;---------------------------------------------------------------------------
[Statedef 10000]
type = S
anim = 6900

;===========================================================================
;===========================================================================
;O[|Cg̕\ݒifvar(3)̐lMĂj
[State 5900, see GROOVE POINT]
type = ParentVarSet
trigger1 = 1
fvar(3) = 1
;0cO[|Cg̕\/GROOVE POINT ON
;1cO[|Cg̕\Ȃ/GROOVE POINT OFF

;===========================================================================
;O[Q[WDoubleResݒifvar(16)̐lMĂj
[State 5900, Gauge Setting]
type = ParentVarSet
trigger1 = 1
fvar(16) = 0
;0cDoubleRes=4
;1cDoubleRes=0
-----------------------------------------
[StateDef 28]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 28
poweradd = 20
sprpriority = 2

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s182, 0
volume = 255

[State 28, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = Light
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -2,0
air.type = High
air.velocity = -2,0
air.hittime = 12

[State 28, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;=========================================================================
[StateDef 29]
type = S
movetype= A
physics = S
juggle  = 1
velset = 8
ctrl = 0
anim = 29
poweradd = 20
sprpriority = 2

[State 70, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3, 4
volume = 255

[State 29, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1.4
airguard.velocity = -1.4,0
air.type = High
air.velocity = -1.4,0
air.hittime = 12

[State 29, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;========================================================================
[StateDef 201]
type = S
movetype = A
physics = S
juggle = 2
poweradd= 20
ctrl = 0
anim = 25
sprpriority = 2
velset = 0
facep2 = 1

[State 3002, 0]
type = VelSet
trigger1 = AnimElem = 1
x = 4

[State 221, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 2
channel = 1

[State 221, Voice]
type = PlaySnd
triggerall = prevstateno != 830
trigger1 = AnimElem = 3 && Random <= 500
value = 0, 1
channel = 0

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 40
animtype = DiagUp
guardflag = MA
pausetime = 12,15
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -58
hitsound = S2, 16
guardsound = S1, 0
ground.type = High
getpower = 200
givepower = 100
ground.hittime = 30
air.type = low
ground.velocity = -30
air.velocity = -30, 30
envshake.time = 15
envshake.ampl = 8
fall = 1
fall.recover = 0

[State 201, 2]
type = ScreenBound
trigger1 = P2MoveType = H || BackEdgeBodyDist >= -1
movecamera = 0,0

;E esse  para quando ocorrer
[State 201, 1]
type = ChangeState
trigger1 = time = 35
trigger1 = BackEdgeBodyDist <= 0
value = 100
ctrl = 0

;E esse  para quando no ocorrer
[State 201, 2]
type = ChangeState
trigger1 = time = 29
trigger1 = BackEdgeBodyDist > -1
value = 0
ctrl = 1

------------------------------------------------------

;E esse  para quando no ocorrer
[State 3100, 2]
type = ChangeState
trigger1 = time = 29
trigger1 = BackEdgeBodyDist > -1
value = 0
ctrl = 1

[StateDef 27]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0
ctrl = 0
anim = 27
poweradd = 20
sprpriority = 2

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s181, 0
volume = 255

[State 27, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = low
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -10
airguard.velocity = -10
air.type = High
air.velocity = -10
air.hittime = 12

[State 27, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
---------------------------
[StateDef 26]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0
ctrl = 0
anim = 26
poweradd = 20
sprpriority = 2

[State 70, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3, 3
volume = 255

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s850, 10
volume = 255

[State 0]
type = SuperPause
trigger1 = animelem = 2
trigger2 = time = 80
time = 80
movetime = 80
anim = -1
p2defmul = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = animelem = 3
time = 6
add = 100,100,180
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1

[State 26, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = low
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 40, 42
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 2
guardsound = 6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 12

[State 26, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
----------------------------
[StateDef 25]
type = S
movetype= A
physics = S
juggle  = 1
velset = 15
ctrl = 0
anim = 26
poweradd = 20
sprpriority = 2

[State 25, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 30
animtype = low
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 10, 40
sparkno = 0
sparkxy = -10, -76
p1stateno = 30
p2stateno = 5001
hitsound = s4100, 0
getpower = 136,0
guardsound = 6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 12

[State 25, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-------------------------
[StateDef 30]
type = S
movetype= A
physics = S
juggle  = 1
velset = -30
ctrl = 0
anim = 30
poweradd = 20
sprpriority = 2

[State 70, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s6000, 12
volume = 255

[State 30, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 50
sparkno = 0
sparkxy = -10, -76
hitsound = s4100, 0
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 30, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3100
ctrl = 1
--------------------------------
[StateDef 31]
type = S
movetype= A
physics = S
juggle  = 1
velset = 10
ctrl = 0
anim = 28
poweradd = 20
sprpriority = 2

[State 70, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s180, 0
volume = 255

[State 31, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 4
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 31, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
--------------------------------
[StateDef 500]
type    = S
movetype =  A
physics = S
juggle = 8
ctrl = 0
velset = 0,0
anim = 250
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 250, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 5
channel = 1

[State 250, Voice]
type = PlaySnd
triggerall = prevstateno != 830
trigger1 = AnimElem = 3 && Random <= 500
value = 0, 1
channel = 0

[State 500, 1]
type = Hitdef
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = 20
pausetime = ceil(13*(2-var(18))/2),ceil(13*(2-var(18))/2)
guard.pausetime = ceil(13*(2-var(18))/2),ceil(12*(2-var(18))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -20, -71
hitsound = S2, 5
guardsound = S1, 0
ground.type = High
air.type = High
ground.slidetime = 17+(var(41)*4)
ground.hittime = 17+(var(41)*4)
air.hittime = 17+(var(41)*4)
guard.ctrltime = 17
ground.velocity = -11*(2-var(18))/2
guard.velocity = -10.5
air.velocity = -5.5*(2-var(18))/2, -6*(4+var(18))/4
ground.cornerpush.veloff = -15.4*(2-var(18))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 0
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5

[State 500, 1]
type = Hitdef
triggerall = prevstateno = 830
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = 25
pausetime = ceil(13*(2-var(18))/2),ceil(13*(2-var(18))/2)
guard.pausetime = ceil(13*(2-var(18))/2),ceil(12*(2-var(18))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -71
hitsound = S2, 5
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 17+(var(41)*4)
ground.hittime = 17+(var(41)*4)
air.hittime = 17+(var(41)*4)
guard.ctrltime = 17
ground.velocity = -8,-5
guard.velocity = -9.5
air.velocity = -4, -5
ground.cornerpush.veloff = -15.4*(2-var(18))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
fall = 1
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -71

[State 500, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
--------------------------------
-------------------------------------------
[StateDef 502]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0
ctrl = 0
anim = 27
poweradd = 20
sprpriority = 2

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s181, 0
volume = 255

[State 502, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = low
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
p1stateno = 503
hitsound = s2, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -10
airguard.velocity = -10
air.type = High
air.velocity = -10
air.hittime = 12

[State 502, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-------------------------------------
[StateDef 503]
type = S
movetype= A
physics = S
juggle  = 1
velset = 10
ctrl = 0
anim = 28
poweradd = 20
sprpriority = 2

[State 70, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s180, 0
volume = 255

[State 503, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
p1stateno = 25
hitsound = s2, 4
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 503, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-----------------------------------
[StateDef 504]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 28
poweradd = 20
sprpriority = 2

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s182, 0
volume = 255

[State 504, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = Light
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
p1stateno = 505
hitsound = s2, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -2,0
air.type = High
air.velocity = -2,0
air.hittime = 12

[State 504, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-----------------------------
[StateDef 505]
type = S
movetype= A
physics = S
juggle  = 1
velset = 8
ctrl = 0
anim = 29
poweradd = 20
sprpriority = 2

[State 70, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3, 4
volume = 255

[State 505, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
p1stateno = 506
hitsound = s2, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1.4
airguard.velocity = -1.4,0
air.type = High
air.velocity = -1.4,0
air.hittime = 12

[State 505, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-------------------------------------
[StateDef 506]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0
ctrl = 0
anim = 27
poweradd = 20
sprpriority = 2

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s181, 0
volume = 255

[State 506, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = low
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
p1stateno = 901
hitsound = s2, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -10
airguard.velocity = -10
air.type = High
air.velocity = -10
air.hittime = 12

[State 506, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-----------------------------------
[StateDef 507]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 28
poweradd = 20
sprpriority = 2

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s182, 0
volume = 255

[State 507, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = Light
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
p1stateno = 508
hitsound = s2, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -2,0
air.type = High
air.velocity = -2,0
air.hittime = 12

[State 507, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-----------------------------
[StateDef 508]
type = S
movetype= A
physics = S
juggle  = 1
velset = 8
ctrl = 0
anim = 29
poweradd = 20
sprpriority = 2

[State 70, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3, 4
volume = 255

[State 508, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
p1stateno = 509
hitsound = s2, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1.4
airguard.velocity = -1.4,0
air.type = High
air.velocity = -1.4,0
air.hittime = 12

[State 508, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-------------------------------------
[StateDef 509]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0
ctrl = 0
anim = 27
poweradd = 20
sprpriority = 2

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s181, 0
volume = 255

[State 509, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = low
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
p1stateno = 1000
hitsound = s2, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -10
airguard.velocity = -10
air.type = High
air.velocity = -10
air.hittime = 12

[State 509, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
----------------------------------------
[StateDef 209]
type = S
movetype= A
physics = S
juggle  = 1
velset = 7
ctrl = 0
anim = 210
poweradd = -2000
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1 ; donde empezara la accion, en este caso frame 3
time = 100; tiempo en frames que durara la accion
length = 60 ; Longitud total ,Maximo 60
palcolor = 256 ; color de 0 a 256
palinvertall = 0; invertir todos los colores 0 desactivado o 1 activado
palbright = 30,30,30 ; brillo , maximo 256
palcontrast = 120,120,220; contraste maximo 256
palpostbright = 0,0,0;
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = add ;"none","add1","sub"; es probar, en pricipio add

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s181, 0
volume = 255

[State 3000, Superpause]
type = SuperPause
trigger1 = animElem = 3
time = 50+(var(5)*2)
movetime = 50+(var(5)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 3
id = 8000
pos = 10, -60
postype = P1
stateno = 8000
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999

[State 209, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20,20
animtype = Light
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 50, 10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -70
hitsound = S6000, 11
guardsound = S1, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9
p1stateno = 211
air.type = High
air.velocity = -1.4
air.hittime = 12

[State 209, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
------------------------------
[StateDef 225]
type = S
movetype= A
physics = S
juggle  = 1
velset = 7
ctrl = 0
anim = 210
poweradd = -2000
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1 ; donde empezara la accion, en este caso frame 3
time = 100; tiempo en frames que durara la accion
length = 60 ; Longitud total ,Maximo 60
palcolor = 256 ; color de 0 a 256
palinvertall = 0; invertir todos los colores 0 desactivado o 1 activado
palbright = 30,30,30 ; brillo , maximo 256
palcontrast = 120,120,220; contraste maximo 256
palpostbright = 0,0,0;
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = add ;"none","add1","sub"; es probar, en pricipio add

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s181, 0
volume = 255

[State 3000, Superpause]
type = SuperPause
trigger1 = animElem = 3
time = 50+(var(5)*2)
movetime = 50+(var(5)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 3
id = 8000
pos = 10, -60
postype = P1
stateno = 8000
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999

[State 225, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20,20
animtype = Light
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 50, 10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -70
hitsound = S6000, 11
guardsound = S1, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9
p1stateno = 226
air.type = High
air.velocity = -1.4
air.hittime = 12

[State 225, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
--------------------------------------
[StateDef 211]
type = S
movetype= A
physics = S
juggle  = 1
velset = 9
ctrl = 0
anim = 250
poweradd = 10
sprpriority = 2

[State 221, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 2
channel = 1

[State 221, Voice]
type = PlaySnd
triggerall = prevstateno != 830
trigger1 = AnimElem = 3 && Random <= 500
value = 0, 1
channel = 0

[state 0, CLAREAR]
type = BgPalFx
trigger1 = time = 1
add = -200,-200,-150
time = 100

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1 ; donde empezara la accion, en este caso frame 3
time = 100; tiempo en frames que durara la accion
length = 60 ; Longitud total ,Maximo 60
palcolor = 256 ; color de 0 a 256
palinvertall = 0; invertir todos los colores 0 desactivado o 1 activado
palbright = 30,30,30 ; brillo , maximo 256
palcontrast = 120,120,220; contraste maximo 256
palpostbright = 0,0,0;
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = add ;"none","add1","sub"; es probar, en pricipio add

[State 211, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 50, 50
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -58
hitsound = S2, 16
guardsound = S1, 0
ground.type = High
p1stateno = 212
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9
air.type = High
air.velocity = -1.4
air.hittime = 12

[State 211, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
------------------------------------------
[StateDef 226]
type = S
movetype= A
physics = S
juggle  = 1
velset = 9
ctrl = 0
anim = 250
poweradd = 10
sprpriority = 2

[State 221, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 2
channel = 1

[State 221, Voice]
type = PlaySnd
triggerall = prevstateno != 830
trigger1 = AnimElem = 3 && Random <= 500
value = 0, 1
channel = 0

[state 0, CLAREAR]
type = BgPalFx
trigger1 = time = 1
add = -200,-200,-150
time = 100

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1 ; donde empezara la accion, en este caso frame 3
time = 100; tiempo en frames que durara la accion
length = 60 ; Longitud total ,Maximo 60
palcolor = 256 ; color de 0 a 256
palinvertall = 0; invertir todos los colores 0 desactivado o 1 activado
palbright = 30,30,30 ; brillo , maximo 256
palcontrast = 120,120,220; contraste maximo 256
palpostbright = 0,0,0;
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = add ;"none","add1","sub"; es probar, en pricipio add

[State 226, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 50, 50
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -58
hitsound = S2, 16
guardsound = S1, 0
ground.type = High
p1stateno = 227
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9
air.type = High
air.velocity = -1.4
air.hittime = 12

[State 226, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
------------------------------------------
[StateDef 227]
type = S
movetype = A
physics = S
juggle  = 5
poweradd= 20
ctrl = 0
anim = 410
sprpriority = 2
velset = 5

[state 0, CLAREAR]
type = BgPalFx
trigger1 = AnimElem = 3
add = -200,-200,-150
time = 50

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s180, 0
volume = 255

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1 ; donde empezara la accion, en este caso frame 3
time = 100; tiempo en frames que durara la accion
length = 60 ; Longitud total ,Maximo 60
palcolor = 256 ; color de 0 a 256
palinvertall = 0; invertir todos los colores 0 desactivado o 1 activado
palbright = 30,30,30 ; brillo , maximo 256
palcontrast = 120,120,220; contraste maximo 256
palpostbright = 0,0,0;
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = add ;"none","add1","sub"; es probar, en pricipio add

[State 227, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 10,10
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -70
hitsound = S2, 12
guardsound = S1, 0
ground.type = High
p1stateno = 228
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9
air.type = High
air.velocity = -1.4
air.hittime = 12

[State 227, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
------------------------------------------
[StateDef 212]
type = S
movetype = A
physics = S
juggle  = 5
poweradd= 20
ctrl = 0
anim = 410
sprpriority = 2
velset = 5

[state 0, CLAREAR]
type = BgPalFx
trigger1 = AnimElem = 3
add = -200,-200,-150
time = 50

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s180, 0
volume = 255

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1 ; donde empezara la accion, en este caso frame 3
time = 100; tiempo en frames que durara la accion
length = 60 ; Longitud total ,Maximo 60
palcolor = 256 ; color de 0 a 256
palinvertall = 0; invertir todos los colores 0 desactivado o 1 activado
palbright = 30,30,30 ; brillo , maximo 256
palcontrast = 120,120,220; contraste maximo 256
palpostbright = 0,0,0;
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = add ;"none","add1","sub"; es probar, en pricipio add

[State 212, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 10,10
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -70
hitsound = S2, 12
guardsound = S1, 0
ground.type = High
p1stateno = 213
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9
air.type = High
air.velocity = -1.4
air.hittime = 12

[State 212, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-------------------------
[StateDef 228]
type = S
movetype= A
physics = S
juggle  = 1
velset = 3
ctrl = 0
anim = 450
poweradd = 20
sprpriority = 2

[state 0, CLAREAR]
type = BgPalFx
trigger1 = AnimElem = 3
add = -200,-200,-150
time = 50

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1 ; donde empezara la accion, en este caso frame 3
time = 100; tiempo en frames que durara la accion
length = 60 ; Longitud total ,Maximo 60
palcolor = 256 ; color de 0 a 256
palinvertall = 0; invertir todos los colores 0 desactivado o 1 activado
palbright = 30,30,30 ; brillo , maximo 256
palcontrast = 120,120,220; contraste maximo 256
palpostbright = 0,0,0;
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = add ;"none","add1","sub"; es probar, en pricipio add

[State 450, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 10

[State 450, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 5
channel = 1

[State 450, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random <= 500
value = 0, 1
channel = 0

[State 228, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 10
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -15
hitsound = S2, 5
guardsound = S1, 0
ground.type = High
p1stateno = 229
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 228, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
------------------------
[StateDef 213]
type = S
movetype= A
physics = S
juggle  = 1
velset = 3
ctrl = 0
anim = 450
poweradd = 20
sprpriority = 2

[state 0, CLAREAR]
type = BgPalFx
trigger1 = AnimElem = 3
add = -200,-200,-150
time = 50

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1 ; donde empezara la accion, en este caso frame 3
time = 100; tiempo en frames que durara la accion
length = 60 ; Longitud total ,Maximo 60
palcolor = 256 ; color de 0 a 256
palinvertall = 0; invertir todos los colores 0 desactivado o 1 activado
palbright = 30,30,30 ; brillo , maximo 256
palcontrast = 120,120,220; contraste maximo 256
palpostbright = 0,0,0;
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = add ;"none","add1","sub"; es probar, en pricipio add

[State 450, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 10

[State 450, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 5
channel = 1

[State 450, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random <= 500
value = 0, 1
channel = 0

[State 213, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 10
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -15
hitsound = S2, 5
guardsound = S1, 0
ground.type = High
p1stateno = 214
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 213, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
---------------------------------------
[StateDef 214]
type = S
movetype = A
physics = S
juggle  = 5
poweradd= 20
ctrl = 0
anim = 420
sprpriority = 2
velset = 7

[state 0, CLAREAR]
type = BgPalFx
trigger1 = AnimElem = 3
add = -200,-200,-150
time = 50

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1 ; donde empezara la accion, en este caso frame 3
time = 100; tiempo en frames que durara la accion
length = 60 ; Longitud total ,Maximo 60
palcolor = 256 ; color de 0 a 256
palinvertall = 0; invertir todos los colores 0 desactivado o 1 activado
palbright = 30,30,30 ; brillo , maximo 256
palcontrast = 120,120,220; contraste maximo 256
palpostbright = 0,0,0;
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = add ;"none","add1","sub"; es probar, en pricipio add

[State 420, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 2
channel = 1

[State 420, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random <= 500
value = 0, 1
channel = 0

[State 214, 1]
type = HitDef
trigger1 = ANIMELEM = 4
attr = S, NA
damage = 10
animtype = Hard
guardflag = MA
pausetime = 10,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -51
hitsound = S2, 2
guardsound = S1, 0
ground.type = High
ground.type = LOW
P1STATENO = 215
ground.slidetime = 8
ground.hittime  = 20
ground.velocity = -1,-8.5
air.velocity = -1,-7
fall = 1
fall.recover = 0

[State 214, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
--------------------------------
[StateDef 229]
type = S
movetype = A
physics = S
juggle  = 5
poweradd= 20
ctrl = 0
anim = 420
sprpriority = 2
velset = 7

[state 0, CLAREAR]
type = BgPalFx
trigger1 = AnimElem = 3
add = -200,-200,-150
time = 50

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1 ; donde empezara la accion, en este caso frame 3
time = 100; tiempo en frames que durara la accion
length = 60 ; Longitud total ,Maximo 60
palcolor = 256 ; color de 0 a 256
palinvertall = 0; invertir todos los colores 0 desactivado o 1 activado
palbright = 30,30,30 ; brillo , maximo 256
palcontrast = 120,120,220; contraste maximo 256
palpostbright = 0,0,0;
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = add ;"none","add1","sub"; es probar, en pricipio add

[State 420, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 2
channel = 1

[State 420, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random <= 500
value = 0, 1
channel = 0

[State 229, 1]
type = HitDef
trigger1 = ANIMELEM = 4
attr = S, NA
damage = 10
animtype = Hard
guardflag = MA
pausetime = 10,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -51
hitsound = S2, 2
guardsound = S1, 0
ground.type = High
ground.type = LOW
P1STATENO = 231
ground.slidetime = 8
ground.hittime  = 20
ground.velocity = -1,-8.5
air.velocity = -1,-7
fall = 1
fall.recover = 0

[State 229, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
------------------------------
[StateDef 215]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 215
poweradd = 20
sprpriority = 2

[state 0, CLAREAR]
type = BgPalFx
trigger1 = AnimElem = 1
add = -200,-200,-150
time = 100

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1 ; donde empezara la accion, en este caso frame 3
time = 200; tiempo en frames que durara la accion
length = 60 ; Longitud total ,Maximo 60
palcolor = 256 ; color de 0 a 256
palinvertall = 1; invertir todos los colores 0 desactivado o 1 activado
palbright = 30,30,30 ; brillo , maximo 256
palcontrast = 120,120,220; contraste maximo 256
palpostbright = 0,0,0;
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 10
framegap = 10
trans = add1 ;"none","add1","sub"; es probar, en pricipio add

[State 230, AllPalFX]
type = AllPalFX
trigger1 = animelem = 3
time = 80
add = 0,0,0
mul = 156,76,38 ; probar
sinadd = 0,0,0,10 ; probar
invertall = 0
color = 138 ; probar los colores

[State 215, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 80, 80
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -58
hitsound = S4682, 10
guardsound = S1, 0
ground.type = High
ground.slidetime = 5
p1stateno = 216
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,0
air.type = High
air.velocity = -1.4,0
air.hittime = 12

[State 215, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-------------------------------------
[StateDef 231]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 215
poweradd = 20
sprpriority = 2

[state 0, CLAREAR]
type = BgPalFx
trigger1 = AnimElem = 1
add = -200,-200,-150
time = 100

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1 ; donde empezara la accion, en este caso frame 3
time = 200; tiempo en frames que durara la accion
length = 60 ; Longitud total ,Maximo 60
palcolor = 256 ; color de 0 a 256
palinvertall = 1; invertir todos los colores 0 desactivado o 1 activado
palbright = 30,30,30 ; brillo , maximo 256
palcontrast = 120,120,220; contraste maximo 256
palpostbright = 0,0,0;
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 10
framegap = 10
trans = add1 ;"none","add1","sub"; es probar, en pricipio add

[State 230, AllPalFX]
type = AllPalFX
trigger1 = animelem = 3
time = 80
add = 0,0,0
mul = 156,76,38 ; probar
sinadd = 0,0,0,10 ; probar
invertall = 0
color = 138 ; probar los colores

[State 231, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 80, 80
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -58
hitsound = S4682, 10
guardsound = S1, 0
ground.type = High
ground.slidetime = 5
p1stateno = 232
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,0
air.type = High
air.velocity = -1.4,0
air.hittime = 12

[State 231, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
------------------------------------
[StateDef 216]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 220
poweradd = 20
sprpriority = 2

[state 0, CLAREAR]
type = BgPalFx
trigger1 = AnimElem = 1
add = -200,-200,-150
time = 100

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1 ; donde empezara la accion, en este caso frame 3
time = 200; tiempo en frames que durara la accion
length = 60 ; Longitud total ,Maximo 60
palcolor = 256 ; color de 0 a 256
palinvertall = 1; invertir todos los colores 0 desactivado o 1 activado
palbright = 30,30,30 ; brillo , maximo 256
palcontrast = 120,120,220; contraste maximo 256
palpostbright = 0,0,0;
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 10
framegap = 10
trans = add1 ;"none","add1","sub"; es probar, en pricipio add

[State 230, AllPalFX]
type = AllPalFX
trigger1 = animelem = 4
time = 80
add = 0,0,0
mul = 156,76,38 ; probar
sinadd = 0,0,0,10 ; probar
invertall = 0
color = 138 ; probar los colores

[State 216, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 80, 400
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -58
hitsound = S4682, 20
guardsound = S1, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
p1stateno = 217
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 216, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-----------------------------
[StateDef 232]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 220
poweradd = 20
sprpriority = 2

[state 0, CLAREAR]
type = BgPalFx
trigger1 = AnimElem = 1
add = -200,-200,-150
time = 100

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1 ; donde empezara la accion, en este caso frame 3
time = 200; tiempo en frames que durara la accion
length = 60 ; Longitud total ,Maximo 60
palcolor = 256 ; color de 0 a 256
palinvertall = 1; invertir todos los colores 0 desactivado o 1 activado
palbright = 30,30,30 ; brillo , maximo 256
palcontrast = 120,120,220; contraste maximo 256
palpostbright = 0,0,0;
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 10
framegap = 10
trans = add1 ;"none","add1","sub"; es probar, en pricipio add

[State 230, AllPalFX]
type = AllPalFX
trigger1 = animelem = 4
time = 80
add = 0,0,0
mul = 156,76,38 ; probar
sinadd = 0,0,0,10 ; probar
invertall = 0
color = 138 ; probar los colores

[State 232, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 80, 400
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -58
hitsound = S4682, 20
guardsound = S1, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
p1stateno = 233
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 232, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
---------------------------
[StateDef 217]
type = S
movetype = A
physics = S
juggle = 2
poweradd= 20
ctrl = 0
anim = 217
sprpriority = 2
velset = 0
facep2 = 1

[State 3002, 0]
type = VelSet
trigger1 = AnimElem = 3
x = 9

[State 221, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 2
channel = 1

[State 221, Voice]
type = PlaySnd
triggerall = prevstateno != 830
trigger1 = AnimElem = 3 && Random <= 1000
value = 0, 1
channel = 0

[State 0, AllPalFX]
type = AllPalFX
trigger1 = animelem = 4
time = 10 ; el tiempo..
add = 256,256,256
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 256

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1 ; donde empezara la accion, en este caso frame 3
time = 200; tiempo en frames que durara la accion
length = 60 ; Longitud total ,Maximo 60
palcolor = 256 ; color de 0 a 256
palinvertall = 1; invertir todos los colores 0 desactivado o 1 activado
palbright = 30,30,30 ; brillo , maximo 256
palcontrast = 120,120,220; contraste maximo 256
palpostbright = 0,0,0;
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 10
framegap = 10
trans = add1 ;"none","add1","sub"; es probar, en pricipio add

[State 0]
type = SuperPause
trigger1 = animelem = 1
trigger2 = time = 80
time = 80
movetime = 80
anim = -1
p2defmul = 1

[State 217, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 40
animtype = DiagUp
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 80,85
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -58
hitsound = S4682, 30
guardsound = S1, 0
ground.type = High
getpower = 200
givepower = 100
ground.hittime = 30
air.type = low
ground.velocity = -30
air.velocity = -30, 30
envshake.time = 15
envshake.ampl = 8
fall = 1
fall.recover = 0

[State 201, 2]
type = ScreenBound
trigger1 = P2MoveType = H || BackEdgeBodyDist > -1
movecamera = 0,0

;E esse  para quando ocorrer
[State 201, 1]
type = ChangeState
trigger1 = time = 35
trigger1 = BackEdgeBodyDist <= -1
value = 100
ctrl = 0

[State 217, end]
type = ChangeState
trigger1 = time = 29
trigger1 = BackEdgeBodyDist > -1
value = 0
ctrl = 1
--------------------------------
[StateDef 233]
type = S
movetype = A
physics = S
juggle = 2
poweradd= 20
ctrl = 0
anim = 217
sprpriority = 2
velset = 0
facep2 = 1

[State 3002, 0]
type = VelSet
trigger1 = AnimElem = 3
x = 9

[State 221, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 2
channel = 1

[State 221, Voice]
type = PlaySnd
triggerall = prevstateno != 830
trigger1 = AnimElem = 3 && Random <= 1000
value = 0, 1
channel = 0

[State 0, AllPalFX]
type = AllPalFX
trigger1 = animelem = 4
time = 10 ; el tiempo..
add = 256,256,256
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 256

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1 ; donde empezara la accion, en este caso frame 3
time = 200; tiempo en frames que durara la accion
length = 60 ; Longitud total ,Maximo 60
palcolor = 256 ; color de 0 a 256
palinvertall = 1; invertir todos los colores 0 desactivado o 1 activado
palbright = 30,30,30 ; brillo , maximo 256
palcontrast = 120,120,220; contraste maximo 256
palpostbright = 0,0,0;
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 10
framegap = 10
trans = add1 ;"none","add1","sub"; es probar, en pricipio add

[State 0]
type = SuperPause
trigger1 = animelem = 1
trigger2 = time = 80
time = 80
movetime = 80
anim = -1
p2defmul = 1

[State 233, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 40
animtype = DiagUp
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 80,85
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -58
hitsound = S4682, 30
guardsound = S1, 0
ground.type = High
getpower = 1000
givepower = 1000
ground.hittime = 30
air.type = low
ground.velocity = -30
air.velocity = -30, 30
envshake.time = 15
envshake.ampl = 8
p1stateno = 218
fall = 1
fall.recover = 0

[State 201, 2]
type = ScreenBound
trigger1 = P2MoveType = H || BackEdgeBodyDist > -1
movecamera = 0,0

;E esse  para quando ocorrer
[State 201, 1]
type = ChangeState
trigger1 = time = 35
trigger1 = BackEdgeBodyDist <= -1
value = 100
ctrl = 0

[State 233, end]
type = ChangeState
trigger1 = time = 29
trigger1 = BackEdgeBodyDist > -1
value = 0
ctrl = 1
--------------------------------
[StateDef 218]
type = S
movetype = A
physics = S
juggle = 2
poweradd= -1000
ctrl = 0
anim = 218
sprpriority = 2
velset = 0
facep2 = 1

[State 0]
type = SuperPause
trigger1 = animelem = 1
trigger2 = time = 80
time = 80
movetime = 80
anim = -1
p2defmul = 1

[State 3002, 0]
type = VelSet
trigger1 = AnimElem = 3
x = 9

[State 221, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 2
channel = 1

[State 221, Voice]
type = PlaySnd
triggerall = prevstateno != 830
trigger1 = AnimElem = 3 && Random <= 1000
value = 0, 1
channel = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1 ; donde empezara la accion, en este caso frame 3
time = 200; tiempo en frames que durara la accion
length = 60 ; Longitud total ,Maximo 60
palcolor = 256 ; color de 0 a 256
palinvertall = 1; invertir todos los colores 0 desactivado o 1 activado
palbright = 30,30,30 ; brillo , maximo 256
palcontrast = 120,120,220; contraste maximo 256
palpostbright = 0,0,0;
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 10
framegap = 10
trans = add1 ;"none","add1","sub"; es probar, en pricipio add

[State 218, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 50
animtype = DiagUp
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 80,200
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -58
hitsound = S4682, 30
p1stateno = 224
guardsound = S1, 0
ground.type = High
getpower = 200
givepower = 100
ground.hittime = 30
air.type = low
ground.velocity = -30
air.velocity = -30, 30
envshake.time = 15
envshake.ampl = 8
fall = 1
fall.recover = 0

[State 230, AllPalFX]
type = AllPalFX
trigger1 = animelem = 2
time = 80
add = 0,0,0
mul = 156,76,38 ; probar
sinadd = 0,0,0,10 ; probar
invertall = 0
color = 138 ; probar los colores


[State 201, 2]
type = ScreenBound
trigger1 = P2MoveType = H || BackEdgeBodyDist > -1
movecamera = 0,0

;E esse  para quando ocorrer
[State 201, 1]
type = ChangeState
trigger1 = time = 35
trigger1 = BackEdgeBodyDist <= -1
value = 100
ctrl = 0

[State 218, end]
type = ChangeState
trigger1 = time = 29
trigger1 = BackEdgeBodyDist > -1
value = 0
ctrl = 1

[StateDef 219]
type = C
movetype = A
physics = C
poweradd= 20
ctrl = 0
anim = 410
velset = 2
facep2 = 1
sprpriority = 5

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 410, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 1
channel = 1

[State 410, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random <= 500
value = 0, 1
channel = 0

[State 219, 2]
type = HitDef
trigger1 = animelem = 2
priority = 5, Hit
attr = S, NA
damage = 20
animtype = Hard
guardflag = MA
pausetime = 10,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -75
hitsound = S2, 1
guardsound = S1, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 20
ground.velocity = -1,-8.5
air.velocity = -1,-7
fall = 1
fall.recover = 0

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -75

[State 219, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
------------------------------
[StateDef 222]
type    = S
movetype =  A
physics = N
juggle = 8
velset = 0,0
ctrl = 0

[State 903, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 222

[State 0, AllPalFX]
type = AllPalFX
trigger1 = animelem = 1
time = 50 ; el tiempo..
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 20

[State 0, AllPalFX]
type = AllPalFX
trigger1 = animelem = 9
time = 50 ; el tiempo..
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 60

[State 0, AllPalFX]
type = AllPalFX
trigger1 = animelem = 17
time = 50 ; el tiempo..
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 120

[State 0, AllPalFX]
type = AllPalFX
trigger1 = animelem = 24
time = 50 ; el tiempo..
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 150

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1200,0
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
value = 1200,3
volume = 255

[State 1100, Voice]
type = PlaySnd
trigger1 = animelem = 8
trigger2 = animelem = 12
trigger3 = animelem = 16
trigger4 = animelem = 20
trigger5 = animelem = 24
value = 1200,1
volume = 200

[State 820, Spark]
type = Explod
trigger1 = animelem = 8
trigger2 = animelem = 12
trigger3 = animelem = 16
trigger4 = animelem = 20
trigger5 = animelem = 24
anim = 7200
pos = ceil(51*const(size.xscale)),ceil(-76*const(size.yscale))
postype = p1
ownpal = 1
pausemovetime = -1
supermove = 1
ID = 7200
sprpriority = 4

[State 191, Cloth]
type = Helper
trigger1 = animelemtime(4) = 12
trigger2 = animelemtime(8) = 9
ID = 7201
stateno = 7201
postype = p1
pos = ceil(22*const(size.xscale)),ceil(-89*const(size.yscale))
name = "yakkyou"

[State 1000, Proj]
type = Projectile
trigger1 = animelem = 7
trigger2 = animelem = 15
trigger3 = animelem = 23
projanim = 1255
Projhitanim = -1
projremanim = -1
projcancelanim = -1
projremovetime = 2
offset = ceil(51*const(size.xscale)),ceil(-76*const(size.yscale))
projpriority = 7
projsprpriority = 4
velocity = 0
attr = S, SP
damage= 15
animtype = Heavy
hitflag = MAF
guardflag = MA
pausetime = 0,9
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = (ceil(enemynear,Pos X - Pos X)*facing)-30, 0
hitsound = S2,15
guardsound = S1,0
ground.type = High
ground.slidetime = 24
ground.hittime = 24
air.hittime = 24
guard.ctrltime = 24
ground.velocity = 0,-2
guard.velocity = 0
air.velocity = 0, -2
yaccel = .45
air.juggle = 0
fall = 0
fall.recover = 0
airtype = high
air.fall = 1
air.recover = 0
envshake.time = 10
envshake.ampl = 3
ProjID = 1255
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1

[State 1000, Proj]
type = Projectile
trigger1 = animelem = 11
projanim = 1255
Projhitanim = -1
projremanim = -1
projcancelanim = -1
projremovetime = 2
offset = ceil(51*const(size.xscale)),ceil(-76*const(size.yscale))
projpriority = 7
projsprpriority = 4
velocity = 0
attr = S, SP
damage= 20
animtype = low
hitflag = MAF
guardflag = MA
pausetime = 0,9
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = (ceil(enemynear,Pos X - Pos X)*facing)-30, 0
hitsound = S2,15
guardsound = S1,0
ground.type = High
ground.slidetime = 24
ground.hittime = 24
air.hittime = 24
guard.ctrltime = 24
ground.velocity = 0,-3
guard.velocity = 0
air.velocity = 0, -3
yaccel = .45
air.juggle = 0
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
envshake.time = 10
envshake.ampl = 3
ProjID = 1255
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1

[State 1000, Proj]
type = Projectile
trigger1 = animelem = 19
projanim = 1255
Projhitanim = -1
projremanim = -1
projcancelanim = -1
projremovetime = 2
offset = ceil(51*const(size.xscale)),ceil(-76*const(size.yscale))
projpriority = 7
projsprpriority = 4
velocity = 0
attr = S, SP
damage= 20
animtype = low
hitflag = MAF
guardflag = MA
pausetime = 0,9
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = (ceil(enemynear,Pos X - Pos X)*facing)-30, 0
hitsound = S2,15
guardsound = S1,0
ground.type = High
ground.slidetime = 24
ground.hittime = 24
air.hittime = 24
guard.ctrltime = 24
ground.velocity = 0,-3
guard.velocity = 0
air.velocity = 0, -3
yaccel = .45
air.juggle = 0
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
envshake.time = 10
envshake.ampl = 3
ProjID = 1255
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(44) = -20;(ceil(enemynear,Pos X - Pos X)-20)*facing

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(45) = ceil(-76*const(size.yscale))

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
---------------------------------------
[StateDef 223]
type = S
movetype= A
physics = S
juggle  = 1
velset = -15
ctrl = 0
anim = 30
poweradd = 20
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1 ; donde empezara la accion, en este caso frame 3
time = 50; tiempo en frames que durara la accion
length = 20 ; Longitud total ,Maximo 60
palcolor = 256 ; color de 0 a 256
palinvertall = 0; invertir todos los colores 0 desactivado o 1 activado
palbright = 30,30,30 ; brillo , maximo 256
palcontrast = 120,120,220; contraste maximo 256
palpostbright = 0,0,0;
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = add ;"none","add1","sub"; es probar, en pricipio add

[State 223, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
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 223, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 222
ctrl = 1
-----------------
[StateDef 224]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 224
poweradd = -1000
sprpriority = 2

[State 3000, Superpause]
type = SuperPause
trigger1 = animElem = 1
time = 50
movetime = 50+(var(5)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 1
id = 8000
pos = 10, -60
postype = P1
stateno = 8000
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999

[State 224, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
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 224, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 223
ctrl = 1
----------------------------------------
[StateDef 300]
type = S
movetype = A
physics = S
poweradd= 20
ctrl = 0
anim = 220
velset = 7
facep2 = 1
sprpriority = 2

[State 300, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 0]
type = VelMul
trigger1 = Time > 8
x = .9

[State 300, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 2
channel = 1

[State 300, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1
channel = 0

[State 0]
type = EnvShake
trigger1 = AnimElem = 3
ampl = 2
time = 8

[State 300, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 25, 7
animtype = Medium
guardflag = MA
pausetime = 8,8
sparkno = S8200+(random%8)
p1stateno = 410
guard.sparkno = S8100
sparkxy = -10, -66
hitsound = S2, 1
guardsound = S1, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4.2,-3.2

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -67

[State 300, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-----------------------------------
[StateDef 301]
type = S
movetype = A
physics = S
poweradd= 20
ctrl = 0
anim = 220
velset = 7
facep2 = 1
sprpriority = 2

[State 301, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 0]
type = VelMul
trigger1 = Time > 8
x = .9

[State 301, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 2
channel = 1

[State 301, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1
channel = 0

[State 0]
type = EnvShake
trigger1 = AnimElem = 3
ampl = 2
time = 8

[State 301, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 25, 7
animtype = Medium
guardflag = MA
pausetime = 8,8
sparkno = S8200+(random%8)
guard.sparkno = S8100
p1stateno = 201
sparkxy = -10, -66
hitsound = S2, 1
guardsound = S1, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4.2,-3.2

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -67

[State 301, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 302]
type = S
movetype = A
physics = S
poweradd= 20
ctrl = 0
anim = 220
velset = 7
facep2 = 1
sprpriority = 2

[State 302, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 0]
type = VelMul
trigger1 = Time > 8
x = .9

[State 302, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 2
channel = 1

[State 302, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1
channel = 0

[State 0]
type = EnvShake
trigger1 = AnimElem = 3
ampl = 2
time = 8

[State 302, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 25, 7
animtype = Medium
guardflag = MA
pausetime = 8,8
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -66
hitsound = S2, 1
guardsound = S1, 0
p1stateno = 1200
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4.2,-3.2

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -67

[State 302, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
----------------------------
[StateDef 303]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 20
ctrl = 0
anim = 230
sprpriority = 2
velset = 0,0
facep2 = 1

[State 303, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 3

[State 303, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random <= 500
value = 0, 0
channel = 0

[State 0]
type = VelSet
trigger1 = AnimElem = 2
x = 2

[State 303, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype = Medium
damage = 20
guardflag = MA
pausetime = 4,4
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -52
hitsound = S2, 3
p1stateno = 304
guardsound = S1, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -1
air.velocity = -2,-3

[State 303, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-------------------------
[StateDef 304]
type = S
movetype = A
physics = S
poweradd= 20
ctrl = 0
anim = 240
velset = 0,0
facep2 = 1
sprpriority = 2

[State 304, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 4

[State 304, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1
channel = 0

[State 0]
type = VelSet
trigger1 = AnimElem = 3
x = 4

[State 0]
type = VelSet
trigger1 = AnimElem = 8
x = 6

[State 0]
type = EnvShake
trigger1 = AnimElem = 4
ampl = 1
time = 4

[State 304, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 20
animtype = Medium
guardflag = MA
pausetime = 4,4
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -50
hitsound = S2, 4
guardsound = S1, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
air.velocity = -3.2,-3.2

[State 304, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 301
ctrl = 1
---------------------------------
[StateDef 305]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 20
ctrl = 0
anim = 230
sprpriority = 2
velset = 0,0
facep2 = 1

[State 305, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 3

[State 305, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random <= 500
value = 0, 0
channel = 0

[State 0]
type = VelSet
trigger1 = AnimElem = 2
x = 2

[State 305, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype = Medium
damage = 20
guardflag = MA
pausetime = 4,4
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -52
hitsound = S2, 3
p1stateno = 306
guardsound = S1, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -1
air.velocity = -2,-3

[State 305, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
---------------------------------------
[StateDef 306]
type = S
movetype = A
physics = S
poweradd= 20
ctrl = 0
anim = 240
velset = 0,0
facep2 = 1
sprpriority = 2

[State 306, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 4

[State 306, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1
channel = 0

[State 0]
type = VelSet
trigger1 = AnimElem = 3
x = 4

[State 0]
type = VelSet
trigger1 = AnimElem = 8
x = 6

[State 0]
type = EnvShake
trigger1 = AnimElem = 4
ampl = 1
time = 4

[State 306, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 20
animtype = Medium
guardflag = MA
pausetime = 4,4
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -50
hitsound = S2, 4
guardsound = S1, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
air.velocity = -3.2,-3.2

[State 306, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 300
ctrl = 1
-------------------------------
[StateDef 307]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 20
ctrl = 0
anim = 230
sprpriority = 2
velset = 0,0
facep2 = 1

[State 307, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 3

[State 307, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random <= 500
value = 0, 0
channel = 0

[State 0]
type = VelSet
trigger1 = AnimElem = 2
x = 2

[State 307, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype = Medium
damage = 20
guardflag = MA
pausetime = 4,4
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -52
hitsound = S2, 3
guardsound = S1, 0
ground.type = Low
p1stateno = 308
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -1
air.velocity = -2,-3

[State 307, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
------------------------------------
[StateDef 308]
type = S
movetype = A
physics = S
poweradd= 20
ctrl = 0
anim = 240
velset = 0,0
facep2 = 1
sprpriority = 2

[State 308, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 4

[State 308, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1
channel = 0

[State 0]
type = VelSet
trigger1 = AnimElem = 3
x = 4

[State 0]
type = VelSet
trigger1 = AnimElem = 8
x = 6

[State 0]
type = EnvShake
trigger1 = AnimElem = 4
ampl = 1
time = 4

[State 308, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 20
animtype = Medium
guardflag = MA
pausetime = 4,4
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -50
hitsound = S2, 4
guardsound = S1, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
air.velocity = -3.2,-3.2

[State 308, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 309
ctrl = 1
----------------------------------
[StateDef 309]
type = S
movetype = A
physics = S
poweradd= 20
ctrl = 0
anim = 220
velset = 7
facep2 = 1
sprpriority = 2

[State 309, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 0]
type = VelMul
trigger1 = Time > 8
x = .9

[State 309, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 2
channel = 1

[State 309, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1
channel = 0

[State 0]
type = EnvShake
trigger1 = AnimElem = 3
ampl = 2
time = 8

[State 309, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 25, 7
animtype = Medium
guardflag = MA
pausetime = 8,8
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -66
hitsound = S2, 1
guardsound = S1, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4.2,-3.2

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -67

[State 309, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 310
ctrl = 1
-------------------------------------
[StateDef 310]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 28
poweradd = 20
sprpriority = 2

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s182, 0
volume = 255

[State 310, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = Light
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 0
guardsound = 6, 0
ground.type = High
p1stateno = 311
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -2,0
air.type = High
air.velocity = -2,0
air.hittime = 12

[State 310, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-------------------------------
[StateDef 311]
type = S
movetype= A
physics = S
juggle  = 1
velset = 8
ctrl = 0
anim = 29
poweradd = 20
sprpriority = 2

[State 70, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3, 4
volume = 255

[State 311, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 1
guardsound = 6, 0
ground.type = High
p1stateno = 312
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1.4
airguard.velocity = -1.4,0
air.type = High
air.velocity = -1.4,0
air.hittime = 12

[State 311, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
--------------------------------
[StateDef 312]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0
ctrl = 0
anim = 27
poweradd = 20
sprpriority = 2

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s181, 0
volume = 255

[State 312, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = low
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 2
guardsound = 6, 0
ground.type = High
p1stateno = 901
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -10
airguard.velocity = -10
air.type = High
air.velocity = -10
air.hittime = 12

[State 312, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
----------------------------------
[StateDef 313]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 20
ctrl = 0
anim = 230
sprpriority = 2
velset = 0,0
facep2 = 1

[State 313, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 3

[State 313, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random <= 500
value = 0, 0
channel = 0

[State 0]
type = VelSet
trigger1 = AnimElem = 2
x = 2

[State 313, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype = Medium
damage = 20
guardflag = MA
pausetime = 4,4
sparkno = S8200+(random%8)
guard.sparkno = S8100
p1stateno = 314
sparkxy = -10, -52
hitsound = S2, 3
guardsound = S1, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -1
air.velocity = -2,-3

[State 313, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-----------------------------------
[StateDef 314]
type = S
movetype = A
physics = S
poweradd= 20
ctrl = 0
anim = 240
velset = 0,0
facep2 = 1
sprpriority = 2

[State 314, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 4

[State 314, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1
channel = 0

[State 0]
type = VelSet
trigger1 = AnimElem = 3
x = 4

[State 0]
type = VelSet
trigger1 = AnimElem = 8
x = 6

[State 0]
type = EnvShake
trigger1 = AnimElem = 4
ampl = 1
time = 4

[State 314, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 20
animtype = Medium
guardflag = MA
pausetime = 4,4
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -50
hitsound = S2, 4
guardsound = S1, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
air.velocity = -3.2,-3.2

[State 314, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 315
ctrl = 1
-------------------------------
[StateDef 315]
type = S
movetype = A
physics = S
poweradd= 20
ctrl = 0
anim = 220
velset = 7
facep2 = 1
sprpriority = 2

[State 315, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 0]
type = VelMul
trigger1 = Time > 8
x = .9

[State 315, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 2
channel = 1

[State 315, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1
channel = 0

[State 0]
type = EnvShake
trigger1 = AnimElem = 3
ampl = 2
time = 8

[State 315, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 25, 7
animtype = Medium
guardflag = MA
pausetime = 8,8
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -66
hitsound = S2, 1
guardsound = S1, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4.2,-3.2

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -67

[State 315, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 316
ctrl = 1
------------------------
[StateDef 316]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 28
poweradd = 20
sprpriority = 2

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s182, 0
volume = 255

[State 316, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = Light
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 0
guardsound = 6, 0
ground.type = High
p1stateno = 317
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -2,0
air.type = High
air.velocity = -2,0
air.hittime = 12

[State 316, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
------------------------------
[StateDef 317]
type = S
movetype= A
physics = S
juggle  = 1
velset = 8
ctrl = 0
anim = 29
poweradd = 20
sprpriority = 2

[State 70, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3, 4
volume = 255

[State 317, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1.4
p1stateno = 318
airguard.velocity = -1.4,0
air.type = High
air.velocity = -1.4,0
air.hittime = 12

[State 317, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
--------------------------------
[StateDef 318]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0
ctrl = 0
anim = 27
poweradd = 20
sprpriority = 2

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s181, 0
volume = 255

[State 318, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = low
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 2
guardsound = 6, 0
ground.type = High
p1stateno = 410
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -10
airguard.velocity = -10
air.type = High
air.velocity = -10
air.hittime = 12

[State 318, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
---------------------------
[StateDef 319]
type = A
movetype = A
ctrl = 0
physics = A
anim = 650
facep2 = 1
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 319, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 5
channel = 1

[State 319, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1
channel = 0

[State 319, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = 30
pausetime = ceil(13*(2-var(18))/2),ceil(14*(2-var(18))/2)
guard.pausetime = ceil(13*(2-var(18))/2),ceil(14*(2-var(18))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -49
hitsound = S2, 5
guardsound = S1, 0
ground.type = High
ground.slidetime = 12+(var(41)*4)
ground.hittime = 12+(var(41)*4)
air.hittime = 12+(var(41)*4)
guard.ctrltime = 20
ground.velocity = -5*(2-var(18))/2
guard.velocity = -4.5
air.velocity = -5*(2-var(18))/2, -5
ground.cornerpush.veloff = -7*(2-var(18))/2
air.cornerpush.veloff = 0
p1stateno = 320
getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
air.fall = 0
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -49

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52
---------------------------
[StateDef 320]
type = A
movetype = A
ctrl = 0
physics = A
anim = 630
facep2 = 1
poweradd = 0

[State 320, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 3
channel = 1

[State 320, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random <= 500
value = 0, 0
channel = 0

[State 320, 1]
type = Hitdef
trigger1 = AnimElem = 2
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
damage = 20
pausetime = ceil(9*(2-var(18))/2),ceil(10*(2-var(18))/2)
guard.pausetime = ceil(9*(2-var(18))/2),ceil(10*(2-var(18))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -40
hitsound = S2, 3
guardsound = S1, 0
ground.type = High
ground.slidetime = 9+(var(41)*2)
ground.hittime = 9+(var(41)*2)
air.hittime = 9+(var(41)*2)
guard.ctrltime = 12
ground.velocity = -3*(2-var(18))/2
guard.velocity = -2.5
air.velocity = -5*(2-var(18))/2, -5
ground.cornerpush.veloff = -4.2*(2-var(18))/2
air.cornerpush.veloff = 0
getpower = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
p1stateno = 321
air.fall = 0
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -40

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52
-------------------------------
[StateDef 321]
type = A
movetype = A
ctrl = 0
physics = A
anim = 600
facep2 = 1
poweradd = 0

[State 321, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 0
channel = 1

[State 321, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random <= 500
value = 0, 0
channel = 0

[State 321, 2]
type = Hitdef
trigger1 = AnimElem = 2
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
damage = 20
pausetime = ceil(9*(2-var(18))/2),ceil(10*(2-var(18))/2)
guard.pausetime = ceil(9*(2-var(18))/2),ceil(10*(2-var(18))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -48
hitsound = S2, 0
guardsound = S1, 0
p1stateno =322
ground.type = High
ground.slidetime = 9+(var(41)*2)
ground.hittime = 9+(var(41)*2)
air.hittime = 9+(var(41)*2)
guard.ctrltime = 12
ground.velocity = -3*(2-var(18))/2
guard.velocity = -3.5
air.velocity =  -5*(2-var(18))/2, -5
ground.cornerpush.veloff = -4.2*(2-var(18))/2
air.cornerpush.veloff = 0
getpower = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 0
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -48

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52
-------------------------------------
[StateDef 322]
type = A
movetype = A
ctrl = 0
physics = A
anim = 610
facep2 = 1
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 322, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 1
channel = 1

[State 322, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random <= 500
value = 0, 1
channel = 0

[State 322, 2]
type = Hitdef
trigger1 = AnimElem = 2
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 4,Hit
damage = 25
pausetime = ceil(11*(2-var(18))/2),ceil(12*(2-var(18))/2)
guard.pausetime = ceil(11*(2-var(18))/2),ceil(12*(2-var(18))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -66
hitsound = S2, 1
guardsound = S1, 0
ground.type = High
ground.slidetime = 12+(var(41)*3)
ground.hittime = 12+(var(41)*3)
air.hittime = 12+(var(41)*3)
guard.ctrltime = 15
ground.velocity = -4*(2-var(18))/2
guard.velocity = -4.5
air.velocity =  -5*(2-var(18))/2, -5
ground.cornerpush.veloff = -5.6*(2-var(18))/2
air.cornerpush.veloff = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 0
p1stateno = 640
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -66

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52
--------------------------------------
[StateDef 323]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 20
ctrl = 0
anim = 230
sprpriority = 2
velset = 0,0
facep2 = 1

[State 323, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 3

[State 323, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random <= 500
value = 0, 0
channel = 0

[State 0]
type = VelSet
trigger1 = AnimElem = 2
x = 2

[State 323, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype = Medium
damage = 20
guardflag = MA
pausetime = 4,4
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -52
hitsound = S2, 3
guardsound = S1, 0
p1stateno = 324
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -1
air.velocity = -2,-3

[State 323, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
------------------------
[StateDef 324]
type = S
movetype = A
physics = S
poweradd= 20
ctrl = 0
anim = 240
velset = 0,0
facep2 = 1
sprpriority = 2

[State 324, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 4

[State 324, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1
channel = 0

[State 0]
type = VelSet
trigger1 = AnimElem = 3
x = 4

[State 0]
type = VelSet
trigger1 = AnimElem = 8
x = 6

[State 0]
type = EnvShake
trigger1 = AnimElem = 4
ampl = 1
time = 4

[State 324, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 20
animtype = Medium
guardflag = MA
pausetime = 4,4
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -50
hitsound = S2, 4
guardsound = S1, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
air.velocity = -3.2,-3.2

[State 324, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 325
ctrl = 1
-------------------------------------
[StateDef 325]
type = S
movetype = A
physics = S
poweradd= 20
ctrl = 0
anim = 220
velset = 7
facep2 = 1
sprpriority = 2

[State 325, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 0]
type = VelMul
trigger1 = Time > 8
x = .9

[State 325, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 2
channel = 1

[State 325, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1
channel = 0

[State 0]
type = EnvShake
trigger1 = AnimElem = 3
ampl = 2
time = 8

[State 325, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 25, 7
animtype = Medium
guardflag = MA
pausetime = 8,8
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -66
hitsound = S2, 1
guardsound = S1, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4.2,-3.2

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -67

[State 325, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 326
ctrl = 1
----------------------
[StateDef 326]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 28
poweradd = 20
sprpriority = 2

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s182, 0
volume = 255

[State 326, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = Light
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -2,0
p1stateno = 327
air.type = High
air.velocity = -2,0
air.hittime = 12

[State 326, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-------------------------------------
[StateDef 327]
type = S
movetype= A
physics = S
juggle  = 1
velset = 8
ctrl = 0
anim = 29
poweradd = 20
sprpriority = 2

[State 70, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3, 4
volume = 255

[State 327, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
p1stateno = 328
ground.velocity = -1.4
airguard.velocity = -1.4,0
air.type = High
air.velocity = -1.4,0
air.hittime = 12

[State 327, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
--------------------------------------
[StateDef 328]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0
ctrl = 0
anim = 27
poweradd = 20
sprpriority = 2

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s181, 0
volume = 255

[State 328, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = low
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 2
guardsound = 6, 0
p1stateno = 329
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -10
airguard.velocity = -10
air.type = High
air.velocity = -10
air.hittime = 12

[State 328, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
---------------------------------------
[StateDef 329]
type = S
movetype= A
physics = S
juggle  = 1
velset = 10
ctrl = 0
anim = 28
poweradd = 20
sprpriority = 2

[State 70, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s180, 0
volume = 255

[State 329, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 4
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
p1stateno = 330
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 329, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-----------------------------------
[StateDef 330]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0
ctrl = 0
anim = 26
poweradd = 20
sprpriority = 2

[State 70, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3, 3
volume = 255

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s850, 10
volume = 255

[State 0]
type = SuperPause
trigger1 = animelem = 2
trigger2 = time = 80
time = 80
movetime = 80
anim = -1
p2defmul = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = animelem = 3
time = 6
add = 100,100,180
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1

[State 330, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = low
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 40, 42
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 2
guardsound = 6, 0
ground.type = low
p1stateno = 225
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 12

[State 330, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
--------------------------------
[StateDef 331]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 20
ctrl = 0
anim = 230
sprpriority = 2
velset = 0,0
facep2 = 1

[State 331, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 3

[State 331, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random <= 500
value = 0, 0
channel = 0

[State 0]
type = VelSet
trigger1 = AnimElem = 2
x = 2

[State 331, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype = Medium
damage = 20
guardflag = MA
pausetime = 4,4
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -52
hitsound = S2, 3
guardsound = S1, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
p1stateno = 332
ground.velocity = -1
air.velocity = -2,-3

[State 331, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
--------------------------
[StateDef 332]
type = S
movetype = A
physics = S
poweradd= 20
ctrl = 0
anim = 240
velset = 0,0
facep2 = 1
sprpriority = 2

[State 332, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 4

[State 332, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1
channel = 0

[State 0]
type = VelSet
trigger1 = AnimElem = 3
x = 4

[State 0]
type = VelSet
trigger1 = AnimElem = 8
x = 6

[State 0]
type = EnvShake
trigger1 = AnimElem = 4
ampl = 1
time = 4

[State 332, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 20
animtype = Medium
guardflag = MA
pausetime = 4,4
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -50
hitsound = S2, 4
guardsound = S1, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
air.velocity = -3.2,-3.2

[State 332, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 333
ctrl = 1
----------------------------------
[StateDef 333]
type = S
movetype = A
physics = S
poweradd= 20
ctrl = 0
anim = 220
velset = 7
facep2 = 1
sprpriority = 2

[State 333, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 0]
type = VelMul
trigger1 = Time > 8
x = .9

[State 333, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 2
channel = 1

[State 333, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1
channel = 0

[State 0]
type = EnvShake
trigger1 = AnimElem = 3
ampl = 2
time = 8

[State 333, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 25, 7
animtype = Medium
guardflag = MA
pausetime = 8,8
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -66
hitsound = S2, 1
guardsound = S1, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4.2,-3.2

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -67

[State 333, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 334
ctrl = 1
---------------------------
[StateDef 334]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 28
poweradd = 20
sprpriority = 2

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s182, 0
volume = 255

[State 334, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = Light
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
p1stateno = 335
ground.velocity = -2
airguard.velocity = -2,0
air.type = High
air.velocity = -2,0
air.hittime = 12

[State 334, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
------------------------
[StateDef 335]
type = S
movetype= A
physics = S
juggle  = 1
velset = 8
ctrl = 0
anim = 29
poweradd = 20
sprpriority = 2

[State 70, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3, 4
volume = 255

[State 335, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 1
guardsound = 6, 0
ground.type = High
p1stateno = 336
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1.4
airguard.velocity = -1.4,0
air.type = High
air.velocity = -1.4,0
air.hittime = 12

[State 335, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-----------------------------------
[StateDef 336]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0
ctrl = 0
anim = 27
poweradd = 20
sprpriority = 2

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s181, 0
volume = 255

[State 336, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = low
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -10
p1stateno = 337
airguard.velocity = -10
air.type = High
air.velocity = -10
air.hittime = 12

[State 336, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-----------------------------
[StateDef 337]
type = S
movetype= A
physics = S
juggle  = 1
velset = 10
ctrl = 0
anim = 28
poweradd = 20
sprpriority = 2

[State 70, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s180, 0
volume = 255

[State 337, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 4
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
p1stateno = 338
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 337, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
--------------------------------
[StateDef 338]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0
ctrl = 0
anim = 26
poweradd = 20
sprpriority = 2

[State 70, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3, 3
volume = 255

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s850, 10
volume = 255

[State 0]
type = SuperPause
trigger1 = animelem = 2
trigger2 = time = 80
time = 80
movetime = 80
anim = -1
p2defmul = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = animelem = 3
time = 6
add = 100,100,180
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1

[State 338, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = low
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 40, 42
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 2
guardsound = 6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
p1stateno = 209
ground.velocity = 0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 12

[State 338, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-------------------------------
[StateDef 339]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 20
ctrl = 0
anim = 230
sprpriority = 2
velset = 0,0
facep2 = 1

[State 339, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 3

[State 339, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random <= 500
value = 0, 0
channel = 0

[State 0]
type = VelSet
trigger1 = AnimElem = 2
x = 2

[State 339, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype = Medium
damage = 20
guardflag = MA
pausetime = 4,4
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -52
hitsound = S2, 3
guardsound = S1, 0
p1stateno = 340
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -1
air.velocity = -2,-3

[State 339, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
----------------------------
[StateDef 340]
type = S
movetype = A
physics = S
poweradd= 20
ctrl = 0
anim = 240
velset = 0,0
facep2 = 1
sprpriority = 2

[State 340, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 4

[State 340, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1
channel = 0

[State 0]
type = VelSet
trigger1 = AnimElem = 3
x = 4

[State 0]
type = VelSet
trigger1 = AnimElem = 8
x = 6

[State 0]
type = EnvShake
trigger1 = AnimElem = 4
ampl = 1
time = 4

[State 340, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 20
animtype = Medium
guardflag = MA
pausetime = 4,4
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -50
hitsound = S2, 4
guardsound = S1, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
air.velocity = -3.2,-3.2

[State 340, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 341
ctrl = 1
---------------------------------
[StateDef 341]
type = S
movetype = A
physics = S
poweradd= 20
ctrl = 0
anim = 220
velset = 7
facep2 = 1
sprpriority = 2

[State 341, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 0]
type = VelMul
trigger1 = Time > 8
x = .9

[State 341, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 2
channel = 1

[State 341, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1
channel = 0

[State 0]
type = EnvShake
trigger1 = AnimElem = 3
ampl = 2
time = 8

[State 341, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 25, 7
animtype = Medium
guardflag = MA
pausetime = 8,8
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -66
hitsound = S2, 1
guardsound = S1, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4.2,-3.2

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -67

[State 341, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 342
ctrl = 1
----------------------------------
[StateDef 342]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 28
poweradd = 20
sprpriority = 2

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s182, 0
volume = 255

[State 342, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = Light
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
p1stateno = 343
airguard.velocity = -2,0
air.type = High
air.velocity = -2,0
air.hittime = 12

[State 342, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
------------------------------------
[StateDef 343]
type = S
movetype= A
physics = S
juggle  = 1
velset = 8
ctrl = 0
anim = 29
poweradd = 20
sprpriority = 2

[State 70, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3, 4
volume = 255

[State 343, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
p1stateno = 344
ground.velocity = -1.4
airguard.velocity = -1.4,0
air.type = High
air.velocity = -1.4,0
air.hittime = 12

[State 343, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
---------------------------
[StateDef 344]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0
ctrl = 0
anim = 27
poweradd = 20
sprpriority = 2

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s181, 0
volume = 255

[State 344, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = low
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -10
p1stateno = 345
airguard.velocity = -10
air.type = High
air.velocity = -10
air.hittime = 12

[State 344, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
--------------------------------
[StateDef 345]
type = S
movetype= A
physics = S
juggle  = 1
velset = 10
ctrl = 0
anim = 28
poweradd = 20
sprpriority = 2

[State 70, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s180, 0
volume = 255

[State 345, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 4
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
p1stateno = 346
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 345, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
---------------------------------
[StateDef 346]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0
ctrl = 0
anim = 26
poweradd = 20
sprpriority = 2

[State 70, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3, 3
volume = 255

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s850, 10
volume = 255

[State 0]
type = SuperPause
trigger1 = animelem = 2
trigger2 = time = 80
time = 80
movetime = 80
anim = -1
p2defmul = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = animelem = 3
time = 6
add = 100,100,180
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1

[State 346, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = low
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 40, 42
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 2
guardsound = 6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
p1stateno = 25
ground.velocity = 0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 12

[State 346, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-------------------------------------
[StateDef 347]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 20
ctrl = 0
anim = 230
sprpriority = 2
velset = 0,0
facep2 = 1

[State 347, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 3

[State 347, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random <= 500
value = 0, 0
channel = 0

[State 0]
type = VelSet
trigger1 = AnimElem = 2
x = 2

[State 347, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype = Medium
damage = 20
guardflag = MA
pausetime = 4,4
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -52
hitsound = S2, 3
guardsound = S1, 0
p1stateno = 348
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -1
air.velocity = -2,-3

[State 347, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
---------------------------------
[StateDef 348]
type = S
movetype = A
physics = S
poweradd= 20
ctrl = 0
anim = 240
velset = 0,0
facep2 = 1
sprpriority = 2

[State 348, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 4

[State 348, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1
channel = 0

[State 0]
type = VelSet
trigger1 = AnimElem = 3
x = 4

[State 0]
type = VelSet
trigger1 = AnimElem = 8
x = 6

[State 0]
type = EnvShake
trigger1 = AnimElem = 4
ampl = 1
time = 4

[State 348, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 20
animtype = Medium
guardflag = MA
pausetime = 4,4
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -50
hitsound = S2, 4
guardsound = S1, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
air.velocity = -3.2,-3.2

[State 348, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 349
ctrl = 1
------------------------------
[StateDef 349]
type = S
movetype = A
physics = S
poweradd= 20
ctrl = 0
anim = 220
velset = 7
facep2 = 1
sprpriority = 2

[State 349, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 0]
type = VelMul
trigger1 = Time > 8
x = .9

[State 349, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 2
channel = 1

[State 349, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1
channel = 0

[State 0]
type = EnvShake
trigger1 = AnimElem = 3
ampl = 2
time = 8

[State 349, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 25, 7
animtype = Medium
guardflag = MA
pausetime = 8,8
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -66
hitsound = S2, 1
guardsound = S1, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4.2,-3.2

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -67

[State 349, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 350
ctrl = 1
-----------------------------------------
[StateDef 350]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 28
poweradd = 20
sprpriority = 2

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s182, 0
volume = 255

[State 350, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = Light
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 0
guardsound = 6, 0
ground.type = High
p1stateno = 351
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -2,0
air.type = High
air.velocity = -2,0
air.hittime = 12

[State 350, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
---------------------------------
[StateDef 351]
type = S
movetype= A
physics = S
juggle  = 1
velset = 8
ctrl = 0
anim = 29
poweradd = 20
sprpriority = 2

[State 70, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3, 4
volume = 255

[State 351, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 1
guardsound = 6, 0
ground.type = High
p1stateno = 352
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1.4
airguard.velocity = -1.4,0
air.type = High
air.velocity = -1.4,0
air.hittime = 12

[State 351, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
---------------------------------
[StateDef 352]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0
ctrl = 0
anim = 27
poweradd = 20
sprpriority = 2

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s181, 0
volume = 255

[State 352, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = low
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -10
p1stateno = 353
airguard.velocity = -10
air.type = High
air.velocity = -10
air.hittime = 12

[State 352, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
----------------------------------
[StateDef 353]
type = S
movetype= A
physics = S
juggle  = 1
velset = 10
ctrl = 0
anim = 28
poweradd = 20
sprpriority = 2

[State 70, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s180, 0
volume = 255

[State 353, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 4
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
p1stateno = 354
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 353, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
--------------------------------------
[StateDef 354]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0
ctrl = 0
anim = 26
poweradd = 20
sprpriority = 2

[State 70, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3, 3
volume = 255

[State 71, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s850, 10
volume = 255

[State 0]
type = SuperPause
trigger1 = animelem = 2
trigger2 = time = 80
time = 80
movetime = 80
anim = -1
p2defmul = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = animelem = 3
time = 6
add = 100,100,180
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1

[State 354, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = low
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 40, 42
sparkno = 0
sparkxy = -10, -76
hitsound = s2, 2
guardsound = 6, 0
ground.type = low
p1stateno = 3000
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 12

[State 354, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
