;----------------------------------------------------------------------
;---------------------------------------------------------------------------
;Shinkuu Hadou Ken DM



;---------------------------------------------------------------------------
;Messatsu gou shoryu DM
[Statedef 2000]
type = S
movetype = A
physics = N
juggle = 0
velset = 0,0
poweradd=-1000
anim=2000
ctrl = 0
facep2=1
[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v = 31   ;fv = 10
value = 1

;persistent = 

[State 0, ChangeState]
type = ChangeState
triggerall = AILevel>0 && power>=2000&&var(10)=1
trigger1 =animelem=11 && movehit 
trigger2= var(57)<50 
value =2030+var(9)

[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale =.5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 2000, posset]
type = PosSet
triggerall = time=0
trigger1 = PrevStateno = 1025 || PrevStateno = 1030
y = 0

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1 
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0


[State 810, ?????????]
type = Width
trigger1 = time = 0
edge = 40,0

[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1 && anim=2000
value = s3000,0
channel=1


[State 0, Pause]
type = Pause
trigger1 = time=0
time = 30
movetime = 30
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause = 
;persistent = 

[State 0, PalFXWiz]
type = BGPalFX
trigger1 =time=0 
time =30 
add = 50,50,50
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0

;[State 2000]
;type = AssertSpecial
;trigger1 = Time = [0,30]
;flag = NoFG
;flag2 = NOBG
;ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1 && anim=2000
anim = 7000
pos = 0,-40
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1 && anim=2000
anim = 7001
pos =0,-40
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5

[State 2000]
type = Explod
trigger1 = AnimElem = 1 && anim=2000
anim = 7003
pos = 0,-40
sprpriority = -4
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1 && anim=2000
anim = 7002
pos = 0,-40
sprpriority = 19
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5


[State 2015, sndryuuken]
type = PlaySND
trigger1 = Anim = 2000 && AnimElem = 1;Kage
volume = 75
channel = 0
value = 3,4
[State 2015, sndryuuken]
type = PlaySND
trigger1 = Anim = 2000 && AnimElem = 3;Kage
volume = 75
channel = 0
value = 8,1
[State 2015, sndryuuken]
type = PlaySND
trigger1 = Anim = 2000 && AnimElem = 10;Kage
volume = 75
channel = 0
value = 8,11
[State 2015, nhb]
type = NotHitBy
trigger1 = time=0
value = SCA
time=32

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 12
statetype = A     
[State 1025, Vel]
type = VelSet
trigger1 = Anim = 2000
trigger1 = AnimElem = 2
X = 6

[State 0, VelMul]
type = VelMul
trigger1 = animelemtime(7)>0 && animelemtime(9)<0 
x = .8


[State 1025, Vel]
type = VelSet
trigger1 = Anim = 2000
trigger1 = AnimElem = 9
X = 0
[State 1025, Vel]
type = VelSet
trigger1 = Anim = 2000
trigger1 = AnimElem = 10
X = 5+var(9)
[State 1025, Vel]
type = VelSet
trigger1 = Anim = 2000
trigger1 = AnimElem = 12
X = ifelse(var(9)=1,4,1.5)
Y = -9.25

[State 1025, gravity]
type = VelAdd
trigger1 = animelemtime(12)>0
Y = 0.58

[State 1025, gravitx]
type = VelAdd
trigger1 = animelemtime(12)>0 && Vel X >= 0
x = -0.05



[State 200, ?????]
type = HitDef
trigger1 = AnimElem =3
trigger2 = AnimElem =10
attr = S, HA
damage =ifelse(animelemtime(9)>0,35,30),10
animtype = Hard
guardflag =  M
hitflag = MAF
priority = 6, Hit
pausetime = ifelse(animelemtime(4)>0,14,5),ifelse(animelemtime(4)>0,14,5)
sparkno = s4020
guard.sparkno = s4120
getpower=0,0
sparkxy =  -15, -40
hitsound = s400,5
air.fall=1
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=14
ground.velocity = -2.5
airguard.velocity = -1.9,-1
air.velocity = -2.75,-3
air.type = High
air.hittime = 12
fall.recover = 0
[State 200, ?????]
type = HitDef
trigger1= animelem=4
trigger2= animelem=11
attr = S, HA
damage =ifelse(animelemtime(10)>0,55,47),5
animtype = Hard
guardflag =  M
hitflag = MAF
priority = 6, Hit
pausetime = ifelse(animelemtime(4)>0,14,5),ifelse(animelemtime(4)>0,14,5)
sparkno = s4020
getpower=0,0
guard.sparkno = s4120
sparkxy =  -15, -70
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = -2
airguard.velocity = -1.9,-1
air.velocity = -2.75,-2
air.type = High
air.fall=1
air.hittime = 12
fall.recover = 0
[State 200, ?????]
type = HitDef
trigger1= animelem=5
attr = S, HA
damage =47,5
animtype = Hard
guardflag =  M
hitflag = MAF
priority = 6, Hit
getpower=0,0
pausetime =5,5
sparkno = s4020
guard.sparkno = s4120
sparkxy =  -15, -80
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = -1
airguard.velocity = -1.9,-1
air.velocity = -1,-2
air.type = High
air.hittime = 12
air.fall=1
fall.recover = 0
[State 200, ?????]
type = HitDef
trigger1= animelem=12
attr =A, HA
damage =38,5
animtype = Hard
guardflag =  M
hitflag = MAF
priority = 6, Hit
pausetime = 15,15
sparkno = s4020
getpower=0,0
guard.sparkno = s4120
sparkxy =  -15, -65
hitsound = s400,10
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = -3.95,-10
airguard.velocity = -1.9,-1
air.velocity = -2.75,-10
air.type = High
air.hittime = 12
yaccel=.6
air.fall=1
fall = 1
fall.recover = 0

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0



[State 2015, Vel2]
type = VelSet
trigger1 = Anim = 2000
trigger1 = AnimElem = 13
X = 0


[State 2015, typeset]
type = StateTypeSet
trigger1 = Anim = 2000
trigger1 = AnimElem = 13
movetype = I

[State 2015, Vel3]
type = VelSet
trigger1 = Pos y >=  0 &&( anim=2000)&& animelemtime(13)>0
X = 0
y = 0

[State 2015, Pos]
type = PosSet
trigger1 = Pos y >= -0 &&(anim=2000)&& animelemtime(13)>0
y = 0


[State 2015, ground]
type = ChangeAnim
trigger1 = Pos y >= 0 && Anim = 2000 && animelemtime(13)>0
value = 2001

[State 2015, back]
type = ChangeState
trigger1 = anim=2001
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;Messatsu gou shoryu EX
[Statedef 2005]
type = S
movetype = A
physics = N
juggle = 0
velset = 0,0
poweradd=-2000
anim=2002
ctrl = 0
facep2=1

[State 0, ChangeState]
type = ChangeState
triggerall = AILevel>0 && power>=2000&&var(10)=1
trigger1 =animelem=18 && movehit 
trigger2= var(57)<50 
value =2030+var(9)

[State 0, VarSet]
type = VarSet
trigger1 =time=0  
v = 31   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1


[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1 
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0


[State 810, ?????????]
type = Width
trigger1 = time = 0
edge = 40,0

[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1 && anim=2002
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6110
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
facing=-1
ownpal = 1
scale = .5,.5
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6111
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = .5,.5
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6112
pos = 0, 0
postype = p1
facing=-1
bindtime = 1
sprpriority = 4
ownpal = 1
scale = .5,.5
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6113
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5
pausemovetime=30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1
[State 0, Pause]
type = Pause
trigger1 =time=0 
time = 30
movetime = 30
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause = 
;persistent = 

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7100
pos = 0,-40
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7101
pos =  0,-40
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale = .5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7110
pos = 0,-40
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7111
pos =0,-40
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale = .5,.5


[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
channel=1


[State 2015, sndryuuken]
type = PlaySND
trigger1 = Anim = 2002 && AnimElem = 1;Kage
volume = 75
channel = 0
value = 3,4
[State 2015, sndryuuken]
type = PlaySND
trigger1 = Anim = 2002 && AnimElem = 3;Kage
trigger2 = Anim = 2002 && AnimElem = 10;Kage
volume = 75
channel = 0
value = 8,1
[State 2015, sndryuuken]
type = PlaySND
trigger1 = Anim = 2002 && AnimElem = 18;Kage
volume = 75
channel = 0
value = 8,11
[State 2015, nhb]
type = NotHitBy
trigger1 = time=0
value = SCA
time=34

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
trigger2 = AnimElem = 15
statetype = S    

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
trigger2 = AnimElem = 12
trigger3 = AnimElem = 19
statetype = A  
[State 1025, Vel]
type = VelSet
triggerall = Anim = 2002
trigger1 = AnimElem = 2
trigger2 = AnimElem = 10
X = 3
[State 1025, Vel]
type = VelSet
triggerall = Anim = 2002
trigger1 = AnimElem = 5
trigger2 = AnimElem = 12
X = 4
y=-5
[State 0, VelAdd]
type = VelAdd
trigger1 = animelemtime(5)>=0 && animelemtime(7)<0
trigger2 = animelemtime(12)>=0 && animelemtime(15)<0
y = .6



[State 0, VelMul]
type = VelMul
trigger1 = animelemtime(6)>0 && animelemtime(8)<0 
trigger1 = animelemtime(13)>0 && animelemtime(16)<0 
x = .8


[State 1025, Vel]
type = VelSet
triggerall = Anim = 2002
trigger1 = AnimElem = 8
trigger2 = AnimElem = 15
X = 0
y=0
[State 0, PosSet]
type = PosSet
triggerall = Anim = 2002
trigger1 = AnimElem = 8
trigger2 = AnimElem = 15
y = 0
;ignorehitpause = 
;persistent = 

[State 1025, Vel]
type = VelSet
trigger1 = Anim = 2002
trigger1 = AnimElem = 19
X = 3
Y = -9.25

[State 1025, gravity]
type = VelAdd
trigger1 = animelemtime(19)>0
Y = 0.58

[State 1025, gravitx]
type = VelAdd
trigger1 = animelemtime(19)>0 && Vel X >= 0
x = -0.05



[State 200, ?????]
type = HitDef
trigger1 = AnimElem =3
trigger2 = AnimElem =10
trigger3 = AnimElem =17
attr = S, HA
damage =ifelse(animelemtime(9)>0,39,ifelse(animelemtime(16)>0,60,35)),10
animtype = Hard
guardflag =  M
hitflag = MAF
priority = 6, Hit
pausetime = ifelse(animelemtime(15)>0,14,5),ifelse(animelemtime(15)>0,14,5)
sparkno = s4020
guard.sparkno = s4120
getpower=0,0
sparkxy =  -15, -40
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=14
ground.velocity = -2.5
airguard.velocity = -1.9,-1
air.velocity = -2.75,-3
air.type = High
air.fall=1
air.hittime = 12
fall.recover = 0
[State 200, ?????]
type = HitDef
trigger1= animelem=18
attr = S, HA
damage =73,5
animtype = Hard
guardflag =  M
hitflag = MAF
priority = 6, Hit
getpower=0,0
pausetime =14,14
sparkno = s4020
getpower=0,0
guard.sparkno = s4120
sparkxy =  -15, -70
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = -2
airguard.velocity = -1.9,-1
air.velocity = -2.75,3.25
air.type = High
air.hittime = 12
air.fall=1
fall.recover = 0
[State 200, ?????]
type = HitDef
trigger1= animelem=5
trigger2= animelem=12
attr = S, HA
damage =ifelse(animelemtime(11)>0,53,47),5
animtype = Hard
guardflag =  M
hitflag = MAF
priority = 6, Hit
getpower=0,0
pausetime =5,5
sparkno = s4020
guard.sparkno = s4120
sparkxy =  -15, -80
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = -1
airguard.velocity = -1.9,-1
air.velocity = -1,-4
air.type = High
air.fall=1
air.hittime = 12
fall.recover = 0
[State 200, ?????]
type = HitDef
trigger1= animelem=19
attr = A, HA
damage =125,5
animtype = Hard
guardflag =  M
hitflag = MAF
priority = 6, Hit
pausetime = 15,15
getpower=20,20
sparkno = s4020
getpower=0,0
guard.sparkno = s4120
sparkxy =  -15, -65
hitsound = s400,10
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = -3.95,-10
airguard.velocity = -1.9,-1
air.velocity = -2.75,-10
air.type = High
air.hittime = 12
yaccel=.6
fall = 1
fall.recover = 0

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0



[State 2015, Vel2]
type = VelSet
trigger1 = Anim = 2002
trigger1 = AnimElem = 20
X = 0


[State 2015, typeset]
type = StateTypeSet
trigger1 = Anim = 2002
trigger1 = AnimElem = 20
movetype = I

[State 2015, Vel3]
type = VelSet
trigger1 = Pos y >=  0 &&( anim=2002)&& animelemtime(20)>0
X = 0
y = 0

[State 2015, Pos]
type = PosSet
trigger1 = Pos y >= -0 &&(anim=2002)&& animelemtime(20)>0
y = 0


[State 2015, ground]
type = ChangeAnim
trigger1 = Pos y >= 0 && Anim = 2002 && animelemtime(20)>0
value = 2001

[State 2015, back]
type = ChangeState
trigger1 = anim=2001
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Messatsu gou shoryu EX shin
[Statedef 2006]
type = S
movetype = A
physics = N
juggle = 0
velset = 0,0
poweradd=-2000
anim=2003
ctrl = 0
facep2=1
[State 0, ChangeState]
type = ChangeState
triggerall = AILevel>0 && power>=2000&&var(10)=1
trigger1 =animelem=18 && movehit 
trigger2= var(57)<50 
value =2030+var(9)
[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v = 31   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1


[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1 
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0
[State 170, ??]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 36

[State 810, ?????????]
type = Width
trigger1 = time = 0
edge = 40,0

[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1 && anim=2003
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6110
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
facing=-1
ownpal = 1
scale = .5,.5
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6111
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = .5,.5
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6112
pos = 0, 0
postype = p1
facing=-1
bindtime = 1
sprpriority = 4
ownpal = 1
scale = .5,.5
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6113
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5
pausemovetime=30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1
[State 0, Pause]
type = Pause
trigger1 =time=0 
time = 30
movetime = 30
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause = 
;persistent = 

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7100
pos =0,-40
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7101
pos =  0,-40
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale = .5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7110
pos = 0,-40
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7111
pos = 0,-40
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale = .5,.5


[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
channel=1


[State 2015, sndryuuken]
type = PlaySND
trigger1 = Anim = 2003 && AnimElem = 1;Kage
volume = 75
channel = 0
value = 3,4
[State 2015, sndryuuken]
type = PlaySND
trigger1 = Anim = 2003 && AnimElem = 3;Kage
trigger2 = Anim = 2003 && AnimElem = 10;Kage
volume = 75
channel = 0
value = 8,1
[State 2015, sndryuuken]
type = PlaySND
trigger1 = Anim = 2003 && AnimElem = 18;Kage
volume = 75
channel = 0
value = 8,11

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
trigger2 = AnimElem = 15
statetype = S    

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
trigger2 = AnimElem = 12
trigger3 = AnimElem = 19
statetype = A  
[State 1025, Vel]
type = VelSet
triggerall = Anim = 2003
trigger1 = AnimElem = 2
trigger2 = AnimElem = 10
X = 4.5
[State 1025, Vel]
type = VelSet
triggerall = Anim = 2003
trigger1 = AnimElem = 5
trigger2 = AnimElem = 12
X = 5.5
y=-5
[State 0, VelAdd]
type = VelAdd
trigger1 = animelemtime(5)>=0 && animelemtime(7)<0
trigger2 = animelemtime(12)>=0 && animelemtime(15)<0
y = .6



[State 0, VelMul]
type = VelMul
trigger1 = animelemtime(6)>0 && animelemtime(8)<0 
trigger1 = animelemtime(13)>0 && animelemtime(16)<0 
x = .8


[State 1025, Vel]
type = VelSet
triggerall = Anim = 2003
trigger1 = AnimElem = 8
trigger2 = AnimElem = 15
X = 0
y=0
[State 0, PosSet]
type = PosSet
triggerall = Anim = 2003
trigger1 = AnimElem = 8
trigger2 = AnimElem = 15
y = 0
;ignorehitpause = 
;persistent = 

[State 1025, Vel]
type = VelSet
trigger1 = Anim = 2003
trigger1 = AnimElem = 19
X = 4
Y = -9.25

[State 1025, gravity]
type = VelAdd
trigger1 = animelemtime(19)>0
Y = 0.58

[State 1025, gravitx]
type = VelAdd
trigger1 = animelemtime(19)>0 && Vel X >= 0
x = -0.05



[State 200, ?????]
type = HitDef
trigger1 = AnimElem =3
trigger2 = AnimElem =10
trigger3 = AnimElem =17
attr = S, HA
damage =ifelse(animelemtime(16)>0,35,ifelse(animelemtime(9)>0,29,25)),10
animtype = Hard
guardflag =  M
hitflag = MAF
priority = 6, Hit
pausetime = ifelse(animelemtime(15)>0,18,12),ifelse(animelemtime(15)>0,18,12)
sparkno = s4020
guard.sparkno = s4120
getpower=0,0
sparkxy =  -15, -40
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=14
ground.velocity = -2.5
airguard.velocity = -1.9,-1
air.velocity = -2.75,-3
air.type = High
air.hittime = 12
fall.recover = 0
air.fall=1
[State 200, ?????]
type = HitDef
trigger1= animelem=18
trigger2 = AnimElem =4
trigger3 = AnimElem =11
attr = S, HA
damage =ifelse(animelemtime(16)>0,69,ifelse(animelemtime(9)>0,56,47)),5
animtype = Hard
guardflag =  M
hitflag = MAF
priority = 6, Hit
getpower=0,0
pausetime =ifelse(animelemtime(15)>0,2,12),ifelse(animelemtime(15)>0,2,12)
sparkno = s4020
getpower=0,0
guard.sparkno = s4120
sparkxy =  -15, -70
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = -2
airguard.velocity = -1.9,-1
air.velocity = -2.75,-3
air.type = High
air.hittime = 12
fall.recover = 0
air.fall=1
[State 200, ?????]
type = HitDef
trigger1= animelem=5
trigger2= animelem=12
attr = S, HA
damage =ifelse(animelemtime(9)>0,46,39),5
animtype = Hard
guardflag =  M
hitflag = MAF
priority = 6, Hit
getpower=0,0
pausetime =12,12
sparkno = s4020
guard.sparkno = s4120
sparkxy =  -15, -80
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = -1
airguard.velocity = -1.9,-1
air.velocity = -1,-4
air.type = High
air.hittime = 12
fall.recover = 0
air.fall=1
[State 200, ?????]
type = HitDef
trigger1= animelemtime(19)=0
trigger2= animelemtime(19)=3
trigger3= animelemtime(19)=6
trigger4= animelemtime(19)=9
attr = A, HA
damage =17,5
animtype = Hard
guardflag =  M
hitflag = MAF
priority = 6, Hit
pausetime = 2,2
getpower=20,20
sparkno = s4020
getpower=0,0
guard.sparkno = s4120
sparkxy =  -15, -65
hitsound = s400,10
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = -1.95,-3
airguard.velocity = -1.9,-1
air.velocity = -1.75,-3
air.type = High
air.hittime = 12
yaccel=.4
fall = 1
fall.recover = 0
[State 200, ?????]
type = HitDef
trigger1= animelemtime(19)=12
attr = A, HA
damage =10,5
animtype = Hard
guardflag =  M
hitflag = MAF
priority = 6, Hit
pausetime = 2,2
getpower=20,20
sparkno = s4020
getpower=0,0
guard.sparkno = s4120
sparkxy =  -15, -65
hitsound = s400,10
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = -3.95,-12
airguard.velocity = -1.9,-1
air.velocity = -2.75,-12
air.type = High
air.hittime = 12
yaccel=.6
fall = 1
fall.recover = 0
id=2006
[State 0, TargetState]
type = TargetState
trigger1 =movehit&&animelemtime(19)>13 && p2stateno!=2032 && anim=2003
value =2032
ID = 2006
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0



[State 2015, Vel2]
type = VelSet
trigger1 = Anim = 2003
trigger1 = AnimElem = 20
X = 0


[State 2015, typeset]
type = StateTypeSet
trigger1 = Anim = 2003
trigger1 = AnimElem = 20
movetype = I

[State 2015, Vel3]
type = VelSet
trigger1 = Pos y >=  0 &&( anim=2003)&& animelemtime(20)>0
X = 0
y = 0

[State 2015, Pos]
type = PosSet
trigger1 = Pos y >= -0 &&(anim=2003)&& animelemtime(20)>0
y = 0


[State 2015, ground]
type = ChangeAnim
trigger1 = Pos y >= 0 && Anim = 2003 && animelemtime(20)>0
value = 2001

[State 2015, back]
type = ChangeState
trigger1 = anim=2001
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;SGS normal
[Statedef 2010]
type = S
movetype = A
physics = N
juggle = 0
velset = 0,0
poweradd=-2000
anim=2100
ctrl = 0
facep2=1

[State 0, VarSet]
type = VarSet
trigger1 =time=0  
v = 31   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
triggerall = anim=2100
movetype = A
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1


[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1 
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0


[State 810, ?????????]
type = Width
trigger1 = time = 0
edge = 40,0

[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1 && anim=2002
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6110
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
facing=-1
ownpal = 1
scale = .5,.5
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6111
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = .5,.5
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6112
pos = 0, 0
postype = p1
facing=-1
bindtime = 1
sprpriority = 4
ownpal = 1
scale = .5,.5
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6113
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5
pausemovetime=30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1
[State 0, Pause]
type = Pause
trigger1 =time=0 
time = ifelse(var(33)=1,34,30)
movetime = ifelse(var(33)=1,34,30)





[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7100
pos = 0,-60
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7101
pos =  0,-60
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale = .5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7110
pos =  0,-60
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7111
pos = 0,-60
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale = .5,.5


[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
channel=1


[State 2015, sndryuuken]
type = PlaySND
trigger1 = Anim =2100 && AnimElem = 1;Kage
volume = 75
channel = 0
value = 3,13

[State 2015, sndryuuken]
type = PlaySND
trigger1 = Anim =2100 && AnimElem = 14;Kage
volume = 75
channel = 0
value = 9,0
[State 2015, nhb]
type = NotHitBy
trigger1 = time=0
value = SCA
time=33

[State 0, VelSet]
type = VelSet
trigger1 =animelem=14 
x = ifelse(var(9)=1,7,5)

[State 0, VelMul]
type = VelMul
trigger1 =animelemtime(15)>20
x = .9

[State 800, 1]
type = HitDef
triggerall =p2stateno=140 ||(p2stateno=[120,131]) || p2movetype!=H
Trigger1 = AnimElemtime(14) = [0,35]
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = -1
sprpriority = 1
;p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno =2011
p2stateno = 2012
guard.dist = 0
fall = 1

[State 800, 1]
type = HitDef
triggerall =p2stateno=1220
Trigger1 = AnimElemtime(14) = [0,35]
attr = S, HT
hitflag = MAF
priority = 1
sparkno = -1
hitsound = -1
sprpriority = 1
;p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno =2011
p2stateno = 2012
guard.dist = 0
fall = 1
[State 2015, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;SGS
[Statedef 2011]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim=ifelse(var(9)=1,2112,2101)
[State 0, VarSet]
type = VarSet
trigger1 =1 
v = 33 ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype=I
triggerall = p2statetype=S||p2statetype=C
triggerall = anim=ifelse(var(9)=1,2112,2101)
movetype = A
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=1220
movetype =A
[State 0, PlaySnd]
type = PlaySnd
trigger1= time=0
value = S195,0
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1= !winko &&time=106
value = S3,9
channel=0
[State 0, Explod]
type = Explod
triggerall=time=[30,106]
trigger1= time%6=0&&var(9)=0
trigger2= time%4=0&&var(9)=1
anim = 4020
ID = 4000
pos = 0,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 40,40
pausemovetime =30
scale = 1,1
sprpriority = 4
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, HitAdd]
type = HitAdd
trigger1= time=106
value = ifelse(var(9)=1,34,14)
[State 0, TargetBind]
type = TargetBind
trigger1 = time=0
pos = 30,0
;ignorehitpause = 
;persistent = 

[State 0, PlaySnd]
type = PlaySnd
triggerall=time=[30,106]
trigger1= time%6=0&&var(9)=0
trigger2= time%4=0&&var(9)=1
value = S400,5
[State 0, PlaySnd]
type = PlaySnd
trigger1=time=106
value = S400,12
channel=5
[State 0, StopSnd]
type = StopSnd
trigger1 = time=105
channel = -1

[State 0, AllPalFX]
type = AllPalFX
trigger1 =time=0 
time = 30
add = 0,0,0
;mul = 256,256,256
sinadd = -256,-256,-256,92


[State 0, EnvColor]
type = EnvColor
trigger1 =time=30 
value = -255,-255,-255
time = 76

[State 0, LifeAdd]
type = targetLifeAdd
trigger1 = time=106
value = ceil(-ifelse(var(9)=1,370,340)*((enemynear,const(data.defence)*.01)))
kill = 1
[State 0, VarSet]
type = VarSet
triggerall =time=0
trigger1 =p2life<=ifelse(var(9)=1,370,340)
v = 29  ;fv = 10
value = 1


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =var(29)=1 && time=105
value = ifelse(var(9)=1,2113,2102)




[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =var(29)=1 &&time>=106
flag = noBG
flag2 = noFG
flag3 = nomusic
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =var(29)=1 &&time>=106
flag = nobardisplay

[State 0, Explod]
type = Explod
trigger1= var(29)=1  &&time=106
anim = 7960
ID = 4001
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =60
scale = .5,.5
sprpriority = -15
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1= var(29)=1  &&time=106
value = S3,12
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1= var(29)=1  &&time=106
value = S400,14
[State 2015, back]
type = ChangeState
trigger1 = AnimTime = 0 || (winko &&time>191) 
value = ifelse(winko,182,0)
ctrl = 1

;---------------------------------------------------------------------------
;SGS
[Statedef 2012]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = time=0
value = 2110


[State 2015, back]
type = selfState
trigger1 = AnimTime = 0 
value = ifelse(alive,5120,5150)
;---------------------------------------------------------------------------
;Shin Shouryuu Ken EX
[Statedef 2021]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=0
value =2020
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 =time=[0,2] 
x = .25
y = -1.5

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .05


[State 2015, back]
type = selfState
trigger1 = Pos y >= 0 && time >20
value = 5100

;---------------------------------------------------------------------------
;Metsu Shouryuu Ken 
[Statedef 2030]
type = S
movetype = A
physics = N
juggle = 0
velset = 0,0
poweradd=-ifelse(var(10)=1,2000,3000)
anim=3000
ctrl=0
sprpriority = 2
facep2=1
; fvar(2):= -2

[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v = 31   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A 
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =winko 
v = 13   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, VarSet]
type = VarSet
trigger1=time=0
v = 57    ;v = 570
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0
[State 810, ?????????]
type = Width
trigger1 =time=0
trigger2= anim=2031 && animelemtime(1)=1
edge = 70,0

[State 170, ??]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 31

[State 170, ??]
type = NotHitBy
trigger1 = time = 40
value = SCA
time = 18
[State 0, Pause]
type = Pause
trigger1 = time=0
time = ifelse((prevstateno=[1000,2029]),50,40)
movetime=ifelse((prevstateno=[1000,2029]),50 ,40)

[State 195, snd]
type = PlaySND
trigger1 = AnimElem = 1&&anim=2030
volume = 75
channel = 0
value = 190,4
[State 195, snd]
type = PlaySND
trigger1 = AnimElem = 12&&anim=2030
volume = 75
channel = 1
value = 0,4
[State 2000]
type = Explod
trigger1 =time=0
anim = 7200
pos = 5,-85
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 =time=0
anim = 7201
pos = 160,120
postype=left
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.6557377049180328,ifelse(GameHeight=180,0.5247813411078717,0.6997084548104956)



[State 0, Explod]
type = Explod
triggerall = prevstateno=[2000,3199]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7630,7632)
ID = 7610
pos = ifelse(teamside=1,-50,80),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[2000,3199]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7631,7633)
ID = 7610
pos = ifelse(teamside=1,-50,80),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 1000, ?????]
type = PlaySnd
trigger1 =time=0
value = s3000,2
channel=2
[State 1000, ?????]
type = PlaySnd
trigger1 =animelem=3
value = s3,6
channel=0


[State 2000]
type = AssertSpecial
trigger1 = time=[0,144  ]
flag = NoFG
flag2 = NOBG
flag3=nomusic
ignorehitpause = 1


[State 1000, ?????]
type = PlaySnd
trigger1 =animelem=8
value = s400,12
channel=1
[State 1000, ?????]
type = PlaySnd
trigger1 =AnimElem = 8, = 10
value = s12,7
channel=3
[State 4200, shake]
type=envshake
trigger1=AnimElem = 8
time=30
freq=60
ampl=10


[State 1000, 3]
type = Projectile
trigger1 = AnimElem = 8
attr = S, HP
damage    =ceil(210/fvar(2)), 17
animtype = Heavy
getpower = 0,0
givepower = 30,15
guardflag = M
hitflag = MAF
pausetime = 3,15
projscale=.5,.5
sparkxy = -15,-85
sparkno = S4020
guard.sparkno = S4030
hitsound = S400,11
guardsound = S2,2
ground.type = High
air.type = low
ground.slidetime = 17
ground.hittime  = 17
guard.slidetime = 17
guard.hittime = 17
guard.ctrltime = 17
ground.velocity = -3.5, -5.5
air.velocity = -3.5,-4
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
Fall = 1
Fall.Recover = 0
yAccel = .5
Envshake.Time = 25
ProjID = 4100
ProjAnim = 3003
ProjHitAnim = 3003
ProjCancelAnim = 3003
ProjremAnim = 3003
Projremove = 0
ProjRemoveTime = 13
ProjSprpriority = 3
Offset = 0,0
ID = 3000
ProjPriority = 9999
afterimage.time = 99
afterimage.length = 2
afterimage.palcolor = 256
afterimage.palbright = 0,0,0
afterimage.palcontrast = 255,255,255
afterimage.palpostbright = -15,-15,-15
afterimage.paladd = 255,255,255
afterimage.palmul = .5,1,1
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = sub

[State 3000, DM FX 2]
Type = Explod
trigger1 = AnimElem = 8, = 10
anim = 3002
PosType = p1
Ownpal = 1
SprPriority = -2
IgnoreHitPause = 0
PauseMoveTime = 0
SuperMoveTime = 0
Bindtime = 1
Pos = 0,0
scale=.5,.5
[State 3000, DM FX 2]
Type = Explod
trigger1 = AnimElem = 8, = 10
anim = 3004
PosType = p1
Ownpal = 1
SprPriority = -3
IgnoreHitPause = 0
PauseMoveTime = 0
SuperMoveTime = 0
Bindtime = 1
Pos = -5,0
scale=.5,.5
[State 1000, 3]
type = Projectile
trigger1 = AnimElem = 8, = 10
attr = S, HP
damage    = ceil(44*fvar(2)), 4
animtype = Hard
air.animtype = Up
getpower = 0,0
givepower = 30,15
guardflag = M
hitflag = MAF
projscale=.5,.5
pausetime = 0,3
sparkxy = -15,-65
sparkno = s4020
guard.sparkno = S4030
hitsound = S400,5
guardsound = S2,2
ground.type = High
air.type = low
ground.slidetime = 17
ground.hittime  = 17
guard.slidetime = 17
guard.hittime = 17
guard.ctrltime = 17
ground.velocity = -9.5
air.velocity = -4,-10.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.Fall = 1
Fall.Recover = 0
Envshake.Time = 5
yAccel = .5
ProjID = 4100
ProjAnim = 3001
ProjHitAnim = 3001
ProjCancelAnim = 3001
ProjremAnim = 3001
Projremove = 0
ProjRemoveTime = 55
ProjSprpriority = 5
Offset = 0,0
Projhits = 6
ProjMissTime = 4
ID = 3000
ProjPriority = 9999
afterimage.time = 99
afterimage.length = 2
afterimage.palcolor = 256
afterimage.palbright = 0,0,0
afterimage.palcontrast = 255,255,255
afterimage.palpostbright = -15,-15,-15
afterimage.paladd = 255,255,255
afterimage.palmul = .5,1,1
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = sub
id=2006

[State 2015, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Misogi
[Statedef 2031]
type = S
movetype = A
physics = N
juggle = 0
velset = 0,0
poweradd=-ifelse(var(10)=1,2000,3000)
anim=3010
ctrl=0
sprpriority = 2
facep2=1
; fvar(2):= -2

[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v = 31   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A 
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 =winko 
v = 13   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, VarSet]
type = VarSet
trigger1=time=0
v = 57    ;v = 570
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0
[State 810, ?????????]
type = Width
trigger1 =time=0
trigger2= anim=2031 && animelemtime(1)=1
edge = 70,0

[State 170, ??]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 31

[State 170, ??]
type = NotHitBy
trigger1 = time = 40
value = SCA
time = 18
[State 0, Pause]
type = Pause
trigger1 = time=0
time = ifelse((prevstateno=[1000,2029]),40,30)
movetime=ifelse((prevstateno=[1000,2029]),40 ,30)

[State 195, snd]
type = PlaySND
trigger1 = AnimElem = 1&&anim=2030
volume = 75
channel = 0
value = 190,4
[State 195, snd]
type = PlaySND
trigger1 = AnimElem = 12&&anim=2030
volume = 75
channel = 1
value = 0,4
[State 2000]
type = Explod
trigger1 =time=0
anim = 7200
pos = 5,-85
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 =time=0
anim = 7201
pos = 160,120
postype=left
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.6557377049180328,ifelse(GameHeight=180,0.5247813411078717,0.6997084548104956)



[State 0, Explod]
type = Explod
triggerall = prevstateno=[2000,3199]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7630,7632)
ID = 7610
pos = ifelse(teamside=1,-50,80),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[2000,3199]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7631,7633)
ID = 7610
pos = ifelse(teamside=1,-50,80),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 1000, ?????]
type = PlaySnd
trigger1 =time=0
value = s3000,2
channel=2



[State 2000]
type = AssertSpecial
trigger1 = (anim=[3010,3011]) ||anim=3014
flag = NoFG
flag2 = NOBG
flag3=nomusic
ignorehitpause = 1



[State 4200, shake]
type=envshake
trigger1=AnimElemtime(1) = 1 && (anim!=[3010,3011])
time=30
freq=60
ampl=10

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime=0 && anim=3010
value = 3011


[State 0, PosSet]
type = PosSet
trigger1 =animelem=1  && anim=3011
y = -260
x=enemy,pos x-17

[State 0, VelSet]
type = VelSet
trigger1 = animelem=1  && anim=3011
y = 17
;ignorehitpause = 
;persistent = 

[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1&& anim=3010
value = s3,13
channel=0
[State 0, PlayerPush]
type = PlayerPush
trigger1 = anim=3011
value = 0

[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 2&& anim=3011
value = s3,11
channel=0
[State 700, エフェクト表示]
type = Explod
trigger1 =(anim=3011)&& animelemtime(3)=1
anim = 3013
postype = P1
vel=0,12 
pos =0, -250
sprpriority = -3
ownpal = 0
scale=1,1
[State 700, エフェクト表示]
type = Explod
trigger1 =(anim=3011)&& animelemtime(19)=4
anim = 3015
postype = P1
vel=0,0
pos =0, 0
sprpriority = 0
ownpal = 0
scale=1,1
[State 700, エフェクト表示]
type = Explod
trigger1 =(anim=3014)&& animelemtime(1)=1
anim = 1521
postype = P1
vel=0,0 
pos =8, 0
sprpriority = 4
ontop=1
ownpal = 0
scale=.5,.5

[State 700, エフェクト表示]
type = Explod
trigger1 =(anim=3014)&& animelemtime(1)=1
anim = 1522
postype = P1
vel=0,0 
pos =0, 5
sprpriority = 6
ontop=1
ownpal = 0
scale=.5,.5
[State 200, ?????]
type = HitDef
trigger1 = AnimElem =4&& anim=3011
attr = A, HA
damage =ifelse((prevstateno=[1000,2029]),420,470),50
animtype = Hard
guardflag =  HA
hitflag = MAF
priority = 6, Hit
pausetime = 2,2
getpower=0,0
sparkno = s4020
guard.sparkno = s4120
getpower=0,0
sparkxy =  -15, -15
hitsound = s400,12
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=14
ground.velocity = -3,-5.5
airguard.velocity = -1.9,-1
air.velocity = -3,-7.5
air.type = High
fall=1
air.hittime = 12
fall.recover = 0
id=1210
[State 0, TargetState]
type = TargetState
triggerall = enemy,pos y >-16 && anim=3011
trigger1 =movehit && p2stateno!=1220
value =1220
ID = 1210
ignorehitpause =1 
;persistent = 
[State 0, TargetBind]
type = TargetBind
trigger1 =p2statetype=A && movehit 
id = 1210
pos =0,0


[State 1000, ?????]
type = PlaySnd
trigger1 = movehit=1 && animelemtime(4)>=0 && anim=3011
value = s7,8
channel=1
ignorehitpause=1
persistent=0
[State 1000, ?????]
type = PlaySnd
trigger1 =movehit=1 && animelemtime(4)>=0 && anim=3011
value = s400,12
channel=4

[State 0, VarSet]
type = VarSet
trigger1 = AnimElem = 9 &&var(8)=1
v = 14   ;fv = 10
value = 1


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = p2stateno!=1220
trigger1 = pos y >=0 && anim=3011&& time >50
value = 3012

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = p2stateno=1220
trigger1 = pos y >=0 && anim=3011&& time >50
value = 3014


[State 0, ScreenBound]
type = ScreenBound
trigger1 = anim=3011
value = 1
movecamera = 1,0

[State 700, エフェクト表示]
type = Explod
trigger1 =(anim!=[3010,3011])&& animelemtime(1)=1
anim = 1420
postype = P1
pos =0, 0
sprpriority = -5
ownpal = 0
scale=.5,.5
[State 700, エフェクト表示]
type = Explod
trigger1 =(anim!=[3010,3011])&& animelemtime(1)=1
anim = 1425
postype = P1
pos = 0, 0
sprpriority = 15
ontop=1
ownpal = 0
scale=.5,.5
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =(anim!=[3010,3011])
statetype = S       ;S,A,C,L
movetype = I        ;I,A,H

[State 0, PlaySnd]
type = PlaySnd
trigger1 =(anim!=[3010,3011]) && animelemtime(1)=1
value = S12,9

[State 0, PosSet]
type = PosSet
trigger1 =  pos y >=0  && (anim=3011)&& time >50
trigger2=(anim!=[3010,3011])
y = 0
[State 0, VelSet]
type = VelSet
trigger1 =  pos y >=0 && (anim=3011)&& time >50
trigger2= (anim!=[3010,3011])
y = 0


[State 0, VelAdd]
type = VelAdd
trigger1 =anim=3011
y = .6
;ignorehitpause = 
;persistent = 



[State 1000, ??????]
type = ChangeState
trigger1 = Animtime = 0 && anim!=3010
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Shin Shouryuu Ken EX
[Statedef 2032]
type = A
movetype = H
physics = N
ctrl = 0
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && SelfAnimExist(5061)
value = 5061

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = time=0 && !SelfAnimExist(5061)
value = 5061
;elem = 1
;ignorehitpause = 
;persistent = 



[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = anim!=5100 + (anim % 10)
triggerall = anim!=5160+ (anim % 10)
triggerall = anim!=5110+ (anim % 10)
trigger1 =  pos y>=0 && time>3
trigger1 = (anim = [5071,5079]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 0, VelAdd]
type = VelAdd
 triggerall = pos y <0
triggerall=((anim != 5160) && (anim != 5160 + (anim % 10))) 
trigger1 = ((anim != 5110) && (anim != 5110 + (anim % 10))) &&((anim != 5100) || (anim != 5100 + (anim % 10)))
y = .4



[State 0, ScreenBound]
type = ScreenBound
trigger1 = p2stateno=2030
value = 1
movecamera = 1,0
;ignorehitpause = 
;persistent = 
[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = anim!=[5160,5169]
triggerall = anim!=[5110,5119]
triggerall= anim!=[5100,5101]
triggerall = pos y>=0 && time>3
trigger1 = (anim != [5071,5079]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 0, PosSet]
type = PosSet
triggerall= anim!=5061
trigger1 =anim=5100||(5100 + (anim % 10))
y = 0
ignorehitpause = 1
persistent = 1

[State 0, VelSet]
type = VelSet
triggerall= anim!=5061
trigger1 =anim=5100||(5100 + (anim % 10))
x = 0
y = 0
ignorehitpause = 1 
persistent = 1


[State 0, NotHitBy]
type = NotHitBy
trigger1 =1
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = ((anim = 5100) || (anim = 5100 + (anim % 10)))
statetype = L      ;S,A,C,L




;ignorehitpause =
;persistent =

[State 0, SelfState]
type = changeState
trigger1 =(animtime=0) &&  ((anim = 5100) || ((anim = 5100 + (anim % 10))||anim=5152))
value =2034

;---------------------------------------------------------------------------
;Shin Shouryuu Ken EX
[Statedef 2034]
type = L
movetype = H
physics = N
ctrl = 0

[State 0, PosSet]
type = PosSet
trigger1 =((anim = 5110) || (anim = 5110 + (anim % 10))) ||((anim = 5100) || (anim = 5100 + (anim % 10)))
y = 0
;ignor
[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time=0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160
 
;persistent = 

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time=0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)
[State 0, VelAdd]
type = VelAdd
trigger1 = ((anim = 5160) || (anim = 5160 + (anim % 10))) 
y = .5
persistent=1
[State 0, VelSet]
type = VelSet
trigger1 =time=0 &&  ((anim = 5160) || (anim = 5160 + (anim % 10)))
y = -5
x=-3
[State 0, SelfState]
type = changeState
trigger1 =(pos y >=0 && time >5) &&  ((anim = 5160) || ((anim = 5160 + (anim % 10))||anim=5152))
value =2033
;---------------------------------------------------------------------------
;Shin Shouryuu Ken EX
[Statedef 2033]
type =L
movetype = H
physics = N
ctrl = 0

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time=0
triggerall = anim != [5110,5149] ;Not already changed anim
triggerall =anim!=[5150,5159]
trigger1 = anim = 5160
trigger2 = !SelfAnimExist(5110 + (anim % 10))
value = 5110

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time=0
triggerall = anim != [5110,5149] ;Not already changed anim
triggerall = anim!=5110 + (anim % 10)
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5110 + (anim % 10))
value =5110 + (anim % 10)

[State 0, PosSet]
type = PosSet
trigger1 =((anim = 5110) || (anim = 5110 + (anim % 10))) ||((anim = 5100) || (anim = 5100 + (anim % 10)))
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 =  ((anim = 5110) || (anim = 5110 + (anim % 10))) ||((anim = 5100) || (anim = 5100 + (anim % 10)))
x = 0
y = 0
[State 0, SelfState]
type = SelfState
trigger1 =time=20
value =ifelse(alive,5110,5150)
