
;仭晄摦妶嶦棤対仭
[Statedef 1000]
type = S
movetype = A
physics  = S
anim = 1000
velset = 0, 0
ctrl = 0
poweradd = 0
juggle = 11

[State 200, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
x = 5+(animelem=8)*3+(animelem=9)*2

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 1

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
damage = ceil(ifelse((80*fvar(1))<7,7,(80*fvar(1)))), ceil(ifelse((80*fvar(1)/8)<7,7,(80*fvar(1)/8)))
pausetime = 13, 13
sparkno = s6020
guard.sparkno = s6060
sparkxy = -10, -30
hitsound = s2, 2
guardsound = s2, 10
ground.type = Low
ground.slidetime = 17
ground.hittime = 17
air.hittime = 17
guard.ctrltime = 17
yaccel = .5
ground.velocity = -5, -6
air.velocity = -5, -6
fall = 1
fall.recover = 0
getpower = 70, 35
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 7
movetype = I

[State 210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;仭棆岝夞偟廟傝仭
[Statedef 1100]
type = S
movetype = A
physics = N
velset = 0, 0
ctrl = 0
poweradd = 0
juggle = 11

[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
var(1) = ifelse((prevstateno=200||prevstateno=210||prevstateno=400||prevstateno=410||prevstateno=560), 1, 0)

[State 1200, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse(!var(1),1100,1110)

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 4

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1, 2

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
value = 0, 0

[State 255, Vel]
type = velset
trigger1= animelem = 3
x = ifelse(!var(1),12,6)

[State 1100, Velocity]
type = VelMul
trigger1 = 1
x = .92

[State 255, Vel]
type = velset
trigger1 = animelem = 11
x = 0

[State 200, HitDef]
type = HitDef
trigger1 = !var(1)
trigger1 = animelem = 7
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
damage = ceil(ifelse((90*fvar(1))<7,7,(90*fvar(1)))), ceil(ifelse((90*fvar(1)/8)<7,7,(90*fvar(1)/8)))
pausetime = 12, 12
sparkno = s6020
guard.sparkno = s6060
sparkxy = -10, -36
hitsound = s2, 2
guardsound = s2, 10
ground.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
yaccel = .5
ground.velocity = -11
air.velocity = -4, -7
air.fall = 1
fall.recover = 0
getpower = 70, 35
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128

[State 200, HitDef]
type = HitDef
trigger1 = var(1)
trigger1 = animelem = 7
attr = S, NA
hitflag = MAF
guardflag = M
animtype = DiagUp
air.animtype = Diagup
damage = ceil(ifelse((40*fvar(1))<7,7,(40*fvar(1)))), ceil(ifelse((40*fvar(1)/8)<7,7,(40*fvar(1)/8)))
pausetime = 12, 12
sparkno = s6020
guard.sparkno = s6060
sparkxy = -10, -36
hitsound = s2, 2
guardsound = s2, 10
ground.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
yaccel = .5
ground.velocity = -4, -7
air.velocity = -4, -7
fall = 1
fall.recover = 0
getpower = 70, 35
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128

[State 105, 1]
type = statetypeset
trigger1 = !var(1)
trigger1 = AnimElem = 9
trigger2 = var(1)
trigger2 = AnimElem = 8
movetype = I

[State 210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;仭楏晽対仭
[Statedef 1200]
type = S
movetype = A
physics = S
velset = 0, 0
ctrl = 0
poweradd = 70

[State 1100, VarSet]
type = VarSet
triggerall = !var(59)
trigger1 = Time = 0
var(1) = ifelse(Command = "楏晽対", 0, ifelse(Command = "僟僽儖楏晽対", 1, 2))

[State 1100, VarSet]
type = varset
triggerall = var(59) || fvar(39)
trigger1 = Time = 0
var(1) = random%2

[State 1200, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse(!var(1), 1200, ifelse(var(1) = 1, 1210, 1220))

[State 820, Spark]
type = Explod
trigger1 = var(1) != 2
trigger1 = AnimElem = 3
anim = 8060
pos = 0, 0
ownpal = 1
bindtime = -1
scale = .6, .6
sprpriority = 3
removeongethit = 1

[State 820, Spark]
type = Explod
trigger1 = var(1) = 1
trigger1 = AnimElem = 8
anim = 8020
pos = 10, 0
ownpal = 1
bindtime = -1
scale = .6, .6
sprpriority = -1
removeongethit = 1

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = var(1) != 2
trigger1 = AnimElem = 4
trigger2 = var(1) = 1
trigger2 = AnimElem = 9
value = 6, 0

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = var(1) = 2
trigger1 = AnimElem = 3
value = 1, 1

[State 640, Projectile]
type = Projectile
trigger1 = !var(1)
trigger1 = animelem = 4
projID = 1200
projanim = 8000
projhitanim = 8010
projpriority = 1
projsprpriority = 4
projedgebound = 70
projstagebound = 70
velocity = 4
offset = 30, 0
postype = p1
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Back
damage = ceil(ifelse((45*fvar(1))<7,7,(45*fvar(1)))), ceil(ifelse((45*fvar(1)/8)<7,7,(45*fvar(1)/8)))
pausetime = 0, 9
sparkno = s6020
guard.sparkno = s6060
sparkxy = 0, 0
hitsound = s2, 2
guardsound = s2, 10
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
yaccel = .5
ground.velocity = -8
air.velocity = -5, -6
air.juggle = 11
forcestand = 1
air.fall = 1
fall.recover = 0
getpower = 70, 35
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 640, Projectile]
type = Projectile
trigger1 = var(1) = 1
trigger1 = animelem = 4
projID = 1201
projanim = 8030
projhitanim = -1
projpriority = 1
projsprpriority = 4
projremovetime = 15
velocity = 0
offset = 55, 0
postype = p1
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Back
damage = ceil(ifelse((35*fvar(1))<7,7,(35*fvar(1)))), ceil(ifelse((35*fvar(1)/8)<7,7,(35*fvar(1)/8)))
pausetime = 0, 9
sparkno = s6020
guard.sparkno = s6060
sparkxy = 0, 0
hitsound = s2, 2
guardsound = s2, 10
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
yaccel = .5
ground.velocity = -8
air.velocity = -5, -6
air.juggle = 11
forcestand = 1
air.fall = 1
fall.recover = 0
getpower = 70, 35
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 640, Projectile]
type = Projectile
trigger1 = var(1) = 1
trigger1 = animelem = 9
trigger1 = NumProjID(1201)
projID = 1202
projanim = 8040
projhitanim = 8050
projpriority = 1
projsprpriority = 4
projedgebound = 70
projstagebound = 70
velocity = 7
offset = 50, 0
postype = p1
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Back
damage = ceil(ifelse((55*fvar(1))<7,7,(55*fvar(1)))), ceil(ifelse((55*fvar(1)/8)<7,7,(55*fvar(1)/8)))
pausetime = 0, 9
sparkno = s6020
guard.sparkno = s6060
sparkxy = 0, 0
hitsound = s2, 2
guardsound = s2, 10
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
yaccel = .5
ground.velocity = -8
air.velocity = -5, -6
air.juggle = 11
forcestand = 1
air.fall = 1
fall.recover = 0
getpower = 70, 35
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 640, Projectile]
type = Projectile
trigger1 = var(1) = 1
trigger1 = animelem = 9
trigger1 = !NumProjID(1201)
projID = 1203
projanim = 8000
projhitanim = 8010
projpriority = 1
projsprpriority = 4
projedgebound = 70
projstagebound = 70
velocity = 7
offset = 30, 0
postype = p1
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Back
damage = ceil(ifelse((45*fvar(1))<7,7,(45*fvar(1)))), ceil(ifelse((45*fvar(1)/8)<7,7,(45*fvar(1)/8)))
pausetime = 0, 9
sparkno = s6020
guard.sparkno = s6060
sparkxy = 0, 0
hitsound = s2, 2
guardsound = s2, 10
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
yaccel = .5
ground.velocity = -8
air.velocity = -5, -6
air.juggle = 11
forcestand = 1
air.fall = 1
fall.recover = 0
getpower = 70, 35
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 200, PosAdd]
type = PosAdd
trigger1 = !var(1)
trigger1 = AnimTime = 0
trigger2 = var(1) = 1
trigger2 = AnimElem = 15
trigger3 = var(1) = 2
trigger3 = AnimElem = 8
x = 3

[State 210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;仭幘晽対仭
[Statedef 1300]
type = A
movetype = A
physics = N
velset = 0, 0
ctrl = 0
poweradd = 70

[State 1100, VarSet]
type = VarSet
triggerall = !var(59)
trigger1 = Time = 0
var(1) = ifelse(Command = "幘晽対", 0, 1)

[State 1100, VarSet]
type = varset
triggerall = var(59) || fvar(39)
trigger1 = Time = 0
var(1) = random%2

[State 1200, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse(!var(1),1300,1310)

[State 820, Spark]
type = Explod
trigger1 = !var(1)
trigger1 = animelem = 3
trigger2 = var(1)
trigger2 = animelem = 6
anim = 8060
pos = -23, -42
ownpal = 1
bindtime = -1
scale = 0.7, -.2
sprpriority = 3
removeongethit = 1

[State 1300, Snd]
type = playsnd
trigger1 = !var(1)
trigger1 = animelem = 5
trigger2 = var(1)
trigger2 = animelem = 3 || animelem = 8
value = 6, 2

[State 1300, Vel]
type = velset
trigger1 = !var(1)
trigger1 = animelem = 5
trigger2 = var(1)
trigger2 = animelem = 8
x = -3
y = -5-var(1)*3

[State 1300, Vel]
type = veladd
trigger1 = !var(1)
trigger1 = animelemtime(5) >= 0
trigger2 = var(1)
trigger2 = animelemtime(8) >= 0
y = .5

[State 640, Projectile]
type = Projectile
trigger1 = !var(1)
trigger1 = animelem = 5
projID = 1300
projanim = 8070
projremanim = 8080
projhitanim = 8090
projpriority = 1
projsprpriority = 4
projedgebound = 70
projstagebound = 70
velocity = 4, 4
offset = 48, -8
postype = p1
attr = A, SP
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Back
damage = ceil(ifelse((40*fvar(1))<7,7,(40*fvar(1)))), ceil(ifelse((40*fvar(1)/8)<7,7,(40*fvar(1)/8)))
pausetime = 0, 9
sparkno = s6020
guard.sparkno = s6060
sparkxy = 0, 0
hitsound = s2, 2
guardsound = s2, 10
ground.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
yaccel = .5
ground.velocity = -10
air.velocity = -4, -8
air.juggle = 11
forcestand = 1
air.fall = 1
fall.recover = 0
getpower = 70, 35
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 640, Projectile]
type = Projectile
trigger1 = var(1)
trigger1 = animelem = 3 || animelem = 8
projID = 1301
projanim = 8070
projremanim = 8080
projhitanim = 8090
projpriority = 1
projsprpriority = 4
projedgebound = 70
projstagebound = 70
velocity = 6, 6
offset = 48, -8-(animelem=3*4)
postype = p1
attr = A, SP
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Back
damage = ceil(ifelse((30*fvar(1))<7,7,(30*fvar(1)))), ceil(ifelse((30*fvar(1)/8)<7,7,(30*fvar(1)/8)))
pausetime = 0, 9
sparkno = s6020
guard.sparkno = s6060
sparkxy = 0, 0
hitsound = s2, 2
guardsound = s2, 10
ground.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
yaccel = .5
ground.velocity = -10
air.velocity = -4, -8
air.juggle = 11
forcestand = 1
air.fall = 1
fall.recover = 0
getpower = 70, 35
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1000, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1310

;仭幘晽対拝抧仭
[Statedef 1310]
type = S
movetype = I
physics = S
anim = 1320
velset = 0, 0
ctrl = 0

[State 1301, Pos]
type = posset
trigger1 = time = 0
y = 0

[State 1301, Snd]
type = playsnd
trigger1 = time = 0
value = 0, 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;仭幾塭対仭
[Statedef 1400]
type = S
movetype = A
physics = N
velset = 0, 0
ctrl = 0
poweradd = 70

[State 1100, VarSet]
type = VarSet
triggerall = !var(59)
trigger1 = Time = 0
var(1) = ifelse(Command = "幾塭対庛", 0, 1)

[State 1100, VarSet]
type = varset
triggerall = var(59) || fvar(39)
trigger1 = Time = 0
var(1) = random%2

[State 1200, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse(!var(1),1400,1410)

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 4

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 6, 27

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 5
x = 10

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 5
ID = 1400
anim = 8161
pos = 12, -27
postype = p1
ownpal = 1
bindtime = -1
sprpriority = 3
scale = .5, .5
removeongethit = 1
removetime = -1

[State 52, Ora Remove]
type = RemoveExplod
trigger1 = AnimElem = 6
ID = 1400
ignorehitpause = 1

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 0

[State 1200, 2]
type = ChangeState
triggerall = AnimElemTime(5) > 0
trigger1 = Frontedgebodydist <= 0
trigger2 = P2BodyDist X <= 15
value = 1410
ctrl = 0

[State 210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仭幾塭対峌寕仭
[Statedef 1410]
type = S
movetype = A
physics = N
anim = 1420
velset = 0, 0
ctrl = 0
juggle = 11

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
value = 1, 1

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 9
value = 6, 26

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 1
x = 6

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 9
x = 0

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 9
anim = 8170
pos = 14, -22
postype = p1
ownpal = 1
scale = .5, .5
bindtime = -1
sprpriority = 3
removeongethit = 1

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 2
attr = S, SA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype  = Back
damage = ceil(ifelse((20*fvar(1))<7,7,(20*fvar(1)))), ceil(ifelse((20*fvar(1)/8)<7,7,(20*fvar(1)/8)))
pausetime = 13, 13
sparkno = s6020
guard.sparkno = s6060
sparkxy = -10, -29
hitsound = s2, 2
guardsound = s2, 10
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
yaccel = .5
ground.velocity = -8
air.velocity = -4, -7
forcestand = 1
air.fall = 1
fall.recover = 0
getpower = 70, 35
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 5
attr = S, SA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype  = Back
damage = ceil(ifelse((20*fvar(1))<7,7,(20*fvar(1)))), ceil(ifelse((20*fvar(1)/8)<7,7,(20*fvar(1)/8)))
pausetime = 13, 13
sparkno = s6020
guard.sparkno = s6060
sparkxy = -10, -30
hitsound = s2, 2
guardsound = s2, 10
ground.type = High
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
yaccel = .5
ground.velocity = -8
air.velocity = -4, -7
forcestand = 1
air.fall = 1
fall.recover = 0
getpower = 70, 35
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 10
attr = S, SA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype  = Back
damage=ceil(ifelse(((50+(var(1)*7))*fvar(1))<7,7,((50+(var(1)*7))*fvar(1)))),ceil(ifelse(((50+(var(1)*7))*fvar(1)/8)<7,7,((50+(var(1)*7))*fvar(1)/8)))
pausetime = 13, 13
sparkno = s6020
guard.sparkno = s6060
sparkxy = -10, -23
hitsound = s2, 2
guardsound = s2, 10
ground.type = High
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
yaccel = .5
ground.velocity = -6, -6
air.velocity = -6, -6
ground.cornerpush.veloff = 0
forcestand = 1
fall = 1
fall.recover = 0
getpower = 70, 35
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 11
movetype = I

[State 210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;仭忋抜摉偰恎搳偘仭
[Statedef 1500]
type = S
movetype = A
physics = S
anim = 1500
velset = 0, 0
ctrl = 0
poweradd = 70

[State 800, attackdist]
type = attackdist
trigger1 = 1
value = 0

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 0

[State 800, HitDef]
type = ReversalDef
trigger1 = animelem = 1
reversal.attr = SCA, SA, HA
attr = S, SA
priority = 1, Miss
pausetime = 0, 0
sparkno = -1
hitsound = s2, 4
guard.dist = 0
sprpriority = -1
p1facing = 1
p2facing = 1
p1stateno = 1510
p2stateno = 1520
fall = 1
fall.recover = 0
numhits = 0

[State 800, HitDef]
type = ReversalDef
trigger1 = p2statetype = A
trigger1 = animelem = 1
reversal.attr = A, AA
attr = S, SA
priority = 1, Miss
pausetime = 0, 0
sparkno = -1
hitsound = s2, 4
guard.dist = 0
sprpriority = -1
p1facing = 1
p2facing = 1
p1stateno = 1510
p2stateno = 1520
fall = 1
fall.recover = 0
numhits = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 2
movetype = I

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仭忋抜摉偰恎搳偘惉岟仭
[Statedef 1510]
type = S
movetype = A
physics = S
anim = 1510
velset = 0, 0
ctrl = 0

[State 3001, SprPriority]
type = SprPriority
trigger1 = animelem = 2
value = 1

[State 3001, Width]
type = Width
trigger1 = animelem >= 2
edge = 45, 50

[State 1031, TargetState]
type = TargetState
trigger1 = AnimElem = 2
value = 1530

[State 901,1]
type = TargetBind
trigger1 = animelem = 2
pos = 20, 0
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 3
pos = 32, -55
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 4
pos = -25, -55
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 5
pos = -25, -39
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 6
pos = -24, -18
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 7
pos = -32, -19
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 8
pos = -40, 0
time = 1

[State 3001, Add Hits!]
type = HitAdd
trigger1 = AnimElem = 8
value = 1

[State -2, Combo]
type = VarAdd
trigger1 = AnimElem = 8
var(3) = 1

[State 901, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = ceil(ifelse((-100*fvar(1))>-7,-7,(-100*fvar(1))))

[State 901, Hurt]
type = TargetPowerAdd
trigger1 = AnimElem = 8
value = 35

[State 903, EnvShake]
type = EnvShake
trigger1 = AnimElem = 8
time = 14
ampl = -4
freq = 120

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2, 14

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 8
anim = 6040
pos = -23, 0
postype = p1
ownpal = 1
sprpriority = 3

[State 220, Position]
type = PosAdd
trigger1 = AnimTime = 0
x = 1

[State 1300,Turn]
type = Turn
trigger1 = AnimTime = 0

[State 901, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仭摉偰恎搳偘憡庤峝捈仭
[Statedef 1520]
movetype = H
velset = 0, 0
ctrl = 0

[State 105, 1]
type = statetypeset
trigger1 = 1
movetype = H
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 170, 1]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 650, HitPause]
type = PosFreeze
trigger1 = 1
ignorehitpause = 1

[State 902, 1]
type = ChangeAnim
trigger1 = 1
value = anim
elem = animelemno(0)

[State 1033, End]
type = SelfState
trigger1 = time = 25
value = 5000

;仭忋抜摉偰恎搳偘憡庤仭
[Statedef 1530]
type = A
movetype = H
physics = N
velset = 0, 0
sprpriority = -1

[State 170, 1]
type = NotHitBy
trigger1 = time < 42
value = SCA

[State 1201, screenbound]
type = screenbound
trigger1 = anim = 1520
value = 0

[State 902, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1520

[State 902, 1]
type = ChangeAnim
trigger1 = Time = 30
value = 5080

[State 902, 1]
type = ChangeAnim
trigger1 = Time = 42
value = 5110

[State 1033, End]
type = StateTypeSet
trigger1 = time = 42
statetype = L

[State 3110, ChangeState]
type = SelfState
trigger1 = Time >= 87
value = ifelse(alive, 5120, 5150)


;仭拞抜摉偰恎搳偘仭
[Statedef 1600]
type = S
movetype = A
physics = S
anim = 1600
velset = 0, 0
ctrl = 0
poweradd = 70

[State 1100, VarSet]
type = VarSet
triggerall = !var(59)
trigger1 = Time = 0
var(1) = ifelse(Command = "拞抜摉偰恎搳偘", 0, 1)

[State 1100, VarSet]
type = VarSet
triggerall = var(59) || fvar(39)
trigger1 = Time = 0
var(1) = random%2

[State 800, attackdist]
type = attackdist
trigger1 = 1
value = 0

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 0

[State 800, HitDef]
type = ReversalDef
trigger1 = animelem = 1
reversal.attr = SC, NA
attr = S, SA
priority = 1, Miss
pausetime = 0, 0
sparkno = -1
hitsound = s2, 4
guard.dist = 0
sprpriority = -1
p1facing = 1
p2facing = 1
p1stateno = ifelse(!var(1),1610,1650)
p2stateno = 1520
fall = !var(1)
fall.recover = 0
numhits = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 2
movetype = I

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仭拞抜摉偰恎搳偘惉岟仭
[Statedef 1610]
type = S
movetype = A
physics = S
anim = 1610
velset = 0, 0
ctrl = 0

[State 3001, SprPriority]
type = SprPriority
trigger1 = animelem = 2
value = 1

[State 3001, Width]
type = Width
trigger1 = animelem >= 2
edge = 45, 0

[State 1031, TargetState]
type = TargetState
trigger1 = AnimElem = 2
value = 1620

[State 901,1]
type = TargetBind
trigger1 = animelem = 2
pos = 22, 0
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 3
pos = 12, 0
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 4
pos = 2, 0
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 6
pos = 35, -44
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 7
pos = 19, -83
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 8
pos = 18, -82
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 9
pos = 19, -83
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 10
pos = 27, -72
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 11
pos = 33, -19
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 12
pos = 33, 0
time = 1

[State 3001, Add Hits!]
type = HitAdd
trigger1 = AnimElem = 12
value = 1

[State -2, Combo]
type = VarAdd
trigger1 = AnimElem = 12
var(3) = 1

[State 901, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 12
value = ceil(ifelse((-100*fvar(1))>-7,-7,(-100*fvar(1))))

[State 901, Hurt]
type = TargetPowerAdd
trigger1 = AnimElem = 12
value = 35

[State 903, EnvShake]
type = EnvShake
trigger1 = AnimElem = 12
time = 14
ampl = -4
freq = 120

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 12
value = 2, 14

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 12
anim = 6040
pos = 33, 0
postype = p1
ownpal = 1
sprpriority = 3

[State 220, Position]
type = PosAdd
trigger1 = AnimTime = 0
x = 7

[State 901, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仭拞抜摉偰恎搳偘憡庤仭
[Statedef 1620]
type = A
movetype = H
physics = N
velset = 0, 0
sprpriority = -1

[State 170, 1]
type = NotHitBy
trigger1 = time < 62
value = SCA

[State 1201, screenbound]
type = screenbound
trigger1 = anim = 1620
value = 0

[State 902, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1620

[State 902, 1]
type = ChangeAnim
trigger1 = Time = 50
value = 5080

[State 902, 1]
type = ChangeAnim
trigger1 = Time = 62
value = 5110

[State 1033, End]
type = StateTypeSet
trigger1 = time = 62
statetype = L

[State 3110, ChangeState]
type = SelfState
trigger1 = Time >= 107
value = ifelse(alive, 5120, 5150)

;仭棤塤塀偟惉岟仭
[Statedef 1650]
type = S
movetype = A
physics = S
anim = 1650
velset = 0, 0
ctrl = 0

[State 3001, SprPriority]
type = SprPriority
trigger1 = animelem = 2
value = 1

[State 3001, Width]
type = Width
trigger1 = animelem >= 2
edge = 45, 45

[State 1031, TargetState]
type = TargetState
trigger1 = AnimElem = 2
value = 1660

[State 901,1]
type = TargetBind
trigger1 = animelem = 2
pos = -5, 0
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 3
pos = -15, 0
time = 1

[State 3001, Add Hits!]
type = HitAdd
trigger1 = AnimElem = 3
value = 1

[State -2, Combo]
type = VarAdd
trigger1 = AnimElem = 3
var(3) = 1

[State 1300,Turn]
type = Turn
trigger1 = AnimTime = 0

[State 901, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仭棤塤塀偟憡庤仭
[Statedef 1660]
type = S
movetype = H
physics = N
velset = 0, 0
sprpriority = -1

[State 1300,Turn]
type = Turn
trigger1 = Time = 0

[State 902, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1660

[State 1100, Velocity]
type = VelMul
trigger1 = 1
x = .92

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 2
x = -4

[State 1100, Velocity]
type = VelSet
trigger1 = Animtime = 0
x = 0

[State 3110, ChangeState]
type = SelfState
trigger1 = animtime = 0
value = 0
ctrl = 1


;仭壓抜摉偰恎搳偘仭
[Statedef 1700]
type = C
movetype = A
physics = C
anim = 1700
velset = 0, 0
ctrl = 0
poweradd = 70

[State 800, attackdist]
type = attackdist
trigger1 = 1
value = 0

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 0

[State 800, HitDef]
type = ReversalDef
trigger1 = animelem = 1
reversal.attr = SC, NA
attr = C, SA
priority = 1, Miss
pausetime = 0, 0
sparkno = -1
hitsound = s2, 4
guard.dist = 0
sprpriority = -1
p1facing = 1
p2facing = 1
p1stateno = 1710
p2stateno = 1520
fall = 1
fall.recover = 0
numhits = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 2
movetype = I

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仭壓抜摉偰恎搳偘惉岟仭
[Statedef 1710]
type = S
movetype = A
physics = S
anim = 1710
velset = 0, 0
ctrl = 0

[State 3001, SprPriority]
type = SprPriority
trigger1 = animelem = 2
value = 1

[State 3001, Width]
type = Width
trigger1 = animelem >= 2
edge = 45, 0

[State 1031, TargetState]
type = TargetState
trigger1 = AnimElem = 2
value = 1720

[State 901,1]
type = TargetBind
trigger1 = animelem = 2
pos = 30, 0
time = 1

[State 220, Position]
type = PosAdd
trigger1 = AnimElem = 6
x = 5

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1, 1

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2, 2

[State -2, Combo]
type = VarAdd
trigger1 = AnimElem = 8
var(3) = 1

[State 901, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = ceil(ifelse((-100*fvar(1))>-7,-7,(-100*fvar(1))))

[State 901, Hurt]
type = TargetPowerAdd
trigger1 = AnimElem = 8
value = 35

[State 903, EnvShake]
type = EnvShake
trigger1 = AnimElem = 8
time = 20
ampl = 4
freq = 120

[State 1000, Spark]
type = Explod
trigger1 = animelem = 8
anim = 6020
pos = 21, -22
postype = p1
ownpal = 1
sprpriority = 4

[State 901, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仭壓抜摉偰恎搳偘憡庤仭
[Statedef 1720]
type = A
movetype = H
physics = N
velset = 0, 0
sprpriority = -1

[State 1256, NHB]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1256, Push]
type = playerpush
trigger1 = 1
value = 0

[State 902, 1]
type = ChangeAnim2
trigger1 = Time <= 5
value = 5000

[State 902, 1]
type = ChangeAnim
trigger1 = time = 5
value = 5070

[State 1100, Velocity]
type = VelSet
trigger1 = time = 5
y = -5

[State 1100, Velocity]
type = VelAdd
trigger1 = time = [5,30]
y = .35

[State 902, 1]
type = ChangeAnim
trigger1 = time = [30,43]
value = 5012

[State 40, Position]
type = PosAdd
trigger1 = anim = 5012
x = ifelse(time%2,1,-1)

[State 903, Vel]
type = VelSet
trigger1 = Time = 30
x = 0
y = 0

[State 902, 1]
type = ChangeAnim
trigger1 = time = 43
value = ifelse(SelfAnimExist(5035),5035,5050)

[State 902, 1]
type = ChangeAnim
trigger1 = anim = 5035
trigger1 = animtime = 0
value = 5050

[State 903, Vel]
type = VelSet
trigger1 = Time = 43
x = -8
y = -3

[State 903, Vel]
type = veladd
trigger1 = Time >= 43
y = .5

[State 3110, ChangeState]
type = SelfState
trigger1 = Pos Y >= 25 && Vel Y > 0
value = 5100


;仭旘隳擔椫巃仭
[Statedef 1800]
type = S
movetype = A
physics = N
velset = 0, 0
ctrl = 0
poweradd = 70
juggle = 11

[State 1100, VarSet]
type = VarSet
triggerall = !var(59)
trigger1 = Time = 0
var(1) = ifelse(Command = "旘隳擔椫巃庛", 0, 1)

[State 1100, VarSet]
type = varset
triggerall = var(59) || fvar(39)
trigger1 = Time = 0
var(1) = random%2

[State 1200, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse(!var(1),1800,1810)

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 5

[State 255, Vel]
type = velset
trigger1= animelem = 2
x = 4+var(1)

[State 255, Vel]
type = velset
trigger1 = animelem = 5
x = 0

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 5
attr = S, SA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
damage = ceil(ifelse((20*fvar(1))<7,7,(20*fvar(1)))), ceil(ifelse((20*fvar(1)/8)<7,7,(20*fvar(1)/8)))
pausetime = 12, 12
sparkno = s6020
guard.sparkno = s6060
sparkxy = -10, -26
hitsound = s2, 2
guardsound = s2, 10
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
yaccel = .5
ground.velocity = -4, -6
air.velocity = -4, -6
forcestand = 1
fall = 1
fall.recover = 0
getpower = 70, 35
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1400, Type]
type = statetypeset
trigger1= animelem = 6
statetype = A

[State 255, Vel]
type = velset
trigger1= animelem = 6
x = 3+var(1)*.5
y = -7-var(1)

[State 1400, Vel]
type = veladd
trigger1 = animelemtime(6) >= 0
y = .5

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = 6, 15

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 7
ID = 1800
anim = 8150
pos = 26, -26
postype = p1
scale =.75, .5
bindtime = -1
ownpal = 1
sprpriority = 3
removeongethit = 1

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 8
attr = A, SA
hitflag = MAF
guardflag = HA
animtype = Hard
air.animtype = Back
damage=ceil(ifelse(((50+(var(1)*7))*fvar(1))<7,7,((50+(var(1)*7))*fvar(1)))),ceil(ifelse(((50+(var(1)*7))*fvar(1)/8)<7,7,((50+(var(1)*7))*fvar(1)/8)))
pausetime = 12, 12
sparkno = s6020
guard.sparkno = s6060
sparkxy = -10, -19
hitsound = s2, 3
guardsound = s2, 10
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
yaccel = .5
ground.velocity = -10
air.velocity = -6, -5
forcestand = 1
air.fall = 1
fall.recover = 0
getpower = 70, 35
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 9
movetype = I

[State 210, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1810

;仭旘隳擔椫巃拝抧仭
[Statedef 1810]
type = S
movetype = A
physics = S
anim = 1820
velset = 0, 0
ctrl = 0

[State 1403, Pos]
type = posset
trigger1 = time = 0
y = 0

[State 1403, Snd]
type = playsnd
trigger1 = time = 0
value = 0, 0

[State 1403, End]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;仭棆柭崑攋搳偘仭
[Statedef 1900]
type = S
movetype = A
physics  = S
anim = 1900
velset = 0, 0
ctrl = 0
poweradd = 70
juggle = 9

[State 830, attackdist]
type = attackdist
trigger1 = 1
value = 0

[State 800, HitDef]
type = HitDef
Trigger1 = animelem = 2
attr = S, ST
hitflag = FD
priority = 1, Miss
sparkno = -1
hitsound = s2, 4
guard.dist = 0
p1facing = 1
p2facing = 1
p1stateno = 1910
p2stateno = 820
fall = 1
fall.recover = 0
numhits = 0

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 3
movetype = I

[State 800, ChangeState]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仭棆柭崑攋搳偘惉岟仭
[Statedef 1910]
type = S
movetype = A
physics  = S
anim = 1910
velset = 0, 0
ctrl = 0

[State 3001, Width]
type = Width
trigger1 = 1
edge = 45, 50

[State 1031, TargetState]
type = TargetState
trigger1 = time = 0
value = 1920

[State 901,1]
type = TargetBind
trigger1 = animelem = 1
pos = 12, 0
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 2
pos = 24, -46
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 3
pos = 31, -67
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 4
pos = 20, 0
time = -1

[State 220, Position]
type = PosAdd
trigger1 = AnimElem = 4
x = -2

[State 901,1]
type = TargetBind
trigger1 = animelem = 5
pos = 6, -58
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 6
pos = -26, -53
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 7
pos = -25, -40
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 8
pos = -22, -26
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 9
pos = -23, 0
time = 1

[State 3001, Add Hits!]
type = HitAdd
trigger1 = AnimElem = 9
value = 1

[State -2, Combo]
type = VarAdd
trigger1 = AnimElem = 9
var(3) = 1

[State 901, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 9
value = ceil(ifelse((-30*fvar(1))>-7,-7,(-30*fvar(1))))

[State 901, Hurt]
type = TargetPowerAdd
trigger1 = AnimElem = 8
value = 35

[State 903, EnvShake]
type = EnvShake
trigger1 = AnimElem = 9
time = 14
ampl = -4
freq = 120

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 9
value = 2, 14

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 9
value = 6, 26

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 9
anim = 6040
pos = -23, 0
postype = p1
ownpal = 1
sprpriority = 3

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 9
anim = 8180
pos = -23, 0
postype = p1
ownpal = 1
sprpriority = 3

[State 220, Position]
type = PosAdd
trigger1 = AnimTime = 0
x = 1

[State 1300,Turn]
type = Turn
trigger1 = AnimTime = 0

[State 901, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仭棆柭崑攋搳偘憡庤仭
[Statedef 1920]
type = A
movetype = H
physics = N
velset = 0, 0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 170, 1]
type = playerpush
trigger1 = 1
value = 0

[State 1201, screenbound]
type = screenbound
trigger1 = time < 49
movecamera = 1, 0

[State 902, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1920

[State 902, 1]
type = ChangeAnim
trigger1 = anim = 1920
trigger1 = animtime = 0
value = 5100

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 42
time = 32
add = 100,100,180
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 1
color = 0

[State 902, 1]
type = ChangeAnim2
trigger1 = Time = 48
value = 1930

[State 902, 1]
type = PosSet
trigger1 = time = 48
y = 0

[State 902, 1]
type = VelSet
trigger1 = time = 49
x = 3
y = -6

[State 902, 1]
type = VelAdd
trigger1 = time >= 49
y = .6

[State 210, ChangeState]
type = SelfState
trigger1 = Pos Y >= 25 && Vel Y > 0
value = 5100


;仭旘墠幐媟仭
[Statedef 2000]
type = S
movetype = A
physics = N
velset = 0, 0
ctrl = 0
poweradd = 0
juggle = 11

[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
var(1) = ifelse((prevstateno=200||prevstateno=210||prevstateno=400||prevstateno=410||prevstateno=560), 1, 0)

[State 1200, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse(!var(1),2000,2010)

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 5

[State 1400, Type]
type = statetypeset
trigger1= animelem = 4
statetype = A

[State 255, Vel]
type = velset
trigger1= animelem = 4
x = 4
y = -5

[State 1400, Vel]
type = veladd
trigger1 = animelemtime(4) >= 0
y = .4

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 6, 15

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 8
ID = 2000
anim = 8060
pos = -30, -45
postype = p1
scale = .7, -.2
bindtime = -1
ownpal = 1
sprpriority = 3
removeongethit = 1

[State 200, HitDef]
type = HitDef
trigger1 = !var(1)
trigger1 = animelem = 8
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Hard
air.animtype = Back
damage = ceil(ifelse((30*fvar(1))<7,7,(30*fvar(1)))), ceil(ifelse((30*fvar(1)/8)<7,7,(30*fvar(1)/8)))
pausetime = 12, 12
sparkno = s6020
guard.sparkno = s6060
sparkxy = -10, -22
hitsound = s2, 3
guardsound = s2, 10
ground.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
yaccel = .5
ground.velocity = -4
air.velocity = -5, -7
air.fall = 1
fall.recover = 0
getpower = 70, 35
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128

[State 200, HitDef]
type = HitDef
trigger1 = var(1)
trigger1 = animelem = 8
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Hard
air.animtype = Back
damage = ceil(ifelse((20*fvar(1))<7,7,(20*fvar(1)))), ceil(ifelse((20*fvar(1)/8)<7,7,(20*fvar(1)/8)))
pausetime = 12, 12
sparkno = s6020
guard.sparkno = s6060
sparkxy = -10, -22
hitsound = s2, 3
guardsound = s2, 10
ground.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
yaccel = .5
ground.velocity = -10, 10
air.velocity = -10, 10
fall = 1
fall.xvelocity = -2
fall.recover = 0
getpower = 70, 35
givepower = 35, 35
palfx.time = 12*var(2)
palfx.add = 255, 255, 255
palfx.mul = 128, 128, 128

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 9
movetype = I

[State 210, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 2010

;仭旘墠幐媟拝抧仭
[Statedef 2010]
type = S
movetype = I
physics = S
anim = 2020
velset = 0, 0
ctrl = 0

[State 1301, Pos]
type = posset
trigger1 = time = 0
y = 0

[State 1301, Snd]
type = playsnd
trigger1 = time = 0
value = 0, 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
