;---------------------------------------------------------------------------
; 5A
[Statedef 200]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0				
anim = 200				
poweradd = 0		
sprpriority = 2			
facep2 = 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA			
damage = floor(20*fvar(20)), 0
animtype = Light			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10			
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -20, -75		
hitsound = S5, 3			
guardsound = S6, 0			
ground.type = Low		
air.animtype = Back
ground.slidetime = 10		
ground.hittime = 10
guard.hittime = 10		
ground.velocity = -5				
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)

[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = I

[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 5B
[Statedef 210]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2			
facep2 = 1

[State 210, 1]
type = HitDef
trigger1 = AnimElemTime(3)>=0
attr = S, NA			
damage = floor(40*fvar(20)), 0
animtype = Heavy			
guardflag = LA			
hitflag = MAFD
priority = 4, Hit			
pausetime = 10,10		
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -45		
hitsound = S5, 4			
guardsound = S6, 0			
ground.type = Low		
air.animtype = Back
ground.slidetime = 14		
ground.hittime = 14
guard.hittime = 14		
ground.velocity = -6				
air.velocity = -2.5, -6.5		
air.hittime = IfElse(14 - var(30) < 0, 7, 14 - 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(28 - var(35) > 14, 28 - var(35), 14) + IfElse(var(21) = 0, 0, 4)
persistent = 0

[State 210, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

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

;---------------------------------------------------------------------------
; 5C
[Statedef 220]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
velset = 5,0
anim = 220
sprpriority = 2			
facep2 = 1

[State 220, Explod]
type = Explod
trigger1 = AnimElem = 5 
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 220, 1]
type = HitDef
trigger1 = AnimElemTime(6) >= 0
attr = S, NA			
damage = floor(50*fvar(20)), 0
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -75		
hitsound = S5, 15			
guardsound = S6, 0			
ground.type = High		
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18	
ground.velocity = -7
guard.velocity = -10				
air.velocity = -2.5, -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.yvelocity = 0
air.fall = 1
fall.recovertime = IfElse(32 - var(35) > 16, 32 - var(35), 16) + IfElse(var(21) = 0, 0, 4)
persistent = 0

[State 220, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

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

;---------------------------------------------------------------------------
; 6C Charging
[Statedef 221]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0				
anim = 221				
poweradd = 0		
sprpriority = 2			
facep2 = 1

[State 221, VarSet]
type = VarSet
trigger1 = !Time
var(2) = 0

[State 221, VarSet]
type = VarAdd
triggerall = var(2) < 30 && AnimElemTime(3) >= 0
trigger1 = AILevel = 0 && command = "hold_z"
trigger2 = AILevel != 0 && EnemyNear, StateNo = [150,155]
var(2) = 1

[State 221, end]
type = ChangeState
triggerall = Time >= 10
trigger1 = AILevel = 0  && var(2) < 30 && command != "hold_z"
trigger2 = var(2) = 30
trigger3 = AILevel != 0 && (var(2) = [0,28]) && (EnemyNear, StateNo != [150,155])
value = 222
ctrl = 0

;---------------------------------------------------------------------------
; 6C
[Statedef 222]
type = S
movetype = A
physics = N				
velset = IfElse(var(2) < 20, 8, 12),0			
ctrl = 0				
anim = 222				
poweradd = 0	
sprpriority = 2			

[State 222, VelMul]
type = VelMul
trigger1 = 1
x = 0.9

[State 222, Kick Swing 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = S5,11

[State 222, AssertSpecial]
type = AssertSpecial
trigger1 = var(2) >= 20
flag = unguardable

[State 222, Explod]
type = Explod
trigger1 = AnimElem = 2
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 222, 1]
type = HitDef
triggerall = var(2) < 20
trigger1 = AnimElemTime(3) >= 0
attr = S, NA			
damage = floor(50*fvar(20)), 0
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 12,12			
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -20, -55		
hitsound = S5, 15			
guardsound = S6, 0			
ground.type = Low		
air.animtype = Back
ground.slidetime = 18	
ground.hittime = 18
guard.hittime = 14	
ground.velocity = -10
guard.velocity = -10		
air.velocity = -2.5, -6.5		
air.hittime = IfElse(14 - var(30) < 0, 7, 14 - 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)
persistent = 0

[State 222, 2]
type = HitDef
triggerall = var(2) >= 20
trigger1 = AnimElemTime(3) >= 0
attr = S, NA			
damage = floor(80*fvar(20)), 0
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 12,12			
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -20, -55		
hitsound = S5, 15			
guardsound = S6, 0			
ground.type = Low		
air.animtype = Back
ground.slidetime = 18	
ground.hittime = 18
guard.hittime = 18	
ground.velocity = -4.5, -6.5
guard.velocity = -10	
air.velocity = -4.5, -6.5		
air.hittime = IfElse(14 - var(30) < 0, 7, 14 - 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.yvelocity = 0
air.fall = 1
fall.recovertime = IfElse(24 - var(35) > 12, 24 - var(35), 12) + IfElse(var(21) = 0, 0, 4)
persistent = 0

[State 222, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 222, VelSet]
type = VelSet
trigger1 = AnimElem = 10
x = 0
y = 0
;ignorehitpause = 
;persistent = 

[State 222, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 5D
[Statedef 230]
type = S
movetype = I
physics = S				
velset = 0,0			
ctrl = 0				
anim = 230				
poweradd = 0	
sprpriority = 2			
facep2 = 1
movehitpersist = 1

[State 230, VarSet]
type = VarSet
trigger1 = 1
var(17) = 0

[State 230, RemoveExplod]
type = RemoveExplod
trigger1 = !Time 
id = -1

[State 230, 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 230, 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 230, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S110, 0 
volumescale = 100
channel = 2
freqmul = 1.0

[State 230, PosAdd]
type = PosAdd
trigger1 = AnimElem = 8
x = P2Dist X - 10

[State 230, Pause]
type = Pause
triggerall = MoveHit
trigger1 = !Time
time = 45
movetime = 45
;endcmdbuftime = 0
pausebg = 1

[State 230, VarAdd]
type = VarAdd
trigger1 = !Time
var(25) = 1

[State 230, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 6D
[Statedef 231]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0				
anim = 230				
poweradd = 0	
sprpriority = 2			
facep2 = 1
movehitpersist = 1

[State 231, VarSet]
type = VarSet
trigger1 = 1
var(17) = 0

[State 231, RemoveExplod]
type = RemoveExplod
trigger1 = !Time 
id = -1

[State 231, VarAdd]
type = VarAdd
trigger1 = !Time
var(25) = 1

[State 231, Pause]
type = Pause
triggerall = MoveHit
trigger1 = !Time
time = 45
movetime = 45
pausebg = 1

[State 231, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S110, 0 
volumescale = 100
channel = 2
freqmul = 1.0

[State 231, 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 231, 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 231, PosAdd]
type = PosAdd
trigger1 = AnimElem = 8
x = P2Dist X + 20

[State 231, Turn]
type = Turn
triggerall = P2BodyDist X < 0
trigger1 = AnimElem = 9

[State 231, ScreenBound]
type = ScreenBound
trigger1 = AnimElemTime(9) < 0 
value = 0
movecamera = 0,0

[State 231, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 2A
[Statedef 400]
type = C
movetype = A
physics = C
poweradd = 0
ctrl = 0
anim = 400
sprpriority = 2			
facep2 = 1
velset = 0,0

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA			
damage = floor(20*fvar(20)), 0
animtype = Light			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10			
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -20, -35
hitsound = S5, 3		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 10	
ground.hittime = 10
guard.hittime = 10		
ground.velocity = -6		
air.velocity = -2.5, -7.5
airguard.velocity = -4.5, -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)

[State 400, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 400, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 2B
[Statedef 410]
type = C
movetype = A
physics = C
poweradd = 0
ctrl = 0
anim = 410
sprpriority = 2			
facep2 = 1
velset = 0,0

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA			
damage = floor(40*fvar(20)), 0
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10			
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -45	
hitsound = S5, 1		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 14	
ground.hittime = 14
guard.hittime = 14	
ground.velocity = -6		
air.velocity = -2.5, -6.5		
air.hittime = IfElse(14 - var(30) < 0, 7, 14 - 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(28 - var(35) > 14, 28 - var(35), 14) + IfElse(var(21) = 0, 0, 4)

[State 410, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 410, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 2C
[Statedef 420]
type = C
movetype = A
physics = C
poweradd = 0
ctrl = 0
anim = 420
sprpriority = 2			
facep2 = 1
velset = 0,0

[State 420, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 10420
ID = 10420
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 420, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA			
damage = floor(25*fvar(20)), 0
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 5,5			
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -45	
hitsound = S5, 14		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 14	
ground.hittime = 14
guard.hittime = 14	
ground.velocity = -4		
air.velocity = -2.5, -6.5		
air.hittime = IfElse(14 - var(30) < 0, 7, 14 - 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(28 - var(35) > 14, 28 - var(35), 14) + IfElse(var(21) = 0, 0, 4)

[State 420, VarSet]
type = VarSet
trigger1 = AnimElemTime(9) < 0 && MoveContact
var(17) = 1
ignorehitpause = 1

[State 420, Explod]
type = Explod
trigger1 = AnimElem = 8
anim = 10421
ID = 10421
pos = 25,-25
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 420, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S5,11
volumescale = 100
channel = 2 

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 9
attr = C, NA			
damage = floor(25*fvar(20)), 0
animtype = Heavy			
guardflag = LA			
hitflag = MAF
priority = 4, Hit			
pausetime = 5,5			
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -45	
hitsound = S5, 15		
guardsound = S6, 0			
ground.type = Trip	
air.animtype = Back
ground.slidetime = 14	
ground.hittime = 14
guard.hittime = 14	
ground.velocity = -2.5, -8		
air.velocity = -4.5, -8	
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 = 1
ground.cornerpush.veloff = 0
id = StateNo
fall.yvelocity = 0
fall = 1
fall.recover = 0

[State 420, VarSet]
type = VarSet
trigger1 = AnimElemTime(9) >= 0
var(17) = 0
ignorehitpause = 1

[State 420, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 11
movetype = I

[State 420, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 3C
[Statedef 421]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 421
sprpriority = 2			
facep2 = 1
velset = 0,0

[State 421, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 4

[State 421, VelMul]
type = VelMul
trigger1 = 1
x = 0.9
ignorehitpause = 1

[State 421, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA			
damage = floor(40*fvar(20)), 0
animtype = DiagUp		
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 = High	
air.animtype = DiagUp
ground.slidetime = 18	
ground.hittime = 18
guard.hittime = 18		
ground.velocity = -2.5, -9		
air.velocity = -2.5, -6.5
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 = 0.45
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)

[State 421, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 421, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 2D
[Statedef 430]
type = S
movetype = I
physics = N				
velset = 0,0			
ctrl = 0				
anim = 430				
poweradd = 0	
sprpriority = 2			
facep2 = 1
movehitpersist = 1

[State 430, VarSet]
type = VarSet
trigger1 = 1
var(17) = 0

[State 430, RemoveExplod]
type = RemoveExplod
trigger1 = !Time 
id = -1

[State 430, VarAdd]
type = VarAdd
trigger1 = !Time
var(25) = 1

[State 430, Pause]
type = Pause
triggerall = MoveHit
trigger1 = !Time
time = 52
movetime = 52
;endcmdbuftime = 0
pausebg = 1

[State 430, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S110, 0 
volumescale = 100
channel = 2
freqmul = 1.0

[State 430, 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 430, 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 430, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = A 

[State 430, VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 3
y = -7

[State 430, VelSet]
type = VelSet
trigger1 = AnimElem = 9
x = IfElse(command = "holdfwd", 2, IfElse(command = "holdback", -2, 0))
y = 0

[State 430, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = I    
physics = A  

[State 0, CtrlSet]
type = CtrlSet
trigger1 = AnimElem = 11
value = 1 
;---------------------------------------------------------------------------
; j.A
[Statedef 600]
type = A
movetype = A
physics = A
poweradd = 0
ctrl = 0
anim = 600
sprpriority = 2			

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA			
damage = floor(20*fvar(20)), 0
animtype = Light			
guardflag = HA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10			
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -20, -80	
hitsound = S5, 0		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 10	
ground.hittime = 10
guard.hittime = 10		
ground.velocity = -4	
air.velocity = -2.5, -6.5
airguard.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)

[State 600, end]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

;---------------------------------------------------------------------------
; j.B
[Statedef 610]
type = A
movetype = A
physics = A
poweradd = 0
ctrl = 0
anim = 610
sprpriority = 2			

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA			
damage = floor(40*fvar(20)), 0
animtype = Heavy			
guardflag = HA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10			
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -50	
hitsound = S5, 4		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 14	
ground.hittime = 14
guard.hittime = 14		
ground.velocity = -4	
air.velocity = -2.5, -6.5		
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.yvelocity = 0
air.fall = 1
fall.recovertime = IfElse(28 - var(35) > 14, 28 - var(35), 14) + IfElse(var(21) = 0, 0, 4)

[State 610, end]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

;---------------------------------------------------------------------------
; j.C
[Statedef 620]
type = A
movetype = A
physics = A
poweradd = 0
ctrl = 0
anim = 620
sprpriority = 2			

[State 620, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 10620
ID = 10620
pos = 25,-25
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 620, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr = A, NA			
damage = floor(25*fvar(20)), 0
animtype = Heavy		
guardflag = HA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10			
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -10, -50	
hitsound = S5, 15		
guardsound = S6, 0			
ground.type = Low	
ground.slidetime = 18	
ground.hittime = 18
guard.hittime = 18		
ground.velocity = -4	
air.velocity = -4, IfElse(var(21) = 0, -6.5, 6.5)		
air.hittime = IfElse(18 - var(30) < 0, 9, 18 - var(30)) + IfElse(var(21) = 0, 0, 4)				
yaccel = IfElse(var(21) = 0, 0.5, 0.7)
ground.cornerpush.veloff = 0
id = StateNo
fall.xvelocity = -1
fall.yvelocity = IfElse(var(21) = 0, 0, -8)			
air.fall = 1
fall.recovertime = IfElse(28 - var(35) > 14, 28 - var(35), 14) + IfElse(var(21) = 0, 0, 4)

[State 620, end]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

;---------------------------------------------------------------------------
; j.D
[Statedef 630]
type = A
movetype = I
physics = N				
velset = 0,0			
ctrl = 0				
anim = 630				
poweradd = 0	
sprpriority = 2	
movehitpersist = 1

[State 630, VarSet]
type = VarSet
trigger1 = 1
var(17) = 0

[State 630, RemoveExplod]
type = RemoveExplod
trigger1 = !Time 
id = -1

[State 630, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S110, 0 
volumescale = 100
channel = 2
freqmul = 1.0

;[State 630, 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 = 0
;scale = 1,1
;sprpriority = 3
;ontop = 0
;shadow = 0,0,0
;ownpal = 1
;ignorehitpause = 1
;
;[State 630, 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 = 0
;scale = 1,1
;sprpriority = 3
;ontop = 0
;shadow = 0,0,0
;ownpal = 1
;ignorehitpause = 1

[State 630, PosAdd]
type = PosAdd
trigger1 = AnimElem = 8
x = 20

[State 630, PosSet]
type = PosSet
trigger1 = AnimElem = 8
y = 0

[State 630, Pause]
type = Pause
triggerall = MoveHit
trigger1 = !Time
time = 45
movetime = 45
;endcmdbuftime = 0
pausebg = 1

[State 630, VarAdd]
type = VarAdd
trigger1 = !Time
var(25) = 1

[State 630, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 10
statetype = S 
movetype = I    
physics = N

[State 630, VelMul]
type = VelMul
trigger1 = Pos Y = 0
x = 0.95

[State 630, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Burst Trigger
[StateDef 700]
type = U
movetype = A
physics = N
anim = IfElse(StateType != A, IfElse((PrevStateNo != [200,650]), 700, 702), 701)
ctrl = 0
velset = 0,0

[State 700, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nowalk
flag2 = unguardable
flag3 = noairguard

[State 700, EnvShake]
type = EnvShake
trigger1 = Anim = 700 && AnimElem = 4
trigger2 = Anim = 701 && AnimElem = 6
trigger3 = Anim = 702 && AnimElem = 1
time = 15
freq = 90
ampl = -4
phase = 180
ignorehitpause = 1	

[State 700, NotHitBy]
type = NotHitBy
triggerall = Anim = [700,701]
trigger1 = AnimElemTime(8) < 0
value = SCA

[State 700, VarSet]
type = VarSet
trigger1 = Anim = 700 && 1
trigger2 = Anim = 701 && AnimElemTime(10) < 0
var(10) = 2

[State 700, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = S700,0
volumescale = 200

[State 700, Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = S700,1
volumescale = 200

[State 700, VarSet]
type = VarSet
trigger1 = !Time
;trigger1 = Anim = 700 && AnimElem = 4
;trigger2 = Anim = 701 && AnimElem = 6
;trigger3 = Anim = 702 && AnimElem = 1
var(59) = 1
persistent = 0

[State 700, 1]
type = HitDef
trigger1 = PrevStateNo = [150,155]
attr = S, NA			
damage = floor(20*fvar(20)), 0
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10		
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -45		
hitsound = S5, 4			
guardsound = S6, 0			
ground.type = Low		
air.animtype = Back
ground.slidetime = 12		
ground.hittime = 12
guard.hittime = 12		
ground.velocity = -4.5, -7.5				
air.velocity = -4.5, -7.5		
air.hittime = IfElse(14 - var(30) < 0, 7, 14 - var(30)) 
getpower = IfElse(var(59) = 0, 50, 0)
givepower = 50			
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
fall.yvelocity = 0
fall = 1
fall.recovertime = IfElse(28 - var(35) > 14, 28 - var(35), 14)
persistent = 0
kill = 0

[State 700, VelSet]
type = VelSet
trigger1 = Anim = 702 && AnimElemTime(1) = 0
x = const(velocity.run.fwd.x)

[State 700, CtrlSet]
type = CtrlSet
triggerall = PrevStateNo != [150,155]
trigger1 = Anim = 700 && AnimElemTime(4) = 1
trigger2 = Anim = 701 && AnimElemTime(6) = 1
trigger3 = Anim = 702 && AnimElemTime(1) = 1
value = 1

[State 700, VelAdd]
type = VelAdd
trigger1 = Anim = 701 && AnimElemTime(10) >= 0
y = 0.5

[State 700, end]
type = ChangeState
trigger1 = Anim = 700 && AnimTime = 0
trigger2 = Anim = 701 && Vel Y > 0 && Vel Y + Pos Y >= 0
trigger3 = Anim = 702 && Time = 20
value = IfElse(Anim = 700, 0, IfElse(Anim = 701, 52, 101))
ctrl = IfElse(Anim = 700, 1, 0)

;---------------------------------------------------------------------------
; Throw (Grab)
[Statedef 800]
type = S
movetype = A
physics = S
velset = 0,0
anim = 800
ctrl = 0

[State 800, 1]
type = HitDef
triggerall = var(0) = 0
trigger1 = AnimElem = 1
attr = S, NT          
hitflag = M-          
priority = 1, Miss   
sparkno = -1    
p1facing = 1
p2facing = 1                  
p1stateno = 801 
hitsound = S800,1   
fall = 1
fall.recover = 0
id = 800
;fall.yvelocity = 0

[State 800, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw 
[Statedef 801]
type = S
movetype = A
physics = S
velset = 0,0
anim = 801
ctrl = 0
poweradd = 150
sprpriority = 2

[State 801, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 801, SprPriority]
type = SprPriority
trigger1 = AnimElemTime(4) >= 0
value = 0

[State 801, TargetState]
type = TargetState
trigger1 = !Time
value = 50801
id = 800

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(4) < 0
time = 1
id = 800
pos = 22,-47

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) < 0
time = 1
id = 800
pos = 30,-73

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 0
time = 1
id = 800
pos = 22,-87

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(7) < 0
time = 1
id = 800
pos = 9,-90

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) < 0
time = 1
id = 800
pos = 0,-90

[State 801, VelSet]
type = VelSet
trigger1 = AnimElem = 8
x = -1.5
y = -7

[State 801, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = A   
movetype = A     
physics = A  

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
time = 1
id = 800
pos = -10,-90

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(10) < 0
time = 1
id = 800
pos = -25,-70

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(11) < 0
time = 1
id = 800
pos = -30, -54

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(11) = 0
time = 1
id = 800
pos = -21, -16

[State 801, Turn]
type = Turn
trigger1 = PrevStateNo != 805
trigger1 = AnimElem = 4

[State 801, TargetFacing]
type = TargetFacing
trigger1 = PrevStateNo != 805
trigger1 = AnimElem = 4
value = -1
ID = 800

[State 801, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
value = S801, 0
volumescale = 100
channel = 0

[State 801, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
value = S5, 8
volumescale = 100
channel = 2 

[State 801, TargetState]
type = TargetState
trigger1 = AnimElemTime(11) = 1
value = 50802
id = 800

[State 801, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(11) = 1
value = -80
ID = 800

;---------------------------------------------------------------------------
; Back Throw (Grab)
[Statedef 805]
type = S
movetype = A
physics = S
velset = 0,0
anim = 800
ctrl = 0

[State 805, 1]
type = HitDef
triggerall = var(0) = 0
trigger1 = AnimElem = 1
attr = S, NT          
hitflag = M-          
priority = 1, Miss   
sparkno = -1    
p1facing = 1
p2facing = 1                  
p1stateno = 801 
hitsound = S800,1   
fall = 1
fall.recover = 0
id = 800
;fall.yvelocity = 0

[State 805, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Air Throw (Grab)
[Statedef 810]
type = A
movetype = A
physics = A
anim = 810
ctrl = 0

[State 810, 1]
type = HitDef
triggerall = P2BodyDist X = [0,30]
triggerall = Pos Y <= -30
triggerall = var(1) = 0
trigger1 = AnimElem = 1
attr = A, NT          
hitflag = AF          
priority = 1, Miss   
sparkno = -1    
p1facing = 1
p2facing = 1                  
p1stateno = 811 
hitsound = S800,1   
fall = 1
fall.recover = 0
id = 810

;---------------------------------------------------------------------------
; Air Throw 
[Statedef 811]
type = A
movetype = A
physics = N
velset = 0,0
anim = 811
ctrl = 0
poweradd = 150
sprpriority = 2

[State 811, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 811, TargetState]
type = TargetState
trigger1 = !Time
value = 50811
id = 810

[State 811, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S811, 0
volumescale = 100
channel = 0

[State 811, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
time = 1
id = 810
pos = 35,-75

[State 811, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
time = 1
id = 810
pos = 25,-65

[State 811, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) < 0
time = 1
id = 810
pos = 15,-60

[State 811, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) < 0
time = 1
id = 810
pos = 30,-50

[State 811, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) <= 0
time = 1
id = 810
pos = 15,-30

[State 811, TargetState]
type = TargetState
trigger1 = AnimElemTime(6) = 1
value = 50812
id = 810

[State 811, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(6) = 1
value = floor(-80*fvar(20))
ID = 810

[State 811, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S5, 8
volumescale = 100
channel = 2 

[State 811, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S5,11
volumescale = 100
channel = 2 

[State 811, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
physics = A

[State 811, Turn]
type = Turn
trigger1 = PrevStateNo = 815
trigger1 = AnimElem = 2

[State 811, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 2
y = -5

[State 811, TargetFacing]
type = TargetFacing
trigger1 = PrevStateNo = 815
trigger1 = AnimElem = 2
value = -1
ID = 810

;---------------------------------------------------------------------------
; Back Air Throw (Grab)
[Statedef 815]
type = A
movetype = A
physics = A
anim = 810
ctrl = 0

[State 815, 1]
type = HitDef
triggerall = P2BodyDist X = [0,30]
triggerall = Pos Y <= -30
trigger1 = AnimElem = 1
attr = A, NT          
hitflag = AF          
priority = 1, Miss   
sparkno = -1    
p1facing = 1
p2facing = 1                  
p1stateno = 811 
hitsound = S800,1   
fall = 1
fall.recover = 0
id = 810
;fall.yvelocity = 0