;---------------------------------------------------------------------------
; Soushou Tenrenge
[Statedef 3000]
type = S
movetype = A
physics = N				
velset = 0,0			
ctrl = 0				
anim = 3000				
poweradd = -1000			
sprpriority = 2			
facep2 = 1

[State 3000, Voice]
type = PlaySnd 
trigger1 = AnimElem = 1
value = S3000,0
channel = 0

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = MoveHit
value = SCA
ignorehitpause = 1

[State 3000, RemoveExplod]
type = RemoveExplod
trigger1 = !Time
id = -1

[State 3000, Pause]
type = Pause
trigger1 = !Time
time = 40
movetime = 19

[State 3000, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30000
stateno = 30000 
pos = 20,-80
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(6) < 0
value = SCA

[State 3000, StateTypeSet]
type = StateTypeSet
trigger1 = Pos Y != 0
statetype = A
ignorehitpause = 1

[State 3000, StateTypeSet]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S
ignorehitpause = 1

[State 3000, VelSet]
type = VelSet
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
x = 6

[State 3000, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(5) = [0,4]
trigger2 = AnimElemTime(13) = [0,4]
y = -5

[State 3000, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(6)>=0 && AnimElemTime(7) < 2
trigger2 = AnimElemTime(14)>=0 && AnimElemTime(15) < 2
y = 5

[State 3000, VelSet]
type = VelSet
trigger1 = AnimElem = 9
trigger2 = AnimElem = 14
x = 3

[State 3000, VelSet]
type = VelSet
trigger1 = AnimElem = 10 
trigger2 = AnimElem = 18
x = 0

[State 3000, Voice]
type = PlaySnd 
trigger1 = AnimElem = 6
value = S3000,1
channel = 0

[State 3000, Whiff]
type = PlaySnd 
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
value = S5,8
channel = 1

[State 3000, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
trigger5 = AnimElem = 14
trigger6 = AnimElem = 15
trigger7 = AnimElem = 16
trigger8 = AnimElem = 17
attr = S, HA			
damage = floor(20*fvar(20)), 5
animtype = Heavy			
guardflag = H			
hitflag = MAF
priority = 6, Hit			
pausetime = 5,5
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 1			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = -3.5
air.velocity = -2.5,-4.5
air.animtype = Back				
yaccel = 0.45
ground.cornerpush.veloff = 0
id = 3000
air.fall = 1
fall.recover = 0
getpower = 0
givepower = 50
kill = 0
guard.kill = 0

[State 3000, Whiff]
type = PlaySnd 
trigger1 = AnimElem = 20
value = S40,0
channel = 1

[State 3000, VelSet]
type = VelSet
trigger1 = AnimElem = 20
x = 3
y = -3
ignorehitpause = 1
persistent = 0

[State 3000, 2]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 19
trigger2 = AnimElem = 20
trigger3 = AnimElem = 21
trigger4 = AnimElem = 22
trigger5 = AnimElem = 23
trigger6 = AnimElem = 24
attr = A, HA			
damage = floor(20*fvar(20)),10
animtype = Medium			
guardflag = M		
hitflag = MAF
priority = 5, Hit			
pausetime = 4,4	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 4			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -2.5,-4.5
air.velocity = -2.5,-5.5
air.hittime = 20
air.animtype = Back		
yaccel = 0.45
ground.cornerpush.veloff = 0
id = 3000
getpower = 0
givepower = 50
kill = 0
guard.kill = 0
fall = 1
fall.recover = 0

[State 3000, 3]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 25
attr = A, HA			
damage = floor(15*fvar(20)),10
animtype = Medium			
guardflag = M		
hitflag = MAF
priority = 5, Hit			
pausetime = 9,11
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 4			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -2.5,-4.5
air.velocity = -2.5,-4.5
air.hittime = 20
air.animtype = Back		
yaccel = 0.45
ground.cornerpush.veloff = 0
id = 3000
getpower = 0
givepower = 50
kill = 0
guard.kill = 0
fall = 1
fall.recover = 0

[State 3000, Voice]
type = PlaySnd 
trigger1 = AnimElem = 32
value = S3000,2
channel = 0

[State 3001, Voice]
type = PlaySnd 
trigger1 = AnimElem = 32
value = S5,11
channel = 1

[State 3000, 4]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 33
attr = A, HA			
damage = 15,10
animtype = Medium			
guardflag = M		
hitflag = MAF
priority = 5, Hit			
pausetime = 11,11	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 5			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -4.5, 10
air.velocity = -4.5, 10
air.hittime = 20
air.animtype = Back		
yaccel = 0.45
ground.cornerpush.veloff = 0
id = 3000
fall = 1 
fall.recover = 0
getpower = 0
givepower = 50

[State 3000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 34
movetype = I

[State 3000, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(34) >= 0
y = 0.5
ignorehitpause = 1

[State 3000, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y > -Pos Y
value = 1017
ctrl = 0

;---------------------------------------------------------------------------
; EX Soushou Tenrenge
[Statedef 3001]
type = S
movetype = A
physics = N				
velset = 0,0			
ctrl = 0				
anim = 3001				
poweradd = -2000			
sprpriority = 2			
facep2 = 1

[State 3001, Voice]
type = PlaySnd 
trigger1 = AnimElem = 1
value = S3000,0
channel = 0

[State 3001, NotHitBy]
type = NotHitBy
trigger1 = MoveHit
value = SCA
ignorehitpause = 1

[State 3001, RemoveExplod]
type = RemoveExplod
trigger1 = !Time
id = -1

[State 3001, Pause]
type = Pause
trigger1 = !Time
time = 40
movetime = 19

[State 3001, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30001
stateno = 30000 
pos = 20,-80
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3001, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(6) < 0
value = SCA

[State 3001, StateTypeSet]
type = StateTypeSet
trigger1 = Pos Y != 0
statetype = A
ignorehitpause = 1

[State 3001, StateTypeSet]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S
ignorehitpause = 1

[State 3001, VelSet]
type = VelSet
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
x = 6

[State 3001, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(5) = [0,4]
trigger2 = AnimElemTime(13) = [0,4]
y = -5

[State 3001, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(6)>=0 && AnimElemTime(7) < 2
trigger2 = AnimElemTime(14)>=0 && AnimElemTime(15) < 2
y = 5

[State 3001, VelSet]
type = VelSet
trigger1 = AnimElem = 9
trigger2 = AnimElem = 14
x = 3

[State 3001, Voice]
type = PlaySnd 
trigger1 = AnimElem = 6
value = S3000,1
channel = 0

[State 3001, Whiff]
type = PlaySnd 
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
value = S5,8
channel = 1

[State 3001, 1]
type = HitDef
triggerall = Var(15) < 4
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
trigger5 = AnimElem = 14
trigger6 = AnimElem = 15
trigger7 = AnimElem = 16
trigger8 = AnimElem = 17
attr = S, HA			
damage = floor(20*fvar(20)), 5
animtype = Heavy			
guardflag = H			
hitflag = MAF
priority = 6, Hit			
pausetime = 5,5
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 1			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = -3.5
air.velocity = -2.5,-4.5
air.animtype = Back				
yaccel = 0.45
ground.cornerpush.veloff = 0
id = 3001
air.fall = 1
fall.recover = 0
getpower = 0
givepower = 50
kill = 0
guard.kill = 0

[State 3001, Whiff]
type = PlaySnd 
trigger1 = AnimElem = 20
value = S40,0
channel = 1

[State 3001, VelSet]
type = VelSet
trigger1 = AnimElem = 20
x = 3
y = -5
ignorehitpause = 1
persistent = 0

[State 3001, 2]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 19
trigger2 = AnimElem = 20
trigger3 = AnimElem = 21
trigger4 = AnimElem = 22
trigger5 = AnimElem = 23
trigger6 = AnimElem = 24
trigger7 = AnimElem = 25
trigger8 = AnimElem = 26
attr = A, HA			
damage = floor(20*fvar(20)),10
animtype = Medium			
guardflag = M		
hitflag = MAF
priority = 5, Hit			
pausetime = 4,4	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 4			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -2.5,-6.5
air.velocity = -2.5,-6.5
air.hittime = 20
air.animtype = Back		
yaccel = 0.45
ground.cornerpush.veloff = 0
id = 3001
getpower = 0
givepower = 50
kill = 0
guard.kill = 0
fall = 1
fall.recover = 0

[State 3001, 3]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 26
attr = A, HA			
damage = floor(20*fvar(20)),10
animtype = Medium			
guardflag = M		
hitflag = MAF
priority = 5, Hit			
pausetime = 7,7
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 4			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -2.5,-4.5
air.velocity = -2.5,-4.5
air.hittime = 20
air.animtype = Back		
yaccel = 0.45
ground.cornerpush.veloff = 0
id = 3001
getpower = 0
givepower = 50
kill = 0
guard.kill = 0
fall = 1
fall.recover = 0

[State 3001, VelSet]
type = VelSet
trigger1 = AnimElem = 30
x = 10
y = 5
persistent = 0

[State 3001, Explod]
type = Explod
trigger1 = AnimElem = 30
anim = 13001
ID = 13001
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 4
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1

[State 3001, Voice]
type = PlaySnd 
trigger1 = AnimElem = 29
value = S3000,2
channel = 0

[State 3001, Whiff]
type = PlaySnd 
trigger1 = AnimElem = 29
value = S5,11
channel = 2

[State 3001, Voice]
type = PlaySnd 
trigger1 = AnimElem = 29
value = S3011,2
channel = 1

[State 3001, 4]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 30
attr = A, HA			
damage = 50,10
animtype = Medium			
guardflag = M		
hitflag = MAF
priority = 5, Hit			
pausetime = 15,15
guard.pausetime = 15, 10
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 5			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -4.5, -7.5
air.velocity = -4.5, -7.5
air.hittime = 20
air.animtype = Back		
yaccel = 0.5
ground.cornerpush.veloff = 0
id = 3001
fall = 1 
fall.recover = 0
getpower = 0
givepower = 50
persistent = 0

[State 3001, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y > -Pos Y
value = 1017
ctrl = 0

;---------------------------------------------------------------------------
; Tenshou Ranki
[Statedef 3010]
type = S
movetype = A
physics = N				
velset = 0,0			
ctrl = 0				
anim = 3010				
poweradd = -1000			
sprpriority = 2			
facep2 = 1

[State 3010, VarSet]
type = VarSet
triggerall = AILevel = 0
trigger1 = !Time
var(2) = IfElse(command = "a", 1, 2)

[State 3010, VarSet]
type = VarSet
triggerall = AILevel != 0
trigger1 = !Time
var(2) = IfElse((abs(P2BodyDist Y) >= 20), 1, 2)

[State 3010, Voice]
type = PlaySnd 
trigger1 = AnimElem = 1
value = S3010,0
channel = 0

[State 3010, NotHitBy]
type = NotHitBy
trigger1 = MoveHit
value = SCA
ignorehitpause = 1

[State 3010, RemoveExplod]
type = RemoveExplod
trigger1 = !Time
id = -1

[State 3010, Pause]
type = Pause
trigger1 = !Time
time = 40
movetime = 17

[State 3010, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30000
stateno = 30000 
pos = 20,-80
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3010, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(6) < 0
value = SCA

[State 3010, StateTypeSet]
type = StateTypeSet
trigger1 = Pos Y != 0
statetype = A
ignorehitpause = 1

[State 3010, Explod]
type = Explod
trigger1 = AnimElem = 5,=0
anim = 13010
ID = 13010
pos = 30,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 4
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 3010, VelSet]
type = VelSet
trigger1 = AnimElem = 5, =0
x = 3 + IfElse(Var(2) = 1, 0, 2)
y = -7 - IfElse(Var(2) = 1, 0, -2)

[State 3010, VelMul]
type = VelMul
trigger1 = AnimElemTime(8)>=0 && Vel Y < 0
x = 0.9
y = 0.95

[State 3010, Voice]
type = PlaySnd 
trigger1 = AnimElem = 5
value = S3010,1
channel = 0

[State 3010, Voice]
type = PlaySnd 
trigger1 = AnimElem = 5
value = S3010,2
channel = 1

[State 3010, 1]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8 
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
attr = A, HA			
damage = floor(25*fvar(20)),10
animtype = Medium			
guardflag = M		
hitflag = MAF
priority = 5, Hit			
pausetime = 4,4	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 4			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -2.5,-4.5
air.velocity = -2.5,-5.5
air.hittime = 20
air.animtype = Back		
yaccel = 0.45
ground.cornerpush.veloff = 0
getpower = 0
givepower = 50
kill = 0
guard.kill = 0
fall = 1
fall.recover = 0

[State 3010, 2]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 13
attr = A, HA			
damage = floor(25*fvar(20)),10
animtype = Medium			
guardflag = M		
hitflag = MAF
priority = 5, Hit			
pausetime = 0,0	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S800, 0			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 14
ground.velocity = -2.5,-4.5
air.velocity = -2.5,-5.5
air.hittime = 20
air.animtype = Back		
yaccel = 0.45
ground.cornerpush.veloff = 0
getpower = 0
givepower = 50
kill = 0
guard.kill = 0
fall = 1
fall.recover = 0
id = 3010
p2stateno = 53010

[State 3010, PlayerPush]
type = PlayerPush
trigger1 = Vel Y > 0 && MoveGuarded
value = 0
ignorehitpause = 1

[State 3010, TargetBind]
type = TargetBind
triggerall = NumTarget(3010) = 1
trigger1 = MoveHit
time = -1
id = 3010
pos = 20,-50
ignorehitpause = 1
persistent = 1

[State 3010, TargetFacing]
type = TargetFacing
trigger1 = MoveHit
trigger1 = Target, Facing = Facing
value = -1
ID = 3010
ignorehitpause = 1
persistent = 0

[State 3010, VelSet]
type = VelSet
trigger1 = AnimElemTime(13) >= 0
x = 7 + IfElse(Var(2) = 1, 0, 2)
y = 10
ignorehitpause = 1

[State 3010, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y > -Pos Y
value = IfElse(MoveHit && NumTarget(3010) = 1, 3011, 1017)
ctrl = 0
ignorehitpause = 1
;---------------------------------------------------------------------------
; Tenshin Ranki Landing
[StateDef 3011]
type = C
movetype = A
physics = C
ctrl = 0
velset = Vel X,0
poweradd = 0
sprpriority = 2
movehitpersist = 1
anim = 3011

[State 3011, Helper]
type = Helper
trigger1 = AnimElem = 2
name = "Blackout" 
ID = 13011
stateno = 13011 
pos = 20,-80
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3011, TargetState]
type = TargetState
triggerall = NumTarget(3010) = 1
trigger1 = !Time
value = 53011
ID = 3010

[State 3011, Voice]
type = PlaySnd 
trigger1 = AnimElem = 5
value = S3011,0
channel = 0

[State 3010, Voice]
type = PlaySnd 
trigger1 = AnimElem = 5
value = S3011,2
channel = 1

[State 3010, Explod]
type = Explod
trigger1 = AnimElem = 6,=0
anim = 13011
ID = 13011
pos = 30,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 3011, TargetBind]
type = TargetBind
triggerall = NumTarget(3010) = 1
trigger1 = AnimElemTime(15) < 0
time = 1
id = 3010
pos = 20,0
ignorehitpause = 1

[State 3011, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 3011, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = -100
ID = 3010
kill = 1
absolute = 1

[State 3010, Voice]
type = PlaySnd 
trigger1 = AnimElem = 8
value = S3011,3
channel = 2

;[State 3010, Voice]
;type = PlaySnd 
;trigger1 = AnimElem = 13
;value = S3011,1
;channel = 0

[State 3010, VelAdd]
type = VelAdd
trigger1 = AnimElem = 15, = 0
x = -3
y = -6

[State 3011, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 15, = 0
statetype = A    
movetype = I    
physics = A       

;---------------------------------------------------------------------------
; Shitenshou
[Statedef 3015]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0				
anim = 3015				
poweradd = IfElse((PrevStateNo = [3000,3001]), -2000, -3000)			
sprpriority = 2			
facep2 = 1

[State 3015, Voice]
type = PlaySnd
trigger1 = !Time
value = S195,0
volumescale = 100

[State 3015, Pause]
type = Pause
trigger1 = !Time
time = 40
movetime = 22

[State 3015, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(5) < 2
value = SCA
ignorehitpause = 1

[State 3015, VarSet]
type = VarSet
trigger1 = !Time
var(30) = 0

[State 3015, Helper]
type = Helper
trigger1 = !Time
name = "Neo MAX FX" 
ID = 23015
stateno = 23015 
pos = 20,-80
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3015, VelAdd]
type = VelAdd
trigger1 = AnimElem = 5
x = 8

[State 3015, 1]
type = HitDef
triggerall = Anim = 3015
triggerall = var(15) < 4
trigger1 = AnimElem = 9
attr = S, HA			
damage = floor(100*fvar(20)),15
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,24	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 2			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 60
guard.hittime = 17
ground.velocity = 0,0
air.velocity = 0,0
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = 0
givepower = 50
kill = 0
guard.kill = 0
id = 3015
envshake.time = 15
envshake.freq = 90
envshake.ampl = 4
envshake.phase = 180

[State 3015, TargetState]
type = TargetState
triggerall = NumTarget(3015) = 1 
trigger1 = Target, StateType = A
trigger1 = MoveHit
value = 53015
ID = 3015
persistent = 0

[State 3015, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 3015 && AnimElem = 13, = 0 && MoveHit
value = 3016

[State 3015, NotHitBy]
type = NotHitBy
trigger1 = MoveHit
trigger2 = Anim = 3016
value = SCA
ignorehitpause = 1

[State 3015, VelSet]
type = VelSet
trigger1 = Anim != StateNo
x = 0

[State 3015, Voice]
type = PlaySnd
triggerall = Anim = 3016
trigger1 = AnimElem = 5
trigger2 = AnimElem = 14
;trigger3 = AnimElem = 24
value = S(IfElse((AnimElem = 14), 200, 210)), IfElse((AnimElem = 5), 1, IfElse((AnimElem = 14), 0, 2))
volumescale = 100
channel = Random%6

[State 3015, 2]
type = HitDef
triggerall = var(15) < 4
triggerall = Anim = 3016
trigger1 = AnimElem = 5
trigger2 = AnimElem = 14
attr = S, HA			
damage = floor(100*fvar(20)),15
animtype = Heavy			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 0,24	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 2			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 60
guard.hittime = 17
ground.velocity = 0,0
air.velocity = 0,0
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = 0
givepower = 50
kill = 0
guard.kill = 0
envshake.time = 15
envshake.freq = 90
envshake.ampl = 4
envshake.phase = 180

[State 3015, Voice]
type = PlaySnd
trigger1 = AnimElem = 20
value = S250,0
volumescale = 100

[State 3015, 3]
type = HitDef
triggerall = var(15) < 4
triggerall = Anim = 3016
trigger1 = AnimElem = 21
attr = S, HA			
damage = 150,20
animtype = DiagUp			
guardflag = M			
hitflag = MAF
priority = 6, Hit			
pausetime = 11,30	
sparkno = S10002
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 5			
guardsound = S6, 1	
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 17
ground.velocity = -4.5, -7.5
ground.velocity = -4.5, -7.5
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = 0
givepower = 50
fall = 1
fall.recover = 0
envshake.time = 15
envshake.freq = 90
envshake.ampl = 4
envshake.phase = 180

[State 3015, Explod]
type = Explod
trigger1 = Anim = 3016 && AnimElem = 5
trigger2 = Anim = 3016 && AnimElem = 14
trigger3 = Anim = 3016 && AnimElem = 18
anim = IfElse((AnimElem = 5), 13016, IfElse((AnimElem = 14), 13017, 13018))
ID = 13016
pos = IfElse((AnimElem = 5), 80, IfElse((AnimElem = 14), 160, 240)),120
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 0
scale = 0.3, 0.3
sprpriority = -1
removeongethit = 0
ignorehitpause = 1

[State 3015, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
