;tandem attack state
;var(0)-var(40) R}hL^p
;var(50)-var(55) tandem attack
;======hontai state===============
[Statedef 280]
type = S
movetype = A
physics = S
juggle = 4
ctrl = 0
velset = 0,0,0
anim = 2000

[State 280, 2]
type = PlaySnd
trigger1 = AnimElem = 1 && PalNo != 2
value = 3, 5

[State 280, 2]
type = PlaySnd
trigger1 = AnimElem = 1 && PalNo = 2
value = 4, 7

[State 280 ,1]
type = VarSet
trigger1 = time = 0
var(9) = 3

[State 280, 2]
type = helper
trigger1 = time = 0
trigger1 = numhelper(400) = 0
helpertype = normal
name = "tan"
id = 400
pos = 0,0
postype = p1
stateno = 2270
keyctrl = 0
ownpal = 1
supermovetime = 1000000
pausemovetime = 1000000
bindtime = -1

[State 280, 3]
type = helper
trigger1 = time = 0
trigger1 = numhelper(500) = 0
helpertype = normal
name = "dem"
id = 500
pos = 0,0
postype = p1
stateno = 2220
keyctrl = 0
ownpal = 1
supermovetime = 1000000 
pausemovetime = 1000000
bindtime = -1

[State 280, var]
type = Varset
trigger1 = time = 1
var(9) = 3

[State 280, 1]
type = SuperPause
trigger1 = time = 1
poweradd = -1000
darken = 0
movetime = 90
time = 90
pos = 10, -85
anim = 102

[State 280, 1]
type = Explod
trigger1 = Time = 0
trigger1 = numexplod(1850) = 0
id = 1850
anim = 1850;3-(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 = 0
ignorehitpause = 1

[State 280, 1]
type = Explod
trigger1 = Time = 0
trigger1 = numexplod(1071) = 0
id = 1071
anim = 1071
facing = 1
pos = 0, 0
supermovetime = 32
postype = back
removeongethit = 1
sprpriority = -5

[State 280, 1]
type = Explod
trigger1 = Time = 0
trigger1 = numexplod(1072) = 0
id = 1072
anim = 1071
facing = 1
pos = 675, 0
supermovetime = 32
postype = back
removeongethit = 1
sprpriority = -5

[State 280, 4]
type = ChangeState
trigger1 = time >= 60 && command = "holda"
value = 285
ctrl = 0

[State 280, 5]
type = ChangeState
trigger1 = time >= 90
value = 0
ctrl = 1

[Statedef 285]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0,0

[State 285, 1]
type = ChangeState
trigger1 = time >= 0 && command != "holda"
trigger2 = var(12) <= 0
value = 0
ctrl = 1

;======helper(400)state====================
[Statedef 2270]
type = S
movetype = I
anim = 1080
sprpriority = 2
ctrl = 0

[state 2270 ,1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2270 ,2]
type = changestate
trigger1 = root,stateno != [280,285]
value = 2275

[Statedef 2275]
type = S
movetype = I
anim = 1081
sprpriority = 2
ctrl = 0

[State 2270 ,1]
type = destroyself
trigger1 = animtime = 0
;======helper(500)state=====================
;var reset
[Statedef 2220]
type = S
movetype = I
anim = 1201
sprpriority = 1
ctrl = 0

[State 2220, 1]
type = VarSet
var(49) = 0
trigger1 = time = 0

[State 2220, 1]
type = VarSet
var(0) = 0
trigger1 = time = 0

[State 2220, 1]
type = VarSet
var(50) = 0
trigger1 = time = 0

[State 2220, 1]
type = VarSet
var(52) = 0
trigger1 = time = 0

[State 2220, 1]
type = VarSet
var(53) = 0
trigger1 = time = 0

[State 2220, 1]
type = VarSet
var(54) = 0
trigger1 = time = 0

[State 2220, 1]
type = VarSet
var(55) = 0
trigger1 = time = 0

[State 2220,1]
type = ChangeState
trigger1 = time = 0
value = 2222
;----------------------------
[Statedef 2222]
type = S
movetype = I
ctrl = 0

[State 2222, var]
type = Varset
trigger1 = root,var(14) = 1
var(49) = 1

[State 2222,1]
type = ChangeState
trigger1 = root,stateno != [280,285]
trigger2 = var(55) > 120
value = 2224

[State 2222, 1]
type = Varset
trigger1 = (root,command = "ss_x2" || root,command = "ss_y2" || root,command = "ss_z2") && var(49) = 1
var(54) = 11*ifelse((var(55) = [40,79]),100,ifelse((var(55) = [80,119]),10000,1))

[State 2222, 1]
type = VarSet
trigger1 = (root,command = "QCF_x" || root,command = "QCF_y" || root,command = "QCF_z") && var(49) = 0
trigger2 = (root,command = "rd_x2" || root,command = "rd_y2" || root,command = "rd_z2") && var(49) = 1
var(54) = 10*ifelse((var(55) = [40,79]),100,ifelse((var(55) = [80,119]),10000,1))

[State 2222, >y]
type = Varset
trigger1 = root,command = "y" && root,command = "holdf" && root,command != "holddown" && var(49) = 0
trigger2 = root,command = "z" && root,command = "holdf" && root,command != "holddown" && var(49) = 1
var(54) = 9*ifelse((var(55) = [40,79]),100,ifelse((var(55) = [80,119]),10000,1))

[State 2222, 1]
type = Varset
trigger1 = root,command = "QCF_xy" && root,power >= 1000 && var(49) = 0
var(54) = 11*ifelse((var(55) = [40,79]),100,ifelse((var(55) = [80,119]),10000,1))

[State 2222, >x]
type = VarSet
trigger1 = root,command = "x" && root,command = "holdf" && root,command != "holddown" && var(49) = 0
trigger2 = root,command = "y" && root,command = "holdba" && root,command != "holddown" && var(49) = 1
var(54) = 7*ifelse((var(55) = [40,79]),100,ifelse((var(55) = [80,119]),10000,1))

[State 2222, <z]
type = VarSet
trigger1 = root,command = "z" && root,command = "holdba" && root,command != "holddown" && var(49) = 0
trigger2 = root,command = "y" && root,command = "holdf" && root,command != "holddown" && var(49) = 1
var(54) = 8*ifelse((var(55) = [40,79]),100,ifelse((var(55) = [80,119]),10000,1))

[State 2222, s_x]
type = Varset
triggerall = root,command = "x" && root,command != "holddown" && root,command != "QCF_xy"
trigger1 = root,command != "holdf" && root,command != "QCF_x" && var(49) = 0
trigger2 = root,command != "ss_x2" && root,command != "rd_x2" && root,var(14) = 1
var(54) = 1*ifelse((var(55) = [40,79]),100,ifelse((var(55) = [80,119]),10000,1))

[State 2222, s_y]
type = Varset
triggerall = root,command = "y" && root,command != "holdf" && root,command != "holddown" && root,command != "QCF_xy"
trigger1 = root,command != "QCF_y" && root,var(14) = 0
trigger2 = root,command != "ss_y2" && root,command != "holdba" && root,command != "rd_y2" && var(49) = 1
var(54) = 2*ifelse((var(55) = [40,79]),100,ifelse((var(55) = [80,119]),10000,1))

[State 2222, s_z]
type = Varset
triggerall = root,command = "z" && root,command != "holddown" 
trigger1 = root,command != "holdba" && root,command != "QCF_z" && var(49) = 0
trigger2 = root,command != "ss_z2" && root,command != "holdf" && root,command != "rd_z2" && var(49) = 1
var(54) = 3*ifelse((var(55) = [40,79]),100,ifelse((var(55) = [80,119]),10000,1))

[State 2222, c_x]
type = Varset
triggerall = root,command = "x" && root,command = "holddown" && root,command != "QCF_xy"
trigger1 = root,command != "QCF_x" && var(49) = 0
trigger2 = root,command != "ss_x2" && root,command != "rd_x2" && var(49) = 1
var(54) = 4*ifelse((var(55) = [40,79]),100,ifelse((var(55) = [80,119]),10000,1))

[State 2222, c_y]
type = Varset
triggerall = root,command = "y" && root,command = "holddown" && root,command != "QCF_xy"
trigger1 = root,command != "QCF_y" && var(49) = 0
trigger2 = root,command != "ss_y2" && root,command != "rd_y2" && var(49) = 1
var(54) = 5*ifelse((var(55) = [40,79]),100,ifelse((var(55) = [80,119]),10000,1))

[State 2222, c_z]
type = Varset
triggerall = root,command = "z" && root,command = "holddown" 
trigger1 = root,command != "QCF_z" && var(49) = 0
trigger2 = root,command != "ss_z2" && root,command != "rd_z2" && var(49) = 1
var(54) = 6*ifelse((var(55) = [40,79]),100,ifelse((var(55) = [80,119]),10000,1))

[State 2222, input]
type = VarSet
trigger1 = var(54) != 0
trigger1 = var(55) < 40
var(var(52)) = var(54)

[State 2222, +40]
type = VarAdd
trigger1 = var(54) != 0
trigger1 = var(55) >= 40
var(var(52)) = var(54)

[State 2222, varset]
type = Varset
trigger1 = root,var(59) = 1 && time%10 = 1
trigger1 = root,var(59) = 1 && var(55) < 10
var(54) = 1

[State 2222, 1]
type = VarAdd
trigger1 = var(54) != 0
var(52) = 1

[State 2222, 1]
type = VarAdd
trigger1 = var(54) != 0
var(55) = 1

[State 2222, reset]
type = VarSet
trigger1 = var(55) = 40 || var(55) = 80
var(52) = 0

[State 2222, 2]
type = PlaySnd
trigger1 = var(54) != 0
value = 3, 4

[State 2222, reset]
type = Varset
trigger1 = var(54) != 0
var(54) = 0
;-------UJn----------------
[Statedef 2224]
type = S
movetype = A
physics = N
velset = 10,0
anim = 2020 + 35*(var(49) = 1)
ctrl = 0

[State 2224, varset]
type = Varset
trigger1 = root,var(59) = 1 && time = 0 && var(55) <= 9
var(55) = 9

[State 2224, varset]
type = Varset
trigger1 = root,var(59) = 1 && time = 0
var(0) = 1+3*(var(49) = 1)

[State 2224, varset]
type = Varset
trigger1 = root,var(59) = 1 && time = 0
var(1) = 2+3*(var(49) = 1)

[State 2224, varset]
type = Varset
trigger1 = root,var(59) = 1 && time = 0
var(2) = 2+3*(var(49) = 1)

[State 2224, varset]
type = Varset
trigger1 = root,var(59) = 1 && time = 0
var(3) = 1+3*(var(49) = 1)

[State 2224, varset]
type = Varset
trigger1 = root,var(59) = 1 && time = 0
var(4) = 2+3*(var(49) = 1)

[State 2224, varset]
type = Varset
trigger1 = root,var(59) = 1 && time = 0
var(5) = 2+3*(var(49) = 1)

[State 2224, varset]
type = Varset
trigger1 = root,var(59) = 1 && time = 0
var(6) = 1+3*(var(49) = 1)

[State 2224, varset]
type = Varset
trigger1 = root,var(59) = 1 && time = 0
var(7) = 2+3*(var(49) = 1)

[State 2224, varset]
type = Varset
trigger1 = root,var(59) = 1 && time = 0
var(8) = 3+3*(var(49) = 1)

[State 2224, 3]
type = helper
trigger1 = time = 0 && var(49) = 0
trigger1 = numhelper(600) = 0
helpertype = normal
name = "he"
id = 600
pos = 0,0
postype = p1
stateno = 2230
keyctrl = 0
ownpal = 1
;supermovetime = 1000000 
;pausemovetime = 1000000
bindtime = -1

[State 2224, 1]
type = playerpush
trigger1 = 1
value = 1

[State 2224, 2]
type = NotHitBy
trigger1 = 1
value = , AT

[State 2224, 3]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 2224, 4]
type = VarSet
trigger1 = time = 0
var(51) = var(var(53))

[State 2224, 5]
type = changestate
trigger1 = p2dist x < 100
trigger1 = var(0) != 0
value = 3330 + ifelse(var(var(53)) > 99,var(51)%100,var(51)) + 20*(var(49) = 1)

[State 2224, 6]
type = destroyself
trigger1 = time = 27
trigger2 = p2dist x < 100
trigger2 = var(0) = 0
;--------------------------------------------
[Statedef 2225]
type = U
movetype = A
physics = N
anim = 2025
velset = 5,0
ctrl = 0

[State 2225, 1]
type = playerpush
trigger1 = 1
value = 1

[State 2225, 2]
type = Varadd
trigger1 = time = 0
var(53) = 1

[State 2225, 3]
type = Varadd
trigger1 = time = 0
var(50) = 1

[State 2225, 4]
type = VarSet
trigger1 = var(53) = 40 || var(53) = 80
var(53) = 0

[State 2225, 5]
type = NotHitBy
trigger1 = 1
value = , AT

[State 2225, 6]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 2225, 7]
type = VarSet
trigger1 = time = 0
var(51) = var(var(53))

[State 2225, 8]
type = changestate
trigger1 = time = 0
trigger1 = parent,var(8) = 100
value = 3330 + 20*(var(49) = 1)

[State 2225, 8]
type = changestate
trigger1 = time = 0
trigger1 = var(55)-var(50) <= 0
value = 3330 + 20*(var(49) = 1)

[State 2225, 9]
type = changestate
trigger1 = time = 0
trigger1 = var(51) > 99
value = 3330 + var(51)%100 + 20*(var(49) = 1)

[State 2225, 10]
type = changestate
trigger1 = time = 0
trigger1 = var(51) <= 99
value = 3330 + var(51) + 20*(var(49) = 1)
;---------------------------
[Statedef 3330]
type = S
movetype = A
anim = 1201;2030
velset = 0,0
ctrl = 0

[State 3300, 1]
type = ParentVarSet
trigger1 = time = 0
var(8) = 0

[State 3330 ,1]
type = destroyself
trigger1 = animtime = 0
;--------------------
[Statedef 3331]
type = S
movetype = A
physics = N
velset = 2,0
anim = 2001
ctrl = 0

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

[State 3331, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 3331, 2]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 3331, 3]
type = playerpush
trigger1 = 1
value = 1

[State 3331, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 10
sparkno = 0
sparkxy = -10, -76
hitsound = S1, 3
guardsound = 6, 0
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 3331, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 3331, 6]
type = VarSet
trigger1 = time = 0
trigger1 = var(var(53)) = [100,999999]
v = var(53)
value = var(var(53))/100

[State 3331, 7]
type = VelSet
trigger1 = frontedgedist  < 50
x = 0

[State 3331 ,8]
type = ChangeState
trigger1 = movecontact && animelemtime(3) = 3
trigger2 = animtime = 0
value = 2225
;--------------------
[Statedef 3332]
type = S
movetype = A
physics = N
velset = 2,0
anim = 2002
ctrl = 0

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

[State 3332, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 3332, 2]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 3332, 3]
type = playerpush
trigger1 = 1
value = 1

[State 3332, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 10
guardflag = MA
pausetime = 6,12
sparkno = 0
sparkxy = -10,-37
hitsound   = S1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 3332, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 3332, 6]
type = VarSet
trigger1 = time = 0
trigger1 = var(var(53)) = [100,999999]
v = var(53)
value = var(var(53))/100

[State 3332, 7]
type = VelSet
trigger1 = frontedgedist  < 50
x = 0

[State 3332, 8]
type = ChangeState
trigger1 = movecontact && animelem = 4
trigger2 = animtime = 0
value = 2225
;--------------------
[Statedef 3333]
type = S
movetype = A
physics = N
velset = 2,0
anim = 2003
ctrl = 0

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

[State 3333, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 3333, 2]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 3333, 3]
type = playerpush
trigger1 = 1
value = 1

[State 3333, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 15
guardflag = MA
pausetime = 12,12
sparkno = 0
sparkxy = -10,-37
hitsound   = S1,5
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 3333, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4

[State 3333, 6]
type = VarSet
trigger1 = time = 0
trigger1 = var(var(53)) = [100,999999]
v = var(53)
value = var(var(53))/100

[State 3333, 7]
type = VelSet
trigger1 = frontedgedist  < 50
x = 0

[State 3333, 8]
type = ChangeState
trigger1 = movecontact && animelem = 6
trigger2 = animtime = 0
value = 2225
;------------Ⴊݏ--------
[Statedef 3334]
type = C
movetype = A
physics = N
velset = 2,0
anim = 2006
ctrl = 0

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

[State 3334, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 3334, 2]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 3334, 3]
type = playerpush
trigger1 = 1
value = 1

[State 3334, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 5
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = 0
sparkxy = -10,-42
hitsound   = S1,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3

[State 3334, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 3334, 6]
type = VarSet
trigger1 = time = 0
trigger1 = var(var(53)) = [100,999999]
v = var(53)
value = var(var(53))/100

[State 3334, 7]
type = VelSet
trigger1 = frontedgedist  < 50
x = 0

[State 3334, 8]
type = ChangeState
trigger1 = movecontact && animelemtime(3) = 3
trigger2 = animtime = 0
value = 2225
;------------Ⴊݒ--------
[Statedef 3335]
type = C
movetype = A
physics = N
velset = 2,0
anim = 2007
ctrl = 0

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

[State 3335, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 3335, 2]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 3335, 3]
type = playerpush
trigger1 = 1
value = 1

[State 3335, 4]
type = HitDef
trigger1 = AnimElem = 6
attr = C, NA
damage    = 10
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 10,12
sparkno = 1
sparkxy = -10,-5
hitsound   = S1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4

[State 3335, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 3335, 6]
type = VarSet
trigger1 = time = 0
trigger1 = var(var(53)) = [100,999999]
v = var(53)
value = var(var(53))/100

[State 3335, 7]
type = VelSet
trigger1 = frontedgedist  < 50
x = 0

[State 3335, 8]
type = ChangeState
trigger1 = movecontact && animelemtime(7) = 3
trigger2 = animtime = 0
value = 2225
;------------Ⴊݑ--------
[Statedef 3336]
type = C
movetype = A
physics = N
velset = 2,0
anim = 2008
ctrl = 0

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

[State 3336, 1]
type = NotHitBy
trigger1 = 1
value =  , AT

[State 3336, 2]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 3336, 3]
type = playerpush
trigger1 = 1
value = 1

[State 3336 4]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
damage    = 15
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 8,12
sparkno = 0
sparkxy = -10,-8
hitsound   = S1,5
guardsound = 6,0
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 3336, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4

[State 3336, 6]
type = VarSet
trigger1 = time = 0
trigger1 = var(var(53)) = [100,999999]
v = var(53)
value = var(var(53))/100

[State 3336, 7]
type = VelSet
trigger1 = frontedgedist  < 50
x = 0

[State 3336, 8]
type = ChangeState
trigger1 = movecontact && animelem = 7
trigger2 = animtime = 0
value = 2225
;------------>x--------
[Statedef 3337]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2004
ctrl = 0

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

[State 3337, 1]
type = NotHitBy
trigger1 = 1
value =  , AT

[State 3337, 2]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 3337, 3]
type = playerpush
trigger1 = 1
value = 1

[State 3337, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 10
sparkno = 0
sparkxy = -10, -76
hitsound = S1,3
guardsound = 6,0
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 3337, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 3337, 6]
type = VelSet
trigger1 = animelem = 4
trigger1 = frontedgedist  >= 50
x = 2

[State 3337, 7]
type = VarSet
trigger1 = time = 0
trigger1 = var(var(53)) = [100,999999]
v = var(53)
value = var(var(53))/100

[State 3337, 8]
type = VelSet
trigger1 = frontedgedist  < 50
x = 0

[State 3337, 9]
type = ChangeState
trigger1 = movecontact && animelemtime(4) = 3
trigger2 = animtime = 0
value = 2225
;------------<z--------
[Statedef 3338]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2005
ctrl = 0

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

[State 3338, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 3338, 2]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 3338, 3]
type = playerpush
trigger1 = 1
value = 1

[State 3338, 4]
type = HitDef
trigger1 = Animelem = 2
attr = S, NA
animtype  = Medium
damage    = 15
guardflag = MA
pausetime = 6,12
sparkno = 0
sparkxy = -10,-37
hitsound   = S1,5
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 3338, 4]
type = HitDef
trigger1 = Animelem = 6 && movecontact = 0
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = MA
pausetime = 12,12
sparkno = 0
sparkxy = -10,-37
hitsound   = S1,5
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 3338, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 4

[State 3338, 6]
type = VelSet
trigger1 = animelem = 5
trigger1 = frontedgedist  >= 100
x = 2

[State 3338, 7]
type = VarSet
trigger1 = time = 0
trigger1 = var(var(53)) = [100,999999]
var(var(53)) = var(var(53))/100

[State 3338, 8]
type = ChangeState
trigger1 = animtime = 0
trigger2 = movecontact
value = 2225
;------------>y--------
[Statedef 3339]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2010
ctrl = 0

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

[State 3339, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 3339, 2]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 3339, 3]
type = playerpush
trigger1 = 1
value = 1

[State 3339, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 10
guardflag = MA
pausetime = 12,12
sparkno = 0
sparkxy = -10,-37
hitsound   = S1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 3339, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 3339, 7]
type = VarSet
trigger1 = time = 0
trigger1 = var(var(53)) = [100,999999]
var(var(53))= var(var(53))/100

[State 3339, 8]
type = ChangeState
trigger1 = animtime = 0
value = 2225
;-----ESP--------
[Statedef 3340]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2009
ctrl = 0

[State 3340, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 3340, 2]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 3340, 3]
type = playerpush
trigger1 = 1
value = 1

[State 3340, 4]
type = Explod
trigger1 = AnimElemTime(5) = 5
trigger1 = numexplod(1030) = 0
id = 1030
anim = 1030
facing = 1
pos = -22, 0
postype = p1
bindtime = -1
removeongethit = 1
sprpriority = 4

[State 3340, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2, 2

[State 3340, 7]
type = VarSet
trigger1 = time = 0
trigger1 = var(var(53)) = [100,999999]
var(var(53))= var(var(53))/100

[State 3340, 8]
type = ChangeState
trigger1 = animtime = 0
value = 2225

;-----SuperComboESP--------
[Statedef 3341]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2011
ctrl = 0

[State 3341, 1]
type = ChangeState
trigger1 = time = 0 && power < 1000
value = 3340

[State 3341, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 3341, Super A]
type = SuperPause
trigger1 = AnimElemTime(6) = 1
darken = 0
time = 32
pos = 25, -57
anim = 100
sound = 20, 0
poweradd = -1000

[State 3041, 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 3041, 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 3341, 2]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 3341, 3]
type = playerpush
trigger1 = 1
value = 1

[State 3341, 6]
type = VarSet
trigger1 = time = 0
trigger1 = var(var(53)) = [100,999999]
var(var(53)) = var(var(53))/100

[State 3341, 7]
type = ChangeState
trigger1 = animtime = 0
value = 2225

;======helper(600)state=====================
[Statedef 2230]
movetype = I
ctrl = 0
sprpriority = 1
anim = 1242
ignorehitpause = 1

[State 2230, 1]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 2230, 2]
type = NotHitBy
trigger1 = 1
value = , AT

[State 2224, 6]
type = destroyself
trigger1 = parent,stateno = 2224 && time = 27
trigger2 = p2dist x < 100
trigger2 = parent,stateno = 2224 && parent,var(0) = 0
trigger3 = anim = 2031 && animtime = 0
trigger4 = anim = 1321 && animtime = 0

[State 2030, 2]
type = ChangeAnim
triggerall = parent,stateno = 752
trigger1 = anim != 1321
ignorehitpause = 1
value = 1321

[State 2030, 2]
type = ChangeAnim
triggerall = parent,anim = 2025
trigger1 = anim != 1216
ignorehitpause = 1
value = 1216

[State 2030, 2]
type = ChangeAnim
triggerall = parent,stateno = 3330
trigger1 = anim != 2031
ignorehitpause = 1
value = 2031

[State 2030, x]
type = ChangeAnim
triggerall = parent,stateno = 3331 && parent,animelem = 1
trigger1 = anim != 1262
ignorehitpause = 1
value = 1262

[State 2030, x]
type = ChangeAnim
triggerall = parent,stateno = 3331 && parent,animelem = 3
trigger1 = anim != 1263
ignorehitpause = 1
value = 1263

[State 2030, y]
type = ChangeAnim
trigger1 = parent,stateno = 3332 && parent,animelem = 1
trigger1 = anim != 1266
ignorehitpause = 1
value = 1266

[State 2030, y]
type = ChangeAnim
triggerall = parent,stateno = 3332 && parent,animelem = 3
trigger1 = anim != 1267
ignorehitpause = 1
value = 1267

[State 2030, z]
type = ChangeAnim
triggerall = parent,stateno = 3333 && parent,animelem = 1
trigger1 = anim != 1270
ignorehitpause = 1
value = 1270

[State 2030, z]
type = ChangeAnim
triggerall = parent,stateno = 3333 && parent,animelem = 5
trigger1 = anim != 1271
ignorehitpause = 1
value = 1271

[State 2030, >x]
type = ChangeAnim
trigger1 = parent,stateno = 3337 && parent,animelem = 1
trigger1 = anim != 1274
ignorehitpause = 1
value = 1274

[State 2030, >x]
type = ChangeAnim
triggerall = parent,stateno = 3337 && parent,animelem = 4
trigger1 = anim != 1275
ignorehitpause = 1
value = 1275

[State 2030, <z]
type = ChangeAnim
trigger1 = parent,stateno = 3338 && parent,animelem = 1
trigger1 = anim != 1279
ignorehitpause = 1
value = 1279

[State 2030, <z]
type = ChangeAnim
triggerall = parent,stateno = 3338 && parent,animelem = 3
trigger1 = anim != 1280
ignorehitpause = 1
value = 1280

[State 2030, <z]
type = ChangeAnim
triggerall = parent,stateno = 3338 && parent,animelem = 7
trigger1 = anim != 1281
ignorehitpause = 1
value = 1281

[State 2030, >y]
type = ChangeAnim
triggerall = parent,stateno = 3339 && parent,animelem = 1
trigger1 = anim != 1324
ignorehitpause = 1
value = 1324

[State 2030, >y]
type = ChangeAnim
triggerall = parent,stateno = 3339 && parent,animelem = 5
trigger1 = anim != 1325
ignorehitpause = 1
value = 1325

[State 2030, cx]
type = ChangeAnim
triggerall = parent,stateno = 3334 && parent,animelem = 1
trigger1 = anim != 1284
ignorehitpause = 1
value = 1284

[State 2030, cx]
type = ChangeAnim
triggerall = parent,stateno = 3334 && parent,animelem = 3
trigger1 = anim != 1285
ignorehitpause = 1
value = 1285

[State 2030, cy]
type = ChangeAnim
triggerall = parent,stateno = 3335 && parent,animelem = 1
trigger1 = anim != 1288
ignorehitpause = 1
value = 1288

[State 2030, cy]
type = ChangeAnim
triggerall = parent,stateno = 3335 && parent,animelem = 7
trigger1 = anim != 1289
ignorehitpause = 1
value = 1289

[State 2030, cz]
type = ChangeAnim
triggerall = parent,stateno = 3336 && parent,animelem = 1
trigger1 = anim != 1292
ignorehitpause = 1
value = 1292

[State 2030, cz]
type = ChangeAnim
triggerall = parent,stateno = 3336 && parent,animelem = 6
trigger1 = anim != 1293
ignorehitpause = 1
value = 1293

[State 2030, 2]
type = ChangeAnim
triggerall = parent,stateno = 3340 && parent,animelem = 1
trigger1 = anim != 1022
ignorehitpause = 1
value = 1022

[State 2030, 2]
type = ChangeAnim
triggerall = parent,stateno = 3341 && parent,animelem = 1
trigger1 = anim != 1013
ignorehitpause = 1
value = 1013

[State 2030, 2]
type = ChangeAnim
triggerall = parent,stateno = 3341 && parent,animelemtime(2) = 1
trigger1 = anim = 1013
ignorehitpause = 1
value = 1013
elem = 2

[State 2030, 3]
type = helper
trigger1 = anim = 1022 && AnimElemTime(5) = 5
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1601
keyctrl = 0
ownpal = 0
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1022 && AnimElemTime(5) = 8
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1602
keyctrl = 0
ownpal = 0
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1022 && AnimElemTime(5) = 11
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1603
keyctrl = 0
ownpal = 0
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1022 && AnimElemTime(5) = 14
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1604
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1013 && AnimElemTime(6) = 12
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1050
keyctrl = 0
ownpal = 0
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1013 && AnimElemTime(6) = 12
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1051
keyctrl = 0
ownpal = 0
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1013 && AnimElemTime(6) = 13
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1052
keyctrl = 0
ownpal = 0
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1013 && AnimElemTime(6) = 13
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1053
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1013 && AnimElemTime(6) = 17
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1054
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1013 && AnimElemTime(6) = 17
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1055
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1013 && AnimElemTime(6) = 17
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1056
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1013 && AnimElemTime(6) = 21
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1057
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1013 && AnimElemTime(6) = 21
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1058
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1013 && AnimElemTime(6) = 21
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1059
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1013 && AnimElemTime(6) = 25
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1060
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1013 && AnimElemTime(6) = 25
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1061
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1013 && AnimElemTime(6) = 29
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1062
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1013 && AnimElemTime(6) = 29
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1063
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1013 && AnimElemTime(6) = 33
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1064
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1013 && AnimElemTime(6) = 33
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1065
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1013 && AnimElemTime(6) = 33
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1066
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1013 && AnimElemTime(6) = 37
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1067
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1013 && AnimElemTime(6) = 37
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1068
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1013 && AnimElemTime(6) = 41
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1069
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1013 && AnimElemTime(6) = 41
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1070
keyctrl = 0
ownpal = 1
bindtime = 1

[State 2030, 3]
type = helper
trigger1 = anim = 1013 && AnimElemTime(6) = 41
helpertype = normal
name = "e"
id = 2
pos = -22,0
postype = p1
stateno = 1071
keyctrl = 0
ownpal = 1
bindtime = 1

[State 622, var]
type = varset
trigger1 = time%56 = 4
trigger2 = time%56 = 52
var(0) = 83-76*(root,PalNo = [2,4])

[State 622, var]
type = varset
trigger1 = time%56 = 4
trigger2 = time%56 = 52
var(1) = 17+36*(root,PalNo = [2,4])

[State 622, var]
type = varset
trigger1 = time%56 = 4
trigger2 = time%56 = 52
var(2) = -33+9*(root,PalNo = [2,4])

[State 622, var]
type = varset
trigger1 = time%56 = 8
trigger2 = time%56 = 48
var(0) = 149-126*(root,PalNo = [2,4])

[State 622, var]
type = varset
trigger1 = time%56 = 8
trigger2 = time%56 = 48
var(1) = 17+67*(root,PalNo = [2,4])

[State 622, var]
type = varset
trigger1 = time%56 = 8
trigger2 = time%56 = 48
var(2) = -50+40*(root,PalNo = [2,4])

[State 622, var]
type = varset
trigger1 = time%56 = 12
trigger2 = time%56 = 44
var(0) = 165-132*(root,PalNo = [2,4])

[State 622, var]
type = varset
trigger1 = time%56 = 12
trigger2 = time%56 = 44
var(1) = 33+87*(root,PalNo = [2,4])

[State 622, var]
type = varset
trigger1 = time%56 = 12
trigger2 = time%56 = 44
var(2) = -66+36*(root,PalNo = [2,4])

[State 622, var]
type = varset
trigger1 = time%56 = 16
trigger2 = time%56 = 40
var(0) = 182-150*(root,PalNo = [2,4])

[State 622, var]
type = varset
trigger1 = time%56 = 16
trigger2 = time%56 = 40
var(1) = 33+112*(root,PalNo = [2,4])

[State 622, var]
type = varset
trigger1 = time%56 = 16
trigger2 = time%56 = 40
var(2) = -83+63*(root,PalNo = [2,4])

[State 622, var]
type = varset
trigger1 = time%56 = 20
trigger2 = time%56 = 36
var(0) = 198-166*(root,PalNo = [2,4])

[State 622, var]
type = varset
trigger1 = time%56 = 20
trigger2 = time%56 = 36
var(1) = 33+152*(root,PalNo = [2,4])

[State 622, var]
type = varset
trigger1 = time%56 = 20
trigger2 = time%56 = 36
var(2) = -99+99*(root,PalNo = [2,4])

[State 622, var]
type = varset
trigger1 = time%56 = 24
trigger2 = time%56 = 32
var(0) = 215-183*(root,PalNo = [2,4])

[State 622, var]
type = varset
trigger1 = time%56 = 24
trigger2 = time%56 = 32
var(1) = 33+169*(root,PalNo = [2,4])

[State 622, var]
type = varset
trigger1 = time%56 = 24
trigger2 = time%56 = 32
var(2) = -99+65*(root,PalNo = [2,4])

[State 622, var]
type = varset
trigger1 = time%56 = 28
var(0) = 231-199*(root,PalNo = [2,4])

[State 622, var]
type = varset
trigger1 = time%56 = 28
var(1) = 33+186*(root,PalNo = [2,4])

[State 622, var]
type = varset
trigger1 = time%56 = 28
var(2) = -99+63*(root,PalNo = [2,4])

[State 622, pal]
type = PalFX
trigger1 = time%56 = 4
trigger2 = time%56 = 52
time = 4
add = var(0),var(1),var(2)
ignorehitpause = 1

[State 622, pal]
type = PalFX
trigger1 = time%56 = 8
trigger2 = time%56 = 48
time = 4
add = var(0),var(1),var(2)
ignorehitpause = 1

[State 622, pal]
type = PalFX
trigger1 = time%56 = 12
trigger2 = time%56 = 44
time = 4
add = var(0),var(1),var(2)
ignorehitpause = 1

[State 622, pal]
type = PalFX
trigger1 = time%56 = 16
trigger2 = time%56 = 40
time = 4
add = var(0),var(1),var(2)
ignorehitpause = 1

[State 622, pal]
type = PalFX
trigger1 = time%56 = 20
trigger2 = time%56 = 36
time = 4
add = var(0),var(1),var(2)
ignorehitpause = 1

[State 622, pal]
type = PalFX
trigger1 = time%56 = 24
trigger2 = time%56 = 32
time = 4
add = var(0),var(1),var(2)
ignorehitpause = 1

[State 622, pal]
type = PalFX
trigger1 = time%56 = 28
time = 4
add = var(0),var(1),var(2)
ignorehitpause = 1

;=========CVU===============
[Statedef 3350]
type = S
movetype = A
anim = 1201
velset = 0,0
ctrl = 0

[State 3350, 1]
type = ParentVarSet
trigger1 = time = 0
var(8) = 0

[State 3350 ,1]
type = destroyself
trigger1 = animtime = 0
;--------------------
[Statedef 3351]
type = S
movetype = A
physics = N
velset = 2,0
anim = 2041
ctrl = 0

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

[State 3351, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 3351, 2]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 3351, 3]
type = playerpush
trigger1 = 1
value = 1

[State 3351, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 10
sparkno = 0
sparkxy = -10, -76
hitsound = S1,6
guardsound = 6, 0
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 3351, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 0

[State 3351, 6]
type = VarSet
trigger1 = time = 0
trigger1 = var(var(53)) = [100,999999]
v = var(53)
value = var(var(53))/100

[State 3351, 7]
type = VelSet
trigger1 = frontedgedist  < 50
x = 0

[State 3351 ,8]
type = ChangeState
trigger1 = movecontact && animelemtime(3) = 3
trigger2 = animtime = 0
value = 2225
;--------------------
[Statedef 3352]
type = S
movetype = A
physics = N
velset = 2,0
anim = 2042
ctrl = 0

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

[State 3352, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 3352, 2]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 3352, 3]
type = playerpush
trigger1 = 1
value = 1

[State 3352, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 10
guardflag = MA
pausetime = 6,12
sparkno = 0
sparkxy = -10,-37
hitsound   = S1,7
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 3352, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 1

[State 3352, 6]
type = VarSet
trigger1 = time = 0
trigger1 = var(var(53)) = [100,999999]
v = var(53)
value = var(var(53))/100

[State 3352, 7]
type = VelSet
trigger1 = frontedgedist  < 50
x = 0

[State 3352, 8]
type = ChangeState
trigger1 = movecontact && animelem = 4
trigger2 = animtime = 0
value = 2225
;--------------------
[Statedef 3353]
type = S
movetype = A
physics = N
velset = 2,0
anim = 2043
ctrl = 0

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

[State 3353, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 3353, 2]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 3353, 3]
type = playerpush
trigger1 = 1
value = 1

[State 3353, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 15
guardflag = MA
pausetime = 12,12
sparkno = 0
sparkxy = -10,-37
hitsound   = S1,8
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 3353, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 1

[State 3353, 6]
type = VarSet
trigger1 = time = 0
trigger1 = var(var(53)) = [100,999999]
v = var(53)
value = var(var(53))/100

[State 3353, 7]
type = VelSet
trigger1 = frontedgedist  < 50
x = 0

[State 3353, 8]
type = ChangeState
trigger1 = movecontact && animelem = 6
trigger2 = animtime = 0
value = 2225
;------------Ⴊݏ--------
[Statedef 3354]
type = C
movetype = A
physics = N
velset = 2,0
anim = 2047
ctrl = 0

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

[State 3354, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 3354, 2]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 3354, 3]
type = playerpush
trigger1 = 1
value = 1

[State 3354, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 5
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = 0
sparkxy = -10,-42
hitsound   = S1,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3

[State 3354, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 0

[State 3354, 6]
type = VarSet
trigger1 = time = 0
trigger1 = var(var(53)) = [100,999999]
v = var(53)
value = var(var(53))/100

[State 3354, 7]
type = VelSet
trigger1 = frontedgedist  < 50
x = 0

[State 3354, 8]
type = ChangeState
trigger1 = movecontact && animelemtime(3) = 3
trigger2 = animtime = 0
value = 2225
;------------Ⴊݒ--------
[Statedef 3355]
type = C
movetype = A
physics = N
velset = 2,0
anim = 2048
ctrl = 0

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

[State 3355, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 3355, 2]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 3355, 3]
type = playerpush
trigger1 = 1
value = 1

[State 3355, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 10
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 10,12
sparkno = 1
sparkxy = -10,-5
hitsound   = S1,7
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4

[State 3355, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 1

[State 3355, 6]
type = VarSet
trigger1 = time = 0
trigger1 = var(var(53)) = [100,999999]
v = var(53)
value = var(var(53))/100

[State 3355, 7]
type = VelSet
trigger1 = frontedgedist  < 50
x = 0

[State 3355, 8]
type = ChangeState
trigger1 = movecontact && animelemtime(3) = 7
trigger2 = animtime = 0
value = 2225
;------------Ⴊݑ--------
[Statedef 3356]
type = C
movetype = A
physics = N
velset = 2,0
anim = 2049
ctrl = 0

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

[State 3356, 1]
type = NotHitBy
trigger1 = 1
value =  , AT

[State 3356, 2]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 3356, 3]
type = playerpush
trigger1 = 1
value = 1

[State 3356 4]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 15
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 8,12
sparkno = 0
sparkxy = -10,-8
hitsound   = S1,8
guardsound = 6,0
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 3356, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 1

[State 3356, 6]
type = VarSet
trigger1 = time = 0
trigger1 = var(var(53)) = [100,999999]
v = var(53)
value = var(var(53))/100

[State 3356, 7]
type = VelSet
trigger1 = frontedgedist  < 50
x = 0

[State 3356, 8]
type = ChangeState
trigger1 = movecontact && animelem = 7
trigger2 = animtime = 0
value = 2225
;------------< y--------
[Statedef 3357]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2044
ctrl = 0

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

[State 3357, 1]
type = NotHitBy
trigger1 = 1
value =  , AT

[State 3357, 2]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 3357, 3]
type = playerpush
trigger1 = 1
value = 1

[State 3357, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 10
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 10
sparkno = 0
sparkxy = -10, -76
hitsound = S1,7
guardsound = 6, 0
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 3357, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 1

[State 3357, 6]
type = VelSet
trigger1 = animelem = 4
trigger1 = frontedgedist  >= 50
x = 2

[State 3357, 7]
type = VarSet
trigger1 = time = 0
trigger1 = var(var(53)) = [100,999999]
v = var(53)
value = var(var(53))/100

[State 3357, 8]
type = VelSet
trigger1 = frontedgedist  < 50
x = 0

[State 3357, 9]
type = ChangeState
trigger1 = movecontact && animelemtime(4) = 3
trigger2 = animtime = 0
value = 2225
;------------> y--------
[Statedef 3358]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2045
ctrl = 0

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

[State 3358, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 3358, 2]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 3358, 3]
type = playerpush
trigger1 = 1
value = 1

[State 3358, 4]
type = HitDef
trigger1 = Animelem = 19
attr = S, NA
animtype  = Medium
damage    = 10
guardflag = MA
pausetime = 6,12
sparkno = 0
sparkxy = -10,-37
hitsound   = S1,7
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 3358, 4]
type = HitDef
trigger1 = Animelem = 6 && movecontact = 0
attr = S, NA
animtype  = Medium
damage    = 10
guardflag = MA
pausetime = 12,12
sparkno = 0
sparkxy = -10,-37
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 3358, 5]
type = PlaySnd
trigger1 = AnimElem = 18
value = 0, 1

[State 3358, 6]
type = VelSet
trigger1 = animelem = 5
trigger1 = frontedgedist  >= 100
x = 2

[State 3358, 7]
type = VarSet
trigger1 = time = 0
trigger1 = var(var(53)) = [100,999999]
var(var(53)) = var(var(53))/100

[State 3358, 8]
type = ChangeState
trigger1 = animtime = 0
trigger2 = movecontact
value = 2225
;------------> z--------
[Statedef 3359]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2046
ctrl = 0

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

[State 3359, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 3359, 2]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 3359, 3]
type = playerpush
trigger1 = 1
value = 1

[State 3359, 4]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 10
guardflag = MA
pausetime = 12,12
sparkno = 0
sparkxy = -10,-37
hitsound   = S1,7
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 3359, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1

[State 3359, 7]
type = VarSet
trigger1 = time = 0
trigger1 = var(var(53)) = [100,999999]
var(var(53))= var(var(53))/100

[State 3359, 8]
type = ChangeState
trigger1 = animtime = 0
value = 2225
;----r_d x--------
[Statedef 3360]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2050
ctrl = 0

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

[State 3360, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 3360, 2]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 3360, 3]
type = playerpush
trigger1 = 1
value = 1

[State 3360, 2]
type = PlaySnd
trigger1 = Time = 11
value = 2, 4

[State 3360, 2]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 9

[State 3360, 2]
type = VelSet
trigger1 = AnimElemTime(4) = 1
x = 4

[State 3360, 2]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 2

[State 3360, 2]
type = VelSet
trigger1 = AnimElemTime(5) = 1
x = 0

[State 3360, 2]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = Hard
damage    = 10, 1
priority  = 5
guardflag = MA
pausetime = 4,16
sparkxy = 0,-68
hitsound   = S1,7
guardsound = 6,0
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 3360, 6]
type = ChangeState
trigger1 = movecontact
value = 3365

[State 3360, 7]
type = VarSet
trigger1 = time = 0
trigger1 = var(var(53)) = [100,999999]
var(var(53))= var(var(53))/100

[State 3360, 8]
type = ChangeState
trigger1 = animtime = 0
value = 2225
;----------------------
[Statedef 3365]
type = S
movetype = A
physics = N
velset = 2,0
anim = 2053
ctrl = 0

[State 3365, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 3365, 2]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 3365, 3]
type = playerpush
trigger1 = 1
value = 1

[State 3360, 8]
type = ChangeState
trigger1 = animtime = 0
value = 2225

;----- ss
[Statedef 3361]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 110
velset = 0,0
anim = 2056
ctrl = 0
sprpriority = 2

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

[State 3361, 2]
type = VarSet
trigger1 = Time = 0
var(19) = (command = "ss_x") + 2*(command = "ss_y")

[State 3361, screen]
type = ScreenBound
trigger1 = Time > 0
value = 1
movecamera = 0,0

[State 3361, 2]
type = PlaySnd
trigger1 = Time = 1
value = 2, 4

[State 3361, 2]
type = VelSet
trigger1 = AnimElem = 2
x = -7.5
y = -5.5

[State 3361, 2]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 3361, 2]
type = VelAdd
trigger1 = AnimElemTime(2) > 1 && pos Y < -100
y = .5

[State 3361, 2]
type = ChangeState
trigger1 = AnimElemtime(2) > 0 && backedgedist < 10 && pos Y < -70
value = 3362

;wait
[Statedef 3362]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 2057
ctrl = 0
sprpriority = 2

[State 3362, screen]
type = ScreenBound
trigger1 = Time > 0
value = 0
movecamera = 0,0

[State 3362, 2]
type = PosAdd
trigger1 = AnimElemTime(1) = [1,2]
x = -18

[State 3362, 1]
type = PosAdd
trigger1 = AnimElemTime(3) = 1
y = 7

[State 3362, 1]
type = VelSet
trigger1 = AnimElem = 2 && abs(p2bodydist X) <= 70
x = ifelse(p2dist X != 0,10*abs(cos((p2dist Y+150-p2bodydist X)/p2bodydist X)),0)
y = ifelse(p2dist X != 0,14*abs(sin((p2dist Y+150-p2bodydist X)/p2bodydist X)),12)

[State 3362, 1]
type = VelSet
trigger1 = AnimElem = 2 && abs(p2bodydist X) > 70
x = 12*abs(cos(p2dist Y/p2dist X))
y = 12*abs(sin(p2dist Y/p2dist X))

[State 3362, 2]
type = VelAdd
trigger1 = AnimElemTime(2) > 40
y = .7

[State 3362, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Hard
damage    = 10, 1
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 3362, 6]
type = ChangeState
trigger1 = AnimElemtime(3) > 0 && pos Y > -10
value = 3363

[Statedef 3363]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 2058
ctrl = 0
sprpriority = 2

[State 3363, 1]
type = PosSet
trigger1 = time = 0
y = 0

[State 3363, 2]
type = VarSet
trigger1 = time = 0
trigger1 = var(var(53)) = [100,999999]
var(var(53))= var(var(53))/100

[State 3363, 3]
type = ChangeState
trigger1 = animtime = 0
value = 2225

;------------ATO--------
[Statedef 3364]
type = S
movetype = A
physics = N
velset = 2,0
anim = 1810
ctrl = 0

[State 3361, 1]
type = NotHitBy
trigger1 = 1
value = , AT

[State 3361, 2]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, AA, AT ,AP
slot = 0
stateno = 752

[State 3361, 3]
type = playerpush
trigger1 = 1
value = 1

[State 3361, 4]
type = HitDef
trigger1 = timemod = 7, 3
attr = S, HA
animtype = Hard
damage = 1,1
getpower = 0
priority = 6
guardflag = MA
pausetime = 5,7
sparkxy = -20,-90
hitsound = s5,4
guardsound = 6,0
guard.kill = 0
ground.type = high
ground.slidetime = 25
ground.hittime  = 20
ground.velocity = -1
guard.velocity = -1
air.velocity = -1,-2

[State 3361, 5]
type = HitDef
trigger1 = time = 99
attr = S, HA
animtype  = back
damage = 3,1
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 9,9
sparkxy = -10,-60
hitsound = s5,5
guardsound = 6,0
guard.kill = 0
ground.type = high
ground.slidetime = 25
ground.hittime  = 20
ground.velocity = -5,-1
guard.velocity = -7
air.velocity = -2,-5
airguard.velocity = -1, -4
fall = 1
fall.recover = 0

[State 3361, 6]
type = VarSet
trigger1 = time = 0
trigger1 = var(var(53)) = [100,999999]
var(var(53)) = var(var(53))/100

[State 3361, 7]
type = VelSet
trigger1 = frontedgedist  < 50
x = 0

[State 3361, 8]
type = ChangeState
trigger1 = time = 100
value = 2225
