;---------------------------------------------------------------------------
; LP Psi-Blast
[StateDef 1000]
type = U
movetype = A
physics = N
juggle = 0
anim = 1000
ctrl = 0
facep2 = Cond(StateType != A, 1, 0)
poweradd = 50

[State 1000, Helper]
type = Helper
trigger1 = !Time
name = "Psi FX"
ID = 11000
stateno = 21000
pos = 0,-60
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1000, VelSet]
type = VelSet
triggerall = !Time
trigger1 = StateType = A
x = 0
y = -1

[State 1000, VelSet]
type = VelSet
triggerall = !Time
trigger1 = StateType != A
x = 0

[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = StateType = C
statetype = S

[State 1000, Width]
type = Width
trigger1 = AnimElem = 4,>=0 && AnimElem = 5,<0 
value = 35,0

[State 1000, Helper]
type = Helper
trigger1 = AnimElem = 4,=0
ID = 11000
pos = 20,-70
postype = p1
stateno = 11000
name = "Psi-Blast"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 1
size.yscale = 1

[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4,=1
movetype = I

[State 1000, ChangeAnim]
type = ChangeAnim
triggerall = Anim = StateNo
trigger1 = StateType = A && AnimElem = 12
value = 41
elem = 9

[State 1000, VelAdd]
type = VelAdd
trigger1 = Anim = 41
y = 0.5

[State 1000, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 1003
ctrl = 0

[State 1000, end]
type = ChangeState
trigger1 = StateType != A && AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; MP Psi-Blast
[StateDef 1001]
type = U
movetype = A
physics = N
juggle = 0
anim = 1000
ctrl = 0
facep2 = Cond(StateType != A, 1, 0)
poweradd = 50

[State 1001, Helper]
type = Helper
trigger1 = !Time
name = "Psi FX"
ID = 11001
stateno = 21000
pos = 0,-60
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1001, VelSet]
type = VelSet
triggerall = !Time
trigger1 = StateType = A
x = 0
y = -1

[State 1001, VelSet]
type = VelSet
triggerall = !Time
trigger1 = StateType != A
x = 0

[State 1001, StateTypeSet]
type = StateTypeSet
trigger1 = StateType = C
statetype = S

[State 1001, Width]
type = Width
trigger1 = AnimElem = 4,>=0 && AnimElem = 5,<0 
value = 35,0

[State 1001, Helper]
type = Helper
trigger1 = AnimElem = 4,=0
ID = 11001
pos = 20,-70
postype = p1
stateno = 11000
name = "Psi-Blast"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 1
size.yscale = 1

[State 1001, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4,=1
movetype = I

[State 1001, ChangeAnim]
type = ChangeAnim
triggerall = Anim = 1000
trigger1 = StateType = A && AnimElem = 12
value = 41
elem = 9

[State 1001, VelAdd]
type = VelAdd
trigger1 = Anim = 41
y = 0.5

[State 1001, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 1003
ctrl = 0

[State 1001, end]
type = ChangeState
trigger1 = StateType != A && AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HP Psi-Blast
[StateDef 1002]
type = U
movetype = A
physics = N
juggle = 0
anim = 1000
ctrl = 0
facep2 = Cond(StateType != A, 1, 0)
poweradd = 50

[State 1000, Helper]
type = Helper
trigger1 = !Time
name = "Psi FX"
ID = 11002
stateno = 21000
pos = 0,-60
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1002, VelSet]
type = VelSet
triggerall = !Time
trigger1 = StateType = A
x = 0
y = -1

[State 1002, VelSet]
type = VelSet
triggerall = !Time
trigger1 = StateType != A
x = 0

[State 1002, StateTypeSet]
type = StateTypeSet
trigger1 = StateType = C
statetype = S

[State 1002, Width]
type = Width
trigger1 = AnimElem = 4,>=0 && AnimElem = 5,<0 
value = 35,0

[State 1002, Helper]
type = Helper
trigger1 = AnimElem = 4,=0
ID = 11002
pos = 20,-70
postype = p1
stateno = 11000
name = "Psi-Blast"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 1
size.yscale = 1

[State 1002, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4,=1
movetype = I

[State 1002, ChangeAnim]
type = ChangeAnim
triggerall = Anim = 1000
trigger1 = StateType = A && AnimElem = 12
value = 41
elem = 9

[State 1002, VelAdd]
type = VelAdd
trigger1 = Anim = 41
y = 0

[State 1002, VelAdd]
type = VelAdd
trigger1 = Anim = 41
y = 0.5

[State 1002, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 1003
ctrl = 0

[State 1002, end]
type = ChangeState
trigger1 = StateType != A && AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Psi-Blast Landing
[StateDef 1003]
type = S
movetype = A
physics = S
juggle = 0
velset = 0,0
anim = 1003
ctrl = 0
poweradd = 0

[State 1003, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 1010, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 12
statetype = S       ;S,A,C,L
movetype = I        ;I,A,H

[State 1003, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; LK Psi-Blade
[StateDef 1005]
type = A
movetype = A
physics = N
juggle = 0
velset = 4,0
ctrl = 0
facep2 = Cond((PrevStateNo != [40,50]) && (PrevStateNo != [600,650]) && (PrevStateNo != [1005,1007]), 1, 0)
poweradd = 50
anim = 1005

[State -3, Psi-Blade Cancel Reset]
type = VarSet
trigger1 = !Time
var(3) = 0
ignorehitpause = 1
persistent = 0

[State 1005, Helper]
type = Helper
trigger1 = !Time
name = "Psi FX"
ID = 11005
stateno = 21000
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1005, PosAdd]
type = PosAdd
trigger1 = !Time
x = 0
y = -10

[State -3, Psi-Blade Cancel]
type = VarSet
trigger1 = MoveContact
var(3) = 1
ignorehitpause = 1
persistent = 0

[State -3, Psi-Blade Count]
type = VarAdd
triggerall = PrevStateNo = [1005,1007]
trigger1 = !Time
var(26) = 1
ignorehitpause = 1
persistent = 0

[State 1005, 1]
type = HitDef
trigger1 = IfElse((PrevStateNo != [1005,1007]), Var(15) < 3, var(15) < 4)
attr = A, SA			
damage = floor(45*fvar(20)), 5
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 5,5		
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -70	
hitsound = S5, 1		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 14	
ground.hittime = 14
guard.hittime = 14		
ground.velocity = -2.5, -7.5			
air.velocity = -2.5, -7.5	
air.hittime = 18
getpower = 50
givepower = 50				
yaccel = 0.5
id = StateNo
fall = 1
fall.recovertime = 30
ground.cornerpush.veloff = 0
persistent = 0

[State 1005, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 14
movetype = I

[State 1005, VarSet]
type = VarSet
triggerall = NumTarget(StateNo)
triggerall = MoveHit
trigger1 = Target, HitFall
var(15) = cond(var(15) < 2, 2, 3)
persistent = 0

[State 1005, VelMul]
type = VelMul
trigger1 = MoveType = I
x = 0.9
y = 1

[State 1005, VelAdd]
type = VelAdd
trigger1 = MoveType = I
y = 0.5

[State 1005, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 1003
ctrl = 0

;---------------------------------------------------------------------------
; MK Psi-Blade
[StateDef 1006]
type = A
movetype = A
physics = N
juggle = 0
velset = 4,-3
ctrl = 0
facep2 = Cond((PrevStateNo != [40,50]) && (PrevStateNo != [600,650]) && (PrevStateNo != [1005,1007]), 1, 0)
poweradd = 50
anim = 1006

[State -3, Psi-Blade Cancel Reset]
type = VarSet
trigger1 = !Time
var(3) = 0
ignorehitpause = 1
persistent = 0

[State 1005, Helper]
type = Helper
trigger1 = !Time
name = "Psi FX"
ID = 11006
stateno = 21000
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State -3, Psi-Blade Cancel]
type = VarSet
trigger1 = MoveContact
var(3) = 1
ignorehitpause = 1
persistent = 0

[State -3, Psi-Blade Count]
type = VarAdd
triggerall = PrevStateNo = [1005,1007]
trigger1 = !Time
var(26) = 1
ignorehitpause = 1
persistent = 0

[State 1005, 1]
type = HitDef
trigger1 = IfElse((PrevStateNo != [1005,1007]), Var(15) < 3, var(15) < 4)
attr = A, SA			
damage = floor(45*fvar(20)), 5
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 5,5		
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -70	
hitsound = S5, 1		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 14	
ground.hittime = 14
guard.hittime = 14		
ground.velocity = -2.5, -7.5			
air.velocity = -2.5, -7.5	
air.hittime = 18
getpower = 50
givepower = 50				
yaccel = 0.5
id = StateNo
fall = 1
fall.recovertime = 30
ground.cornerpush.veloff = 0
persistent = 0

[State 1005, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 14
movetype = I

[State 1005, VarSet]
type = VarSet
triggerall = NumTarget(StateNo)
triggerall = MoveHit
trigger1 = Target, HitFall
var(15) = cond(var(15) < 2, 2, 3)
persistent = 0

[State 1005, VelMul]
type = VelMul
trigger1 = MoveType = I
x = 0.9
y = 1

[State 1005, VelAdd]
type = VelAdd
trigger1 = MoveType = I
y = 0.5

[State 1005, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 1003
ctrl = 0

;---------------------------------------------------------------------------
; HK Psi-Blade
[StateDef 1007]
type = A
movetype = A
physics = N
juggle = 0
velset = 0,-4
ctrl = 0
facep2 = Cond((PrevStateNo != [40,50]) && (PrevStateNo != [600,650]) && (PrevStateNo != [1005,1007]), 1, 0)
poweradd = 50
anim = 1007

[State -3, Psi-Blade Cancel Reset]
type = VarSet
trigger1 = !Time
var(3) = 0
ignorehitpause = 1
persistent = 0

[State 1007, Helper]
type = Helper
trigger1 = !Time
name = "Psi FX"
ID = 11007
stateno = 21000
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State -3, Psi-Blade Cancel]
type = VarSet
trigger1 = MoveContact
var(3) = 1
ignorehitpause = 1
persistent = 0

[State -3, Psi-Blade Count]
type = VarAdd
triggerall = PrevStateNo = [1005,1007]
trigger1 = !Time
var(26) = 1
ignorehitpause = 1
persistent = 0

[State 1005, 1]
type = HitDef
trigger1 = IfElse((PrevStateNo != [1005,1007]), Var(15) < 3, var(15) < 4)
attr = A, SA			
damage = floor(45*fvar(20)), 5
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 5,5		
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -70	
hitsound = S5, 1		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 14	
ground.hittime = 14
guard.hittime = 14		
ground.velocity = -2.5, -9.5			
air.velocity = -2.5, -9.5	
air.hittime = 18
getpower = 50
givepower = 50				
yaccel = 0.5
id = StateNo
fall = 1
fall.recovertime = 30
ground.cornerpush.veloff = 0
persistent = 0

[State 1005, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 14
movetype = I

[State 1005, VarSet]
type = VarSet
triggerall = NumTarget(StateNo)
triggerall = MoveHit
trigger1 = Target, HitFall
var(15) = cond(var(15) < 2, 2, 3)
persistent = 0

[State 1005, VelMul]
type = VelMul
trigger1 = MoveType = I
x = 0.9
y = 1

[State 1005, VelAdd]
type = VelAdd
trigger1 = MoveType = I
y = 0.5

[State 1005, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 1003
ctrl = 0

;---------------------------------------------------------------------------
; LP Ninjutsu Teleport
[StateDef 1010]
type = U
movetype = A
physics = N
juggle = 0
anim = 1010
velset = 0,0
ctrl = 0
facep2 = Cond(StateType != A, 1, 0)
poweradd = 50

[State 1010, VarSet]
type = VarSet
trigger1 = !Time
var(4) = 0
persistent = 0

[State 1010, PosSet]
type = PosSet
trigger1 = AnimElem = 12
x = -GameWidth
y = -GameHeight + 100

[State 1010, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 12
statetype = A

[State 1010, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 41
movetype = I

[State 1010, ChangeAnim]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 41
elem = 11
persistent = 0

[State 1010, VelAdd]
type = VelAdd
trigger1 = Anim = 41
y = 0.5

[State 1010, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
; MP Ninjutsu Teleport
[StateDef 1011]
type = U
movetype = A
physics = N
juggle = 0
anim = 1010
velset = 0,0
ctrl = 0
facep2 = Cond(StateType != A, 1, 0)
poweradd = 50

[State 1010, VarSet]
type = VarSet
trigger1 = !Time
var(4) = 0
persistent = 0

[State 1014, PosSet]
type = PosSet
trigger1 = AnimElem = 12
x = 0
y = -GameHeight + 100

[State 1011, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 12
statetype = A

[State 1011, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 41
movetype = I

[State 1011, ChangeAnim]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 41
elem = 11
persistent = 0

[State 1011, VelAdd]
type = VelAdd
trigger1 = Anim = 41
y = 0.5

[State 1011, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
; HP Ninjutsu Teleport
[StateDef 1012]
type = U
movetype = A
physics = N
juggle = 0
anim = 1010
velset = 0,0
ctrl = 0
facep2 = Cond(StateType != A, 1, 0)
poweradd = 50

[State 1010, VarSet]
type = VarSet
trigger1 = !Time
var(4) = 0
persistent = 0

[State 1012, PosSet]
type = PosSet
trigger1 = AnimElem = 12
x = GameWidth
y = -GameHeight + 100

[State 1012, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 12
statetype = A

[State 1012, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 41
movetype = I

[State 1012, ChangeAnim]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 41
elem = 11
persistent = 0

[State 1012, VelAdd]
type = VelAdd
trigger1 = Anim = 41
y = 0.5

[State 1012, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
; LK Ninjutsu Teleport
[StateDef 1013]
type = U
movetype = A
physics = N
juggle = 0
anim = 1010
velset = 0,0
ctrl = 0
facep2 = Cond(StateType != A, 1, 0)
poweradd = 50

[State 1010, VarSet]
type = VarSet
trigger1 = !Time
var(4) = 0
persistent = 0

[State 1010, PosSet]
type = PosSet
trigger1 = AnimElem = 12
x = -GameWidth
y = 0

[State 1010, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 12
statetype = S       ;S,A,C,L
movetype = I        ;I,A,H

[State 1010, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
 ; MK Ninjutsu Teleport
[StateDef 1014]
type = U
movetype = A
physics = N
juggle = 0
anim = 1010
velset = 0,0
ctrl = 0
facep2 = Cond(StateType != A, 1, 0)
poweradd = 50

[State 1010, VarSet]
type = VarSet
trigger1 = !Time
var(4) = 0
persistent = 0

[State 1010, PosSet]
type = PosSet
trigger1 = AnimElem = 12
x = 0
y = 0

[State 1010, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 12
statetype = S       ;S,A,C,L
movetype = I        ;I,A,H

[State 1010, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HK Ninjutsu Teleport
[StateDef 1015]
type = U
movetype = A
physics = N
juggle = 0
anim = 1010
velset = 0,0
ctrl = 0
facep2 = Cond(StateType != A, 1, 0)
poweradd = 50

[State 1010, VarSet]
type = VarSet
trigger1 = !Time
var(4) = 0
persistent = 0

[State 1010, PosSet]
type = PosSet
trigger1 = AnimElem = 12
x = GameWidth
y = 0

[State 1010, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 12
statetype = S

[State 1010, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 14
movetype = I 

[State 1010, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ninjutsu Drill
[StateDef 1020]
type = A
movetype = A
physics = N
juggle = 0
velset = 0,0
ctrl = 0
poweradd = 50
anim = 1020 + var(4)

[State 1020, PosAdd]
type = PosAdd
triggerall = !Time
triggerall = Anim = [1021,1023]
trigger1 = PrevStateNo = [1013,1015]
y = -25

[State 1020, Helper]
type = Helper
trigger1 = !Time
name = "Psi FX"
ID = 11020
stateno = 21000
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1020, 1]
type = HitDef
triggerall = PrevStateNo = [1010,1015]
triggerall = Var(4) < 4
trigger1 = Var(15) < 3
attr = A, SA			
damage = floor(90*fvar(20)), 10
animtype = Heavy			
guardflag = MA			
hitflag = MAFD
priority = 4, Hit			
pausetime = 5,5		
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -40	
hitsound = S5, 1		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 14	
ground.hittime = 14
guard.hittime = 14		
ground.velocity = -2.5, -7.5			
air.velocity = -2.5, -7.5	
air.hittime = 18
getpower = 50
givepower = 50				
yaccel = 0.5
id = StateNo
fall = 1
fall.recovertime = 30
ground.cornerpush.veloff = 0
persistent = 0
p2facing = -1

[State 1020, 2]
type = HitDef
triggerall = PrevStateNo = [1010,1015]
triggerall = Var(4) >= 4
trigger1 = Var(15) < 3
attr = A, SA			
damage = floor(90*fvar(20)), 10
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 5,5		
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -70	
hitsound = S5, 1		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 14	
ground.hittime = 14
guard.hittime = 14		
ground.velocity = -2.5, -7.5			
air.velocity = -2.5, -7.5	
air.hittime = 18
getpower = 50
givepower = 50				
yaccel = 0.5
id = StateNo
fall = 1
fall.recovertime = 30
ground.cornerpush.veloff = 0
persistent = 0
p2facing = -1

[State 1020, 3]
type = HitDef
triggerall = PrevStateNo = [1020,3000]
triggerall = Var(4) < 4
trigger1 = AnimElemTime(1) = 0
trigger2 = AnimElemTime(1) = 2
trigger3 = AnimElemTime(1) = 4
trigger4 = AnimElemTime(1) = 6
trigger5 = AnimElemTime(1) = 8
attr = A, HA			
damage = floor(90*fvar(20)), 10
animtype = Heavy			
guardflag = MA			
hitflag = MAFD
priority = 4, Hit			
pausetime = 5,5		
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -40	
hitsound = S5, 1		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 14	
ground.hittime = 14
guard.hittime = 14		
ground.velocity = -2.5, -7.5			
air.velocity = -2.5, -7.5	
air.hittime = 18
getpower = 0
givepower = 100,50				
yaccel = 0.5
id = StateNo
fall = Cond(AnimElemTime(8) < 10, 0, 1)
fall.recover = Cond(AnimElemTime(8) < 10, 0, 1)
fall.recovertime = 30
ground.cornerpush.veloff = 0
persistent = 0
p2facing = -1

[State 1020, 4]
type = HitDef
triggerall = PrevStateNo = [1020,3000]
triggerall = Var(4) >= 4
trigger1 = AnimElemTime(1) = 0
trigger2 = AnimElemTime(1) = 2
trigger3 = AnimElemTime(1) = 4
trigger4 = AnimElemTime(1) = 6
trigger5 = AnimElemTime(1) = 8
attr = A, HA			
damage = floor(90*fvar(20)), 10
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 5,5		
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -60	
hitsound = S5, 1		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 14	
ground.hittime = 14
guard.hittime = 14		
ground.velocity = -2.5, -7.5			
air.velocity = -2.5, -7.5	
air.hittime = 18
getpower = 0
givepower = 100, 50				
yaccel = 0.5
id = StateNo
fall = Cond(AnimElemTime(8) < 10, 0, 1)
fall.recover = Cond(AnimElemTime(8) < 10, 0, 1)
fall.recovertime = 30
ground.cornerpush.veloff = 0
persistent = 0
p2facing = -1

;== 2, 8 movement

[State 0, VelSet]
type = VelSet
triggerall = !Time
trigger1 = var(4) = 2 || var(4) = 8
x = 0
y = Cond(var(4) = 2, 5, -5)

;== 3, 6, 9 Movement

[State 0, VelSet]
type = VelSet
triggerall = !Time
trigger1 = var(4) % 3 = 0
x = 8
y = Cond(var(4) = 3, 8, cond(var(4) = 6, 0, -8))

;== 1, 4, 7 movement

[State 0, VelSet]
type = VelSet
triggerall = !Time
trigger1 = var(4) = 1 || var(4) = 4 || var(4) = 7
x = -8
y = Cond(var(4) = 1, 8, cond(var(4) = 4, 0, -8))

;==

[State 1010, ChangeAnim]
type = ChangeAnim
trigger1 = Time >= 20 && Anim != 43
value = 41
elem = 11
persistent = 0

[State 1010, ChangeAnim]
type = ChangeAnim
trigger1 = MoveContact
value = 43
elem = 1
persistent = 0

[State 1010, VelSet]
type = VelSet
trigger1 = Anim = 41
x = 0
persistent = 0

[State 1010, VelSet]
type = VelSet
trigger1 = Anim = 43
x = -3
y = -7
persistent = 0

[State 1010, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = [41,43]
movetype = I

[State 1010, VelAdd]
type = VelAdd
trigger1 = Anim = 41
trigger2 = Anim = 43 && AnimElemTime(4) >= 0
y = 0.5

[State 1010, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 1003
ctrl = 0