemTime(5) > 0
value = 2531+3*(p2statetype = S)
;2531,2534

[State 2540, 1]
type = Ctrlset
trigger1 = movecontact && AnimElemTime(5) > 0
value = 1

[State 2540, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------- ax
[Statedef 2544]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 2063
sprpriority = 2

[State 2544, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 2544, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = ceil(21*fvar(0))
guardflag = HA
priority = 3
pausetime = 5,8
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-58
hitsound   = S1,3
guardsound = S1,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 2544, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;------- ay
[Statedef 2545]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 2064
sprpriority = 2

[State 2545, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 2545, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = ceil(49*fvar(0))
guardflag = HA
priority = 3
pausetime = 5,8
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-58
hitsound   = S1,7
guardsound = S1,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 2545, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;------- az
[Statedef 2546]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 2065
sprpriority = 2

[State 2046, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 2546, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = ceil(70*fvar(0))
guardflag = HA
priority = 4
pausetime = 8,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -10,-40
hitsound   = S1,8
guardsound = S1,10
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4

[State 2546, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;----r_d x--------
[Statedef 2047]
type = S
movetype = A
physics = N
juggle  = 4
poweradd= 110
velset = 0,0
anim = 2050
ctrl = 0

[State 2047, var]
type = VarSet
trigger1 = Time = 0
var(19) = 0

[State 2047, 2]
type = PlaySnd
trigger1 = Time = 11
value = 2, 4

[State 2047, 2]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 9

[State 2047, 2]
type = VelSet
trigger1 = AnimElemTime(3) = 1
x = 4

[State 2047, 2]
type = VelSet
trigger1 = AnimElemTime(4) = 2
x = 2

[State 2047, 2]
type = VelSet
trigger1 = AnimElemTime(4) = 3
x = 0

[State 2047, 2]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = Hard
damage    = ceil(77*fvar(0)), ceil(8*fvar(0))
priority  = 5
guardflag = MA
pausetime = 4,16
sparkno = S1062
guard.sparkno = S1063
sparkxy = 0,-68
hitsound   = S1,7
guardsound = S1,10
ground.type = Hard
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -3
guard.velocity = -6
air.velocity = -3,-5
airguard.velocity = -4,-4.5
p2facing = 1

[State 2047, var]
type = VarSet
trigger1 = movehit
var(19) = 1

[State 2047, 2]
type = ChangeState
trigger1 = movecontact
value = 2050

[State 2047, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;- r_d y
[Statedef 2048]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 110
velset = 0,0
anim = 2051
ctrl = 0
sprpriority = 2

[State 2048, var]
type = VarSet
trigger1 = Time = 0
var(19) = 0

[State 2048, 2]
type = PlaySnd
trigger1 = Time = 11
value = 2, 4

[State 2048, 2]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 9

[State 2048, 2]
type = VelSet
trigger1 = AnimElemTime(4) = 1
x = 4

[State 2048, 2]
type = VelSet
trigger1 = AnimElemTime(4) = 2
x = 2

[State 2048, 2]
type = VelSet
trigger1 = AnimElemTime(5) = 3
x = 0

[State 2048, 2]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = Hard
damage    = ceil(77*fvar(0)), ceil(8*fvar(0))
priority  = 5
guardflag = MA
pausetime = 4,14
sparkno = S1062
guard.sparkno = S1063
sparkxy = 0,-68
hitsound   = S1,7
guardsound = S1,10
ground.type = Hard
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -3
guard.velocity = -6
air.velocity = -3,-5
airguard.velocity = -4,-4.5
p2facing = 1

[State 2048, var]
type = VarSet
trigger1 = movehit
var(19) = 1

[State 2048, 2]
type = ChangeState
trigger1 = movecontact
value = 2050

[State 2048, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;- r_d z
[Statedef 2049]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 110
velset = 0,0
anim = 2052
ctrl = 0
sprpriority = 2

[State 2049, var]
type = VarSet
trigger1 = Time = 0
var(19) = 0

[State 2049, 2]
type = PlaySnd
trigger1 = Time = 11
value = 2, 4

[State 2049, 2]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 9

[State 2049, 2]
type = VelSet
trigger1 = AnimElemTime(4) = 1
x = 4

[State 2049, 2]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 2

[State 2049, 2]
type = VelSet
trigger1 = AnimElemTime(5) = 10
x = 0

[State 2049, 2]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = Hard
damage    = ceil(77*fvar(0)), ceil(8*fvar(0))
priority  = 5
guardflag = MA
pausetime = 4,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = 0,-68
hitsound   = S1,7
guardsound = S1,10
ground.type = Hard
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -3
guard.velocity = -6
air.velocity = -3,-5
airguard.velocity = -4,-4.5
p2facing = 1

[State 2049, var]
type = VarSet
trigger1 = movehit
var(19) = 1

[State 2049, 2]
type = ChangeState
trigger1 = movecontact
value = 2050

[State 2049, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2050]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 2053
ctrl = 0
sprpriority = 2

[State 2050, 1]
type = VarSet
trigger1 = var(19) = 1 && (command = "QCB_x" || command = "QCB_y" || command = "QCB_z") && AnimElemTime(1) > 0
trigger2 = var(19) = 1 && parent,var(59) = 1 && p2statetype != A && p2life >= 0
var(19) = ifelse(command = "QCB_x",2062,ifelse(command = "QCB_y",2063,2064))

[State 2050, 1]
type = ChangeState
trigger1 = AnimElemTime(1) > 9 && var(19) > 100
value = var(19)

[State 2050, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----- ss
[Statedef 2051]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 110
velset = 0,0
anim = 2056
ctrl = 0
sprpriority = 2

[State 2051, 1]
type = PlayerPush
Trigger1 = 1
value = 0

[State 2051, 2]
type = VarSet
trigger1 = Time = 0
var(19) = (command = "ss_x") + 2*(command = "ss_y")

[State 2051, screen]
type = ScreenBound
trigger1 = Time > 0
value = 1
movecamera = 0,0

[State 2051, 2]
type = PlaySnd
trigger1 = Time = 1
value = 2, 4

[State 2051, 2]
type = VelSet
trigger1 = AnimElemTime(1) = 2
x = -7.5
y = -5.5

[State 2051, 2]
type = StateTypeSet
trigger1 = AnimElemTime(1) = 2
statetype = A

[State 2051, 2]
type = VelAdd
trigger1 = AnimElemTime(1) > 3 && pos Y < -100 && vel y < 0
y = .8

[State 2051, 2]
type = ChangeState
trigger1 = AnimElemtime(1) > 2 && backedgedist < 10 && pos Y < -70
value = 2052

;wait
[Statedef 2052]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 2066
ctrl = 0
sprpriority = 2

[State 2052, screen]
type = ScreenBound
trigger1 = Time > 0
value = 0
movecamera = 0,0

[State 2052, 2]
type = PosAdd
trigger1 = AnimElemTime(1) = [1,2]
x = 2

[State 2052, var]
type = VarSet
trigger1 = Time = 0
var(21) = 0

[State 2052, var]
type = VarAdd
trigger1 = Time = 30 || Time = 60 || Time = 90
var(21) = 1

[State 2052, 2]
type = ChangeState
triggerall = AnimElemtime(1) > 0
trigger1 = command != "holdx" && var(19) = 1
trigger2 = command != "holdy" && var(19) = 2
trigger3 = command != "holdz" && var(19) = 3
trigger4 = AnimElemtime(1) = 100
value = 2053

;ss attack
[Statedef 2053]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 2067
ctrl = 0
sprpriority = 2

[State 2053, var]
type = VarSet
trigger1 = Time = 0
var(19) = var(21)

[State 2053, var]
type = VarSet
trigger1 = Time = 0
var(21) = 0

[State 2053, var]
type = VarAdd
trigger1 = movecontact
var(21) = 1

[State 2053, 1]
type = PosAdd
trigger1 = AnimElemTime(2) = 1
y = 7

[State 2053, 1]
type = VelSet
trigger1 = AnimElemTime(2) = 1 && abs(p2bodydist X) <= 70
x = 2
y = 10

[State 2053, 1]
type = VelSet
trigger1 = AnimElemTime(2) = 1 && abs(p2bodydist X) > 70
x = 12*abs(cos(p2dist Y/p2dist X))
y = 12*abs(sin(p2dist Y/p2dist X))

[State 2053, 2]
type = VelAdd
trigger1 = AnimElemTime(2) > 40
y = .7

[State 2053, 3]
type = HitDef
trigger1 = var(19) = 0
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Hard
damage    = ceil(25*fvar(0)), ceil(3*fvar(0))
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = 0,-38
hitsound   = S1,7
guardsound = S1,10
ground.type = Hard
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -6
guard.velocity = -6
air.velocity = -7,-5
airguard.velocity = -4,-4.5
p2facing = 1

[State 2053, 4]
type = HitDef
trigger1 = var(19) = 1 && var(21) < 3
trigger1 = AnimElemTime(2) >= 0
attr = S, SA
animtype  = Hard
damage    = ceil(20*fvar(0)), ceil(3*fvar(0))
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = 0,-38
hitsound   = S1,7
guardsound = S1,10
ground.type = Hard
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -6
guard.velocity = -6
air.velocity = -7,-5
airguard.velocity = -4,-4.5
p2facing = 1

[State 2053, 5]
type = HitDef
trigger1 = var(19) = 2 && var(21) < 5
trigger1 = AnimElemTime(2) >= 0
attr = S, SA
animtype  = Hard
damage    = ceil(20*fvar(0)), ceil(3*fvar(0))
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = 0,-38
hitsound   = S1,7
guardsound = S1,10
ground.type = Hard
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -6
guard.velocity = -6
air.velocity = -7,-5
airguard.velocity = -4,-4.5
p2facing = 1

[State 2053, 5]
type = HitDef
trigger1 = var(19) = 3 && var(21) < 6
trigger1 = AnimElemTime(2) >= 0
attr = S, SA
animtype  = Hard
damage    = ceil(20*fvar(0)), ceil(3*fvar(0))
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = 0,-38
hitsound   = S1,7
guardsound = S1,10
ground.type = Hard
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -6
guard.velocity = -6
air.velocity = -7,-5
airguard.velocity = -4,-4.5
p2facing = 1

[State 2053, varset]
type = Varset
trigger1 = time = 0
var(7) = 0

[State 2053, varset]
type = Varset
trigger1 = movehit
var(7) = 1

[State 2053, 6]
type = ChangeState
trigger1 = AnimElemtime(2) > 0 && pos Y > -10
value = 2054-9*(var(7) = 0)

[Statedef 2054]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 2058+20*(prevstateno = 2045)
ctrl = 0
sprpriority = 2

[State 2054, 1]
type = PosSet
trigger1 = time = 0
y = 0

[State 2054, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2045]
type    = A
movetype= A
physics = N
juggle  = 4
velset = -5,-3.7
anim = 2077
ctrl = 0
sprpriority = 2

[State 2045, 2]
type = VelAdd
trigger1 = 1
y = .4

[State 2045 3]
type = ChangeState
trigger1 = time > 1 && pos Y > -10
value = 2054

;----- ss z
[Statedef 2055]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 110
velset = 0,0
anim = 2056
ctrl = 0
sprpriority = 2

[State 2055, 1]
type = PlayerPush
Trigger1 = 1
value = 0

[State 2055, 2]
type = VarSet
trigger1 = Time = 0
var(19) = 3

[State 2055, screen]
type = ScreenBound
trigger1 = Time > 0
value = 1
movecamera = 0,0

[State 2055, 2]
type = Turn
trigger1 = AnimElemTime(1) = 2

[State 2055, 2]
type = PlaySnd
trigger1 = Time = 1
value = 2, 4

[State 2055, 2]
type = VelSet
trigger1 = AnimElemTime(1) = 2
x = -7.5
y = -3.5

[State 2055, 2]
type = StateTypeSet
trigger1 = AnimElemTime(1) = 2
statetype = A

[State 2055, 2]
type = VelAdd
trigger1 = pos Y < -100
y = .9

[State 2055, 2]
type = VelSet
trigger1 = AnimElemtime(2) > 0
trigger1 = vel Y > 0
y = 0

[State 2055, 2]
type = ChangeState
trigger1 = AnimElemtime(2) > 0 && backedgedist < 10 && pos Y < -100
trigger2 = AnimElemtime(2) > 0 && frontedgedist < 10 && pos Y < -100
value = 2052

;===== ˂˂ x===
[Statedef 2056]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 110
velset = 0,0
anim = 2068
ctrl = 0
sprpriority = 2

[State 2056, 2]
type = VarSet
trigger1 = Time = 0
var(19) = 0

[State 2056, 2]
type = PlaySnd
trigger1 = Time = 11
value = 0, 1

[State 2056, 2]
type = VarSet
trigger1 = AnimElemTime(1) > 2 && AnimElemTime(7) <= 0 && command = "xxx"
var(19) = 1

[State 2056, 2]
type = ChangeState
trigger1 = AnimElem = 8 && var(19) = 1
trigger2 = AnimElem = 8 && parent,var(59) = 1 && movehit
value = 2057

[State 2056, 2]
type = HitDef
trigger1 = AnimElem = 3 || AnimElem = 6
attr = S, SA
animtype  = Hard
damage    = 7, 1
priority  = 5
guardflag = MA
pausetime = 9,10
sparkno = S1062
guard.sparkno = S1063
sparkxy = 0,-68
hitsound   = S1,6
guardsound = S1,10
ground.type = Hard
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -6
guard.velocity = -6
air.velocity = -3,-5
airguard.velocity = -4,-4.5
p2facing = 1

[State 2056, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

:-- ˂˂˂˂˂
[Statedef 2057]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 2069
ctrl = 0
sprpriority = 2

[State 2057, 2]
type = VarSet
trigger1 = Time = 0
trigger2 = AnimElemTime(15) = 1
trigger3 = AnimElemTime(30) = 1
var(19) = 0

[State 2057, 2]
type = PlaySnd
trigger1 = Time = 11
value = 0, 0

[State 2057, 2]
type = VarAdd
triggerall = command = "xx" || command = "yy"
trigger1 = AnimElemTime(1) > 0 && AnimElemTime(14) <= 0
trigger2 = AnimElemTime(15) > 1 && AnimElemTime(29) <= 0
trigger3 = AnimElemTime(30) > 1 && AnimElemTime(44) <= 0
var(19) = 1

[State 2057, 2]
type = HitDef
trigger1 = AnimElem = 2 || AnimElem = 5 || AnimElem = 8 || AnimElem = 11 || AnimElem = 17 || AnimElem = 20
trigger2 = AnimElem = 23 || AnimElem = 26 || AnimElem = 32 || AnimElem = 35 || AnimElem = 38 || AnimElem = 41 || AnimElem = 47 || AnimElem = 50 || AnimElem = 53 || AnimElem = 56
attr = S, SA
animtype  = Hard
damage    = 7, 1
priority  = 5
guardflag = MA
pausetime = 10,10
sparkno = S1062
guard.sparkno = S1063
sparkxy = 0,-68
hitsound   = S1,6
guardsound = S1,10
ground.type = Hard
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
guard.velocity = -7
air.velocity = -7,-5
airguard.velocity = -4,-4.5
p2facing = 1

[State 2057, 2]
type = HitDef
trigger1 = AnimElem = 14 || AnimElem = 29 || AnimElem = 44 || AnimElem = 59
attr = S, SA
animtype  = Hard
damage    = 7, 1
priority  = 5
guardflag = MA
pausetime = 10,10
sparkno = S1062
guard.sparkno = S1063
sparkxy = 0,-68
hitsound   = S1,6
guardsound = S1,10
ground.type = Hard
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -9
guard.velocity = -9
air.velocity = -7,-5
airguard.velocity = -4,-4.5
p2facing = 1

[State 2057, 2]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = AnimElem = 15 && var(19) < 1
trigger3 = AnimElem = 30 && var(19) < 1
trigger4 = AnimElem = 45 && var(19) < 1
value = 2058

;I
[Statedef 2058]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 2070;+3*(prevstateno = 1715)
ctrl = 0
sprpriority = 2

[State 2058, var]
type = VarSet
trigger1 = Time = 0
var(19) = 0

[State 2058, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----- y
[Statedef 2059]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 110
velset = 0,0
anim = 2068
ctrl = 0
sprpriority = 2

[State 2059, 2]
type = VarSet
trigger1 = Time = 0
var(19) = 0

[State 2059, 2]
type = PlaySnd
trigger1 = Time = 11
value = 0, 0

[State 2059, 2]
type = VarSet
trigger1 = AnimElemTime(1) > 2 && AnimElemTime(7) <= 0 && command = "yyy"
var(19) = 1

[State 2059, 2]
type = VelSet
trigger1 = AnimElemTime(2) = 3
x = 3.4

[State 2059, 2]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 2

[State 2059, 2]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 1

[State 2059, 2]
type = VelSet
trigger1 = AnimElemTime(8) = 1
x = 0

[State 2059, 2]
type = ChangeState
trigger1 = AnimElem = 8 && var(19) = 1
trigger2 = AnimElem = 8 && parent,var(59) = 1 && movehit
value = 2057

[State 2059, 2]
type = HitDef
trigger1 = AnimElem = 3 || AnimElem = 6
attr = S, SA
animtype  = Hard
damage    = 7, 1
priority  = 5
guardflag = MA
pausetime = 2,4
sparkno = S1062
guard.sparkno = S1063
sparkxy = 0,-68
hitsound   = S1,6
guardsound = S1,10
ground.type = Hard
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -6
guard.velocity = -6
air.velocity = -7,-5
airguard.velocity = -4,-4.5
p2facing = 1

[State 2059, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----- z
[Statedef 2060]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 110
velset = 0,0
anim = 2071
ctrl = 0
sprpriority = 2

[State 2060, var]
type = VarSet
trigger1 = Time = 0
var(19) = 0

[State 2060, 2]
type = PlaySnd
trigger1 = Time = 11
value = 0, 0

[State 2060, 2]
type = VarSet
trigger1 = AnimElemTime(1) > 1 && AnimElemTime(10) <= 0 && command = "zzz"
var(19) = 1

[State 2060, 2]
type = VelSet
trigger1 = AnimElemTime(2) = 3
x = 3.4

[State 2060, 2]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 2

[State 2060, 2]
type = VelSet
trigger1 = AnimElemTime(10) = 0
x = 1

[State 2060, 2]
type = VelSet
trigger1 = AnimElemTime(10) = 1
x = 0

[State 2060, 2]
type = ChangeState
trigger1 = AnimElem = 10 && var(19) = 1
trigger2 = AnimElem = 10 && parent,var(59) = 1 && movehit
value = 2061

[State 2060, 2]
type = HitDef
trigger1 = AnimElem = 3 || AnimElem = 6 || AnimElem = 9
attr = S, SA
animtype  = Hard
damage    = 7, 1
priority  = 5
guardflag = MA
pausetime = 9,10
sparkno = S1062
guard.sparkno = S1063
sparkxy = 0,-68
hitsound   = S1,6
guardsound = S1,10
ground.type = Hard
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -6
guard.velocity = -6
air.velocity = -7,-5
airguard.velocity = -4,-4.5
p2facing = 1

[State 2060, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

:-- ˂˂˂˂˂z
[Statedef 2061]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 2072
ctrl = 0
sprpriority = 2

[State 2061, var]
type = VarSet
triggerall = parent,var(59) = 0
trigger1 = Time = 0
trigger2 = AnimElemTime(14) = 1
trigger3 = AnimElemTime(29) = 1
var(19) = 0

[State 2061, 2]
type = PlaySnd
trigger1 = Time = 11
value = 0, 0

[State 2061, 2]
type = VarAdd
triggerall = command = "zz"
trigger1 = AnimElemTime(0) > 0 && AnimElemTime(14) <= 0
trigger2 = AnimElemTime(14) > 1 && AnimElemTime(29) <= 0
trigger3 = AnimElemTime(29) > 1 && AnimElemTime(44) <= 0
var(19) = 1

[State 2061, 2]
type = HitDef
trigger1 = AnimElem = 1 || AnimElem = 4 || AnimElem = 7 || AnimElem = 10 || AnimElem = 13 || AnimElem = 16 || AnimElem = 19
trigger2 = AnimElem = 22 || AnimElem = 25 || AnimElem = 28 || AnimElem = 31 || AnimElem = 34 || AnimElem = 37 || AnimElem = 41 || AnimElem = 43 || AnimElem = 46 || AnimElem = 49 || AnimElem = 52 || AnimElem = 55 || AnimElem = 58
attr = S, SA
animtype  = Hard
damage    = 7, 1
priority  = 5
guardflag = MA
pausetime = 10,10
sparkno = S1062
guard.sparkno = S1063
sparkxy = 0,-68
hitsound   = S1,6
guardsound = S1,10
ground.type = Hard
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -6
guard.velocity = -6
air.velocity = -7,-5
airguard.velocity = -4,-4.5
p2facing = 1

[State 2061, 2]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = AnimElem = 14 && var(19) < 1
trigger3 = AnimElem = 29 && var(19) < 1
trigger4 = AnimElem = 44 && var(19) < 1
value = 2058

;----- kusi
[Statedef 2062]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 2079
ctrl = 0
sprpriority = 2

[State 2062, 2]
type = VarSet
trigger1 = Time = 0
var(19) = 0

[State 2062, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 1

[State 2062, 2]
type = ChangeAnim
triggerall = time > 16 && Anim = 2079
trigger1 = command != "holdx"
trigger2 = time > 100
value = 2073

[State 2062, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 23

[State 2062, 2]
type = PosAdd
trigger1 = AnimElem = 3
x = 11

[State 2062, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype  = Hard
damage    = 7, 1
priority  = 5
guardflag = MA
pausetime = 10,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = 0,-68
hitsound   = S2,5
guardsound = S1,10
ground.type = Hard
ground.slidetime = 25
ground.hittime  = 28
ground.velocity = -6
guard.velocity = -6
air.velocity = -7,-5
airguard.velocity = -4,-4.5
p2facing = 1
kill = 0
p1stateno = 2065
p2stateno = 1725

[State 2062, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;y
[Statedef 2063]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 2079
ctrl = 0
sprpriority = 2

[State 2063, 2]
type = VarSet
trigger1 = Time = 0
var(19) = 0

[State 2063, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 1

[State 2063, 2]
type = ChangeAnim
triggerall = time > 16 && Anim = 2079
trigger1 = command != "holdy"
trigger2 = time > 100
value = 2074

[State 2063, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 23

[State 2063, 2]
type = PosAdd
trigger1 = AnimElem = 3
x = 11

[State 2063, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Hard
damage    = 7, 1
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = 0,-68
hitsound   = S2,5
guardsound = S1,10
ground.type = Hard
ground.slidetime = 25
ground.hittime  = 28
ground.velocity = -6
guard.velocity = -6
air.velocity = -7,-5
airguard.velocity = -4,-4.5
kill = 0

[State 2063, 2]
type = ChangeState
trigger1 = movehit
value = 2066

[State 2063, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;z
[Statedef 2064]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 2079
ctrl = 0
sprpriority = 2

[State 2064, 2]
type = VarSet
trigger1 = Time = 0
var(19) = 0

[State 2064, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 1

[State 2064, 2]
type = ChangeAnim
triggerall = time > 16 && Anim = 2079
trigger1 = command != "holdz"
trigger2 = time > 100
value = 2075

[State 2064, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 23

[State 2064, 2]
type = PosAdd
trigger1 = AnimElem = 3
x = 11

[State 2064, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Hard
damage    = 7, 1
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = 0,-68
hitsound   = S2,5
guardsound = S1,10
ground.type = Hard
ground.slidetime = 25
ground.hittime  = 28
ground.velocity = -6
guard.velocity = -6
air.velocity = -7,-5
airguard.velocity = -4,-4.5
kill = 0

[State 2064, 2]
type = ChangeState
trigger1 = movehit
value = 2066

[State 2064, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2065]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 2076
ctrl = 0
sprpriority = 2

[State 2065, 1]
type = AfterImage
trigger1 = AnimElem = 1
time = 70
removetime = 15
length = 5
timegap = 4
framegap = 1
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,120
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
trans = Add1

[State 2065, 2]
type = PlaySnd
trigger1 = AnimElemTime(12) = 0 || AnimElemTime(17) = 0 || AnimElemTime(22) = 0
value = 1, 7

[State 2065, 2]
type = PlaySnd
trigger1 = AnimElemTime(29) = 0
value = 1, 8

[State 2065, 2]
type = VelSet
trigger1 = AnimElem = 6 && frontedgedist > 90
x = 15

[State 2065, 2]
type = VelSet
trigger1 = AnimElem = 10
trigger2 = AnimElem = 31
x = 0

[State 2065, 2]
type = PosAdd
trigger1 = time > 0 && animelemtime(27) < 0 && frontedgedist < 85
x = -85+frontedgedist

[State 2065, 2]
type = PosAdd
trigger1 = AnimElem = 11 && frontedgedist > 90
x = 9

[State 2065, 2]
type = PosAdd
trigger1 = AnimElem = 12 || AnimElem = 17 || AnimElem = 18 || AnimElem = 22
trigger1 = frontedgedist > 90
x = 8

[State 2065, pos]
type = PosAdd
trigger1 = AnimElem = 13 && frontedgedist > 90
x = 4

[State 2065, pos]
type = PosAdd
trigger1 = AnimElem = 15 && frontedgedist > 90
x = 2

[State 2065, pos]
type = PosAdd
trigger1 = AnimElem = 16 && frontedgedist > 90
x = 15

[State 2065, pos]
type = PosAdd
trigger1 = AnimElem = 20 && frontedgedist > 90
x = 16

[State 2065, pos]
type = PosAdd
trigger1 = AnimElemTime(26) = [1,2]
trigger1 = frontedgedist > 90
x = 1

[State 2065, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(29) < 0
pos = 95, 0

[State 2065, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 13
value = -ceil(fvar(0)*14)

[State 2065, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 18
value = -ceil(fvar(0)*28)

[State 2065, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 23
value = -ceil(fvar(0)*42)

[State 2065, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 30
value = -ceil(fvar(0)*56)

[State 2065, Hurt 11]
type = Explod
trigger1 = AnimElem = 12 || AnimElem = 22
id = 1062
anim = 1062
facing = 1
pos = 90,-70
postype = p1
bindtime = -1
removeongethit = 1
sprpriority = 3

[State 2065, Hurt 11]
type = Explod
trigger1 = AnimElem = 17 || AnimElem = 29
id = 1062
anim = 1062
facing = 1
pos = 90,-90
postype = p1
bindtime = -1
removeongethit = 1
sprpriority = 3

[State 2065, Hurt 11]
type = HitAdd
trigger1 = AnimElem = 13 || AnimElem = 18 || AnimElem = 23 || AnimElem = 30
value = 1

[State 2065, 1]
type = TargetVelSet
trigger1 = AnimElemTime(30) = 1
x = -3
y = -9.7

[State 2065, Throw 11]
type = TargetState
trigger1 = AnimElemTime(30) = 9
value = 826

[State 2065, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2066]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 2076
ctrl = 0
sprpriority = 2

[State 2066, 1]
type = AfterImage
trigger1 = AnimElem = 1
time = 24
removetime = 15
length = 5
timegap = 4
framegap = 1
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,120
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
trans = Add1

[State 2066, 1]
type = AfterImage
trigger1 = AnimElem = 12
time = 14
removetime = 15
length = 5
timegap = 4
framegap = 1
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,120
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
trans = Add1

[State 2066, 2]
type = HitDef
trigger1 = AnimElem = 12
attr = S, SA
animtype  = Hard
damage    = ceil(14*fvar(0)), 1
priority  = 5
guardflag = MA
pausetime = 1,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -25,-68
hitsound   = S1,7
guardsound = S1,10
ground.type = Hard
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -.5
guard.velocity = -1
air.velocity = -2,-5
airguard.velocity = -2,-4.5
p2facing = 1
kill = 0

[State 2066, 1]
type = AfterImage
trigger1 = AnimElem = 17
time = 14
removetime = 13
length = 5
timegap = 4
framegap = 1
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,120
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
trans = Add1

[State 2066, 2]
type = HitDef
trigger1 = AnimElem = 17
attr = S, SA
animtype  = Hard
damage    = ceil(30*fvar(0)), 1
priority  = 5
guardflag = MA
pausetime = 1,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -25,-90
hitsound   = S1,7
guardsound = S1,10
ground.type = Hard
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -.5
guard.velocity = -1
air.velocity = -2,-5
airguard.velocity = -2,-4.5
p2facing = 1
kill = 0

[State 2066, 1]
type = AfterImage
trigger1 = AnimElem = 22
time = 14
removetime = 9
length = 5
timegap = 4
framegap = 1
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,120
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
trans = Add1

[State 2066, 2]
type = HitDef
trigger1 = AnimElem = 22
attr = S, SA
animtype  = Hard
damage    = ceil(46*fvar(0)), 1
priority  = 5
guardflag = MA
pausetime = 1,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -25,-68
hitsound   = S1,7
guardsound = S1,10
ground.type = Hard
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -.5
guard.velocity = -1
air.velocity = -2,-5
airguard.velocity = -2,-4.5
p2facing = 1
kill = 0

[State 2066, 2]
type = HitDef
trigger1 = AnimElem = 29 && var(23) < 4
attr = S, SA
animtype  = Up
damage    = ceil(65*fvar(0)), 1
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -25,-90
hitsound   = S1,8
guardsound = S1,10
ground.type = Hard
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0,-9
guard.velocity = -6
air.velocity = -7,-7
airguard.velocity = -4,-4.5
p2facing = 1
guard.kill = 0
fall = 1
fall.recover = 0

[State 2066, 2]
type = HitDef
trigger1 = AnimElem = 29 && var(23) >= 4 && var(23) < 8
attr = S, SA
animtype  = Up
damage    = ceil(65*fvar(0)), 1
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -25,-90
hitsound   = S1,8
guardsound = S1,10
ground.type = Hard
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0,-10+var(23)
guard.velocity = -6
air.velocity = -7,-2.5
airguard.velocity = -4,-4.5
p2facing = 1
guard.kill = 0
fall = 1
fall.recover = 0

[State 2066, 2]
type = HitDef
trigger1 = AnimElem = 29 && var(23) >= 8
attr = S, SA
animtype  = Up
damage    = ceil(65*fvar(0)), 1
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = S1062
guard.sparkno = S1063
sparkxy = -25,-90
hitsound   = S1,8
guardsound = S1,10
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0,-1
guard.velocity = -6
air.velocity = -7,-2.5
airguard.velocity = -4,-4.5
p2facing = 1
guard.kill = 0
fall = 1
fall.recover = 0

[State 2066, 2]
type = PosAdd
trigger1 = time > 0 && animelemtime(31) < 0 && frontedgedist < 85
x = -85+frontedgedist

[State 2066, 2]
type = VelSet
trigger1 = AnimElem = 6 && frontedgedist > 90
x = 15

[State 2066, 2]
type = VelSet
trigger1 = AnimElem = 10 && frontedgedist > 90
trigger2 = AnimElemTime(31) >= 0
x = 0

[State 2066, 2]
type = PosAdd
trigger1 = AnimElem = 11 && frontedgedist > 90
x = 9

[State 2066, 2]
type = PosAdd
trigger1 = AnimElem = 12 || AnimElem = 17 || AnimElem = 18 || AnimElem = 22
trigger1 = frontedgedist > 90
x = 8

[State 2066, pos]
type = PosAdd
trigger1 = AnimElem = 13 && frontedgedist > 90
x = 4

[State 2066, pos]
type = PosAdd
trigger1 = AnimElem = 15 && frontedgedist > 90
x = 2

[State 2066, pos]
type = PosAdd
trigger1 = AnimElem = 16 && frontedgedist > 90
x = 15

[State 2066, pos]
type = PosAdd
trigger1 = AnimElem = 20 && frontedgedist > 90
x = 16

[State 2066, pos]
type = PosAdd
trigger1 = AnimElemTime(27) = [1,2]
trigger1 = frontedgedist > 90
x = 1

[State 2066, 2]
type = ChangeState
trigger1 = AnimElemTime(29) > 1
trigger1 = command = "QCB_xy" || command = "QCB_yz" || command = "QCB_xz"
value = 2075+(command = "QCB_xz")

[State 2066, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------ATO--------
[Statedef 2070]
type = S
movetype = A
physics = N
juggle  = 4
poweradd= -1000
velset = 0,0
anim = 2080
ctrl = 0
sprpriority = 2

[State 2070, Super A]
type = SuperPause
trigger1 = AnimElemTime(3) = 1
darken = 0
time = 32
pos = 25, -57
anim = 100
sound = 20, 0

[State 2070, 1]
type = Explod
trigger1 = AnimElemTime(3) = 1
trigger1 = numexplod(1850) = 0
id = 1850
anim = 1853-(root,PalNo = 2 || root,PalNo = 5)-2*(root,PalNo = 3 || root,PalNo = 6)
facing = 1
pos = 0, 0
postype = back
supermovetime = 32
scale = 1.5,1.5
sprpriority = -1
ignorehitpause = 1

[State 2070, 1]
type = Explod
trigger1 = AnimElemTime(3) = 1
trigger1 = numexplod(1065) = 0
id = 1065
anim = 1065
facing = 1
pos = 0, 0
supermovetime = 32
postype = back
removeongethit = 1
sprpriority = -1

[State 2070, 1]
type = Explod
trigger1 = AnimElemTime(3) = 1
trigger1 = numexplod(1066) = 0
id = 1066
anim = 1066
facing = 1
pos = 0, 0
supermovetime = 32
postype = back
removeongethit = 1
sprpriority = -1

[State 2070, Super B]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time = 50

[State 2070, 1]
type = PlaySnd
trigger1 = Time = 11
value = 0, 1

[State 2070, pos]
type = PosAdd
trigger1 = AnimElemTime(3) = 0
x = 11

[State 2070, pos]
type = PosAdd
trigger1 = AnimElemTime(3) = 2
x = 5

[State 2070, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
animtype  = Up
damage    = ceil(28*fvar(0)), ceil(7*fvar(0))
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = -1
sparkxy = 0,-78
hitsound   = S1,8
guardsound = S1,10
ground.type = Hard
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0,-9
guard.velocity = -6
air.velocity = -7,-7
airguard.velocity = -4,-4.5
fall = 1
kill = 0
p1stateno = 1750
p2stateno = 1752

[State 2070, 2]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;------------LS--------
[Statedef 2075]
type = S
movetype = A
physics = N
juggle  = 4
poweradd= -1000
velset = 0,0
anim = 2081+(command = "QCB_yz")
ctrl = 0
sprpriority = 2

[State 2075, Super A]
type = SuperPause
trigger1 = AnimElemTime(3) = 3
darken = 0
time = 32
pos = 25, -57
anim = 100
sound = 20, 0

[State 2075, 1]
type = Explod
trigger1 = AnimElemTime(3) = 3
trigger1 = numexplod(1850) = 0
id = 1850
anim = 1853-(root,PalNo = 2 || root,PalNo = 5)-2*(root,PalNo = 3 || root,PalNo = 6)
facing = 1
pos = 0, 0
postype = back
supermovetime = 32
scale = 1.5,1.5
sprpriority = -1
ignorehitpause = 1

[State 2075, 1]
type = Explod
trigger1 = AnimElemTime(3) = 3
trigger1 = numexplod(1065) = 0
id = 1065
anim = 1065
facing = 1
pos = 0, 0
supermovetime = 32
postype = back
removeongethit = 1
sprpriority = -1

[State 2075, 1]
type = Explod
trigger1 = AnimElemTime(3) = 3
trigger1 = numexplod(1066) = 0
id = 1066
anim = 1066
facing = 1
pos = 0, 0
supermovetime = 32
postype = back
removeongethit = 1
sprpriority = -1

[State 2075, Super B]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time = 50

[State 2075, 2]
type = helper
trigger1 = anim = 2081 && AnimElemTime(4) = 1
trigger1 = numhelper(17) = 0
helpertype = normal
name = "ls"
id = 17
pos = 83,-99
postype = p1
stateno = 2078
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2075, 2]
type = helper
trigger1 = anim = 2082 && AnimElemTime(4) = 1
trigger1 = numhelper(17) = 0
helpertype = normal
name = "ls"
id = 17
pos = 63,-128
postype = p1
stateno = 2079
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2075, 1]
type = PlaySnd
trigger1 = Time = 11
value = 0, 1

[State 2075, 2]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 2076]
type = S
movetype = A
physics = N
juggle  = 4
poweradd= -1000
velset = 0,0
anim = 2083
ctrl = 0
sprpriority = 2

[State 2076, Super A]
type = SuperPause
trigger1 = AnimElemTime(2) = 7
darken = 0
time = 32
pos = 25, -57
anim = 100
sound = 20, 0

[State 2076, 1]
type = Explod
trigger1 = AnimElemTime(2) = 7
trigger1 = numexplod(1850) = 0
id = 1850
anim = 1853-(root,PalNo = 2 || root,PalNo = 5)-2*(root,PalNo = 3 || root,PalNo = 6)
facing = 1
pos = 0, 0
postype = back
supermovetime = 32
scale = 1.5,1.5
sprpriority = -1
ignorehitpause = 1

[State 2076, 1]
type = Explod
trigger1 = AnimElemTime(2) = 7
trigger1 = numexplod(1065) = 0
id = 1065
anim = 1065
facing = 1
pos = 0, 0
supermovetime = 32
postype = back
removeongethit = 1
sprpriority = -1

[State 2076, 1]
type = Explod
trigger1 = AnimElemTime(2) = 7
trigger1 = numexplod(1066) = 0
id = 1066
anim = 1066
facing = 1
pos = 0, 0
supermovetime = 32
postype = back
removeongethit = 1
sprpriority = -1

[State 2076, Super B]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time = 50

[State 2076, 2]
type = helper
trigger1 = AnimElemTime(3) = 1
trigger1 = numhelper(17) = 0
helpertype = normal
name = "ls"
id = 17
pos = -26,-100
postype = p1
stateno = 2080
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2076, 1]
type = PlaySnd
trigger1 = Time = 11
value = 0, 1

[State 2076, 2]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------shot
[Statedef 2078]
type    = S
movetype= A
physics = N
juggle  = 4
ctrl = 0
velset = 0,0
anim = 2084
sprpriority = 3

[State 2078, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2078, Hit]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA
slot = 0
stateno = 2078

[State 2078, vel]
type = VelSet
trigger1 = time = 4
x = 48
y = 4

[State 2078, anim]
type = ChangeAnim
trigger1 = frontedgedist < 30
trigger1 = anim != 2085 && anim = 2084
value = 2085

[State 2078, anim]
type = ChangeAnim
trigger1 = frontedgedist < 30
trigger1 = anim != 2086 && anim = 2087
value = 2086

[State 2078, vel]
type = VelSet
trigger1 = time > 4 && anim = 2085
trigger1 = vel x != -48 || vel y != 4
x = -48
y = 4

[State 2078, anim]
type = ChangeAnim
triggerall = backedgedist < 30
trigger1 = anim != 2084 && anim = 2085
value = 2084

[State 2078, anim]
type = ChangeAnim
triggerall = backedgedist < 30
trigger1 = anim != 2087 && anim = 2086
value = 2087

[State 2078, vel]
type = VelSet
trigger1 = time > 4 && anim = 2084
trigger1 = vel x != 48 || vel y != 4
x = 48
y = 4

[State 2078, anim]
type = ChangeAnim
trigger1 = pos Y > 10
trigger1 = anim != 2086 && anim = 2085
value = 2086

[State 2078, anim]
type = ChangeAnim
trigger1 = pos Y > 10
trigger1 = anim != 2087 && anim = 2084
value = 2087

[State 2078, anim]
type = ChangeAnim
trigger1 = pos Y < -200
trigger1 = anim != 2085 && anim = 2086
value = 2085

[State 2078, anim]
type = ChangeAnim
trigger1 = pos Y < -200
trigger1 = anim != 2084 && anim = 2087
value = 2084

[State 2078, vel]
type = VelSet
trigger1 = time > 4 && anim = 2086
trigger1 = vel x != -48 || vel y != -4
x = -48
y = -4

[State 2078, vel]
type = VelSet
trigger1 = time > 4 && anim = 2087
trigger1 = vel x != 48 || vel y != -4
x = 48
y = -4

[State 2078, 2]
type = HitDef
trigger1 = time > 0
attr = S, HP
animtype  = Hard
damage    = 14, 4
priority  = 5
guardflag = MA
pausetime = 0,2
guard.pausetime = 0,6
sparkno = S1062
guard.sparkno = S1063
sparkxy = 0,0
hitsound   = 5,2
guardsound = S1,10
ground.type = Hard
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = 0
guard.velocity = 0
air.velocity = -0.5,-5
airguard.velocity = -4,-4.5
p2facing = 1

[State 2078, 3]
type = destroyself
trigger1 = time = 93
trigger2 = parent,stateno != 2075
;----------------------------------
[Statedef 2079]
type    = S
movetype= A
physics = N
juggle  = 4
ctrl = 0
velset = 0,0
anim = 2095+(parent,stateno = 2081)
sprpriority = 3

[State 2079, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2079, 1]
type = sprpriority
trigger1 = anim = 2088 || anim = 2089 || anim = 2090 || anim = 2091
value = 3

[State 2079, Hit]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA
slot = 0
stateno = 2079

[State 2079, vel]
type = VelSet
trigger1 = time = 4 && anim = 2095
x = 44
y = -18

[State 2079, vel]
type = VelSet
trigger1 = time = 4 && anim = 2096
x = 36
y = 32

[State 2079, anim]
type = ChangeAnim
triggerall = pos Y < -200
trigger1 = anim != 2088 && anim = 2095
trigger2 = anim != 2088 && anim = 2091
value = 2088

[State 2079, anim]
type = ChangeAnim
trigger1 = pos Y < -200
trigger1 = anim != 2089 && anim = 2090
trigger2 = frontedgedist < 30 && anim != 2089 && anim = 2096
value = 2089

[State 2079, anim]
type = ChangeAnim
triggerall = frontedgedist < 30
trigger1 = anim != 2090 && anim = 2095
trigger2 = anim != 2090 && anim = 2088
value = 2090

[State 2079, vel]
type = VelSet
trigger1 = time > 4 && anim = 2088
trigger1 = vel x != 4 || vel y != 48
x = 4
y = 48

[State 2079, vel]
type = VelSet
trigger1 = time > 4 && anim = 2089
trigger1 = vel x != -4 || vel y != 48
x = -4
y = 48

[State 2079, anim]
type = ChangeAnim
trigger1 = pos Y > 10
trigger1 = anim != 2090 && anim = 2089
value = 2090

[State 2079, anim]
type = ChangeAnim
triggerall = pos Y > 10
trigger1 = anim != 2091 && anim = 2088
trigger2 = anim != 2091 && anim = 2096
value = 2091

[State 2079, anim]
type = ChangeAnim
triggerall = backedgedist < 30
trigger1 = anim != 2088 && anim = 2089
value = 2088

[State 2079, anim]
type = ChangeAnim
triggerall = backedgedist < 30
trigger1 = anim != 2091 && anim = 2090
value = 2091

[State 2079, vel]
type = VelSet
trigger1 = time > 4 && anim = 2090
trigger1 = vel x != -4 || vel y != -48
x = -4
y = -48

[State 2079, vel]
type = VelSet
trigger1 = time > 4 && anim = 2091
trigger1 = vel x != 4 || vel y != -48
x = 4
y = -48

[State 2079, 2]
type = HitDef
trigger1 = time > 0
attr = S, HP
animtype  = Hard
damage    = 14, 4
priority  = 5
guardflag = MA
pausetime = 0,8
guard.pausetime = 0,2
sparkno = S1062
guard.sparkno = S1063
sparkxy = 0,0
hitsound   = 5,2
guardsound = S1,10
ground.type = Hard
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = 0
guard.velocity = 0
air.velocity = -0.5,-5
airguard.velocity = -4,-4.5
p2facing = 1

[State 2079, 3]
type = destroyself
trigger1 = time = 73
trigger2 = parent,stateno != 2075 && (parent,stateno != [2081,2082])

;--- xz ---
[Statedef 2080]
type    = S
movetype= A
physics = N
juggle  = 4
ctrl = 0
velset = 0,0
anim = 2098
sprpriority = 3

[State 2080, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2080, Hit]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA
slot = 0
stateno = 2080

[State 2080, 1]
type = sprpriority
trigger1 = 1
value = 3

[State 2080, var]
type = VarRandom
trigger1 = Time%2 = 0
v = 4
range = 4

[State 2080, vel]
type = VelSet
trigger1 = time = 4
x = -36
y = -32

[State 2080, anim]
type = ChangeAnim
triggerall = anim = 2093
trigger1 = pos Y < -200 || backedgedist < 30
value = 2084+4*(var(4) = 1)+8*(var(4) = 2)+12*(var(4) = 3)+16*(var(4) = 4)

[State 2080, anim]
type = ChangeAnim
triggerall = anim = 2084 || anim = 2092 || anim = 2096 || anim = 2100 || anim = 2088
trigger1 = frontedgedist < 30
value = 2085+4*(var(4) = 1)+8*(var(4) = 2)+12*(var(4) = 3)+16*(var(4) = 4)

[State 2080, anim]
type = ChangeAnim
triggerall = anim = 2084 || anim = 2092 || anim = 2096 || anim = 2100 || anim = 2088
trigger1 = pos Y > 10
value = 2086+4*(var(4) = 1)+8*(var(4) = 2)+12*(var(4) = 3)+16*(var(4) = 4)

[State 2080, anim]
type = ChangeAnim
triggerall = anim = 2085 || anim = 2093 || anim = 2097 || anim = 2101 || anim = 2089
trigger1 = backedgedist < 30
value = 2084+4*(var(4) = 1)+8*(var(4) = 2)+12*(var(4) = 3)+16*(var(4) = 4)

[State 2080, anim]
type = ChangeAnim
triggerall = anim = 2085 || anim = 2093 || anim = 2097 || anim = 2101 || anim = 2089
trigger1 = Pos Y > 10 && Pos X >= 0
value = 2086+8*(var(4) = [1,2])+12*(var(4) = [3,4])

[State 2080, anim]
type = ChangeAnim
triggerall = anim = 2085 || anim = 2093 || anim = 2097 || anim = 2101 || anim = 2089
trigger1 = Pos Y > 10 && Pos X < 0
value = 2090+8*(var(4) = [1,2])+12*(var(4) = [3,4])

[State 2080, anim]
type = ChangeAnim
triggerall = anim = 2086 || anim = 2094 || anim = 2098 || anim = 2102 || anim = 2090
trigger1 = backedgedist < 30
value = 2087+4*(var(4) = 1)+8*(var(4) = 2)+12*(var(4) = 3)+16*(var(4) = 4)

[State 2080, anim]
type = ChangeAnim
triggerall = anim = 2086 || anim = 2094 || anim = 2098 || anim = 2102 || anim = 2090
trigger1 = Pos Y < -200 && Pos X >= 0
value = 2088+8*(var(4) = [1,2])+12*(var(4) = [3,4])

[State 2080, anim]
type = ChangeAnim
triggerall = anim = 2086 || anim = 2094 || anim = 2098 || anim = 2102 || anim = 2090
trigger1 = Pos Y < -200 && Pos X < 0
value = 2084+8*(var(4) = [1,2])+12*(var(4) = [3,4])

[State 2080, anim]
type = ChangeAnim
triggerall = anim = 2087 || anim = 2095 || anim = 2099 || anim = 2103 || anim = 2091
trigger1 = frontedgedist < 30
value = 2085+4*(var(4) = 1)+8*(var(4) = 2)+12*(var(4) = 3)+16*(var(4) = 4)

[State 2080, anim]
type = ChangeAnim
triggerall = anim = 2087 || anim = 2095 || anim = 2099 || anim = 2103 || anim = 2091
trigger1 = Pos Y < -200 && Pos X >= 0
value = 2088+8*(var(4) = [1,2])+12*(var(4) = [3,4])

[State 2080, anim]
type = ChangeAnim
triggerall = anim = 2087 || anim = 2095 || anim = 2099 || anim = 2103 || anim = 2091
trigger1 = Pos Y < -200 && Pos X < 0
value = 2084+8*(var(4) = [1,2])+12*(var(4) = [3,4])

[State 2080, vel]
type = VelSet
trigger1 = time > 4 && anim = 2084
trigger1 = vel x != 48 || vel y != 6
x = 48
y = 6

[State 2080, vel]
type = VelSet
trigger1 = time > 4 && anim = 2092
trigger1 = vel x != 45 || vel y != 11
x = 45
y = 11

[State 2080, vel]
type = VelSet
trigger1 = time > 4 && anim = 2096
trigger1 = vel x != 36 || vel y != 36
x = 36
y = 36

[State 2080, vel]
type = VelSet
trigger1 = time > 4 && anim = 2100
trigger1 = vel x != 11 || vel y != 46
x = 11
y = 46

[State 2080, vel]
type = VelSet
trigger1 = time > 4 && anim = 2088
trigger1 = vel x != 6 || vel y != 48
x = 6
y = 48

[State 2080, vel]
type = VelSet
trigger1 = time > 4 && anim = 2085
trigger1 = vel x != -48 || vel y != 6
x = -48
y = 6

[State 2080, vel]
type = VelSet
trigger1 = time > 4 && anim = 2093
trigger1 = vel x != -45 || vel y != 11
x = -45
y = 11

[State 2080, vel]
type = VelSet
trigger1 = time > 4 && anim = 2097
trigger1 = vel x != -36 || vel y != 36
x = -36
y = 36

[State 2080, vel]
type = VelSet
trigger1 = time > 4 && anim = 2101
trigger1 = vel x != -11 || vel y != 46
x = -11
y = 46

[State 2080, vel]
type = VelSet
trigger1 = time > 4 && anim = 2089
trigger1 = vel x != -6 || vel y != 48
x = -6
y = 48

[State 2080, vel]
type = VelSet
trigger1 = time > 4 && anim = 2086
trigger1 = vel x != -48 || vel y != -6
x = -48
y = -6

[State 2080, vel]
type = VelSet
trigger1 = time > 4 && anim = 2094
trigger1 = vel x != -45 || vel y != -11
x = -45
y = -11

[State 2080, vel]
type = VelSet
trigger1 = time > 4 && anim = 2098
trigger1 = vel x != -36 || vel y != -36
x = -36
y = -36

[State 2080, vel]
type = VelSet
trigger1 = time > 4 && anim = 2102
trigger1 = vel x != -11 || vel y != -46
x = -11
y = -46

[State 2080, vel]
type = VelSet
trigger1 = time > 4 && anim = 2090
trigger1 = vel x != -6 || vel y != -48
x = -6
y = -48

[State 2080, vel]
type = VelSet
trigger1 = time > 4 && anim = 2087
trigger1 = vel x != 48 || vel y != -6
x = 48
y = -6

[State 2080, vel]
type = VelSet
trigger1 = time > 4 && anim = 2095
trigger1 = vel x != 45 || vel y != -11
x = 45
y = -11

[State 2080, vel]
type = VelSet
trigger1 = time > 4 && anim = 2099
trigger1 = vel x != 36 || vel y != -36
x = 36
y = -36

[State 2080, vel]
type = VelSet
trigger1 = time > 4 && anim = 2103
trigger1 = vel x != 11 || vel y != -46
x = 11
y = -46

[State 2080, vel]
type = VelSet
trigger1 = time > 4 && anim = 2091
trigger1 = vel x != 6 || vel y != -48
x = 6
y = -48

[State 2080, 2]
type = HitDef
trigger1 = time > 0
attr = S, HP
animtype  = Hard
damage    = 14, 4
priority  = 5
guardflag = MA
pausetime = 0,8
guard.pausetime = 0,2
sparkno = S1062
guard.sparkno = S1063
sparkxy = 0,0
hitsound   = 5,2
guardsound = S1,10
ground.type = Hard
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = 0
guard.velocity = 0
air.velocity = -0.5,-5
airguard.velocity = -4,-4.5
p2facing = 1

[State 2080, 3]
type = destroyself
trigger1 = time = 100
trigger2 = parent,stateno != 2076

;--------------ALS
[Statedef 2081]
type = A
movetype = A
physics = N
juggle  = 4
poweradd= -1000
velset = 0,0
anim = 2104
ctrl = 0
sprpriority = 2

[State 2081, Super A]
type = SuperPause
trigger1 = AnimElemTime(3) = 3
darken = 0
time = 32
pos = 25, -57
anim = 100
sound = 20, 0

[State 2081, 1]
type = Explod
trigger1 = AnimElemTime(3) = 3
trigger1 = numexplod(1850) = 0
id = 1850
anim = 1853-(root,PalNo = 2 || root,PalNo = 5)-2*(root,PalNo = 3 || root,PalNo = 6)
facing = 1
pos = 0, 0
postype = back
supermovetime = 32
scale = 1.5,1.5
sprpriority = -1
ignorehitpause = 1

[State 2081, 1]
type = Explod
trigger1 = AnimElemTime(3) = 3
trigger1 = numexplod(1065) = 0
id = 1065
anim = 1065
facing = 1
pos = 0, 0
supermovetime = 32
postype = back
removeongethit = 1
sprpriority = -1

[State 2081, 1]
type = Explod
trigger1 = AnimElemTime(3) = 3
trigger1 = numexplod(1066) = 0
id = 1066
anim = 1066
facing = 1
pos = 0, 0
supermovetime = 32
postype = back
removeongethit = 1
sprpriority = -1

[State 2081, Super B]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time = 44

[State 2081, 2]
type = helper
trigger1 = AnimElemTime(4) = 1
trigger1 = numhelper(17) = 0
helpertype = normal
name = "ls"
id = 17
pos = 46,-29
postype = p1
stateno = 2079
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2081, 1]
type = PlaySnd
trigger1 = Time = 11
value = 0, 1

[State 2081, 1]
type = Posadd
trigger1 = AnimElemTime(2) = 2
y = -5

[State 2081, 1]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = -7
y = -7

[State 2081, 1]
type = Veladd
trigger1 = AnimElemTime(4) > 1 && vel x < 0
x = .2

[State 2081, 1]
type = Veladd
trigger1 = AnimElemTime(4) > 1
y = .4

[State 2081, 2]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2082

; Jump Land
[Statedef 2082]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 2105

[State 2082, 0]
type = PosSet
trigger1 = time = 0
Pos Y = 0

[State 2082, 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
