
; special

;--------------
; Ξ
; syo-ryu

[statedef 1050] ;; 1000
type=s
movetype=a
physics=n
sprpriority=1
juggle=8
poweradd=0
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="sp3",0,1)

[state 0]
	type=hitby
	trigger1=!time
	value=sca,nt,st,ht
	time=ifelse(var(5),12,5)
	ignorehitpause=1

[state 0]
	type=changeanim
	trigger1=!time
	value=ifelse(var(5),1001,1000)
[state 0]
	type=poweradd
	trigger1=!time
	value=ifelse(var(5),120,100)

;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=5) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-2*const(size.xscale)),0
	size.xscale=0.75
	size.yscale=0.75
	persistent=0
;---
[state 0]
	type=playsnd
	trigger1=(time=1) || (animelem=5)
	value=0,12 +((animelem=5))
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=2,1
	channel=2
;---
[state 0]
	type=posadd
	trigger1=(animelem=6)
	x=10 *const(size.xscale)
[state 0]
	type=statetypeset
	trigger1=(animelem=6)
	statetype=a
[state 0]
	type=velset
	trigger1=(animelem=6)
	x= ifelse(var(5),4,1)
	y=-ifelse(var(5),6,4)
[state 0]
	type=velmul
	trigger1=(animelem=7,>0)
	x=0.9
	y=0.9

;---
[state 0]
	type=hitdef
	trigger1=(animelem=5) && var(5)
	attr=s,sa
	damage=30,6
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=high
	getpower=40,20
	hitflag=maf
	guardflag=m
	pausetime=11,12
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-15
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=8
	ground.hittime=16
	air.hittime=16
	ground.velocity=-3
	air.velocity=   -3,-6
	yaccel=0.5
	air.fall=1
	fall.recover=0
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510515 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=6)
	attr=a,sa
	damage=80,10
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=high
	getpower=40,20
	hitflag=maf
	guardflag=m
	pausetime=13,13
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-75
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=15
	ground.hittime=16
	air.hittime=16
	ground.velocity=-3,-6+vel y*0.5
	air.velocity=   -3,-6+vel y*0.5
	guard.velocity= -10
	yaccel=0.5
	fall=1
	fall.recover=0
	persistent=0
	;---
	palfx.time=32
	palfx.add=208,10,-208
	palfx.mul=256,200,200
	palfx.sinadd=256,196,196,20
	palfx.color=0
	palfx.invertall=1
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510575 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=7) && ((movecontact=0) || var(5))
	attr=a,sa
	damage=60,10
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=high
	getpower=40,20
	hitflag=maf
	guardflag=m
	pausetime=13,13
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-110
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=15
	ground.hittime=16
	air.hittime=16
	ground.velocity=-3,-8
	air.velocity=   -3,-7
	guard.velocity= -10
	yaccel=0.5
	fall=1
	fall.recover=0
	persistent=0
	;---
	palfx.time=32
	palfx.add=208,10,-208
	palfx.mul=256,200,200
	palfx.sinadd=256,196,196,20
	palfx.color=0
	palfx.invertall=1
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510610 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=explod
	trigger1=(animelem=4,>=0) && (animelem=7,<0)
	anim=1010+(animelem=5,>=0)+(animelem=6,>=0)
	postype=p1
	bindtime=-1
	sprpriority=3
	scale=const(size.xscale),const(size.yscale)
	removetime=1
	ignorehitpause=0
	removeongethit=1
[state 0]
	type=explod
	trigger1=(animelem=7)
	anim=1013
	postype=p1
	sprpriority=3
	bindtime=8
	scale=const(size.xscale),const(size.yscale)
	ignorehitpause=0
	removeongethit=1
	persistent=0

;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=1004

;---
; fall
[statedef 1004]
type=a
movetype=i
physics=n
anim=1004
ctrl=0

[state 0]
	type=velmul
	trigger1=1
	x=0.5
[state 0]
	type=veladd
	trigger1=1
	y=0.5
[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1005

;---
; land
[statedef 1005]
type=s
movetype=i
physics=s
anim=1005
velset=0,0
ctrl=0

[state 0]
	type=posset
	trigger1=!time
	y=0
[state 0]
	type=afterimage
	trigger1=animtime=0
	time=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1



;--------------
; Ξ - (RB2)
; syo-ryu - Ver.RB2

[statedef 1000] ;; 1050
type=s
movetype=a
physics=n
anim=1050
sprpriority=1
juggle=8
poweradd=0
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="sp3",0,1)

[state 0]
	type=hitby
	trigger1=!time
	value=sca,nt,st,ht
	time=ifelse(var(5),12,6)
	ignorehitpause=1

[state 0]
	type=poweradd
	trigger1=!time
	value=ifelse(var(5),120,100)

;---
[state 0]
	type=varset
	trigger1=!time
	var(6)=ifelse(var(5),2,1)

;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=3) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-2*const(size.xscale)),0
	size.xscale=0.75
	size.yscale=0.75
	persistent=0
;---
[state 0]
	type=playsnd
	trigger1=(time=1)
	value=0,12
	channel=0
	persistent=0
[state 0]
	type=playsnd
	trigger1=(animelem=8)
	value=0,13
	channel=0
	persistent=0
[state 0]
	type=playsnd
	trigger1=(animelem=5,=1)
	value=2,1
	channel=2
;---
[state 0]
	type=posadd
	trigger1=(animelem=4)
	x=12 *const(size.xscale)
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	statetype=a
[state 0]
	type=velset
	trigger1=(animelem=4)
	x= ifelse(var(5),5,4)
	y=-ifelse(var(5),7,5)
[state 0]
	type=velmul
	trigger1=(animelem=4,>0)
	x=0.925
	y=0.925

;---
[state 0]
	type=hitdef
	trigger1=(animelem=6)
	attr=s,sa
	damage=40,8
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=high
	getpower=40,20
	hitflag=maf
	guardflag=m
	pausetime=13,13
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-50
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-ifelse(var(5),1+vel x*0.5,11),-ifelse(var(5),9,0)
	air.velocity=   -1-vel x*0.5,-7
	guard.velocity= -11
	fall=(var(5)>0)
	air.fall=1
	fall.recover=0
	yaccel=0.5
	;---
	palfx.time=32
	palfx.add=208,10,-208
	palfx.mul=256,200,200
	palfx.sinadd=256,196,196,20
	palfx.color=0
	palfx.invertall=1
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510550 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=7) && (movecontact=0)
	trigger2=(animelem=8) && ((movecontact=0) || var(5))
	attr=a,sa
	damage=40,8
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=high
	getpower=40,20
	hitflag=maf
	guardflag=m
	pausetime=13,13
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-80
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-1-vel x*0.5,-9
	air.velocity=   -1-vel x*0.5,-7
	guard.velocity= -11
	fall=1
	fall.recover=0
	yaccel=0.5
	;---
	palfx.time=32
	palfx.add=208,10,-208
	palfx.mul=256,200,200
	palfx.sinadd=256,196,196,20
	palfx.color=0
	palfx.invertall=1
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510580 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=explod
	trigger1=(animelem=5,=1) || (animelem=7,=1)
	anim=1060+(animelem=7,>=0)
	postype=p1
	sprpriority=3
	bindtime=-1
	scale=const(size.xscale),const(size.yscale)
	ignorehitpause=0
	removeongethit=1

;---
[state 0]
	type=varadd
	trigger1=(animelem=9)
	var(6)=-1
;---
[state 0]
	type=changestate
	trigger1=(animelem=9) && var(6)<1
	value=1004



;--------------
; dΉ-V
; den-ten

[statedef 1100]
type=s
movetype=a
physics=n
anim=1100
sprpriority=1
juggle=8
poweradd=100
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="sp5",0,1)

[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=2) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-20*const(size.xscale)),0
	size.xscale=0.75
	size.yscale=0.75

[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=0,17
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=12)
	value=1,1
	channel=1

[state 0]
	type=posadd
	trigger1=(animelem=2)||(animelem=3)
	x=12 *const(size.xscale)

[state 0]
	type=statetypeset
	trigger1=(animelem=2)
	statetype=a
[state 0]
	type=velset
	trigger1=(animelem=2)
	x= ifelse(var(5),4.5,2.8)
	y=-ifelse(var(5),6.2,5)
[state 0]
	type=veladd
	trigger1=(animelem=2,>0)
	y=0.45

[state 0]
	type=hitdef
	trigger1=(animelem=9)||(animelem=12)
	attr=a,sa
	damage=40,10
	getpower=40,20
	animtype=heavy
	air.animtype=back
	air.type=low
	ground.type=high
	guardflag=ma
	hitflag=maf
	pausetime=12,13
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-50-(animelem=9)*10
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=12
	ground.hittime=18
	air.hittime=18
	ground.velocity=-vel x*2.6 ;;-8
	air.velocity=   -3.5,-4.5
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510550 +(animelem=9)*10 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1105

;---
[statedef 1105]
type=s
movetype=a
physics=s
anim=1105
velset=0,0
ctrl=0

[state 0]
	type=posset
	trigger1=!time
	y=0

[state 0] ; dash_dust
	type=helper
	trigger1=!time && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(52*const(size.xscale)),0
	size.xscale=-0.65
	size.yscale= 0.65

[state 0]
	type=hitdef
	trigger1=time=0
	attr=s,sa
	damage=60,15
	animtype=heavy
	air.animtype=back
	air.type=low
	ground.type=high
	getpower=60,30
	guardflag=ma
	hitflag=maf
	pausetime=12,13
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-15,-15
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-13.6
	air.velocity=   -5,-4.5
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510515 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=2)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1



;--------------
; dΉ-n
; den-ti

[statedef 1200]
type=c
movetype=a
physics=n
anim=1200
sprpriority=1
juggle=8
poweradd=100
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="sp4",0,1)

[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=0,18
	channel=0
	persistent=0
[state 0]
	type=playsnd
	trigger1=(animelem=4,=1)
	value=1,5
	channel=1
	persistent=0

[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=4) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-2*const(size.xscale)),0
	size.xscale=0.75
	size.yscale=0.75
	persistent=0

[state 0]
	type=velset
	trigger1=(animelem=4)
	x=ifelse(var(5),9.5,6)
	persistent=0

[state 0]
	type=hitdef
	trigger1=(animelem=4,>0) && (time%3=0)
	attr=c,sa
	damage=20,5
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=low
	getpower=30,10
	guardflag=l
	hitflag=maf
	pausetime=8,9
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-15
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=12
	ground.hittime=18
	air.hittime=18
	ground.velocity=-7
	air.velocity=   -3,-3.5
	;---
	id=1000
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510515 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
; dp`L
; den-sparky
[state 0]
	type=changestate
	triggerall=(animelem=4,>0)
	trigger1=(command="sp5" || command="sp5_s" || command="a" || command="b") && var(51)<1
	trigger2=time>=28 && (p2bodydist x=[-28,28]) && var(51)>0 && (random<250 || life<250)
	value=1210
	ignorehitpause=1

;---
[state 0]
	type=changestate
	trigger1=time>28
	value=1205

;---
[statedef 1205]
type=c
movetype=i
physics=c
anim=1205
velset=0,0
ctrl=0

[state 0] ; dash_dust
	type=helper
	trigger1=!time && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(22*const(size.xscale)),0
	size.xscale=-0.65
	size.yscale= 0.65

[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;--------------
; dp`L
; den-sparky

[statedef 1210]
type=c
movetype=a
physics=c
anim=ifelse(var(5),1220,1210)
juggle=8
velset=0,0
ctrl=0
;op; facep2=1

[state 0]
	type=posadd
	trigger1=!time
	x=floor(20*const(size.xscale))

[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=2) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(24*const(size.xscale)),0
	size.xscale=-0.6
	size.yscale= 0.6

[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=f200,2
	channel=1

;---
[state 0]
	type=hitdef
	trigger1=time=0
	attr=c,sa
	damage=30,10
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=low
	getpower=60,30
	guardflag=ma
	hitflag=maf
	pausetime=12,13
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-ifelse((anim=1210),30,60)
	hitsound=300,2
	guardsound=41,0
	ground.slidetime=12
	ground.hittime=18
	air.hittime=18
	ground.velocity=-4,-4.5
	air.velocity=   -4,-4.5
	guard.velocity= -13.5	
	fall=1
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510500 +ifelse((anim=1210),30,60) )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=6)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1



;--------------
; KtPr
; gyaku-syu

[statedef 1300]
type=s
movetype=a
physics=n
anim=1300
sprpriority=1
juggle=7
poweradd=100
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="sp2",0,1)

[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=f200,2
	channel=1

[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=5) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(8*const(size.xscale)),0
	size.xscale=-0.6
	size.yscale= 0.6

[state 0]
	type=statetypeset
	trigger1=(animelem=5)
	statetype=a
[state 0]
	type=velset
	trigger1=(animelem=5)
	x=-12.5
	y=-9
[state 0]
	type=veladd
	trigger1=(animelem=5,>0)
	y=0.5

[state 0]
	type=hitdef
	trigger1=(animelem=3)
	attr=a,sa
	damage=40,10
	animtype=diagup
	air.animtype=diagup
	air.type=low
	ground.type=high
	getpower=60,30
	guardflag=ma
	hitflag=maf
	pausetime=9,14
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-60
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=10
	ground.hittime=18
	air.hittime=18
	ground.velocity=-0.1,-8
	air.velocity=   -0.1,-8
	yaccel=0.4
	fall=1
	fall.recover=0
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510560 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=changestate
	trigger1=(backedgedist<15) && (time>25)
	value=1310
[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1305
	ctrl=0

;---
[statedef 1310]
type=a
movetype=a
physics=n
anim=1310
velset=0,0
ctrl=0

[state 0]
	type=posset
	trigger1=!time && (pos y>-1)
	y=-1

[state 0]
	type=velset
	trigger1=(animelem=2)
	x=ifelse(var(5),13,6.5)
	y=ifelse(var(5),4.5,6.2)

[state 0]
	type=playsnd
	trigger1=(animelem=2)
	value=0,2
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=2)
	value=1,4
;op;	channel=2
[state 0]
	type=playsnd
	trigger1=time=1
	value=f200,2
	channel=1

[state 0]
	type=hitdef
	trigger1=(animelem=2,=1) || (animelem=3)
	attr=a,sa
	damage=80,12
	animtype=heavy
	air.animtype=back
	air.type=low
	ground.type=high
	getpower=40,20
	guardflag=ha
	hitflag=maf
	pausetime=11,13
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-35
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=10
	ground.hittime=18
	air.hittime=18
	ground.velocity=-3.5,-4.5
	air.velocity=   -3.5,-4.5
	guard.velocity= -13.6
	fall=1
	fall.recover=0
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510535 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=movehitreset
	trigger1=movecontact
	ignorehitpause=1

[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1305

;---
[statedef 1305]
type=s
movetype=i
physics=s
anim=1305
velset=0,0
ctrl=0

[state 0]
	type=posset
	trigger1=!time
	y=0

[state 0] ; dash_dust
	type=helper
	trigger1=!time && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(21*const(size.xscale)),0
	size.xscale=-0.6
	size.yscale= 0.6

[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1



;--------------
; 㗴ǂ
; yomi

[statedef 1400]
type=c
movetype=a
physics=c
anim=1400
juggle=7
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=hitby
	trigger1=(animelem=6,<0)
	value=sca,nt,st,ht
	ignorehitpause=1

[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=f200,3
	channel=1

[state 0]
	type=hitdef
	trigger1=(animelem=5)
	attr=c,sa
	damage=30,15
	animtype=heavy
	air.animtype=back
	air.type=low
	ground.type=high
	getpower=60,30
	guardflag=ma
	hitflag=maf
	pausetime=12,16
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-40
	hitsound=300,3
	guardsound=41,0
	ground.slidetime=12
	ground.hittime=18
	air.hittime=18
	ground.velocity=-7.5
	air.velocity=   -2,-2.5
	kill=0
	guard.kill=0
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510540 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=movehit && p2statetype!=a
	value=1410 ;; <- ground
[state 0]
	type=changestate
	trigger1=movehit && p2statetype=a
	value=1420 ;; <- air
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=7)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1

;--- n ; ground
[statedef 1410]
type=s
movetype=a
physics=n
anim=1410
ctrl=0
facep2=1

[state 0]
	type=nothitby
	trigger1=1
	value=sca

[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=3)||(animelem=7)||(animelem=12)||(animelem=20)
	trigger1=(sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-2*const(size.xscale)),0
	size.xscale=0.75
	size.yscale=0.75

[state 0]
	type=posadd
	trigger1=!time && (p2bodydist x>10)
	x=(p2bodydist x-10)

[state 0]
	type=playsnd
	trigger1=(animelem=7)||(animelem=11)||(animelem=18)
	value=f200,ifelse((animelem=18),3,1)
	channel=1

[state 0]
	type=playsnd
	trigger1=(animelem=21)
	value=0,11
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=34)
	value=0,16
	channel=0

[state 0]
	type=hitdef
	trigger1=(animelem=4)||(animelem=8)||(animelem=13)
	attr=s,sa
	damage=30,5
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=high
	getpower=40,20
	guardflag=ma
	hitflag=maf
	pausetime=2,3
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-80
	hitsound=300,ifelse((animelem=4)||(animelem=8),1,3)
	guardsound=41,0
	ground.slidetime=13
	ground.hittime=23
	air.hittime=23
	ground.velocity=-0
	air.velocity=   -0,-4
	air.fall=1
	kill=0
	guard.kill=0
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510580 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=21)
	attr=s,sa
	damage=40,5
	animtype=diagup
	air.animtype=diagup
	air.type=low
	ground.type=high
	getpower=40,20
	guardflag=ma
	hitflag=maf
	pausetime=12,13
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-80
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=15
	ground.hittime=16
	air.hittime=16
	ground.velocity=-3,-8
	air.velocity=   -3,-8
	fall=1
	fall.recover=0
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510580 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;--------------
; 
; koku

[statedef 1420]
type=a
movetype=a
physics=n
anim=1420
velset=4,-3
ctrl=0
facep2=1

[state 0] ; dash_dust
	type=helper
	trigger1=!time && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-11*const(size.xscale)),floor(-pos y)
	size.xscale=0.75
	size.yscale=0.75

[state 0]
	type=nothitby
	trigger1=1
	value=sca

[state 0]
	type=veladd
	trigger1=(animelem=19,>0)
	y=0.4
[state 0]
	type=velset
	trigger1=(animelem=21)
	x=2

[state 0]
	type=hitdef
	trigger1=(animelem=3)||(animelem=7)||(animelem=10)||(animelem=14)
	attr=a,sa
	damage=30
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=low
	getpower=40,20
	guardflag=ma
	hitflag=maf
	pausetime=8,9
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-70
	hitsound=300,3
	guardsound=41,0
	ground.slidetime=13
	ground.hittime=23
	air.hittime=23
	ground.velocity=-4,-6
	air.velocity=   -4,-6
	yaccel=0.46
	fall=1
	fall.recover=0
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510570 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=17)
	attr=a,sa
	damage=50
	animtype=diagup
	air.animtype=diagup
	air.type=low
	ground.type=low
	getpower=40,20
	guardflag=ma
	hitflag=maf
	pausetime=12,13
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-70
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=13
	ground.hittime=23
	air.hittime=23
	ground.velocity=-3,-9
	air.velocity=   -3,-9
	yaccel=0.5
	fall=1
	fall.recover=0
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510570 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1405

;---
[statedef 1405]
type=s
movetype=i
physics=s
anim=1405
velset=0,0
ctrl=0

[state 0]
	type=posset
	trigger1=!time
	y=0
[state 0]
	type=playsnd
	trigger1=(animelem=8)
	value=0,16
	channel=0

[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1



;[EOF]
