
; super / hyper

;---------------
; Super - Koh
; Ɍ

[statedef 1000]
type=s
physics=s
movetype=a
anim=1000
juggle=0
poweradd=0
velset=0,0
ctrl=0
facep2=1

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

[state 0]
	type=varset
	trigger1=!time
	var(6)=ifelse(prevstateno=3601,2,0)
[state 0]
	type=assertspecial
	trigger1=var(6)
	flag=nojugglecheck
[state 0]
	type=varset
	trigger1=!time && var(51)<1
	var(5)=ifelse((command="hp1_s" && power>=2000) || var(6),1,0)
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(5)=ifelse(power>=2000 && random<life*3,1,0)

;-[hpe]---------
[state 0]
	type=poweradd
	trigger1=(animelem=4) && !var(6) && roundstate=2
	value=-ifelse(var(5),2000,1000)
[state 0]
	type=helper
	trigger1=(animelem=4) && !var(6) && roundstate=2 && (sysfvar(0)>0)
	id=88880
	stateno=88880+ifelse(var(5),2,0)
	pos=floor(-12*const(size.xscale)),floor(-70*const(size.yscale))
;---------------

[state 0] ; old_ver
	type=superpause
	trigger1=(animelem=4) && !var(6) && roundstate=2 && (sysfvar(0)<=0)
	pos=floor(-12*const(size.xscale)),floor(-70*const(size.yscale))
	anim=100+var(5)
	sound=20,0

[state 0]
	type=afterimage
	trigger1=(animelem=4) && !var(6)
	time=32
	length=9
	timegap=2
	framegap=4
	palcolor=256
	palbright=1,1,1
	palcontrast=128,(!var(5))*128,(!var(5))*128
	paladd=0,0,0
	palmul=1,1,1
;afia;	trans=add1

[state 0]
	type=playsnd
	trigger1=time=1
	value=0,3000
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=6)
	value=1,1
	channel=1

[state 0] ; ground_wave
	type=helper
	trigger1=(animelem=6) && (sysfvar(0)>0)
	pos=floor(50*const(size.xscale)),0
	id=159005
	stateno=159005
	size.height=5

;---
[state 0]
	type=projectile
	trigger1=(animelem=6,=1)
	projanim=ifelse(var(5)||var(6),1015,1005)
	projhitanim=-1
	projremanim=-1
	projremovetime=5
	offset=floor(-60*const(size.xscale)), 0
	projpriority=1
	velocity=0
	attr=s,hp
	damage=ifelse(var(5) && !var(6), 360, 120),15
	animtype=diagup
	air.animtype=diagup
	hitflag=maf
	guardflag=m
	projedgebound=999
	projstagebound=999
	pausetime=0,5
	sparkno=-1
	guard.sparkno=-1
	sparkxy=0,0
	hitsound=300,5
	guardsound=41,0
	ground.type=high
	ground.slidetime=33
	ground.hittime=33
	air.hittime=40
	ground.velocity=-11,-1
	air.velocity=   -11,4
;op;	air.juggle=ifelse(prevstateno=3101,0,15)
	fall=1
	fall.recover=!var(6)
	air.fall=1
	air.recover=0
	fall.recovertime=30
	yaccel=0.5
	id=3000
	projid=3000
	getpower=0,0

[state 0]
	type=projectile
	trigger1=(animelem=6,=1)
	projanim=ifelse(var(5)||var(6),1015,1005)
	projhitanim=-1
	projremanim=-1
	projremovetime=5
	offset=floor(-60*const(size.xscale)), 0
	projpriority=7
	velocity=0
	attr=s,hp
	projedgebound=999
	projstagebound=999
	damage=0
	animtype=heavy
	hitflag=p
	guardflag=
	pausetime=0,0
	sparkno=-1
	guard.sparkno=-1
	sparkxy=0,0
	hitsound=-1
	guardsound=-1
	ground.type=high
	ground.slidetime=0
	ground.hittime=0
	ground.velocity=0,0
	guard.velocity=0
	air.velocity=0,0
	air.juggle=0
	fall=1
	fall.recover=0
	air.fall=1
	air.recover=0
	yaccel=0.5
	id=3001
	projid=3001
	getpower=0,0


;;--- hit_spark
[state 0] ; hit/guard_spark
	type=helper
	trigger1=projcontacttime(3000)=1 && numtarget(3000) && (sysfvar(0)>0)
	id=152100
	stateno=152100
	helpertype=normal
	ownpal=0
	keyctrl=0
	postype=p1
	pos=facing*floor(target(3000),pos x-pos x-5),floor(target(3000),pos y-pos y)-60
	size.height=ifelse((projhittime(3000)=1),4,44) ;; hit/guard_spark
;;op;	ignorehitpause=1
	facing=-1

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



;---------------
; Super - Ha_O
; e

[statedef 3000]
type=s
physics=s
movetype=a
anim=3000
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time && var(51)<1
	var(5)=ifelse((command="hp2_s" && power>=2000),1,0)
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(5)=ifelse(power>=2000 && random<life*3,1,0)

;-[hpe]---------
[state 0]
	type=poweradd
	trigger1=(animelem=6) && roundstate=2
	value=-ifelse(var(5),2000,1000)
[state 0]
	type=helper
	trigger1=(animelem=6) && roundstate=2 && (sysfvar(0)>0)
	id=88880
	stateno=88880+ifelse(var(5),2,0)
	pos=floor(-50*const(size.xscale)),floor(-57*const(size.yscale))
;---------------

[state 0] ; old_ver
	type=superpause
	trigger1=(animelem=6) && roundstate=2 && (sysfvar(0)<=0)
	pos=floor(-50*const(size.xscale)),floor(-57*const(size.yscale))
	anim=100+var(5)
	sound=20,0

[state 0]
	type=afterimage
	trigger1=(animelem=6)
	time=32
	length=9
	timegap=2
	framegap=4
	palcolor=256
	palbright=1,1,1
	palcontrast=128,(!var(5))*128,(!var(5))*128
	paladd=0,0,0
	palmul=1,1,1
;afia;	trans=add1

;---
[state 0]
	type=posadd
	trigger1=(animelem=3)
	x=-15 *const(size.xscale)
[state 0]
	type=posadd
	trigger1=(animelem=4)
	x=-13 *const(size.xscale)
[state 0]
	type=posadd
	trigger1=(animelem=5)
	x=-5 *const(size.xscale)

[state 0]
	type=playsnd
	trigger1=time=1
	value=0,3004
	channel=0

[state 0]
	type=changestate
	trigger1=animtime=0
	value=3001

;---------------
; charging
; e - ~

[statedef 3001]
type=s
physics=s
movetype=i ;; a
anim=3001
velset=0,0
ctrl=0

[state 0]
	type=varset
	trigger1=1
	var(6)=(time/30)+1

[state 0]
	type=projectile
	trigger1=1
	projanim=1030
	projsprpriority=3
	postype=p1
	offset=floor(-53*const(size.xscale)), floor(-58*const(size.yscale))
	projscale=((time%6)+var(6)-1)*0.1, ((time%6)+var(6)-1)*0.1
	projremovetime=1

[state 0]
	type=changestate
	trigger1=var(51)<1 && (command!="holdx") && (command!="holdy")
	trigger2=var(51)>0 && numenemy
	trigger2=enemynear,numhelper(91000)||enemynear,numprojid(91000)||(p2dist x<158 && p2statetype!=l)||p2movetype=a||(p2dist y!=0)
	trigger3=time>150
	value=3002

;---------------
; fire / eject
; e - 

[statedef 3002]
type=s
physics=s
movetype=a
anim=3002
velset=0,0
ctrl=0

[state 0]
	type=nothitby
	trigger1=(animelem=4,<0)
	value=sca,na,sa,ha,np,sp,hp
	time=1

[state 0]
	type=changeanim
	trigger1=(animelem=4) && !var(5)
	value=anim
	elem=16
	persistent=0

[state 0]
	type=posadd
	trigger1=(animelem=2)
	x=6 *const(size.xscale)
[state 0]
	type=posadd
	trigger1=(animelem=3)
	x=30 *const(size.xscale)

[state 0]
	type=playsnd
	trigger1=(animelem=4)||(animelem=10)||(animelem=16)
	value=0,10
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=4)||(animelem=10)||(animelem=16)
	value=1,1
	channel=1

;---
[state 0]
	type=helper
	trigger1=(animelem=4,=1)||(animelem=10,=1)||(animelem=16,=1)
	trigger1=(sysfvar(0)>0)
	id=3000
	size.height=500222;;<-(removetime+options)
	pos=floor(52*const(size.xscale)),floor(-78*const(size.yscale))
	stateno=91000
	size.head.pos=3010,3015;;<-anim,hitanim
	size.mid.pos=16000,0;;<-speed_x,y(1/1000)
	size.ground.front=2006;;<-max_hits/miss_time
	size.ground.back= (ifelse(var(5),6,12)+var(6))*100000 +15 ;;<-damage hit/guard
	size.air.front=620560;; <vel_x,y_hit
	size.air.back= 640530;; <vel_x,y_guard
	size.shadowoffset=10+ifelse((animelem=16,=1),3,2);;<-fall(10=recovery/1=ground/2=air/3=g&a)
	ownpal=1
	size.xscale=1.25
	size.yscale=1.25

;---
[state 0]
	type=projectile
	trigger1=(animelem=4,=1)||(animelem=10,=1)||(animelem=16,=1)
	trigger1=(sysfvar(0)<=0)
	projid=91000
	projanim=3010
	projhitanim=3015
	projpriority=1
	projsprpriority=3
	projscale=1.25,1.25
	projremovetime=222
	projhits=2
	offset=floor(52*const(size.xscale)),floor(-78*const(size.yscale))
	velocity=16, 0
	attr=s,sp
	damage=(ifelse(var(5),6,12)+var(6))*10,15
	hitflag=maf
	guardflag=ma
	animtype=heavy
	air.animtype=back
	fall.animtype=diagup
	ground.type=high
	air.type=low
	pausetime=9,10
	sparkno=3
	guard.sparkno =41
	hitsound=5,4
	guardsound=6,0
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity=-9,-3
	air.velocity=   -6,-5
	guard.velocity= -11
	air.juggle=0
	getpower=0,0
	fall=1
	air.fall=1
	fall.recover=0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=16,=1)
	movetype=i
[state 0]
	type=afterimagetime
	trigger1=animtime=0
	time=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1



;---------------
; Super - KiShin
; S_ lv.1

[statedef 3100]
type=s
physics=s
movetype=a
anim=3100
juggle=7
poweradd=0
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=nothitby
	trigger1=(animelem=7,<=0)
	value=sca

;-[hpe]---------
[state 0]
	type=poweradd
	trigger1=(animelem=3) && roundstate=2
	value=-1000
[state 0]
	type=helper
	trigger1=(animelem=3) && roundstate=2 && (sysfvar(0)>0)
	id=88880
	stateno=88880
	pos=floor(25*const(size.xscale)),floor(-66*const(size.yscale))
;---------------

[state 0] ; old_ver
	type=superpause
	trigger1=(animelem=3) && roundstate=2 && (sysfvar(0)<=0)
	pos=floor(25*const(size.xscale)),floor(-66*const(size.yscale))
	anim=100
	sound=20,0

[state 0]
	type=afterimage
	trigger1=(animelem=3)
	time=abs(animtime)
	length=9
	timegap=2
	framegap=4
	palcolor=256
	palbright=1,1,1
	palcontrast=128,128,128
	paladd=0,0,0
	palmul=1,1,1
;afia;	trans=add1

;---
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=0,0
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=10)
	value=0,2
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=19)
	value=0,5
	channel=0

[state 0]
	type=playsnd
	trigger1=(animelem=6)||(animelem=12)||(animelem=20)
	value=f200,2
	channel=1

;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=6)||(animelem=12)||(animelem=20)
	trigger1=(sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-18*const(size.xscale)),0
	size.xscale=0.75
	size.yscale=0.75
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=6)||(animelem=12)||(animelem=20)
	trigger1=(sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(23*const(size.xscale)),0
	size.xscale=-0.65
	size.yscale= 0.65

;---
[state 0] ; ground_wave
	type=helper
	trigger1=(animelem=6)||(animelem=12)||(animelem=20)
	trigger1=(sysfvar(0)>0)
	id=159005
	stateno=159005
	size.height=0

[state 0]
	type=posadd
	trigger1=(animelem=24)
	x=40 *const(size.xscale)

;---
[state 0]
	type=hitdef
	trigger1=(animelem=7)
	attr=s,ha
	animtype=heavy
	air.animtype=back
	damage=85,10
	hitflag=maf
	guardflag=
	pausetime=25,26
	sparkxy=-10,-86
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,5
	guardsound=41,0
	ground.type=high
	ground.slidetime=21
	ground.hittime=21
	air.hittime=21
	ground.velocity=ifelse((p2bodydist x>30),5,0),0
	air.velocity=   0,-5
	guard.velocity=-9
	fall=0
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	persistent=0
	getpower=0,0
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510586 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=14)
	attr=s,ha
	animtype=heavy
	air.animtype=back
	damage=40,10
	hitflag=maf
	guardflag=m
	pausetime=25,26
	sparkxy=-10,-73
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,5
	guardsound=41,0
	ground.type=low
	ground.slidetime=21
	ground.hittime=21
	air.hittime=21
	ground.velocity=ifelse((p2bodydist x>30),5,0),0
	air.velocity=   0,-5
	guard.velocity=-9
	fall=0
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	persistent=0
	getpower=0,0
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510573 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=21)
	attr=s,ha
	animtype=diugup
	air.animtype=diugup
	damage=85,10
	hitflag=maf
	guardflag=m
	pausetime=40,41
	sparkxy=-10,-72
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,5
	guardsound=41,0
	ground.type=low
	ground.slidetime=21
	ground.hittime=21
	air.hittime=21
	ground.velocity=-7,-9
	air.velocity=   -7,-9
	guard.velocity= -9
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	persistent=0
	getpower=0,0
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510572 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=22)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;---------------
; Max - Super - KiShin
; ^ES_ (MAX)

[statedef 3101]
type=s
physics=s
movetype=a
anim=3101
juggle=7
velset=0,0
ctrl=0

[state 0]
	type=nothitby
	trigger1=(animelem=7,<=0)
	value=sca

;-[hpe]---------
[state 0]
	type=poweradd
	trigger1=(animelem=3) && roundstate=2
	value=-2000
[state 0]
	type=helper
	trigger1=(animelem=3) && roundstate=2 && (sysfvar(0)>0)
	id=88880
	stateno=88882
	pos=floor(25*const(size.xscale)),floor(-66*const(size.yscale))
;---------------

[state 0] ; old_ver
	type=superpause
	trigger1=(animelem=3) && roundstate=2 && (sysfvar(0)<=0)
	pos=floor(25*const(size.xscale)),floor(-66*const(size.yscale))
	anim=101
	sound=20,0

[state 0]
	type=afterimage
	trigger1=(animelem=3)
	time=abs(animtime)
	length=9
	timegap=2
	framegap=4
	palcolor=256
	palbright=1,1,1
	palcontrast=128,0,0
	paladd=0,0,0
	palmul=1,1,1
;afia;	trans=add1

;---
[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=0,1
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=10)
	value=0,2
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=19)
	value=0,3
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=27)
	value=0,4
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=33)
	value=0,5
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=42)
	value=0,6
	channel=0

[state 0]
	type=playsnd
	trigger1=(animelem=6)||(animelem=12)||(animelem=18)||(animelem=26)||(animelem=34)
	value=f200,2
	channel=1

;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=6)||(animelem=12)||(animelem=18)||(animelem=26)||(animelem=34)||(animelem=37)
	trigger1=(sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-18*const(size.xscale)),0
	size.xscale=0.85
	size.yscale=0.85
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=6)||(animelem=12)||(animelem=18)||(animelem=26)||(animelem=34)||(animelem=37)
	trigger1=(sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(23*const(size.xscale)),0
	size.xscale=-0.7
	size.yscale= 0.7

;---
[state 0] ; ground_wave
	type=helper
	trigger1=(animelem=6)||(animelem=12)||(animelem=18)||(animelem=26)||(animelem=34)||(animelem=37)
	trigger1=(sysfvar(0)>0)
	id=159005
	stateno=159005
	size.height=0

;---
[state 0]
	type=hitdef
	trigger1=(animelem=7)
	attr=s,ha
	animtype=heavy
	air.animtype=back
	damage=85,10
	hitflag=maf
	guardflag=
	pausetime=25,26
	sparkxy=-10,-82
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,5
	guardsound=41,0
	ground.type=high
	ground.slidetime=21
	ground.hittime=21
	air.hittime=21
	ground.velocity=ifelse((p2bodydist x>30),5,0),0
	air.velocity=   0,-5
	guard.velocity=-9
	fall=0
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	persistent=0
	getpower=0,0
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510582 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=14)
	attr=s,ha
	animtype=heavy
	air.animtype=back
	damage=65,10
	hitflag=maf
	guardflag=m
	pausetime=25,26
	sparkxy=-10,-72
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,5
	guardsound=41,0
	ground.type=low
	ground.slidetime=21
	ground.hittime=21
	air.hittime=21
	ground.velocity=ifelse((p2bodydist x>30),5,0),0
	air.velocity=   0,-5
	guard.velocity=-9
	fall=0
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	persistent=0
	getpower=0,0
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510572 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=19)
	attr=s,ha
	animtype=heavy
	air.animtype=back
	damage=65,10
	hitflag=maf
	guardflag=m
	pausetime=25,26
	sparkxy=-10,-80
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,5
	guardsound=41,0
	ground.type=high
	ground.slidetime=21
	ground.hittime=21
	ground.velocity=ifelse((p2bodydist x>30),5,0),0
	air.velocity=   0,-5
	guard.velocity=-9
	fall=0
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	persistent=0
	getpower=0,0
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510580 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=28)
	attr=s,ha
	animtype=heavy
	air.animtype=back
	damage=55,10
	hitflag=maf
	guardflag=m
	pausetime=25,26
	sparkxy=-10,-45
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,5
	guardsound=41,0
	ground.type=high
	ground.slidetime=21
	ground.hittime=21
	air.hittime=21
	ground.velocity=ifelse((p2bodydist x>30),5,0),0
	air.velocity=   0,-5
	guard.velocity=-9
	fall=0
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	persistent=0
	getpower=0,0
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510545 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=36)
	attr=s,ha
	animtype=heavy
	air.animtype=back
	damage=85,10
	hitflag=maf
	guardflag=m
	pausetime=25,26
	sparkxy=-10,-72
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,5
	guardsound=41,0
	ground.type=low
	ground.slidetime=21
	ground.hittime=21
	air.hittime=21
	ground.velocity=ifelse((p2bodydist x>30),5,0),0
	air.velocity=   0,-5
	guard.velocity=-9
	fall=0
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	persistent=0
	getpower=0,0
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510572 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=37)
	attr=s,ha
	animtype=diugup
	air.animtype=diugup
	damage=65,10
	hitflag=maf
	guardflag=m
	pausetime=40,41
	sparkxy=-10,-120
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,5
	guardsound=41,0
	ground.type=low
	ground.slidetime=21
	ground.hittime=21
	air.hittime=21
	ground.velocity=-1.5,-13
	air.velocity=   -1.5,-13
	guard.velocity= -9
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	persistent=0
	getpower=0,0
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510620 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=38)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1












;---------------
; Super - Ko_Ho
; ɌՖC

[statedef 3400]
type=s
physics=s
movetype=a
anim=3400
juggle=8
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=nothitby
	trigger1=(animelem=12,<=0)
	value=sca
	time=8

[state 0]
	type=varset
	trigger1=time=0
	var(5)=ifelse(command="hp3_s" && power>=2000,1,0)
[state 0]
	type=varset
	trigger1=time=0 && var(51)>0 && power>=2000 && random<500
	var(5)=1

;-[hpe]---------
[state 0]
	type=poweradd
	trigger1=(animelem=7) && roundstate=2
	value=-ifelse(var(5),2000,1000)
[state 0]
	type=helper
	trigger1=(animelem=7) && roundstate=2 && (sysfvar(0)>0)
	id=88880
	stateno=88880+ifelse(var(5),2,0)
	pos=floor(-3*const(size.xscale)),floor(-60*const(size.yscale))
;---------------

[state 0] ; old_ver
	type=superpause
	trigger1=(animelem=7) && roundstate=2 && (sysfvar(0)<=0)
	pos=floor(-3*const(size.xscale)),floor(-60*const(size.yscale))
	anim=100+var(5)
	sound=20,0

[state 0]
	type=afterimage
	trigger1=(animelem=7)
	time=abs(animtime)
	length=9
	timegap=2
	framegap=4
	palcolor=256
	palbright=1,1,1
	palcontrast=128,(!var(5))*128,(!var(5))*128
	paladd=0,0,0
	palmul=1,1,1
;afia;	trans=add1

;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=8) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-18*const(size.xscale)),0
	size.xscale=0.85
	size.yscale=0.85

[state 0]
	type=playsnd
	trigger1=time=1
	value=0,3000
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=8)
	value=0,3001
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=12)
	value=1,2
	channel=1

;---
[state 0]
	type=posadd
	trigger1=(animelem=12)
	x=18 *const(size.xscale)

[state 0]
	type=statetypeset
	trigger1=(animelem=12)
	statetype=a
	physics=n

[state 0]
	type=velset
	trigger1=(animelem=12)
	x= 6
	y=-10.5

[state 0]
	type=veladd
	trigger1=(animelem=12,>0)
	y=0.47
[state 0]
	type=velmul
	trigger1=(animelem=12,>0)
	x=0.9

[state 0]
	type=varset
	trigger1=time=0 || (animelem=12)
	var(10)=0
;---
[state 0]
	type=explod
	trigger1=(animelem=12)
	anim=3402
	postype=p1
	pos=floor(-18 *const(size.xscale)), floor(-2 *const(size.yscale))
	sprpriority=3
	bindtime=-1
	scale=const(size.xscale),const(size.yscale)
	ignorehitpause=0
	removeongethit=1
	persistent=0

;---
[state 0]
	type=hitdef
	trigger1=(animelem=9)
	attr=s,ha
	animtype=heavy
	air.animtype=back
	damage=ifelse(var(5),210,140),10
	hitflag=maf
	guardflag=m
	pausetime=ifelse(var(5),26,20),ifelse(var(5),27,21)
	sparkxy=-10,-58
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,5
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=ifelse((p2bodydist x>30),5,0),0
	air.velocity=   ifelse((p2bodydist x>30),5,0),-4
	guard.velocity= -9
	fall=0
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	persistent=0
	getpower=0,0
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	forcestand=1
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510558 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=11)
	attr=s,ha
	animtype=heavy
	air.animtype=back
	damage=ifelse(var(5),100,50),10
	hitflag=maf
	guardflag=m
	pausetime=ifelse(var(5),26,20),ifelse(var(5),27,21)
	sparkxy=-10,-101
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,5
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=ifelse((p2bodydist x>30),5,0),0
	air.velocity=   ifelse((p2bodydist x>30),5,0),-4
	guard.velocity= -9
	fall=0
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	persistent=0
	getpower=0,0
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	forcestand=1
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510601 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=12)||(animelem=12,=3)||(animelem=12,=4)||(animelem=12,=6)||(animelem=12,=8)
	attr=a,ha
	animtype=heavy
	air.animtype=back
	damage=ifelse(var(5),24,16), 4
	hitflag=maf
	guardflag=m
	pausetime=5,6
	sparkxy=-10,-95
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,5
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=15
	ground.hittime=16
	air.hittime=16
	ground.velocity=-2.8,-11
	air.velocity=   -2.8,-11
	guard.velocity= -9
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	persistent=1
	getpower=0,0
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	forcestand=1
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510595 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=varadd
	trigger1=(animelem=12) && (movecontact)
	var(10)=1
	ignorehitpause=1
;---
[state 0]
	type=changestate
	trigger1=(animelem=12,>0)
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1105





;---------------
; Super - Ran_Bu
; ՗ (Max2)

[statedef 3600]
type=s
physics=s
movetype=a
anim=3600
juggle=8
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=time=0
	var(7)=1

;-[hpe]---------
[state 0]
	type=helper
	trigger1=(animelem=2) && roundstate=2 && (sysfvar(0)>0)
	id=88880
	stateno=88883
	pos=floor(8*const(size.xscale)),floor(-86*const(size.yscale))
;---------------
[state 0]
	type=helper
	trigger1=(animelem=2) && roundstate=2 && (sysfvar(0)>0)
	trigger1=!numhelper(88870)
	id=88870
	stateno=88870;max2bg
	size.height=1
;---------------

[state 0] ; old_ver
	type=superpause
	trigger1=(animelem=2) && roundstate=2 && (sysfvar(0)<=0)
	pos=floor(8*const(size.xscale)),floor(-86*const(size.yscale))
	anim=100
	sound=20,0
	poweradd=-2000

[state 0]
	type=afterimage
	trigger1=(animelem=2)
	time=38
	length=9
	timegap=2
	framegap=4
	palcolor=256
	palbright=1,1,1
	palcontrast=128,0,0
	paladd=0,0,0
	palmul=1,1,1
;afia;	trans=add1


[state 0]
	type=playsnd
	trigger1=time=1
	value=0,3003
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=1,0
	channel=1

[state 0]
	type=nothitby
	trigger1=(animelem=5,<0)
	value=sca

[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=0.85
	size.yscale=0.85

[state 0]
	type=statetypeset
	trigger1=(animelem=5)
	statetype=a
	physics=n

[state 0]
	type=velset
	trigger1=(animelem=5,>=0)
	x=9
[state 0]
	type=velset
	trigger1=(animelem=5)
	y=-2.2
[state 0]
	type=veladd
	trigger1=(animelem=5,>=0)
	y=0.13

;---
[state 0]
	type=hitdef
	trigger1=time=0
	attr=s,ha
	animtype=hard
	air.animtype=back
	fall.animtype=back
	damage=0,0
	hitflag=maf
	guardflag=m
	pausetime=13,13
	sparkxy=-10,-65
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,4
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=0
	air.velocity=   0,0
	guard.velocity=-12
	fall=0
	air.fall=0
	getpower=0,0
	sprpriority=2
	p2facing=1
	forcestand=1
	forcenofall=1
	id=3600
	numhits=0
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510565 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=movehit && numtarget(3600)
	value=3601

[state 0]
	type=changestate
	trigger1=(animelem=5,>0)
	trigger1=(pos y+vel y>=0) && (vel y>0)
	trigger2=movecontact
	value=3605


;---------------
; Stop
; ՗ - n / ~

[statedef 3605]
type=s
physics=s
movetype=i
anim=3605
ctrl=0

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

[state 0]
	type=velset
	trigger1=(animelem=4)
	x=0
[state 0]
	type=velmul
	trigger1=(animelem=4,<0)
	x=0.95

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


;---------------
; Attack
; ՗ - U

[statedef 3601]
type=s
physics=s
movetype=a
anim=3601
;op; juggle=0
velset=0,0
ctrl=0

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

[state 0]
	type=width
	trigger1=time<2
	value=36,36

:---
[state 0]
	type=targetstate
	trigger1=!time
	value=3604
	persistent=0

;;--- if you want to remain p2 dizzy
;;[state 0]
;;	type=targetstate
;;	trigger1=(animelem=62,>0) && (movehit) && numtarget && (sysfvar(0)>0)
;;	trigger1=target,stateno!=190120
;;	value=190120 ;; dizzy state
;;	persistent=0
;;---

;---
[state 0]
	type=targetbind
	trigger1=(animelem=1,>=0) && (animelem=63,<0) && numtarget
	trigger1=target,stateno=3604
	pos=floor(62 *const(size.xscale)), 0
	time=1

;---
[state 0]
	type=varset
	trigger1=1
	var(6)=0

[state 0]
	type=varset
	;--- SLP - near
	trigger1=(animelem=3)
	trigger1=1|| var(7):=1 || var(8):=65 || var(9):=0 || var(10):=0 || var(11):=16
	;--- SLP
	trigger2=(animelem=5)||(animelem=7)||(animelem=27)
	trigger2=1|| var(7):=0 || var(8):=88 || var(9):=0 || var(10):=0 || var(11):=16
	;--- SHP
	trigger3=(animelem=7)||(animelem=19)||(animelem=30)
	trigger3=1|| var(7):=0 || var(8):=81 || var(9):=2 || var(10):=2 || var(11):=18
	;--- SHP - near
	trigger4=(animelem=10)||(animelem=37)||(animelem=46)||(animelem=60)
	trigger4=1|| var(7):=1 || var(8):=78 || var(9):=2 || var(10):=2 || var(11):=18
	;--- SMP - mid
	trigger5=(animelem=14)
	trigger5=1|| var(7):=1 || var(8):=40 || var(9):=2 || var(10):=2 || var(11):=18
	;--- SHK
	trigger6=(animelem=24)||(animelem=56)
	trigger6=1|| var(7):=0 || var(8):=90 || var(9):=3 || var(10):=3 || var(11):=18
	;--- SLK - near
	trigger7=(animelem=33)
	trigger7=1|| var(7):=1 || var(8):=72 || var(9):=1 || var(10):=1 || var(11):=16
	;--- CHP
	trigger8=(animelem=39)
	trigger8=1|| var(7):=0 || var(8):=88 || var(9):=2 || var(10):=2 || var(11):=18
	;--- SHP - SP
	trigger9=(animelem=45)
	trigger9=1|| var(7):=1 || var(8):=72 || var(9):=4 || var(10):=2 || var(11):=28
	;--- SLK
	trigger10=(animelem=51)
	trigger10=1|| var(7):=0 || var(8):=98 || var(9):=1 || var(10):=1 || var(11):=16
	;--- SHP - SP upper (stun)
	trigger11=(animelem=62)
	trigger11=1|| var(7):=1 || var(8):=115 || var(9):=4 || var(10):=2 || var(11):=46
	;---
	var(6)=1

[state 0]
	type=playsnd
	trigger1=var(6) && random<500
	value=0,(random%3)
	channel=0

;[state 0]
;	type=playsnd
;	trigger1=var(6)
;	value=f200,var(10)
;	channel=1

;--- high
[state 0]
	type=hitdef
	trigger1=var(6) && var(7)=0
	attr=s,ha
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	damage=15,5
	hitflag=maf
	guardflag=m
	pausetime=4,5
	sparkxy=-10,-var(8)
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,var(9)
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=0
	ground.hittime=var(11)
	air.hittime=var(11)
	ground.velocity=0
	air.velocity=   0,0
	guard.velocity= 0
	fall=0
	air.fall=0
	fall.recover=0
	air.recover=0
	yaccel=0.5
	getpower=0,0
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	p2facing=1
	forcestand=1
	forcenofall=1
	kill=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510500 +var(8) )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;--- low
[state 0]
	type=hitdef
	trigger1=var(6) && var(7)=1
	attr=s,ha
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	damage=15,5
	hitflag=maf
	guardflag=m
	pausetime=4,5
	sparkxy=-10,-var(8)
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,var(9)
	guardsound=41,0
	ground.type=high
	air.type=low
	ground.slidetime=0
	ground.hittime=var(11)
	air.hittime=var(11)
	ground.velocity=0
	air.velocity=   0,0
	guard.velocity= 0
	fall=0
	air.fall=0
	fall.recover=0
	air.recover=0
	yaccel=0.5
	getpower=0,0
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	p2facing=1
	forcestand=1
	forcenofall=1
	kill=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510500 +var(8) )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
;---
[state 0]
	type=velset
	trigger1=(animelem=65,>=0)
	x=-6.25
[state 0]
	type=velset
	trigger1=(animelem=65)
	y=-2.5
[state 0]
	type=veladd
	trigger1=(animelem=65,>=0)
	y=0.35
[state 0]
	type=changestate
	trigger1=(animelem=65,>0)
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1000


;--------------
; p2state
; 

[statedef 3604]
type=s
physics=s
movetype=h
anim=5000
velset=0,0
ctrl=0

[state 0]
	type=afterimagetime
	trigger1=!time
	time=0

;[state 0]
;	type=hitvelset
;	trigger1=!time
;	x=0
;	y=0

[state 0]
	type=hitfallset
	trigger1=!time
	value=0
	xvel=0
	yvel=0

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

[state 0]
	type=selfstate
	trigger1=time>6
	value=0
	ctrl=1




;[EOF]
