[StateDef 192]
type = A
movetype= A
physics = N
juggle  = 1
velset = 14,0
ctrl = 0
anim = 191

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S300,3
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S300,3


[State 192, end]
type = destroyself
trigger1 = time=35
;--------------------------------------------------------------------------
[StateDef 1931]
type =A
movetype=A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =3001
poweradd =0
sprpriority=9

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=1 
value = S200,10
channel = 4




[State 0, NotHitBy]
type = notHitBy
trigger1 =1 
value = SCA
;value2 = S,NA
time = 1
[State 0, EnvShake]
type = EnvShake
trigger1 = time=1 
time = 6
freq = 90
ampl = -3
phase = 90

[State -1]
Type = Explod
Trigger1 = AnimElem = 2
ID = 3002
PosType = P1
Pos = 0,0
Anim =3002
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1



[State 192, end]
type = destroyself
trigger1 = animtime=0


;-----------------------------
[StateDef 196]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4003
sprpriority=9

[State 0, BindToParent]
type = BindToParent
trigger1 =1
time = 1
facing = 0
pos = -40,-89
[State 0, SprPriority]
type = SprPriority
trigger1 = time>100
value = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=20
value = S0,5
volume=100


[State 0, AngleDraw]
type = AngleDraw
trigger1 =time>20
value =  ((time-20)*3)
[State 0, AngleDraw]
type = AngleDraw
trigger1 =time=[45,60]
value =  90
;scale =  (winmugen only)
;ignorehitpause =
;persistent =
[State 0, AngleDraw]
type = AngleDraw
trigger1 =time>60
value =  90-((time-56)*3)
[State 0, AngleDraw]
type = AngleDraw
trigger1 =time>85
value =  0
[State 0, Trans]
type = Trans
trigger1 =1
trans =add
[State 0, DestroySelf]
type = DestroySelf
trigger1 = time>200
;--------------------------------------------------------------------------
[StateDef 199]
type =A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =10000
poweradd =0
sprpriority=9
[State 0, Explod]
type = Explod
trigger1= time=0
triggerall = root,var(21)=1
triggerall = root,var(27)=0
triggerall = root,var(23)=0
anim = ifelse(teamside=1,12000,12001)
ID = 7611
pos = ifelse(teamside=1,20,180),130-(root,numhelper(199))
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
trigger1 = time=0
triggerall = root,var(27)=1
triggerall = root,var(21)=1+(root,var(2)=2)
triggerall = p2movetype=H
anim = ifelse(teamside=1,12000,12001)+ifelse(root,var(2)=2,2,0)
ID = 7611
pos = ifelse(teamside=1,20,180),130-(root,numhelper(199))
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
ignorehitpause=1
[State 0, DestroySelf]
type = DestroySelf
trigger1 = numexplod(7611)<1 && time >1
;--------------------------------------------------------------------------
[StateDef 1001]
type =A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =1001
poweradd =0
sprpriority=9

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1
[State 0, VarSet]
type = parentVarSet
triggerall = root,var(21)<2  && root,var(2)=0
trigger1 = time=0 && root,var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1

[State 0, VarSet]
type = VarSet
triggerall = root,var(21)<2  && root,var(2)=0
trigger1 = time=0 && root,var(21)=1
v = 21   ;fv = 10
value = root,var(21)
;ignorehitpause = 
;persistent = 

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "p2bodydist x = %f  vel x = %f"
params =p2bodydist x,vel x
ignorehitpause =1 
;persistent = 


[State 0, NotHitBy]
type = notHitBy
trigger1 =1 
value = SCA
;value2 = S,NA
time = 1
[State 0, PosSet]
type = PosSet
trigger1 = time=0 && root,var(10)=0
x = enemy,pos x

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = -15
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
triggerall =anim=1001
triggerall = root,numhelper(1003)=0
triggerall = root,var(10)=0
trigger1 =pos x != enemy,pos x*facing 
x = ((p2dist x)/13)

[State 0, VelSet]
type = VelSet
triggerall = root,var(10)=0
trigger2=root,numhelper(1003)>0
trigger1 = pos x = enemy,pos x*facing
x = 0

[State 0, VelSet]
type = VelSet
trigger1 = anim=1002
x = 0
[State 0, BindToRoot]
type = BindToRoot
trigger1 =time=0 && root,var(10)=3
time = 1
pos = 55,-15

[State 0, BindToRoot]
type = BindToRoot
trigger1 =time=0 && root,var(10)=2
time = 1
pos = 160,-15

[State 0, PosSet]
type = BindtoRoot
trigger1 = time=0 && root,var(10)=1
time = 1
pos = 280,-15

[State 0, PosSet]
type = Posset
trigger1 = frontedgebodydist <10&& time=1
x = 150*facing
[State 0, VarSet]
type = parentVarSet
trigger1 = p2bodydist x >30
trigger2 = p2bodydist x <-30
v = 17    ;fv = 10
value = 0
[State 0, VarSet]
type = parentVarSet
trigger1 = p2bodydist x =[-20,20]
v = 17    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 0, Helper]
type = Helper
trigger1 = root,anim=1004 && root,animelem=5
trigger2 = root,anim=1006 && root,animelem=2
helpertype = normal ;player
name = "FALCON"
ID =1002
stateno =1002
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=0


[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

[State 0, ChangeAnim]
type = ChangeAnim
triggerall =numexplod(1002)=0
triggerall = anim!=1002
trigger1 = time>300 && p2movetype!=H
trigger2 = root,numhelper(1002)=1
trigger3 = root,numhelper(3010)=1 
trigger3= helper(3010),animelemtime(3)>0
value = 1002

[State 0, ChangeAnim]
type = ChangeAnim
triggerall =root,numhelper(1003)=1
triggerall = anim!=1002
trigger1 = helper(1003),animelemtime(20)>0 && helper(1003),anim=1103
trigger2 = (helper(1003),animelemtime(3)<0) && helper(1003),anim=1102
value = 1002
[State 0, DestroySelf]
type = DestroySelf
trigger1 =animtime=0 && anim=1002
trigger2= p2stateno=3062
;ignorehitpause = 
;persistent = 

;--------------------------------------------------------------------------
[StateDef 1002]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1003
poweradd =0
sprpriority=9
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1
[State 0, VarSet]
type = parentVarSet
triggerall = root,var(21)<2  && root,var(2)=0
trigger1 = time=0 && root,var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1

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


[State 0, Helper]
type = Helper
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
trigger1= root,numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S300,1
channel = 4
[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact 
attr = S, SP
animtype  = Hard
damage    = ceil(50*root,fvar(2)), 5
priority  = 4
guardflag = MA
hitflag=MAFD
pausetime = 4,4
getpower=15
sparkxy = 0,ceil(enemy,pos y)
sparkno = S7000+(random%4)
guard.sparkno= S7500
hitsound = S300, 0
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 22
air.hittime=24
down.hittime=19
guard.ctrltime=10
ground.velocity = -2.5,-9.5
air.velocity = -1.5,-9.5
down.velocity=-.75,-9.5
yaccel=.5
guard.velocity=-4
fall=1
fall.recovertime=ifelse(root,var(21)=1,55,26)
ground.cornerpush.veloff=0
palfx.add = 25,-200,40
palfx.mul = 150,0,150
palfx.sinadd = -75,0,-75,10
palfx.color=256
palfx.time=ifelse(root,var(21)=1,55,26)
ID =201
[State 0, VarSet]
type = VarSet
trigger1 =movehit 
v = 22  ;fv = 10
value =ifelse(root,var(21)=1,55,26)
ignorehitpause = 1
[State 0, Helper]
type = Helper
triggerall = numhelper(7001)=0
trigger1 = movehit
helpertype = normal ;player
name = "Counter I guess"
ID =7001
stateno =7001
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
;persistent = 

[State 0, VarSet]
type = parentVarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  enemy,gethitvar(hitcount)>1
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.97
ignorehitpause=1

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =201
ignorehitpause =1 

[State 192, end]
type = destroyself
trigger1 = animtime=0
;--------------------------------------------------------------------------
[StateDef 1003]
type =A
movetype=A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =ifelse(root,var(2)=3&&root,fvar(4)=0,1103,1102)
poweradd =0
sprpriority=9

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "p2bodydist x = %f  vel x = %f"
params =p2bodydist x,vel x
ignorehitpause =1 
;persistent = 

[State 0, ParentVarSet]
type = ParentVarSet
triggerall = p2stateno!=10003 && p2statetype=A
trigger1 = movehit && (root,var(31)=28 || root,var(31)=47)
v = 31    ;fv = 
value = 29
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
triggerall = p2stateno!=10003&& p2statetype=A
trigger1 = movehit && (root,var(31)=105 )
v = 31    ;fv = 
value = 106
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
triggerall = p2stateno!=10003&& p2statetype=A
trigger1 = movehit && (root,var(31)=165)
v = 31    ;fv =
value = 166
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
triggerall = p2stateno!=10003&& p2statetype=A
trigger1 = movehit && (root,var(31)=117 )
v = 31    ;fv = 
value = 118
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
triggerall = p2stateno!=10003&& p2statetype=A
trigger1 = movehit && (root,var(31)=0 ||root,var(31)=181)
v = 31    ;fv = 
value = 31
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit && (root,var(31)=138)
v = 31    ;fv = 
value = 139
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
triggerall = p2stateno=10003&& p2statetype=A
trigger1 = ( root,var(31)=28 || root,var(31)=0|| root,var(31)=7|| root,var(31)=31)
v = 31    ;fv = 
value = ifelse(root,fvar(4)>0,115,40)
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
triggerall = p2stateno!=10003&& p2statetype=A
trigger1 = ( root,var(31)=84)
v = 31    ;fv = 
value = 85
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
triggerall = p2stateno!=10003&& p2statetype=A
trigger1 = ( root,var(31)=172)
v = 31    ;fv = 
value = 173
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0&& root,var(2)!=3
trigger2 = animelem=18&& root,var(2)=3
value = S300,2
channel = 4
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0 && root,var(2)=3
value = S300,3
channel = 4
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 2    ;fv = 10
value = root,var(2)


;persistent = 
[State 0, NotHitBy]
type = notHitBy
trigger1 =1 
value = SCA
;value2 = S,NA
time = 1
[State 0, VarSet]
type = parentVarSet
triggerall = root,var(21)<2  && root,var(2)=0
trigger1 = time=0 && root,var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1
[State 0, PosSet]
type = PosSet
triggerall = root,numhelper(1001)=1
trigger1 = time=0 
x = helper(1001),pos x
[State 0, PosSet]
type = PosSet
triggerall = root,fvar(4)=0
triggerall = root,numhelper(1001)=0
trigger1 = time=0 && var(2)=3
x = enemy,pos x
[State 0, Helper]
type = Helper
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
trigger1 = root,numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=0

[State 0, BindToRoot]
type = BindToRoot
triggerall = root,fvar(4)=0
triggerall = root,numhelper(1001)=0
trigger1 =time=0 && var(2)=0
time = 1
pos = 65,0

[State 0, BindToRoot]
type = BindToRoot
triggerall = root,numhelper(1001)=0
trigger1 =time=0 && var(2)=1
time = 1
pos = 160,0

[State 0, PosSet]
type = BindtoRoot
triggerall = root,numhelper(1001)=0
trigger1 = time=0 && var(2)=2
time = 1
pos = 280,0

[State 0, PosSet]
type = Posset
trigger1 = frontedgebodydist <10&& time=1
x = 150*facing

[State 1000, 5] ;Opponent near
type = HitDef
triggerall = root,fvar(4)=0
trigger1 =  !movecontact 
attr = S, SP
animtype  = Hard
damage    =ifelse(anim=1103,70,ifelse(root,fvar(4)>0,ceil(55*(1/root,fvar(2))),ceil(40*root,fvar(2))))+((root,numhelper(1001)=1)*20), 5
priority  = 4
guardflag = MA
hitflag=MAFD
pausetime = 4,4
getpower=ifelse(var(2)=3,0,15)
sparkxy = 0,ceil(enemy,pos y)
sparkno = S7000+(random%4)
guard.sparkno= S7500
hitsound = S300, 0
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 17
guard.ctrltime=10
ground.velocity = -5.5
air.velocity = -0,13.5
down.velocity=-4,0
yaccel=.5
guard.velocity=-4
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
ID =201+(root,numhelper(1001)=1)
palfx.add = 25,-200,40
palfx.mul = 150,0,150
palfx.sinadd = -75,0,-75,10
palfx.color=256
palfx.time=15

[State 1000, 5] ;Opponent near
type = HitDef
triggerall = root,fvar(4)>0
trigger1 =  !movecontact 
attr = S, SP
animtype  = Hard
damage    = 85+((root,numhelper(1001)=1)*20), 5
priority  = 4
guardflag = MA
hitflag=MAFD
pausetime = 4,4
getpower=ifelse(var(2)=3,0,15)
sparkxy = 0,ceil(enemy,pos y)
sparkno = S7000+(random%4)
guard.sparkno= S7500
hitsound = S300, 0
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 14
guard.ctrltime=10
ground.velocity = -5.5
air.velocity = -0,13.5
airguard.velocity=0,13.5
down.velocity=-4,0
yaccel=.5
guard.velocity=-4
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
ID =201+(root,numhelper(1001)=1)
palfx.add = 25,-200,40
palfx.mul = 150,0,150
palfx.sinadd = -75,0,-75,10
palfx.color=256
palfx.time=15
[State 0, VarSet]
type = VarSet
trigger1 =movehit 
v = 22  ;fv = 10
value =15
ignorehitpause = 1
[State 0, Helper]
type = Helper
triggerall = numhelper(7001)=0
trigger1 = movehit
helpertype = normal ;player
name = "Counter I guess"
ID =7001
stateno =7001
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 0, VarSet]
type = parentVarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  enemy,gethitvar(hitcount)>1
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.97
ignorehitpause=1
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[1029,1034]) 
value =1034
ID =201
ignorehitpause =1 
[State 0, TargetState]
type = TargetState
trigger1 = movehit=1 && (p2stateno!=10003)
value =10003
ID =202
ignorehitpause =1 
[State 192, end]
type = destroyself
trigger1 = animtime=0
;--------------------------------------------------------------------------
[StateDef 1012]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 10013
poweradd =0
sprpriority=9
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1


[State 0, NotHitBy]
type = notHitBy
trigger1 =1 
value = SCA
;value2 = S,NA
time = 1
[State 0, VarSet]
type = parentVarSet
trigger1 = movehit=1 && p2stateno=[300,305]
v = 11    ;fv = 10
value = 1
[State 0, VarSet]
type = parentVarSet
trigger1 = time=0
v = 27   ;fv = 10
value = 1


[State 0, VarSet]
type = VarSet
trigger1 = root,var(2)=2 && movehit
v = 31    ;fv = 10
value = 130
;ignorehitpause = 
;persistent = 

[State 0, Helper]
type = Helper
triggerall = movehit=1
triggerall = root,var(21)=1+(root,var(2)=2)
triggerall = p2movetype=H
trigger1 = root,numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S300,1
channel = 4
[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact 
attr = S, SP
animtype  = Hard
damage    = ceil(70*root,fvar(2)), 5
priority  = 4
guardflag = MA
hitflag=MAFD
pausetime = 4,4
getpower=15
sparkxy = 0,ceil(enemy,pos y)
sparkno = S7000+(random%4)
guard.sparkno= S7500
hitsound = S300, 0
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 19
air.hittime=35
down.hittime=19
guard.ctrltime=10
ground.velocity = -2.5,-ifelse(root,var(2)=2,8.5,0)
air.velocity = -1.5,-9.5
down.velocity=-.75,-3.5
yaccel=.5
guard.velocity=-4
fall=ifelse(root,var(2)=2,1,0)
air.fall=1
fall.recovertime=40
ground.cornerpush.veloff=0
palfx.add = 25,-200,40
palfx.mul = 150,0,150
palfx.sinadd = -75,0,-75,10
palfx.color=256
palfx.time=ifelse(p2statetype=A,40,19)
ID =201

[State 0, VarSet]
type = VarSet
trigger1 =movehit 
v = 22  ;fv = 10
value =ifelse(p2statetype=A,40,19)
ignorehitpause = 1
[State 0, Helper]
type = Helper
triggerall = numhelper(7001)=0
trigger1 = movehit
helpertype = normal ;player
name = "Counter I guess"
ID =7001
stateno =7001
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 0, VarAdd]
type = parentVarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = ifelse(root,var(21)=2,1,3)
persistent=0
ignorehitpause=1

;stagger time
[State 0, VarSet]
type = parentVarSet
trigger1 =movehit=1
v = 58   ;fv = 10
value = 26
ignorehitpause=1

[State 0, TargetState]
type = TargetState
triggerall = root,var(21)=1
trigger1 =p2statetype!= A && movehit=1 && (p2stateno!=1035)
value =1035
ID =201
ignorehitpause =0 

[State 0, VarSet]
type = parentVarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  enemy,gethitvar(hitcount)>1
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.945
ignorehitpause=1

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])&& root,var(2)=1
value =201
ID =201
ignorehitpause =1 

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[301,303]) && root,var(2)=2
value =301
ID =201
ignorehitpause =1

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= L && movehit=1 && (p2stateno!=10003) && root,var(2)=2
value =10003
ID =201
ignorehitpause =1
[State 0, VarSet]
type = parentVarSet
trigger1 = animtime=0
v = 27   ;fv = 10
value = 0
[State 192, end]
type = destroyself
trigger1 = animtime=0
;--------------------------------------------------------------------------
[StateDef 1013]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 10014
poweradd =0
sprpriority=9
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1
[State 0, VarSet]
type = parentVarSet
triggerall = root,var(21)<2  && root,var(2)=0
trigger1 = time=0 && root,var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1

[State 0, NotHitBy]
type = notHitBy
trigger1 =1 
value = SCA
;value2 = S,NA
time = 1
[State 0, Helper]
type = Helper
trigger1 = time=0
helpertype = normal ;player
name = "Basedangle"
ID =1014
stateno =1014
pos = -0,-0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=0
size.xscale=1.15
size.yscale=1.45
[State 0, Helper]
type = Helper
trigger1 = time=0
helpertype = normal ;player
name = "Basedangle"
ID =1014
stateno =1016
pos = -0,-0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=0
size.xscale=1.15
size.yscale=1.45


[State 0, Helper]
type = Helper
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
triggerall = p2movetype=H
trigger1 = root,numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S300,1
channel = 4


;persistent = 

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  animelem=2
attr = S, SP
animtype  = Hard
damage    = ceil(60*root,fvar(2)), 30
priority  = 4
guardflag = MA
hitflag=MAF
pausetime = 1,4
getpower=0
sparkxy = 0,ceil(enemy,pos y)
sparkno = S7010+(random%4)
guard.sparkno= S7500
hitsound = S300, 0
guardsound = S6, 0
ground.type = high
ground.slidetime = 20
ground.hittime  = 19
air.hittime=24
down.hittime=19
guard.ctrltime=10
ground.velocity = -4
air.velocity = -3.5,-5.5
down.velocity=-2.75,-5.5
yaccel=.5
guard.velocity=-4
air.fall=1
fall.recovertime=55
ground.cornerpush.veloff=0
palfx.add = 25,-200,40
palfx.mul = 150,0,150
palfx.sinadd = -75,0,-75,10
palfx.color=256
palfx.time=19
ID =201

[State 0, Helper]
type = Helper
triggerall = numhelper(7001)=0
trigger1 = movehit
helpertype = normal ;player
name = "Counter I guess"
ID =7001
stateno =7001
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  animelem=12
attr = S, SP
animtype  = Hard
damage    = ceil(60*root,fvar(2)), 30
priority  = 4
guardflag = MA
hitflag=MAF
pausetime = 1,4
getpower=0
sparkxy = 0,ceil(enemy,pos y)
sparkno = S7010+(random%4)
guard.sparkno= S7500
hitsound = S300, 0
guardsound = S6, 0
ground.type = high
ground.slidetime = 20
ground.hittime  = 19
air.hittime=24
down.hittime=19
guard.ctrltime=10
ground.velocity = -4
air.velocity = -7.5,-5.5
down.velocity=-2.75,-5.5
yaccel=.5
guard.velocity=-4
air.fall=1
fall.recovertime=55
ground.cornerpush.veloff=0
palfx.add = 25,-200,40
palfx.mul = 150,0,150
palfx.sinadd = -75,0,-75,10
palfx.color=256
palfx.time=19
ID =202

[State 0, VarSet]
type = VarSet
trigger1 =movehit 
v = 22  ;fv = 10
value =ifelse(p2statetype=A,24,19)
ignorehitpause = 1
[State 0, Helper]
type = Helper
triggerall = numhelper(7001)=0
trigger1 = movehit
helpertype = normal ;player
name = "Counter I guess"
ID =7001
stateno =7001
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1



[State 0, VarSet]
type = parentVarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  enemy,gethitvar(hitcount)>1
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.985
ignorehitpause=1

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =201
ignorehitpause =1 

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[1045,1049])
value =1045
ID =202
ignorehitpause =1 


[State 192, end]
type = destroyself
trigger1 = animtime=0
;--------------------------------------------------------------------------
[StateDef 1014]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 10014
poweradd =0
sprpriority=8
[State -1]
Type = Trans
Trigger1 = 1
Trans = Add
ignorehitpause=1
[State -1]
Type = AngleDraw
Trigger1 = 1
ignorehitpause=1
[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value =-15
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1
ignorehitpause=1
[State 192, end]
type = destroyself
trigger1 = animtime=0

;--------------------------------------------------------------------------
[StateDef 1016]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 10014
poweradd =0
sprpriority=8
[State -1]
Type = Trans
Trigger1 = 1
Trans = Add
ignorehitpause=1
[State -1]
Type = AngleDraw
Trigger1 = 1
ignorehitpause=1
[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = 15
ignorehitpause=1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1
[State 192, end]
type = destroyself
trigger1 = animtime=0
;--------------------------------------------------------------------------
[StateDef 1022]
type =A
movetype=A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =10024
poweradd =0
sprpriority=9
[State -1]
Type = AngleDraw
Trigger1 = 1


[State 0, Helper]
type = Helper
trigger1 = time=0
helpertype = normal ;player
name = "Basedorb"
ID =1023
stateno =1023
pos = -137,-128
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=0
size.xscale=.75
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = AngleDraw
Trigger1 = 1
Scale = 0.8,0.8

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = -130
 

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "p2bodydist x = %f  vel x = %f"
params =p2bodydist x,vel x
ignorehitpause =1 
;persistent = 
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=1
value = S300,2
channel = 4
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 2    ;fv = 10
value = root,var(2)

[State 0, Helper]
type = Helper
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
triggerall = p2movetype=H
trigger1 = root,numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=0
[State 0, NotHitBy]
type = notHitBy
trigger1 =1 
value = SCA
;value2 = S,NA
time = 1
[State 0, VarSet]
type = parentVarSet
triggerall = root,var(21)<2  && root,var(2)=0
trigger1 = time=0 && root,var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1
[State 0, ParentVarSet]
type = ParentVarSet
triggerall = p2stateno!=10003 && p2statetype=A
trigger1 = movehit && root,var(31)=102
v = 31    ;fv = 
value = 103
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
triggerall = p2stateno!=10003 && p2statetype=A
trigger1 = movehit && root,var(31)=104
v = 31    ;fv = 
value = 105
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
triggerall = p2stateno!=10003 && p2statetype=A
trigger1 = movehit && root,var(31)=170
v = 31    ;fv = 
value = 171
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
triggerall = p2stateno=10003 && p2statetype=A
trigger1 = movehit && (root,var(31)=116)
v = 31    ;fv = 
value = 117
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit && (root,var(31)=137)
v = 31    ;fv = 
value = 138
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
triggerall = p2stateno!=10003 && p2statetype=A
trigger1 = movehit && (root,var(31)=163)
v = 31    ;fv = 
value = 164
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
triggerall = p2stateno=10003 && p2statetype=A
trigger1 = movehit && (root,var(31)=171)
v = 31    ;fv = 
value = 172
ignorehitpause = 1
[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact 
attr = S, SP
animtype  = Hard
damage    = ifelse(var(2)=3,50,ceil(ifelse(var(2)=2,75,45)*root,fvar(2))), 5
priority  = 4
guardflag = MA
hitflag=MAFD
pausetime = 4,4
getpower=ifelse(var(2)=3,0,15)
sparkxy = 0,ceil(enemy,pos y)
sparkno = S7000+(random%4)
guard.sparkno= S7500
hitsound = S300, 0
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 22-((root,numexplod(1021))*5)
guard.ctrltime=22
ground.velocity = -6
air.velocity = -0,7.5
down.velocity=-4,0
yaccel=.5
guard.velocity=-6
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
ID =201

[State 0, VarSet]
type = VarSet
trigger1 =movehit 
v = 22  ;fv = 10
value =22
ignorehitpause = 1
[State 0, Helper]
type = Helper
triggerall = numhelper(7001)=0
trigger1 = movehit
helpertype = normal ;player
name = "Counter I guess"
ID =7001
stateno =7001
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1

[State 0, TargetState]
type = TargetState
trigger1 = movehit=1 && (p2stateno!=10003) && var(2)=2 && root,numexplod(1022)<2
value =10003
ID =201
ignorehitpause =1
[State -1]
Type = Explod
Trigger1 = AnimElem = 2
ID = 3002
PosType = P1
Pos = 0,0
Anim =3002
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1

[State 0, VarSet]
type = parentVarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  enemy,gethitvar(hitcount)>1
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.98
ignorehitpause=1
[State 0, TargetState]
type = TargetState
triggerall = p2stateno!=10003
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[1029,1034])&& (var(2)!=2 || root,numexplod(1022)>2)
value =1034
ID =201
ignorehitpause =1 

[State 0, TargetState]
type = TargetState
triggerall =var(2)=3
trigger1 =p2statetype= L && movehit=1 && (p2stateno!=[1029,1035])
value =1030
ID =201
ignorehitpause =1 
[State 0, VarAdd]
type = parentVarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = ifelse(root,Var(21)=2,1,2)
persistent=0
ignorehitpause=1

[State 192, end]
type = destroyself
trigger1 = animtime=0
;--------------------------------------------------------------------------
[StateDef 1023]
type =A
movetype=A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =10023
poweradd =0
sprpriority=9


[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = AngleDraw
Trigger1 = 1

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = -130


[State 192, end]
type = destroyself
trigger1 = animtime=0
;--------------------------------------------------------------------------
;Ice helper
[StateDef 1056]
type = A
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim =root,anim
poweradd =0
sprpriority=-5

;[State 0, ChangeAnim]
;type = ChangeAnim
;trigger1 = 1
;value = root,anim
;elem = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S3,2
channel = 5

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


[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>0
scale=1+(time*.02),1+(time*.04)

[State 0, Trans]
type = Trans
trigger1 =  time<7
trans = add ;none, add, addalpha, add1, sub

[State 0, Trans]
type = Trans
trigger1 = time=7
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = time=8
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 = time=9
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = time=10
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = time=11
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=12
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = time=13
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = time=14
trans = addalpha;, sub
alpha = 10,250


[State 192, end]
type = destroyself
trigger1 = time>=15
;--------------------------------------------------------------------------
[StateDef 3010]
type =A
movetype=A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =3001
poweradd =0
sprpriority=9

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "p2bodydist x = %f  vel x = %f"
params =p2bodydist x,vel x
ignorehitpause =1 
;persistent = 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0 
value = S200,10
channel = 4

[State -2, Helper]
type = Helper
trigger1= winko && movehit
triggerall = NumHelper(6000) < 1
helpertype = normal ;player
name = "winko"
ID = 6000
stateno = 6000
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime =999
pausemovetime = 999
ignorehitpause = 1
persistent=0
[State 0, Helper]
type = Helper
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
triggerall = p2movetype=H
trigger1 = root,numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=0



[State 0, NotHitBy]
type = notHitBy
trigger1 =1 
value = SCA
;value2 = S,NA
time = 1
[State 0, VarSet]
type = parentVarSet
triggerall = root,var(21)<2  && root,var(2)=0
trigger1 = time=0 && root,var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1
[State 0, PosSet]
type = PosSet
triggerall = root,numhelper(1001)=0
trigger1 = time=0 && root,p2bodydist x <110
x = enemy,pos x

[State 0, PosSet]
type = PosSet
triggerall = root,numhelper(1001)=1
trigger1 = time=0 
x = helper(1001),pos x

[State 0, BindToRoot]
type = BindToRoot
triggerall = root,numhelper(1001)=0
trigger1 =time=0 && root,p2bodydist x >=130
time = 1
pos = 100,0

[State 0, PosSet]
type = Posset
trigger1 = frontedgebodydist <10&& time=1
x = 150*facing

[State -1]
Type = Explod
Trigger1 = AnimElem = 2
ID = 3002
PosType = P1
Pos = 0,0
Anim =3002
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1
[State 0, EnvShake]
type = EnvShake
trigger1 = time=1 
time = 6
freq = 90
ampl = -3
phase = 90
;ignorehitpause = 
;persistent = 

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact 
attr = S, HP
animtype  = Hard
damage    = ceil(60*root,fvar(2))+((root,numhelper(1001)=1)*25), 5
priority  = 4
guardflag = MA
hitflag=MAFD
pausetime = 2,ifelse(p2statetype=A,2,25)
getpower=0
sparkxy = 0,ceil(enemy,pos y)
sparkno = S7000+(random%4)
guard.sparkno= S7500
hitsound = S300, 0
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 35
guard.ctrltime=10
ground.velocity = -5.5
air.velocity = -0,8.5
down.velocity=-4,0
yaccel=.5
guard.velocity=-4
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
ID =201
palfx.add = 25,-200,40
palfx.mul = 150,0,150
palfx.sinadd = -75,0,-75,10
palfx.color=256
palfx.time=ifelse(p2statetype=A,12,25)

[State 0, VarSet]
type = VarSet
trigger1 =movehit 
v = 22  ;fv = 10
value =ifelse(p2statetype=A,12,25)
ignorehitpause = 1
[State 0, Helper]
type = Helper
triggerall = numhelper(7001)=0
trigger1 = movehit
helpertype = normal ;player
name = "Counter I guess"
ID =7001
stateno =7001
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1

[State 200, 1]
type = PlaySnd
trigger1 =movehit
value = 200, 26
channel=0
persistent=0
[State 0, Helper]
type = Helper
triggerall = movecontact
trigger1 = time=25
trigger2 = time=35
trigger3 = time=45
trigger4 = time=55
helpertype = normal ;player
name = "LIGHTNING"
ID =3011
stateno =3011
pos = 0,-5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
ignorehitpause=0
[State 0, VarSet]
type = Varadd
triggerall = movecontact
trigger1 = time=25
trigger2 = time=35
trigger3 = time=45
trigger4 = time=55
v = 2    ;fv = 10
value = 1
[State 0, VarSet]
type = parentVarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  enemy,gethitvar(hitcount)>1
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.98
ignorehitpause=1
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[1029,1034])
value =1034
ID =201
ignorehitpause =1 

[State 192, end]
type = destroyself
trigger1 = time=54 && !movecontact
trigger2 = time>60 && movecontact
;--------------------------------------------------------------------------
[StateDef 3011]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1003
poweradd =0
sprpriority=9
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 0, PosSet]
type = PosSet
trigger1 = time=0
x = enemy,pos x-5 + (random%30)

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = -5
;ignorehitpause = 
;persistent = 
[State -2, Helper]
type = Helper
trigger1= winko && movehit
triggerall = NumHelper(6000) < 1
helpertype = normal ;player
name = "winko"
ID = 6000
stateno = 6000
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime =999
pausemovetime = 999
ignorehitpause = 1

[State 0, NotHitBy]
type = notHitBy
trigger1 =1 
value = SCA
;value2 = S,NA
time = 1
[State 0, VarSet]
type = parentVarSet
triggerall = root,var(21)<2  && root,var(2)=0
trigger1 = time=0 && root,var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1

[State 0, Helper]
type = Helper
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
triggerall = p2movetype=H
trigger1 = root,numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S300,2
channel = 4
[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact 
attr = S, HP
animtype  = Hard
damage    = ceil(37.5*root,fvar(2)), 5
priority  = 4
guardflag = MA
hitflag=MAFD
pausetime =1,1
getpower=0
sparkxy = 0,ceil(enemy,pos y)
sparkno = S7000+(random%4)
guard.sparkno= S7500
hitsound = S300, 0
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 19
air.hittime=24
down.hittime=19
guard.ctrltime=10
ground.velocity = -2.5,-5.5
air.velocity = -ifelse(parent,var(2)=4,2.5,1.25),-ifelse(parent,var(2)=4,12,6.5)
down.velocity=-.75,-5.5
yaccel=.5
guard.velocity=-4
fall=1
fall.recovertime=26
ground.cornerpush.veloff=0
ID =201
palfx.add = 25,-200,40
palfx.mul = 150,0,150
palfx.sinadd = -75,0,-75,10
palfx.color=256
palfx.time=ifelse(p2statetype=A,12,26)
[State 0, VarSet]
type = VarSet
trigger1 =movehit 
v = 22  ;fv = 10
value =ifelse(p2statetype=A,12,26)
ignorehitpause = 1
[State 0, Helper]
type = Helper
triggerall = numhelper(7001)=0
trigger1 = movehit
helpertype = normal ;player
name = "Counter I guess"
ID =7001
stateno =7001
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
[State 0, VarSet]
type = parentVarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  enemy,gethitvar(hitcount)>1
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.985
ignorehitpause=1
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

[State 192, end]
type = destroyself
trigger1 = animtime=0
;--------------------------------------------------------------------------
[StateDef 3012]
type =A
movetype=A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =3011
poweradd =0
sprpriority=9

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 9
ignorehitpause =1 
;persistent = 


[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "p2bodydist x = %f  vel x = %f"
params =p2bodydist x,vel x
ignorehitpause =1 
;persistent = 
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0 
value = S300,3
channel = 4

[State -2, Helper]
type = Helper
trigger1= winko && movehit
triggerall = NumHelper(6000) < 1
helpertype = normal ;player
name = "winko"
ID = 6000
stateno = 6000
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime =999
pausemovetime = 999
ignorehitpause = 1
[State 0, Helper]
type = Helper
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
triggerall = p2movetype=H
trigger1 = root,numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=0


[State 0, NotHitBy]
type = notHitBy
trigger1 =1 
value = SCA
;value2 = S,NA
time = 1
[State 0, VarSet]
type = parentVarSet
trigger1 =1
v = 21   ;v = 570
value = 0
ignorehitpause =1


[State -1]
Type = Explod
Trigger1 = AnimElem = 2
ID = 3002
PosType = P1
Pos = 0,0
Anim =3002
Ownpal = 1
SprPriority = 9
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact 
attr = S, HP
animtype  = Hard
damage    = ceil(37*root,fvar(2)), 5
priority  = 4
guardflag = MA
hitflag=MAFD
pausetime = 2,20
getpower=0
sparkxy = 0,ceil(enemy,pos y)
sparkno = S7000+(random%4)
guard.sparkno= S7500
hitsound = S300, 0
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 35
guard.ctrltime=10
ground.velocity = -5.5
air.velocity = -0,-1
down.velocity=-4,0
yaccel=.5
guard.velocity=-4
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
ID =201


[State 0, VarSet]
type = parentVarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  enemy,gethitvar(hitcount)>1
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.99
ignorehitpause=1
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,204])
value =201
ID =201
ignorehitpause =1 

[State 192, end]
type = destroyself
trigger1 = animtime=0
;--------------------------------------------------------------------------
[StateDef 3013]
type =A
movetype=A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =3011
poweradd =0
sprpriority=0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1
[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 0
ignorehitpause =1 
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "p2bodydist x = %f  vel x = %f"
params =p2bodydist x,vel x
ignorehitpause =1 
;persistent = 
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0 
value = S300,3
channel = 4

[State -2, Helper]
type = Helper
trigger1= winko && movehit
triggerall = NumHelper(6000) < 1
helpertype = normal ;player
name = "winko"
ID = 6000
stateno = 6000
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime =999
pausemovetime = 999
ignorehitpause = 1
[State 0, Helper]
type = Helper
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
triggerall = p2movetype=H
trigger1 = root,numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=0


[State 0, NotHitBy]
type = notHitBy
trigger1 =1 
value = SCA
;value2 = S,NA
time = 1
[State 0, VarSet]
type = parentVarSet
trigger1 =1
v = 21   ;v = 570
value = 0
ignorehitpause =1


[State -1]
Type = Explod
Trigger1 = AnimElem = 2
ID = 3002
PosType = P1
Pos = 0,0
Anim =3002
Ownpal = 1
SprPriority = 1
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact 
attr = S, HP
animtype  = Hard
damage    = ceil(37*root,fvar(2)), 5
priority  = 4
guardflag = MA
hitflag=MAFD
pausetime = 2,20
getpower=0
sparkxy = 0,ceil(enemy,pos y)
sparkno = S7000+(random%4)
guard.sparkno= S7500
hitsound = S300, 0
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 35
guard.ctrltime=10
ground.velocity = -4,-15
air.velocity = -4,-8.5
down.velocity=-4,0
yaccel=.5
guard.velocity=-4
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
ID =201


[State 0, VarSet]
type = parentVarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  enemy,gethitvar(hitcount)>1
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.99
ignorehitpause=1
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[1029,1034])
value =301
ID =201
ignorehitpause =1 

[State 192, end]
type = destroyself
trigger1 = animtime=0
;--------------------------------------------------------------------------
[StateDef 3014]
type =A
movetype=A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =3011
poweradd =0
sprpriority=0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1
[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 0
ignorehitpause =1 
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "p2bodydist x = %f  vel x = %f"
params =p2bodydist x,vel x
ignorehitpause =1 
;persistent = 
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0 
value = S300,3
channel = 4

[State -2, Helper]
type = Helper
trigger1= winko && movehit
triggerall = NumHelper(6000) < 1
helpertype = normal ;player
name = "winko"
ID = 6000
stateno = 6000
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime =999
pausemovetime = 999
ignorehitpause = 1
[State 0, Helper]
type = Helper
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
triggerall = p2movetype=H
trigger1 = root,numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=0



[State 0, NotHitBy]
type = notHitBy
trigger1 =1 
value = SCA
;value2 = S,NA
time = 1
[State 0, VarSet]
type = parentVarSet
trigger1 =1
v = 21   ;v = 570
value = 0
ignorehitpause =1


[State -1]
Type = Explod
Trigger1 = AnimElem = 2
ID = 3002
PosType = P1
Pos = 0,0
Anim =3002
Ownpal = 1
SprPriority = 1
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact 
attr = S, HP
animtype  = Hard
damage    = ceil(37*root,fvar(2)), 5
priority  = 4
guardflag = MA
hitflag=MAFD
pausetime = 2,20
getpower=0
sparkxy = 0,ceil(enemy,pos y)
sparkno = S7000+(random%4)
guard.sparkno= S7500
hitsound = S300, 0
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 35
guard.ctrltime=10
ground.velocity = -5.5
air.velocity = -0,-1
down.velocity=-4,0
yaccel=.5
guard.velocity=-4
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
ID =201


[State 0, VarSet]
type = parentVarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  enemy,gethitvar(hitcount)>1
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.99
ignorehitpause=1
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,204])
value =201
ID =201
ignorehitpause =1 

[State 192, end]
type = destroyself
trigger1 = animtime=0
;-----------------------------
[StateDef 3063]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3090
sprpriority=-1


[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>0
value=1
[State 0, AngleAdd]
type = AngleAdd
trigger1 =1 
value = 3*time
;ignorehitpause = 
;persistent = 

[State 0, Trans]
type = Trans
trigger1 =  time=[8,195]
trans = add ;none, add, addalpha, add1, sub

[State 0, Trans]
type = Trans
trigger1 = time=195
trigger2 = time=7
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = time=196
trigger2 = time=6
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 = time=197
trigger2 = time=5
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = time=198
trigger2 = time=4
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = time=199
trigger2 = time=3
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=200
trigger2 = time=2
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = time=201
trigger2 = time=1
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = time=202
trigger2 = time=0
trans = addalpha;, sub
alpha = 10,250

[State 192, end]
type = destroyself
trigger1 =time>202
;-----------------------------
[StateDef 3064]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3091
sprpriority=-1


[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>0
value=1
[State 0, AngleAdd]
type = AngleAdd
trigger1 =1 
value = -3*time
;ignorehitpause = 
;persistent = 

[State 0, Trans]
type = Trans
trigger1 =  time=[8,195]
trans = add ;none, add, addalpha, add1, sub

[State 0, Trans]
type = Trans
trigger1 = time=195
trigger2 = time=7
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = time=196
trigger2 = time=6
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 = time=197
trigger2 = time=5
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = time=198
trigger2 = time=4
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = time=199
trigger2 = time=3
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=200
trigger2 = time=2
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = time=201
trigger2 = time=1
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = time=202
trigger2 = time=0
trans = addalpha;, sub
alpha = 10,250

[State 192, end]
type = destroyself
trigger1 =time>202
;-----------------------------
[StateDef 3065]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3093
sprpriority=-1


[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>0
value=1
[State 0, AngleAdd]
type = AngleAdd
trigger1 =1 
value = 3*time
;ignorehitpause = 
;persistent = 

[State 0, Trans]
type = Trans
trigger1 =  time=[8,195]
trans = add ;none, add, addalpha, add1, sub

[State 0, Trans]
type = Trans
trigger1 = time=195
trigger2 = time=7
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = time=196
trigger2 = time=6
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 = time=197
trigger2 = time=5
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = time=198
trigger2 = time=4
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = time=199
trigger2 = time=3
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=200
trigger2 = time=2
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = time=201
trigger2 = time=1
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = time=202
trigger2 = time=0
trans = addalpha;, sub
alpha = 10,250

[State 192, end]
type = destroyself
trigger1 =time>202
;-----------------------------
[StateDef 3066]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3092
sprpriority=-1


[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>0
value=1
[State 0, AngleAdd]
type = AngleAdd
trigger1 =1 
value = -3*time
;ignorehitpause = 
;persistent = 

[State 0, Trans]
type = Trans
trigger1 =  time=[8,195]
trans = add ;none, add, addalpha, add1, sub

[State 0, Trans]
type = Trans
trigger1 = time=195
trigger2 = time=7
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = time=196
trigger2 = time=6
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 = time=197
trigger2 = time=5
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = time=198
trigger2 = time=4
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = time=199
trigger2 = time=3
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=200
trigger2 = time=2
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = time=201
trigger2 = time=1
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = time=202
trigger2 = time=0
trans = addalpha;, sub
alpha = 10,250

[State 192, end]
type = destroyself
trigger1 =time>202
;-----------------------------
[StateDef 3067]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3094
sprpriority=-1


[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>0
value=1
[State 0, AngleAdd]
type = AngleAdd
trigger1 =1 
value = 3*time
;ignorehitpause = 
;persistent = 

[State 0, Trans]
type = Trans
trigger1 =  time=[8,195]
trans = add ;none, add, addalpha, add1, sub

[State 0, Trans]
type = Trans
trigger1 = time=195
trigger2 = time=7
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = time=196
trigger2 = time=6
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 = time=197
trigger2 = time=5
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = time=198
trigger2 = time=4
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = time=199
trigger2 = time=3
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=200
trigger2 = time=2
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = time=201
trigger2 = time=1
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = time=202
trigger2 = time=0
trans = addalpha;, sub
alpha = 10,250

[State 192, end]
type = destroyself
trigger1 =time>202
;-----------------------------
[StateDef 3068]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3095
sprpriority=-1


[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>0
value=1
[State 0, AngleAdd]
type = AngleAdd
trigger1 =1 
value = -3*time
;ignorehitpause = 
;persistent = 

[State 0, Trans]
type = Trans
trigger1 =  time=[8,195]
trans = add ;none, add, addalpha, add1, sub

[State 0, Trans]
type = Trans
trigger1 = time=195
trigger2 = time=7
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = time=196
trigger2 = time=6
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 = time=197
trigger2 = time=5
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = time=198
trigger2 = time=4
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = time=199
trigger2 = time=3
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=200
trigger2 = time=2
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = time=201
trigger2 = time=1
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = time=202
trigger2 = time=0
trans = addalpha;, sub
alpha = 10,250

[State 192, end]
type = destroyself
trigger1 =time>202
;-----------------------------
[StateDef 3059]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3097
sprpriority=-1


[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>0
value=1
[State 0, AngleAdd]
type = AngleAdd
trigger1 =1 
value = -3*time
;ignorehitpause = 
;persistent = 

[State 0, Trans]
type = Trans
trigger1 =  time=[8,195]
trans = add ;none, add, addalpha, add1, sub

[State 0, Trans]
type = Trans
trigger1 = time=195
trigger2 = time=7
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = time=196
trigger2 = time=6
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 = time=197
trigger2 = time=5
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = time=198
trigger2 = time=4
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = time=199
trigger2 = time=3
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=200
trigger2 = time=2
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = time=201
trigger2 = time=1
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = time=202
trigger2 = time=0
trans = addalpha;, sub
alpha = 10,250

[State 192, end]
type = destroyself
trigger1 =time>202
;-----------------------------
[StateDef 3069]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3096
sprpriority=-1


[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>0
value=1
[State 0, AngleAdd]
type = AngleAdd
trigger1 =1 
value = 3*time
;ignorehitpause = 
;persistent = 

[State 0, Trans]
type = Trans
trigger1 =  time=[8,195]
trans = add ;none, add, addalpha, add1, sub

[State 0, Trans]
type = Trans
trigger1 = time=195
trigger2 = time=7
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = time=196
trigger2 = time=6
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 = time=197
trigger2 = time=5
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = time=198
trigger2 = time=4
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = time=199
trigger2 = time=3
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=200
trigger2 = time=2
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = time=201
trigger2 = time=1
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = time=202
trigger2 = time=0
trans = addalpha;, sub
alpha = 10,250

[State 192, end]
type = destroyself
trigger1 =time>202
;-----------------------------
[StateDef 3070]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =3089
sprpriority=3
[State 0, PosSet]
type = PosSet
trigger1 = root,time<=220
x = enemy,pos x
y = enemy,pos y +(enemy,const(size.mid.pos.y))
[State 0, PosSet]
type = PosSet
trigger1 = root,time>220
x = enemy,pos x
y = enemy,pos y 
;ignorehitpause = 
;persistent = 
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add;none, add, addalpha, add1, sub
;alpha = 256,256
ignorehitpause = 1
;persistent = 

;ignorehitpause = 
;persistent =

[State 0, AngleDraw]
type = AngleDraw
trigger1 = root,time=[520,580]
value = 1
scale = ifelse(GameHeight=180,.75,1)-((root,time-520)*ifelse(GameHeight=180,.00675,.009)),ifelse(GameHeight=180,.75,1)-((root,time-520)*ifelse(GameHeight=180,.00675,.009))
;ignorehitpause = 
;persistent = 
[State 0, AngleDraw]
type = AngleDraw
trigger1 = root,time>=580
value = 1
scale = ifelse(GameHeight=180,.225,.3),ifelse(GameHeight=180,.225,.3)
;ignorehitpause =
;trans = 
;persistent =
;supermove = 0
;pausemove = 0
[State 0, DestroySelf]
type = DestroySelf
trigger1 =root,time>=1055 
;ignorehitpause = 
;persistent = 
;-----------------------------
[StateDef 3071]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,.9
ctrl = 0
anim =3083
sprpriority=-1

[State 0, VelSet]
type = VelSet
trigger1 = time=22
y = 0
;ignorehitpause = 
;persistent = 
;-Pal Number, 10's
[State 0, PlaySnd]
type = PlaySnd
triggerall= time=[100,400]
triggerall = roundstate=2
trigger1 =time%50=0
value = S300,2

;abspan = 
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall= time=[100,400]
triggerall = roundstate=2
trigger1 =time%50=0
anim =3098
ID =3098
pos = 0,-80
postype = p1  ;p2,front,back,left,right
facing = ifelse(facing=-1,1,1)
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 220,40
scale = .5,.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 =root,time>=1055 
;ignorehitpause = 
;persistent = 
;-----------------------------
[StateDef 3072]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =3086
sprpriority=5
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S300,0
[State 0, DestroySelf]
type = DestroySelf
trigger1 =root,time=1075
;-----------------------------
[StateDef 3073]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =3086
sprpriority=5

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>0
value=1
[State 0, AngleAdd]
type = AngleAdd
trigger1 =1 
value = 90
;ignorehitpause = 
;persistent = 

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

[State 0, DestroySelf]
type = DestroySelf
trigger1 =root,time=1075
;-----------------------------
[StateDef 3074]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =3086
sprpriority=5

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>0
value=1
[State 0, AngleAdd]
type = AngleAdd
trigger1 =1 
value = 45
;ignorehitpause = 
;persistent = 
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S300,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S200,17
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

[State 0, DestroySelf]
type = DestroySelf
trigger1 =root,time=1075
;-----------------------------
[StateDef 3100]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 8103
sprpriority=-1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = nobardisplay
flag2 = noBG
flag3 = noFG
[State 0, Trans]
type = Trans
trigger1 =1
trans =add
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
;value =  (winmugen only)
scale = .8+(time*.04),.8+(time*.04)
;ignorehitpause =
;persistent =

 [State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 1002, 1]
type = AfterImage
trigger1 = 1
time = 5
framegap = 1
length = 2
PalAdd = 0, 0, 0
PalMul = 1, 1, 1
PalContrast = 255-((Time)*6), 255-((Time)*6), 255-((Time)*6)
trans = Add

[State 0, DestroySelf]
type = DestroySelf
trigger1 =time=45





;--------------------------------------------------------------------
[Statedef 4001]
statetype=I
physics =N
ctrl = 0
anim =12999
velset = 0,0

;-Pal Number, 10's
[State 0, Explod]
type = Explod
triggerall = roundstate!=2
trigger1 =numexplod(12000)<1
anim =13000+(((root,Var(54) % 100) - (root,Var(54) % 10))/10)
ID =12000
pos = 30,42
postype = p1  ;p2,front,back,left,right
facing = ifelse(facing=-1,1,1)
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = .5,.5
sprpriority = 1
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

;---pal number 1's
[State 0, Explod]
type = Explod
trigger1 =numexplod(12001)<1
anim =13000+(root,var(54)%10)
ID =12001
pos = 50,42
postype = p1  ;p2,front,back,left,right
facing = ifelse(facing=-1,1,1)
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = .5,.5
sprpriority = 1
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = intro
flag2=noshadow

;------used so you cant select another pal after the first time
[State 0, VarSet]
type = parentVarSet
trigger1 =1
v = 53   ;fv = 10
value =1
;ignorehitpause =
;persistent =


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =root,command="dwn"||root,command="up"||root,command="fwd"||root,command="back"
id =12000
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =root,command="dwn"||root,command="up"||root,command="fwd"||root,command="back"
id =12001


[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =time=0
v =54     ;fv =
value = palno

;-----move up 10
[State 0, ParentVarSet]
type = ParentVaradd
trigger1 =root,command="fwd"
v =54     ;fv =
value = 10
;-----move down 10
[State 0, ParentVarSet]
type = ParentVaradd
trigger1 =root,command="back"
v =54     ;fv =
value = -10
;---move up 1
[State 0, ParentVarSet]
type = ParentVaradd
triggerall = root,var(54)<var(50)
trigger1 =root,command="up"
v =54     ;fv =
value = 1


;---move down 1
[State 0, ParentVarSet]
type = ParentVaradd
triggerall = root,var(54)>1
trigger1 =root,command="dwn"
v =54     ;fv =
value = -1

;--reset back to one incase of error
[State 0, ParentVarSet]
type = ParentVarset
triggerall = root,var(54)>var(50)
trigger1 =root,command="up"
v =54     ;fv =
value = 1
[State 0, ParentVarSet]
type = ParentVarset
triggerall = root,var(54)<=0
trigger1 =root,command="back"
v =54     ;fv =
value = 1
;-------------------------

;--reset back to max incase of error
[State 0, ParentVarSet]
type = ParentVarset
triggerall = root,var(54)<=0
trigger1 =root,command="dwn"
v =54     ;fv =
value = var(50)



[State 0, ParentVarSet]
type = ParentVarset
triggerall = root,var(54)>var(50)
trigger1 =root,command="fwd"
v =54     ;fv =
value = var(50)

;---max pal no setting
[State 0, VarSet]
type = VarSet
trigger1 =1
v = 50  ;fv = 10
value =38


;ignorehitpause =
;persistent =
;---remove everything
[State 0, RemoveExplod]
type = RemoveExplod
triggerall = time >5
trigger1 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z" || root,command="start"
trigger2 = roundstate > 1
trigger3= time >400
id =12000
;---remove everything
[State 0, RemoveExplod]
type = RemoveExplod
triggerall = time >5
trigger1 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z" || root,command="start"
trigger2 = roundstate > 1
trigger3= time >400
id =12001
;ignorehitpause =
;persistent =
;---remove everything
[State 6000, DestroySelf]
type = destroyself
triggerall = time >5
trigger1 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z" || root,command="start"
trigger2 = roundstate > 1
trigger3= time >400
;--------------------------------------------------------------------------
[Statedef 4004]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 5999
ctrl = 0
sprpriority = 5

[State 0, VarSet]
type = parentVarSet
trigger1 = time = 0
fv = 4   ;fv = 10
value = 1000

[State 0, VarAdd]
type = parentVarAdd
triggerall = parent,fvar(4) >0
trigger1 = 1
fv = 4    ;fv =
value = -2.0
ignorehitpause=1

[State 0, Explod]
type = Explod
triggerall = teamside = 1
trigger1 =  numexplod(16010) < 1
anim = 16007
ID = 16010
pos = 35,210
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.5
ontop = 1
sprpriority = 9
shadow = 0,0,0
ownpal = 1
persistent = 0

[State 0, Explod]
type = Explod
triggerall = teamside = 2
trigger1 =  numexplod(16010) < 1
anim = 16007
ID = 16010
pos = 220,210
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.5
ontop = 1
sprpriority = 9
shadow = 0,0,0
ownpal = 1
persistent = 0
[State 0, Explod]
type = Explod
triggerall = teamside = 2
trigger1 =  numexplod(16011) < 1
anim = 16008
ID = 16011
pos = 237,211
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.5
ontop = 0
sprpriority = 9
shadow = 0,0,0
ownpal = 1
persistent = 0
[State 0, Explod]
type = Explod
triggerall = teamside = 1
trigger1 =  numexplod(16011) < 1
anim = 16008
ID = 16011
pos = 52,211
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.5
ontop = 0
sprpriority = 9
shadow = 0,0,0
ownpal = 1
persistent = 0

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 =1
ID = 16011
removetime = -1
shadow = 0,0,0
ownpal = 1
scale =  (root,fvar(4) * .0005),.75
ignorehitpause=1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent,fvar(4) <= 0
trigger2 = roundstate !=2
id =16010
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent,fvar(4) <= 0
trigger2 = roundstate !=2
id =16011


[State 911, Destroy]
type = destroyself
trigger1 = parent,fvar(4) <= 0
trigger2 = roundstate !=2
;---------------------------------------------------------------------------
[Statedef 6000]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 3333
ctrl = 0
sprpriority = 5




[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag2=noFG
flag=nokosnd
ignorehitpause = 1
persistent = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2=nokosnd
flag3=noBG
ignorehitpause = 1
persistent = 1

[State 11009, PlaySnd]
type = PlaySnd
trigger1 = time =2
value = S999,1
[State 0, Pause]
type = Pause
trigger1 =time=4
time = 35
movetime = 35
ignorehitpause = 1

[State 11009, dust]
type = Explod
trigger1 = time = 0
anim = 8000
ID = 11009
postype =left
pos = 0,-10
bindtime = -1
facing = ifelse(facing = -1, -1,1)
sprpriority = -2
scale = .5,ifelse(GameHeight=180,.39,.54)
ownpal = 0
ignorehitpause =1
ontop =0
pausemovetime = 999
supermovetimetime = 9999


[State 0, DestroySelf]
type = DestroySelf
trigger1 =  !numexplod(11009)
;---------------------------------------------------------------------------
[Statedef 6001]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 3333
ctrl = 0
sprpriority = 5


[State 11009, dust]
type = Explod
trigger1 = parent,animelemtime(15)=240 && parent,anim=3084
anim = 8001
ID = 11009
postype =left
pos = 0,0
bindtime = -1
facing = ifelse(facing = -1, -1,1)
sprpriority = 9
scale = .5,ifelse(GameHeight=180,.35,.5)
ownpal = 0
ignorehitpause =1
removetime=60
ontop =1
pausemovetime = 999
supermovetimetime = 9999
[State 0, Pause]
type = Pause
trigger1 =parent,animelemtime(15)=240 && parent,anim=3084
time =100
movetime=100
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = nomusic
[State 11009, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S200,28
[State 11009, PlaySnd]
type = PlaySnd
trigger1 =parent,animelemtime(15)=240 && parent,anim=3084
value = S999,1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2=noFG
flag3=nokoslow
flag3=nokosnd
flag3=noBG
ignorehitpause = 1
persistent = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2=nokosnd
flag3=noBG
ignorehitpause = 1
persistent = 1
;---------------------------------------------------------------------------\
;Airdash FX
;---------------------------------------------------------------------------/
[Statedef 6003]
type = U                                         
physics = N                                                               
anim =8104
[State 6090, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S3,1
volume = 255
channel = 0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 0, Trans]
type = Trans
trigger1 =1
trans =add
[State 0, AngleDraw]
type = Angledraw
trigger1 = 1
scale=.47+(time*.02),.47+(time*.02)

[State 1002, 1]
type = AfterImage
trigger1 = 1
time = 5
framegap = 1
length = 2
PalAdd = 0, 0, 0
PalMul = 1, 1, 1
PalContrast = 255-((Time)*12), 255-((Time)*12), 255-((Time)*12)
trans = Add
[State 7180, end]
type = destroyself
trigger1 = time = 20
;-------------------------------------------------------------------------------
[Statedef 7000]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 3333
ctrl = 0
sprpriority = 6

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 7180, flames]
type = explod
trigger1 =1
anim = 8200
ID = 11014
sprpriority = 3
postype = p2
random=30,60
scale=.3,.3
pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y));+90
bindtime = 4


[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 9
y = 9


[State 8050, 5]
type = destroyself
trigger1 =p2movetype!=H||p2statetype=L||time>120||p2stateno=5150
;-------------------------------------------------------------------------------
[Statedef 7001]
type    = S
movetype= I
physics = N
juggle  = 4
velset = 0,0
anim = 3333
ctrl = 0
sprpriority = 6

;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 =time<2
v = 0    ;fv = 10
value = parent,var(22)
ignorehitpause=1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 =1 
text = "var(0) = %d  vel x = %f"
params = var(0),vel x
ignorehitpause = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = Varadd
trigger1 =time>2
v = 0    ;fv = 10
value =-1
[State -1]
Type = Explod
TriggerAll =var(0)>0
triggerall = time%8=0
Trigger1 = GameTime%4 = 0
Anim = 8700+Random%7+Random%2*10
ID = 8700
Ownpal = 1
BindTime = 1
PosType = P2
Facing = IfElse(Random%2=0,1,-1)
VFacing = IfElse(Random%2=0,1,-1)
Pos = 0,ifelse(enemy,anim=3070,0,Const(Size.Mid.Pos.Y)+10)
Random = 35,70
Scale = 0.5,0.5
SprPriority = 5
IgnoreHitPause = 1

[State -1]
Type = Explod
TriggerAll =var(0)>0
triggerall = time%8=0
Trigger1 = GameTime%4 = 1
Anim = 8720+Random%7+Random%2*10
ID = 8720
Ownpal = 1
BindTime = 1
PosType = P2
Facing = IfElse(Random%2=0,1,-1)
VFacing = IfElse(Random%2=0,1,-1)
Pos = 0,ifelse(enemy,anim=3070,0,Const(Size.Mid.Pos.Y)+10)
Random = 35,70
Scale = 0.5,0.5
SprPriority = 5
IgnoreHitPause = 1


[State 8050, 5]
type = destroyself
trigger1 =var(0)<=0 && time>2
;---------------------------------------------------------------------------------------------------
[Statedef 9999]
type    = A
movetype= H
physics = N
juggle  = 8
velset=0,0
poweradd= 0
ctrl = 0
anim =10000
sprpriority = 9
;[State 0, VarSet]
;type = parentVaradd
;trigger1 = root,var(6)>0 && (p2movetype!=H|| p2stateno=[120,132]) && gametime%2=0
;v =6    ;fv = 10
;value = -1
[State -3, Hit0]
type = PlaySnd
triggerall = root,Alive
triggerall = root,Time = 0
triggerall = random%3 =0
triggerall = root,movetype=H
trigger1 = root,Stateno = 1025
trigger2 = root,Stateno = 1045
trigger3 = root,Stateno = 1033
trigger4 = root,Stateno = 1034
trigger5 = root,Stateno = 1035
trigger6 = root,Stateno = 1036
value = 5000, random%4
channel=0
[State 1, VarSet]
type = parentVarSet
trigger1 =root,movetype=H 
v = 1    ;fv = 10
value = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "var(2) = %d var(3) = %d  vel x = %d movehit= %d"
params = var(21),var(6),var(7),(var(19))
ignorehitpause = 1
;persistent = 

[State 2, VarSet]
type = Varset
trigger1 =var(10)>=0
trigger2 =var(11)>=0
trigger3 =var(12)>=0
trigger4 =var(13)>=0
trigger10 =var(20)>=0
trigger11 =var(21)>=0
v = 2   ;fv = 10
value = 1
ignorehitpause = 1

[State 3, VarSet]
type = Varset
trigger1 =var(10)>=0
trigger2 =var(11)>=0
v = 3   ;fv = 10
value = 1
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = root,prevstateno=[190,199]
v = 19   ;fv = 10
value = 49
;ignorehitpause = 
;persistent = 
[State 0, VarAdd]
type = VarAdd
trigger1 = var(19)>0 && roundstate=2
v = 19    ;fv = 
value = -1
;ignorehitpause = 
;persistent = 

[State 4, VarSet]
type = Varset
trigger1 =root,statetype=A&& root,movetype!=H
v = 4   ;fv = 10
value = 1
ignorehitpause = 1

[State 5, VarSet]
type = Varadd
trigger1 =var(4)=2
v = 5   ;fv = 10
value = 1
ignorehitpause = 1



;ignorehitpause = 
;persistent = 
[State 6, VarSet]
type = Varset
trigger1 = roundstate=2 && var(6)<200
v = 6   ;fv = 10
value =1
ignorehitpause = 1
[State 6, VarSet]
type = Varset
trigger1 = (root,stateno=[5000,5200])&&root,prevstateno=[120,155]
v = 6   ;fv = 10
value = p2stateno
ignorehitpause = 1
;persistent = 

[State 7, VarSet]
type = VarSet
trigger1 =  p2stateno=var(6)
v =7   ;fv = 10
value = 1
ignorehitpause = 1
[State 8, VarSet]
type = VarSet
trigger1 = root,stateno=5120 
v = 8    ;fv = 10
value = 6
[State 8, VarSet]
type = Varadd
trigger1 = root,stateno!=5120 && var(8)>0
v = 8    ;fv = 10
value = -1
[State 8, VarSet]
type = VarSet
triggerall = var(13) || root,p2bodydist x= [15,45]
trigger1 = p2stateno=5201 && enemy,time >10 
trigger2 = p2stateno=5210 && enemy,time >10 
trigger3 = p2stateno=5120 && enemy,time >13
v = 9    ;fv = 10
value = 1
;enough for lights
[State 10, Explod]
type = varset
triggerall = var(10)=0
trigger1 = root,movehit=1 && ((root,stateno=600)) && root,pos y >=-40
trigger2 = root,movehit=1 &&( root,stateno=605) && root,pos y =[-75,-60]
trigger3= root,movehit=1 && (root,anim=610||root,stateno=611)&& root,pos y =[-85,-70]
v=10
value=1
ignorehitpause = 1
;enough for heavys
[State 0, Explod]
type = varset
triggerall = var(11)=0
trigger1 = root,movecontact=1 && (root,anim=610||root,stateno=611)&& root,pos y >-70
trigger2 = root,movehit=1 && root,stateno=605&& root,pos y >-60
v=11
value=1

;blocked so inch slowly
[State 12, Explod]
type = varset
triggerall = var(12)=0
triggerall = var(13)=0
triggerall = root,numhelper(1001)=0
trigger1= root,p2bodydist x >175 && root,ctrl
trigger2= root,stateno=410 && root,movehit
trigger3= root,stateno=611 && p2statetype=A && root,var(21)=0
v=12
value=1
[State 13, Explod]
type = varset
triggerall = var(12)=0
triggerall = var(13)=0
triggerall = root,numhelper(1001)=1
trigger1= p2movetype=A &&root,var(17)&& (p2stateno!=5201||enemy,time>12)
trigger2= p2statetype=L &&root,var(17) 
v=13
value=1

;------can air dash
[State 0, Explod]
type = varset
triggerall = root,movetype!=H
triggerall = root,statetype=A
triggerall = root,ctrl
triggerall = root,var(31)=0
triggerall = root,p2bodydist y >30 || p2movetype!=A || root,statetype=A
trigger1= p2movetype=A  && p2bodydist x !=[1,30]
trigger2 = p2stateno=5120 || enemy,prevstateno=5120
trigger3 = root,p2bodydist x <80 && p2statetype=A
trigger4 = (p2bodydist x>120 && (p2movetype!=A || p2statetype!=A))||backedgebodydist <117
trigger5 = (root,p2bodydist x =[-30,0]) && p2statetype!=A && root,frontedgebodydist >60
v=14
value=1
ignorehitpause =1


;------can air dash back
[State 15, Explod]
type = varset
triggerall = root,movetype!=H
triggerall = root,statetype=A
triggerall = root,ctrl
triggerall = root,var(31)=0 
triggerall = p2bodydist x <120
trigger1 = (root,p2bodydist x =[-10,40]) && p2statetype=A
trigger2 = (root,p2bodydist x =[-30,0]) && p2statetype!=A && root,frontedgebodydist <60
trigger3= p2bodydist x<90 && (p2movetype=A && p2statetype!=A&&backedgebodydist >117)
v=15
value=1
ignorehitpause =1

;[State 0, VarSet]
;type = Varadd
;triggerall = enemy,hitshakeover
;trigger1 =root,moveguarded=1 
;v = 1   ;fv = 10
;value = 1
;ignorehitpause = 0
;[State 0, VarSet]
;type = VarSet
;trigger1 = root,movehit
;v = 1    ;fv = 10
;value = 0
;ignorehitpause = 
;persistent = 

;persistent = 


;persistent = 


;bait
[State 16, VarSet]
type = Varadd
triggerall = var(17)=0
triggerall = root,numhelper(1001)
triggerall = enemy,hitshakeover
trigger1=helper(1001),moveguarded=1
v =16  ;fv = 10
value = 1
ignorehitpause =0
;persistent = 

[State 17, VarSet]
type = VarSet
trigger1 = var(16)=3 && var(17)=0
v = 17   ;fv = 10
value = 12
;ignorehitpause = 
;persistent = 
[State 17, VarSet]
type = Varadd
trigger1 = var(17)>0  && root,stateno!=1000
v = 17   ;fv = 10
value = -1
ignorehitpause = 1


;persistent = 

;1000

;1001

;ignorehitpause = 
;persistent = 

[State 20, Explod]
type = varset
triggerall = var(20)=0
triggerall = var(17)=0
triggerall = root,numhelper(1001)=0
triggerall = root,p2bodydist x >55  || root,movehit
triggerall = p2stateno!=4999
triggerall = root,movetype!=H
triggerall = root,ctrl || root,movehit
trigger1= root,p2bodydist x+20>= var(0) && enemy,pos y >=0 && var(0)>-1
trigger2= root,p2bodydist y >-15&&root,p2bodydist x =[0,75]
trigger3 = root,movecontact && (root,stateno=435||root,stateno=405 || root,stateno=440||root,anim=206)
v=20
value=1
ignorehitpause =1
;1001

;do the knock up
[State 20, Explod]
type = varset
triggerall = var(21)=0
trigger1= (p2stateno=[1051,1052])  
trigger2=(root,var(19)=1 && p2stateno=[833,834]) 
trigger3= root,var(19)=1 && p2stateno=[1031,1032]
v=21
value=1
ignorehitpause =1

;1001
[State 25, VarSet]
type = VarSet
triggerall = random <249|| root,var(31)=164 || root,var(19)
triggerall = p2statetype!=A|| p2movetype=H 
trigger1 = ((enemy,movetype !=A)|| root,p2bodydist x >25)&& p2statetype!=L && root,var(31)=0
trigger2 = root,p2bodydist x >=40 && p2stateno=4999&& p2statetype!=L && root,var(31)=0
trigger3 = root,backedgebodydist <20 && p2movetype=A
trigger4 = root,p2bodydist x <10 && p2statetype=A  && root,var(31)=0
trigger5= root,var(31)=21 && ( root,p2bodydist x >60) && root,ctrl
trigger6= root,var(31)=164 && ( root,p2bodydist x >40) && root,ctrl
trigger7= root,var(31)=180 && ( root,p2bodydist x >40) && root,ctrl
trigger8 = var(11) && root,p2bodydist x=[75,120]
v = 25   ;fv = 10
value = 1

;---adjust for p2's position
[State 0, VarSet]
type = Varadd
;triggerall = var(20)=0
trigger1 = p2statetype=L  && p2stateno!=5101
v = 0    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = var(20)=0
trigger1 = var(21)=0
trigger1 = var(22)=0
v = 0    ;fv = 10
value = -1
;ignorehitpause = 
;persistent = 
[State 2, VarSet]
type = Varset
trigger1 =var(10)=0
trigger1 =var(11)=0
trigger1 =var(12)=0
trigger1 =var(13)=0
trigger1 =var(20)=0
trigger1 =var(21)=0
v = 2   ;fv = 10
value = 0
ignorehitpause = 1
[State 2, VarSet]
type = Varset
trigger1 =var(10)=0
trigger1 =var(11)=0
v = 3   ;fv = 10
value = 0
ignorehitpause = 1


[State 4, VarSet]
type = Varset
trigger1 =var(6)=1
v = 4   ;fv = 10
value = 0
ignorehitpause = 1
[State 5, VarSet]
type = Varset
trigger1 =root,movehit
trigger2 = root,var(15)
v = 5   ;fv = 10
value =0
ignorehitpause = 1
[State 7, VarSet]
type = VarSet
trigger1 =  p2stateno!=var(6)
v =7   ;fv = 10
value = 0
ignorehitpause = 1


[State 8, VarSet]
type = VarSet
trigger1 = var(8)<0
v = 8    ;fv = 10
value = 0
;0----------removeexplods---
[State 8, VarSet]
type = VarSet
trigger1 = p2stateno=5201 && enemy,time <10 
trigger2 = p2stateno=5210 && enemy,time <10 
trigger3 =p2statetype!=A
v = 9    ;fv = 10
value = 0
[State 10, RemoveExplod]
type = varset
trigger1 = p2movetype!=H || p2stateno=4999
v =10
value=0
ignorehitpause = 1
[State 11, RemoveExplod]
type = varset
trigger1 = p2movetype!=H|| p2stateno=4999
v = 11
value=0
ignorehitpause = 1

[State 12, RemoveExplod]
type = varset
trigger1 =root,numhelper(1001)=1
v = 12
value=0
ignorehitpause = 1

[State 13, RemoveExplod]
type = varset
trigger1 =root,numhelper(1001)=0
trigger2 = var(12)=1
trigger3= !root,var(17)
v = 13
value=0
ignorehitpause = 1
;persistent = 
[State 0, Explod]
type = varset
trigger1= root,statetype!=A
trigger2 = root,var(31)!=0 
v=14
value=0
ignorehitpause =1
[State 0, Explod]
type = varset
trigger1= root,statetype!=A
trigger2 = root,var(31)!=0
v=15
value=0
ignorehitpause =1
[State 16, VarSet]
type = Varset
trigger1 = var(17)=1
trigger2 = root,numhelper(1001)
trigger2=helper(1001),movehit=1
v =16  ;fv = 10
value = 0
ignorehitpause =0
[State 17, VarSet]
type = Varset
trigger1 = var(17)<0 
v = 17   ;fv = 10
value = 0

;230
[State 20, RemoveExplod]
type = varset
trigger1 = root,numhelper(1001)>0|| p2stateno=4999 || root,movetype=H
trigger2= root,p2bodydist x >75
trigger3= root,p2bodydist x <25 && !root,movecontact
trigger4 = root,stateno=240 || root,anim=205 || root,anim=210 || root,stateno=200 || root,stateno=400 || root,stateno=430    
v = 20
value=0
ignorehitpause = 1

;do the knock up
[State 20, Explod]
type = varset
triggerall = var(21)=1
trigger2= (p2stateno!=[1051,1052])  && p2statetype!=L
trigger1=root,var(19)=0 
v=21
value=0
ignorehitpause =1

[State 25, VarSet]
type = VarSet
triggerall = root,backedgebodydist >20
triggerall = root,var(31)!=164
triggerall = root,var(31)!=180
trigger1 =  enemy,movetype =A
trigger2 = root,p2bodydist x <25 && p2stateno!=4999 && p2statetype!=L && root,var(31)=0
trigger3 = root,p2bodydist x <55 && p2stateno!=4999 && p2statetype=L && root,var(31)=0
trigger4 = p2statetype=A && p2movetype!=H&& root,p2bodydist x <35 && p2statetype!=L && root,var(31)=0
trigger5= root,var(31)=21 && (root,p2bodydist x <0 ) && root,ctrl
v = 25   ;fv = 10
value = 0

[State 42, ParentVarSet]
type = ParentVarSet
trigger1 = var(5)=0
v =42   ;fv = 
value = 0
;-----------

 [State 0, DestroySelf]
type = DestroySelf
trigger1 =roundstate!=2