;---------------------------------------------------------------------------
;A Trump Card No.3
[StateDef 1000]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1000
poweradd = IfElse(var(59) = 0, 50, 0)
sprpriority = 2
facep2 = 1

[State 1000, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = 5

[State 1000, Hit Count Add]
type = VarAdd
trigger1 = MoveHit
var(20) = 1
persistent = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
value = S5,6
volumescale = 100
channel = 1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 19
anim = 11000
ID = 11000
pos = 35,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 20
anim = 11001
ID = 11001
pos = 55,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 12
anim = 11003
ID = 11003
pos = 25,-75
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 15
anim = 11007
ID = 11007
pos = 55,-45
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 18
anim = 11008
ID = 11008
pos = 55,-45
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
attr = S, SA			
damage = floor(15*fvar(20)), 0
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 2,8	
guard.pausetime = 2,4		
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -20, -75		
hitsound = S5, 14			
guardsound = S6, 0			
ground.type = Low		
air.animtype = Back
ground.slidetime = 12		
ground.hittime = 12
guard.hittime = 10	
ground.velocity = -8				
air.velocity = -2.5, -6.5		
air.hittime = IfElse(10 - var(30) < 0, 5, 10 - var(30)) + IfElse(var(21) = 0, 0, 4)
getpower = IfElse(var(59) = 0, 50, 0)
givepower = 50		
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
fall.yvelocity = 0
air.fall = 1
fall.recovertime = IfElse(24 - var(35) > 12, 24 - var(35), 12) + IfElse(var(21) = 0, 0, 4)
envshake.time = 5
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 27
movetype = I

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

;---------------------------------------------------------------------------
;B Trump Card No.3
[StateDef 1001]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1001
poweradd = IfElse(var(59) = 0, 50, 0)
sprpriority = 2
facep2 = 1

[State 1000, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = 7

[State 1001, Hit Count Add]
type = VarAdd
trigger1 = MoveHit
var(20) = 1
persistent = 0

[State 1001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
trigger6 = AnimElem = 26
trigger7 = AnimElem = 28
value = S5,6
volumescale = 100
channel = 1
ignorehitpause = 1

[State 1001, Explod]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 19
anim = 11000
ID = 11000
pos = 35,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1001, Explod]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 20
anim = 11001
ID = 11001
pos = 55,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1001, Explod]
type = Explod
trigger1 = AnimElem = 12
trigger2 = AnimElem = 23
anim = 11003
ID = 11003
pos = 25,-75
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1001, Explod]
type = Explod
trigger1 = AnimElem = 15
trigger2 = AnimElem = 26
anim = 11007
ID = 11007
pos = 55,-45
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1001, Explod]
type = Explod
trigger1 = AnimElem = 18
anim = 11008
ID = 11008
pos = 55,-45
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1001, 1]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
trigger6 = AnimElem = 26
trigger7 = AnimElem = 28
attr = S, SA			
damage = floor(15*fvar(20)),5
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 2,8	
guard.pausetime = 2,4		
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -20, -75		
hitsound = S5, 14			
guardsound = S6, 0			
ground.type = Low		
air.animtype = Back
ground.slidetime = 12		
ground.hittime = 12
guard.hittime = 8	
ground.velocity = -8				
air.velocity = -2.5, -6.5		
air.hittime = IfElse(10 - var(30) < 0, 5, 10 - var(30)) + IfElse(var(21) = 0, 0, 4)
getpower = IfElse(var(59) = 0, 50, 0)
givepower = 50		
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
fall.yvelocity = 0
air.fall = 1
fall.recovertime = IfElse(24 - var(35) > 12, 24 - var(35), 12) + IfElse(var(21) = 0, 0, 4)
envshake.time = 5
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 1001, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 30
movetype = I

[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;C Trump Card No.3
[StateDef 1002]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1002
poweradd = -500
sprpriority = 2
facep2 = 1

[State 1002, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = 10

[State 1002, VelMul]
type = VelMul
trigger1 = 1
x = 0.9

[State 1002, Hit Count Add]
type = VarAdd
trigger1 = MoveHit
var(20) = 1
persistent = 0

[State 1002, PalFX]
type = PalFX
trigger1 = !Time
time = 5
add = 255,255,255
mul = 256,256,256
invertall = 0
color = 256
persistent = 0

[State 1002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 34
value = S5, 8
volumescale = 100
channel = 3
ignorehitpause = 1

[State 1002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
trigger6 = AnimElem = 26
trigger7 = AnimElem = 28
value = S5,6
volumescale = 100
channel = 1
ignorehitpause = 1

[State 1002, Explod]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 19
anim = 11000
ID = 11000
pos = 35,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1002, Explod]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 20
anim = 11001
ID = 11001
pos = 55,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1002, Explod]
type = Explod
trigger1 = AnimElem = 12
trigger2 = AnimElem = 23
anim = 11003
ID = 11003
pos = 25,-75
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1002, Explod]
type = Explod
trigger1 = AnimElem = 15
trigger2 = AnimElem = 26
anim = 11007
ID = 11007
pos = 55,-45
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1002, Explod]
type = Explod
trigger1 = AnimElem = 18
anim = 11008
ID = 11008
pos = 55,-45
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1002, Explod]
type = Explod
trigger1 = AnimElem = 34
anim = 10221
ID = 10221
pos = 25,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 1002, 1]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
trigger6 = AnimElem = 26
trigger7 = AnimElem = 28
attr = S, SA			
damage = floor(10*fvar(20)),5
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 2,8	
guard.pausetime = 2,4		
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -20, -75		
hitsound = S5, 14			
guardsound = S6, 0			
ground.type = Low		
air.animtype = Back
ground.slidetime = 14		
ground.hittime = 14
guard.hittime = 8	
guard.velocity = -4			
air.velocity = -2.5, -6.5		
air.hittime = IfElse(10 - var(30) < 0, 5, 10 - var(30)) + IfElse(var(21) = 0, 0, 4)
getpower = 0
givepower = 50		
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
fall.yvelocity = 0
air.fall = 1
fall.recovertime = IfElse(24 - var(35) > 12, 24 - var(35), 12) + IfElse(var(21) = 0, 0, 4)
envshake.time = 5
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 1010, VelSet]
type = VelSet
trigger1 = AnimElem = 30
trigger2 = AnimElem = 42
x = 0

[State 1002, VelAdd]
type = VelAdd
trigger1 = AnimElem = 35
x = 12

[State 1002, 2]
type = HitDef
trigger1 = AnimElemTime(35) >= 0
attr = S, SA			
damage = floor(40*fvar(20)), 10
animtype = Heavy		
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10			
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -70	
hitsound = S5, 15		
guardsound = S6, 0			
ground.type = Low
air.animtype = Back
ground.slidetime = 18	
ground.hittime = 18
guard.hittime = 12	
ground.velocity = -4.5, -7.5	
guard.velocity = -10
air.velocity = -4.5, -7.5
air.hittime = IfElse(18 - var(30) < 0, 9, 18 - var(30)) + IfElse(var(21) = 0, 0, 4)
getpower = 0
givepower = 50			
yaccel = 0.45
ground.cornerpush.veloff = 0
id = StateNo
fall.yvelocity = 0
fall = 1
fall.recovertime = IfElse(18 - var(35) > 9, 18 - var(35), 9) + IfElse(var(21) = 0, 0, 4)
persistent = 0
envshake.time = 5
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 1002, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 38
movetype = I

[State 1002, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; A A Kick Even I Don't Understand
[StateDef 1005]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1005
poweradd = IfElse(var(59) = 0, 50, 0)
sprpriority = 2
facep2 = 1

[State 1005, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 1

[State 1005, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(6) < 0
value = SCA

[State 1005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1005, 1
volumescale = 100
channel = 1
ignorehitpause = 1

[State 1005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S5,11
volumescale = 100
channel = 3
ignorehitpause = 1

[State 1005, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 12005
ID = 12005
pos = 20,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
shadow = 0,5,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 1005, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
statetype = A

[State 1005, VelSet]
type = VelSet
trigger1 = AnimElem = 6
y = -7

[State 1005, 1]
type = HitDef
trigger1 = AnimElemTime(7) >= 0
attr = A, SA
damage = floor(70*fvar(20)),15
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 5,5
sparkno = S10001
guard.sparkno = S10130
sparkxy = -20, -70
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2.5, -9.5
air.animtype = Back
air.velocity = -2.5, -9.5
air.hittime = IfElse(14 - var(30) < 0, 7, 14 - var(30)) + IfElse(var(21) = 0, 0, 4)
fall = 1
fall.recovertime = IfElse(44 - var(35) > 22, 44 - var(35), 22) + IfElse(var(21) = 0, 0, 4)
yaccel = 0.5
persistent = 0 
ground.cornerpush.veloff = 0
id = StateNo
getpower = IfElse(var(59) = 0, 50, 0)
givepower = 50
fall.yvelocity = 0
envshake.time = 5
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 1005, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(8) >= 0
x = -0.01
y = 0.45

[State 1005, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = I

[State 1005, Untech Proration]
type = VarAdd
triggerall = MoveHit
trigger1 = NumTarget(StateNo)
var(35) = 4
persistent = 0

[State 1005, ChangeState]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Vel Y > -Pos Y
value = 1008
ctrl = 0

;---------------------------------------------------------------------------
; B A Kick Even I Don't Understand
[StateDef 1006]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1005
poweradd = IfElse(var(59) = 0, 50, 0)
sprpriority = 2
facep2 = 1

[State 1006, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 2.5

[State 1006, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(7) < 0
value = SCA

[State 1006, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1005, 1
volumescale = 100
channel = 1
ignorehitpause = 1

[State 1006, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S5,11
volumescale = 100
channel = 3
ignorehitpause = 1

[State 1006, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 12005
ID = 12005
pos = 20,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
shadow = 0,5,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 1006, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
statetype = A

[State 1006, VelSet]
type = VelSet
trigger1 = AnimElem = 6
y = -8

[State 1006, 1]
type = HitDef
trigger1 = AnimElemTime(7) >= 0
attr = A, SA
damage = floor(70*fvar(20)),15
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 5,5
sparkno = S10001
guard.sparkno = S10130
sparkxy = -20, -70
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2.5, -9.5
air.animtype = Back
air.velocity = -2.5, -9.5
air.hittime = IfElse(14 - var(30) < 0, 7, 14 - var(30)) + IfElse(var(21) = 0, 0, 4)
fall = 1
fall.recovertime = IfElse(44 - var(35) > 22, 44 - var(35), 22) + IfElse(var(21) = 0, 0, 4)
yaccel = 0.5
persistent = 0 
ground.cornerpush.veloff = 0
id = StateNo
getpower = IfElse(var(59) = 0, 50, 0)
givepower = 50
fall.yvelocity = 0
envshake.time = 5
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 1006, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(8) >= 0
x = -0.01
y = 0.45

[State 1006, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = I

[State 1006, Untech Proration]
type = VarAdd
triggerall = MoveHit
trigger1 = NumTarget(StateNo)
var(35) = 4
persistent = 0

[State 1006, ChangeState]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Vel Y > -Pos Y
value = 1008
ctrl = 0

;---------------------------------------------------------------------------
; C A Kick Even I Don't Understand
[StateDef 1007]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1007
poweradd = -500
sprpriority = 2
facep2 = 1

[State 1007, PalFX]
type = PalFX
trigger1 = !Time
time = 5
add = 255,255,255
mul = 256,256,256
invertall = 0
color = 256
persistent = 0

[State 1007, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 3

[State 1007, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(8) < 0
value = SCA

[State 1007, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1005, 1
volumescale = 100
channel = 1
ignorehitpause = 1

[State 1007, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S5,11
volumescale = 100
channel = 3
ignorehitpause = 1

[State 1007, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 12005
ID = 12005
pos = 20,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
shadow = 0,5,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 1007, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
statetype = A

[State 1007, VelSet]
type = VelSet
trigger1 = AnimElem = 6
y = -9

[State 1007, 1]
type = HitDef
trigger1 = AnimElemTime(7) >= 0
attr = A, SA
damage = floor(50*fvar(20)),15
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 5,5
sparkno = S10001
guard.sparkno = S10130
sparkxy = -20, -70
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2.5, -9.5
air.animtype = Back
air.velocity = -2.5, -9.5
air.hittime = IfElse(14 - var(30) < 0, 7, 14 - var(30)) + IfElse(var(21) = 0, 0, 4)
fall = 1
fall.recovertime = IfElse(44 - var(35) > 22, 44 - var(35), 22) + IfElse(var(21) = 0, 0, 4)
yaccel = 0.5
persistent = 0 
ground.cornerpush.veloff = 0
id = StateNo
getpower = 0
givepower = 50
fall.yvelocity = 0
envshake.time = 5
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 1007, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(8) >= 0
x = -0.01
y = 0.5

[State 1007, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 17
value = S5,11
volumescale = 100
channel = 3
freqmul = 1.0

[State 1007, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 17
value = S1007, 0
volumescale = 100
channel = 0

[State 1007, 2]
type = HitDef
trigger1 = AnimElemTime(18) >= 0
attr = A, SA
damage = floor(60*fvar(20)),15
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = S10001
guard.sparkno = S10130
sparkxy = -20, -70
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 14
ground.velocity = -5.5, 7.5
air.animtype = Back
air.velocity = -5.5, 7.5
air.hittime = IfElse(14 - var(30) < 0, 7, 14 - var(30)) + IfElse(var(21) = 0, 0, 4)
fall = 1
fall.recover = 0;time = IfElse(44 - var(35) > 22, 44 - var(35), 22) + IfElse(var(21) = 0, 0, 4)
yaccel = 0.5
persistent = 0 
ground.cornerpush.veloff = 0
id = StateNo
getpower = 0
givepower = 50
fall.yvelocity = 0
envshake.time = 5
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 1007, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 21
movetype = I

[State 1007, Untech Proration]
type = VarAdd
triggerall = MoveHit
trigger1 = NumTarget(StateNo)
var(35) = 4
persistent = 0

[State 1007, ChangeState]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Vel Y > -Pos Y
value = 1008
ctrl = 0
;---------------------------------------------------------------------------
; Landing
[StateDef 1008]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
poweradd = 0
sprpriority = 2
anim = 1008
movehitpersist = 1

[State 1008, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 1008, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;A Trump Card No.2
[StateDef 1010]
type = C
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1010
poweradd = IfElse(var(59) = 0, 50, 0)
sprpriority = 2
facep2 = 1

[State 1010, VelAdd]
type = VelAdd
trigger1 = AnimElem = 5
x = 7

[State 1010, VelMul]
type = VelMul
trigger1 = AnimElemTime(6) >= 0
x = 0.9

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S101, 0 
volumescale = 100
channel = 3
freqmul = 1.0

[State 1010, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 11010
ID = 11010
pos = -20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1010, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 11011
ID = 11011
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1010, 1]
type = HitDef
trigger1 = AnimElemTime(5) >= 0
attr = C, SA
damage = floor(60*fvar(20)),15
animtype = Heavy
guardflag = LA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = S10001
guard.sparkno = S10130
sparkxy = -20, 0
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 14
ground.velocity = -4.5, -6.5
air.animtype = Back
air.velocity = -4.5, -6.5
air.hittime = IfElse(14 - var(30) < 0, 7, 14 - var(30)) + IfElse(var(21) = 0, 0, 4)
fall = 1
fall.recovertime = IfElse(44 - var(35) > 22, 44 - var(35), 22) + IfElse(var(21) = 0, 0, 4)
yaccel = 0.5
persistent = 0 
ground.cornerpush.veloff = 0
id = StateNo
getpower = IfElse(var(59) = 0, 50, 0)
givepower = 50
fall.yvelocity = 0
envshake.time = 5
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 1010, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
movetype = I

[State 1010, VelSet]
type = VelSet
trigger1 = AnimElem = 11
x = 0

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

;---------------------------------------------------------------------------
;B Trump Card No.2
[StateDef 1011]
type = C
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1011
poweradd = IfElse(var(59) = 0, 50, 0)
sprpriority = 2
facep2 = 1

[State 1011, VelAdd]
type = VelAdd
trigger1 = AnimElem = 5
x = 12

[State 1011, VelMul]
type = VelMul
trigger1 = AnimElemTime(6) >= 0
x = 0.9

[State 1011, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S101, 0 
volumescale = 100
channel = 3
freqmul = 1.0

[State 1011, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 11010
ID = 11010
pos = -20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1011, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 11011
ID = 11011
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1011, 1]
type = HitDef
trigger1 = AnimElemTime(5) >= 0
attr = C, SA
damage = floor(70*fvar(20)),15
animtype = Heavy
guardflag = LA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = S10001
guard.sparkno = S10130
sparkxy = -20, 0
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 10
ground.velocity = -5.5, -6.5
air.animtype = Back
air.velocity = -5.5, -6.5
air.hittime = IfElse(14 - var(30) < 0, 7, 14 - var(30)) + IfElse(var(21) = 0, 0, 4)
fall = 1
fall.recovertime = IfElse(44 - var(35) > 22, 44 - var(35), 22) + IfElse(var(21) = 0, 0, 4)
yaccel = 0.5
persistent = 0 
ground.cornerpush.veloff = 0
id = StateNo
getpower = IfElse(var(59) = 0, 50, 0)
givepower = 50
fall.yvelocity = 0
envshake.time = 5
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 1011, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = I

[State 1011, VelSet]
type = VelSet
trigger1 = AnimElem = 11
x = 0

[State 1011, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;C Trump Card No.2
[StateDef 1012]
type = C
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1012
poweradd = -500
sprpriority = 2
facep2 = 1

[State 1012, PalFX]
type = PalFX
trigger1 = !Time
time = 5
add = 255,255,255
mul = 256,256,256
invertall = 0
color = 256
persistent = 0

[State 1012, VelAdd]
type = VelAdd
trigger1 = AnimElem = 5
x = 15

[State 1012, VelMul]
type = VelMul
trigger1 = AnimElemTime(6) >= 0 
x = 0.9

[State 1012, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S101, 0 
volumescale = 100
channel = 3
freqmul = 1.0

[State 1012, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 11010
ID = 11010
pos = -20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1012, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 11011
ID = 11011
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1012, 1]
type = HitDef
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(18) < 0
attr = C, SA
damage = floor(40*fvar(20)),15
animtype = Heavy
guardflag = LA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = S10001
guard.sparkno = S10130
sparkxy = -20, 0
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
guard.hittime = 14
ground.velocity = -4
air.animtype = Back
air.velocity = -2.5, -7.5
air.hittime = IfElse(14 - var(30) < 0, 7, 14 - var(30)) + IfElse(var(21) = 0, 0, 4)
air.fall = 1
fall.recovertime = IfElse(44 - var(35) > 22, 44 - var(35), 22) + IfElse(var(21) = 0, 0, 4)
yaccel = 0.45
persistent = 0 
ground.cornerpush.veloff = 0
id = StateNo
getpower = IfElse(var(59) = 0, 50, 0)
givepower = 50
fall.yvelocity = 0
envshake.time = 5
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 1012, VelSet]
type = VelSet
trigger1 = AnimElem = 11
trigger2 = AnimElem = 17
x = 0

[State 1012, VelAdd]
type = VelAdd
trigger1 = AnimElem = 15
x = 8

[State 1012, Explod]
type = Explod
trigger1 = AnimElem = 17 
anim = 10220
ID = 10220
pos = 10,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 1012, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 17
value = S5,8
volumescale = 100
channel = 3
freqmul = 1.0

[State 1012, 2]
type = HitDef
trigger1 = AnimElemTime(18) >= 0
attr = S, SA			
damage = floor(40*fvar(20)), 10
animtype = DiagUp		
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10			
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -70	
hitsound = S5, 15		
guardsound = S6, 0			
ground.type = High	
air.animtype = DiagUp
ground.slidetime = 18	
ground.hittime = 18
guard.hittime = 8	
ground.velocity = -2.5, -8.5
air.velocity = -2.5, -8.5
air.hittime = IfElse(18 - var(30) < 0, 9, 18 - var(30)) + IfElse(var(21) = 0, 0, 4)
getpower = 0
givepower = 50			
yaccel = 0.45
ground.cornerpush.veloff = 0
id = StateNo + 1
fall.yvelocity = 0
fall = 1
fall.recovertime = IfElse(36 - var(35) > 18, 36 - var(35), 18) + IfElse(var(21) = 0, 0, 4)
persistent = 0
envshake.time = 5
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 1012, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 21
movetype = I

[State 1012, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; A Engrossed Counterattack
[StateDef 1015]
type = A
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1015
poweradd = IfElse(var(59) = 0, 50, 0)
sprpriority = 2

[State 1015, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 4
y = 10

[State 1015, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S5, 8
volumescale = 100
channel = 1

[State 1015, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 11015
ID = 11015
pos = 35,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1015, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 11016
ID = 11016
pos = 35,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1015, 1]
type = HitDef
trigger1 = 1
attr = A, SA			
damage = floor(40*fvar(20)), 10
animtype = Heavy		
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10			
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -70	
hitsound = S5, 15		
guardsound = S6, 0			
ground.type = High	
air.animtype = Back
ground.slidetime = 18	
ground.hittime = 18
guard.hittime = 8	
ground.velocity = -4.5, 7.5	
air.velocity = -4.5, 7.5
air.hittime = IfElse(18 - var(30) < 0, 9, 18 - var(30)) + IfElse(var(21) = 0, 0, 4)
getpower = IfElse(var(59) = 0, 50, 0)
givepower = 50			
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
fall = 1
fall.recovertime = IfElse(18 - var(35) > 9, 18 - var(35), 9) + IfElse(var(21) = 0, 0, 4)
persistent = 0
envshake.time = 5
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 1015, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 1008
ctrl = 0

;---------------------------------------------------------------------------
; B Engrossed Counterattack
[StateDef 1016]
type = A
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1015
poweradd = IfElse(var(59) = 0, 50, 0)
sprpriority = 2

[State 1016, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 7
y = 10

[State 1016, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S5, 8
volumescale = 100
channel = 1

[State 1016, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 11015
ID = 11015
pos = 35,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1016, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 11016
ID = 11016
pos = 35,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1016, 1]
type = HitDef
trigger1 = 1
attr = A, SA			
damage = floor(60*fvar(20)), 10
animtype = Heavy		
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10			
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -70	
hitsound = S5, 15		
guardsound = S6, 0			
ground.type = High	
air.animtype = Back
ground.slidetime = 18	
ground.hittime = 18
guard.hittime = 8	
ground.velocity = -4.5, 7.5	
air.velocity = -4.5, 7.5
air.hittime = IfElse(18 - var(30) < 0, 9, 18 - var(30)) + IfElse(var(21) = 0, 0, 4)
getpower = IfElse(var(59) = 0, 50, 0)
givepower = 50			
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
fall = 1
fall.recovertime = IfElse(18 - var(35) > 9, 18 - var(35), 9) + IfElse(var(21) = 0, 0, 4)
persistent = 0
envshake.time = 5
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 1016, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 1008
ctrl = 0

;---------------------------------------------------------------------------
; C Engrossed Counterattack
[StateDef 1017]
type = A
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1015
poweradd = -500
sprpriority = 2

[State 1017, PalFX]
type = PalFX
trigger1 = !Time
time = 5
add = 255,255,255
mul = 256,256,256
invertall = 0
color = 256
persistent = 0

[State 1017, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 8
y = 10

[State 1017, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S5, 8
volumescale = 100
channel = 1

[State 1017, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 11015
ID = 11015
pos = 35,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1017, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 11016
ID = 11016
pos = 35,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 1017, 1]
type = HitDef
trigger1 = 1
attr = A, SA			
damage = floor(40*fvar(20)), 10
animtype = Heavy		
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10			
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -70	
hitsound = S5, 15		
guardsound = S6, 0			
ground.type = High	
air.animtype = Back
ground.slidetime = 24	
ground.hittime = 24
guard.hittime = 8	
ground.velocity = -4.5	
air.velocity = -4.5, 7.5
air.hittime = IfElse(18 - var(30) < 0, 9, 18 - var(30)) + IfElse(var(21) = 0, 0, 4)
getpower = 0
givepower = 50			
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
air.fall = 1
fall.recovertime = IfElse(18 - var(35) > 9, 18 - var(35), 9) + IfElse(var(21) = 0, 0, 4)
persistent = 0
envshake.time = 5
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 1017, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 1018
ctrl = 0

;---------------------------------------------------------------------------
; C Engrossed Counterattack Follow-Up
[StateDef 1018]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1018
poweradd = 0
sprpriority = 2

[State 1018, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 1018, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = 8

[State 1018, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S5, 8
volumescale = 100
channel = 1

[State 1018, Explod]
type = Explod
trigger1 = AnimElem = 7 
anim = 10220
ID = 10220
pos = 10,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 1018, 1]
type = HitDef
triggerall = NumTarget(1017)
trigger1 = AnimElem = 8
attr = S, SA			
damage = floor(40*fvar(20)), 10
animtype = DiagUp		
guardflag = MA			
hitflag = MAFD
priority = 4, Hit			
pausetime = 10,10			
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -70	
hitsound = S5, 15		
guardsound = S6, 0			
ground.type = High	
air.animtype = DiagUp
ground.slidetime = 18	
ground.hittime = 18
guard.hittime = 8	
ground.velocity = -2.5, -8.5
air.velocity = -2.5, -8.5
air.hittime = IfElse(18 - var(30) < 0, 9, 18 - var(30)) + IfElse(var(21) = 0, 0, 4)
getpower = 0
givepower = 50			
yaccel = 0.45
ground.cornerpush.veloff = 0
id = StateNo
fall = 1
fall.recovertime = IfElse(36 - var(35) > 18, 36 - var(35), 18) + IfElse(var(21) = 0, 0, 4)
persistent = 0
envshake.time = 5
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 1018, 2]
type = HitDef
triggerall = !NumTarget(1017)
trigger1 = AnimElem = 8
attr = S, SA			
damage = floor(40*fvar(20)), 10
animtype = DiagUp		
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10			
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -70	
hitsound = S5, 2		
guardsound = S6, 0			
ground.type = High	
air.animtype = DiagUp
ground.slidetime = 18	
ground.hittime = 18
guard.hittime = 8	
ground.velocity = -4.5, -7.5	
air.velocity = -4.5, -7.5
air.hittime = IfElse(18 - var(30) < 0, 9, 18 - var(30)) + IfElse(var(21) = 0, 0, 4)
getpower = 0
givepower = 50			
yaccel = 0.45
ground.cornerpush.veloff = 0
id = StateNo
fall.yvelocity = 0
fall = 1
fall.recovertime = IfElse(18 - var(35) > 9, 18 - var(35), 9) + IfElse(var(21) = 0, 0, 4)
persistent = 0
envshake.time = 5
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 1018, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 11
movetype = I

[State 1018, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; God Speed Flash
[Statedef 2000]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0				
anim = 2000				
poweradd = -500			
sprpriority = 2			
facep2 = 1
movehitpersist = 1

[State 2000, RemoveExplod]
type = RemoveExplod
trigger1 = !Time 
id = -1

[State 2000, VarAdd]
type = VarSet
trigger1 = !Time
var(3) = IfElse(MoveHit, 1, 0)

[State 2000, PalFX]
type = PalFX
trigger1 = !Time
time = 5
add = 255,255,255
mul = 256,256,256
invertall = 0
color = 256
persistent = 0

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S5,8
volumescale = 100
channel = 3
ignorehitpause = 1

[State 2000, PosAdd]
type = PosAdd
trigger1 = AnimElem = 8
x = P2Dist X - 10

[State 2000, Pause]
type = Pause
triggerall = MoveHit
trigger1 = !Time
time = 68
movetime = 68
;endcmdbuftime = 0
pausebg = 1

[State 2000, VarAdd]
type = VarAdd
trigger1 = !Time
var(25) = 1

[State 2000, Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 11010
ID = 11010
pos = -20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
random = 0,0
removetime = -2
pausemovetime = 999
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 2000, Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 11011
ID = 11011
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
random = 0,0
removetime = -2
pausemovetime = 999
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 2000, 1]
type = HitDef
trigger1 = AnimElem = 11
attr = S, SA			
damage = floor(IfElse(var(59) != 1, 40, 60)*fvar(20)), 15
animtype = Heavy			
guardflag = LA			
hitflag = MAF
priority = 4, Hit			
pausetime = 0,10			
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -20, -75		
hitsound = S5, 14			
guardsound = S6, 0			
ground.type = Low		
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18		
ground.velocity = IfElse(!var(3), -8, 0)
guard.velocity = IfElse(!var(3), -8, -4)			
air.velocity = -2.5, -6.5		
air.hittime = IfElse(10 - var(30) < 0, 5, 10 - var(30)) + IfElse(var(21) = 0, 0, 4)
getpower = 0
givepower = 50		
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
fall.yvelocity = 0
air.fall = 1
fall.recovertime = IfElse(24 - var(35) > 12, 24 - var(35), 12) + IfElse(var(21) = 0, 0, 4)
envshake.time = 5
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 2000, VarSet]
type = VarSet
trigger1 = NumTarget(StateNo) = 1 && MoveType != I
var(17) = 2

[State 2000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 17
movetype = I

[State 2000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; God Speed Strike
[Statedef 2005]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0				
anim = 2005				
poweradd = -500			
sprpriority = 2			
facep2 = 1
movehitpersist = 1

[State 2005, RemoveExplod]
type = RemoveExplod
trigger1 = !Time 
id = -1

[State 2005, ScreenBound]
type = ScreenBound
trigger1 = AnimElemTime(9) < 0 
value = 0
movecamera = 0,0

[State 2005, VarAdd]
type = VarSet
trigger1 = !Time
var(3) = IfElse(MoveHit, 1, 0)

[State 2005, PalFX]
type = PalFX
trigger1 = !Time
time = 5
add = 255,255,255
mul = 256,256,256
invertall = 0
color = 256
persistent = 0

[State 2005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S5,8
volumescale = 100
channel = 3
ignorehitpause = 1

[State 2005, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 11010
ID = 11010
pos = -20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
random = 0,0
removetime = -2
pausemovetime = 999
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 2005, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 11011
ID = 11011
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
random = 0,0
removetime = -2
pausemovetime = 999
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 2005, PosAdd]
type = PosAdd
trigger1 = AnimElem = 8
x = P2Dist X + 10
y = P2Dist Y - 50

[State 2005, Pause]
type = Pause
triggerall = MoveHit
trigger1 = !Time
time = 68
movetime = 68
;endcmdbuftime = 0
pausebg = 1

[State 2005, VarAdd]
type = VarAdd
trigger1 = !Time
var(25) = 1

[State 2005, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 9
statetype = A

[State 2005, 1]
type = HitDef
trigger1 = AnimElem = 11
attr = A, SA			
damage = floor(IfElse(var(59) != 1, 40, 60)*fvar(20)), 15
animtype = Heavy			
guardflag = LA			
hitflag = MAF
priority = 4, Hit			
pausetime = 0,10			
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -20, -75		
hitsound = S5, 14			
guardsound = S6, 0			
ground.type = Low		
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18		
ground.velocity = IfElse(!var(3), -8, 0)
guard.velocity = IfElse(!var(3), -8, -4)			
air.velocity = -2.5, -6.5		
air.hittime = IfElse(10 - var(30) < 0, 5, 10 - var(30)) + IfElse(var(21) = 0, 0, 4)
getpower = 0
givepower = 50		
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
fall.yvelocity = 0
air.fall = 1
fall.recovertime = IfElse(24 - var(35) > 12, 24 - var(35), 12) + IfElse(var(21) = 0, 0, 4)
envshake.time = 5
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 2005, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 14
movetype = I

[State 2005, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(14) >= 0
y = 0.45

[State 2005, Turn]
type = Turn
trigger1 = AnimElem = 15

[State 2005, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 1008
ctrl = 0