
; special

;---------------
; Koh
; 

[statedef 1020]
type=s
physics=s
movetype=a
anim=1020
juggle=8
poweradd=100
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=time=0
	var(5)=ifelse(command="sp1",0,1)
[state 0]
	type=varset
	trigger1=time=0 && var(51)>0
	var(5)=(p2bodydist x>120 || random<500)

[state 0]
	type=playsnd
	trigger1=time=1
	value=0,1000
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=6)
	value=1,0
	channel=1

;---
[state 0]
	type=projectile
	trigger1=(animelem=6)
	projanim=1030
	projsprpriority=3
	postype=p1
	offset=floor(46*const(size.xscale)), floor(-84*const(size.yscale))
	projscale=2.5,0.5
	projremovetime=6
	velocity=-6,0
	accel=0.1,0

;---
[state 0]
	type=helper
	trigger1=(animelem=6,=1) && (sysfvar(0)>0)
	id=1000
	size.height=222;;<-(removetime+options)
	pos=floor(68*const(size.xscale)),floor(-84*const(size.yscale))
	stateno=91000
	size.head.pos=1025,1026;;<-anim,hitanim
	size.mid.pos=ifelse(var(5),6500,3500),0;;<-speed_x,y(1/1000)
	size.ground.front=1006;;<-max_hits/miss_time
	size.ground.back=900010;;<-damage hit/guard
	size.air.front=600550;; <vel_x,y_hit
	size.air.back= 620530;; <vel_x,y_guard
	size.shadowoffset=2;;<-fall(10=recovery/1=ground/2=air/3=g&a)
	ownpal=1
	size.xscale=ifelse(var(5),1.2,1)
	size.yscale=ifelse(var(5),1.2,1)

;---
[state 0]
	type=projectile
	trigger1=(animelem=6,=1) && (sysfvar(0)<=0)
	projid=91000
	projanim=1025
	projhitanim=1026
	projpriority=1
	projsprpriority=3
	projscale=ifelse(var(5),1.2,1),ifelse(var(5),1.2,1)
	projremovetime=222
	projhits=1
	offset=floor(68*const(size.xscale)),floor(-84*const(size.yscale))
	velocity=ifelse(var(5),6.5,3.5), 0
	attr=s,sp
	damage=80,10
	hitflag=maf
	guardflag=ma
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	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
	air.velocity=   -5,-4
	guard.velocity= -11
	air.juggle=8
	getpower=0,0
	fall=0
	air.fall=1
	fall.recover=0

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



;---------------
; Ko_Ho
; ՖC

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

[state 0]
	type=varset
	trigger1=time=0
	var(5)=ifelse(command="sp3",0,1)
[state 0]
	type=varset
	trigger1=time=0 && var(51)>0
	var(5)=(random<500)

[state 0]
	type=hitby
	trigger1=(animelem=4,<0)
	value=sca,nt,st,ht
	time=ifelse(var(5),8,1)
	ignorehitpause=1

;---
[state 0]
	type=playsnd
	trigger1=time=1
	value=0,1001
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=2)
	value=f200,2
	channel=1
[state 0]
	type=playsnd
	trigger1=(animelem=4,=1)
	value=1,1
	channel=1

;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=2) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-18*const(size.xscale)),0
	size.xscale=ifelse(var(5),0.75,0.65)
	size.yscale=ifelse(var(5),0.75,0.65)

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	statetype=a
	physics=n

[state 0]
	type=velset
	trigger1=(animelem=4)
	x= ifelse(var(5),5.8,3.8)
	y=-ifelse(var(5),8.6,6.6)

[state 0]
	type=veladd
	trigger1=(animelem=4,>0)
	y=0.47
[state 0]
	type=velmul
	trigger1=(animelem=4,>0)
	x=0.9

[state 0]
	type=posadd
	trigger1=(animelem=4)
	x=19 *const(size.xscale)

;---
[state 0]
	type=hitdef
	trigger1=(animelem=3)
	attr=s,sa
	animtype=heavy
	air.animtype=back
	damage=80,10
	hitflag=maf
	guardflag=m
	pausetime=13,13
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-88
	hitsound=300,4
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-2.6,-8
	air.velocity=   -2.6,-8
	guard.velocity= -9
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	getpower=60,30
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510588 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=4,>=0) && (var(5) || (!var(5) && !movecontact))
	attr=s,sa
	animtype=heavy
	air.animtype=back
	damage=80,10
	hitflag=maf
	guardflag=m
	pausetime=13,13
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-88
	hitsound=300,4
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-2.6,-5+vel y*0.5
	air.velocity=   -2.6,-5+vel y*0.5
	guard.velocity= -10
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	getpower=60,30
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510588 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=(animelem=4,>0) && (vel y>0)
	value=1102

;---------------
; fall ; 

[statedef 1102]
type=a
physics=n
movetype=i
anim=1102
velset=0,0
ctrl=0
[state 0]
	type=veladd
	trigger1=1
	y=0.5
[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1105

;---------------
; land ; n

[statedef 1105]
type=s
physics=s
movetype=i
anim=1105
velset=0,0
ctrl=0
[state 0]
	type=posset
	trigger1=!time
	y=0
[state 0]
	type=afterimagetime
	trigger1=animtime=0
	time=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1






;---------------
; Hi_En
; 򉍎r

[statedef 1200]
type=s
physics=s
movetype=a
juggle=7
anim=1200
poweradd=100
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=time=0
	var(5)=ifelse(command="sp4",0,1)
[state 0]
	type=varset
	trigger1=time=0 && var(51)>0
	var(5)=(movecontact || random<750)

[state 0]
	type=playsnd
	trigger1=time=1
	value=0,1002
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=2)
	value=f200,3
	channel=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=ifelse(var(5),0.75,0.65)
	size.yscale=ifelse(var(5),0.75,0.65)

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=3)
	statetype=a
	physics=n

[state 0]
	type=velset
	trigger1=(animelem=3)
	x= 8.5
[state 0]
	type=posadd
	trigger1=(animelem=3)
	y=-2

;---
[state 0]
	type=changeanim
	trigger1=(animelem=5,<0) && !var(5)
	trigger1=(animelem=4,>12) || ((animelem=4,>0) && (movecontact))
	value=anim
	elem=5
	persistent=0

;---
[state 0]
	type=hitdef
	trigger1=(animelem=4)
	attr=a,sa
	animtype=heavy
	air.animtype=back
	damage=46,8
	hitflag=maf
	guardflag=ma
	pausetime=13,13
	sparkxy=-10,-50
	;ad; sparkno=3+(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=-4,-6
	air.velocity=   -4,-6
	guard.velocity= -9
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	getpower=40,20
	persistent=0
	;---
	id=1200
	nochainid=1200
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510550 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=(animelem=4,>=0) && (movecontact) && var(5)
	value=1201
[state 0]
	type=changestate
	trigger1=(animtime=0)
	value=1205

;---------------
; 2nd attack / pursuit
; 򉍎r - ǌ

[statedef 1201]
type=a
physics=n
movetype=a
anim=1201
juggle=0
ctrl=0

[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=f200,3
	channel=1
[state 0]
	type=veladd
	trigger1=(animelem=5,>=0)
	y=0.4

[state 0]
	type=hitdef
	trigger1=(animelem=4)
	attr=a,sa
	animtype=heavy
	air.animtype=back
	damage=80,10
	hitflag=maf
	guardflag=ma
	pausetime=13,13
	sparkxy=-10,-70
	;ad; sparkno=3+(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=-1,-11
	air.velocity=   -1,-11
	guard.velocity= -9
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	getpower=40,20
	persistent=0
	;---
	id=1200
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510570 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=changestate
	trigger1=(animelem=5,>0)
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1205

;---------------
; land
; n

[statedef 1205]
type=s
physics=s
movetype=i
anim=1205
velset=0,0
ctrl=0
movehitpersist=1

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







;---------------
; Zan_Retsu
; b

[statedef 1300]
type=s
physics=s
movetype=a
anim=1300
juggle=8
poweradd=100
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="sp6",0,1)
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(5)=(random<500)

;---
[state 0]
	type=varset
	trigger1=!time
	var(7)=ifelse(var(5),12,6)

;---
[state 0]
	type=playsnd
	trigger1=time=1
	value=0,1003
	channel=0

[state 0] ; dash_dust
	type=helper
	trigger1=(animtime=0) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-15*const(size.xscale)),0
	size.xscale=0.65
	size.yscale=0.65
	persistent=0

[state 0]
	type=changestate
	trigger1=animtime=0
	value=1310

;---------------
; Zan_Retsu - attack
; b - U

[statedef 1310]
type=s
physics=s
movetype=a
anim=1311
poweradd=0
velset=0,0
ctrl=0

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

;---
[state 0]
	type=hitdef
	trigger1=(animelem=2)
	attr=s,sa
	animtype=heavy
	air.animtype=back
	damage=6,6
	hitflag=maf
	guardflag=m
	pausetime=6,9;;2,9
;op;	guard.pausetime=6,7
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-( var(6):= (anim=1310)*108 +(anim=1311)*88 +(anim=1312)*65 )
	hitsound=300,2
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=16
	ground.hittime=16
	air.hittime=16
	ground.velocity= ifelse(p2bodydist x>36,2,0)
	air.velocity=    ifelse(p2bodydist x>36,2,0),-5
	guard.velocity= -ifelse(var(7)<2,8,1)
	;---
	p2facing=1
	kill=0
	numhits=0
	id=1300
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510500 +var(6) )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=(movehit=2) && numtarget(1300)
	value=1311
	ignorehitpause=1

;---
[state 0]
	type=varadd
	trigger1=(animtime=0)
	var(7)=-1
[state 0]
	type=changeanim
	trigger1=(animtime=0) && var(7)>0
	value=1310+(random%3)
[state 0]
	type=changestate
	trigger1=(animtime=0) && var(7)<=0
	value=1315

;---------------
; Zan_Retsu - end
; b - I

[statedef 1315]
type=s
physics=s
movetype=i
anim=1315
poweradd=0
velset=0,0
ctrl=0

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


;---------------
; Zan_Retsu - Hit
; b - I

[statedef 1311]
type=s
physics=s
movetype=a
anim=1312
poweradd=0
velset=0,0
ctrl=0
movehitpersist=1

;---
[state 0]
	type=targetbind
	trigger1=(animelem=1,<2) && numtarget
	trigger1=target,stateno=5000
	pos=floor(46 *const(size.xscale)), -8
	postype=p1
	time=1
	persistent=0

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

;---
[state 0]
	type=hitdef
	trigger1=(animelem=2)
	attr=s,sa
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	damage=10,6
	hitflag=maf
	guardflag=ma
	pausetime=2,6
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-( var(6):= (anim=1310)*108 +(anim=1311)*88 +(anim=1312)*65 )
	hitsound=300,2
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=16
	ground.hittime=16
	air.hittime=16
	ground.velocity=0,-2
	air.velocity=   0,-2
	guard.velocity= 0
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.3
	getpower=6,3
	;---
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
;;	guard.cornerpush.veloff=0
;;	airguard.cornerpush.veloff=0
	;---
;op;	p2facing=1
	kill=0
	id=1300
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510500 +var(6) )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=varset
	trigger1=time=0
	var(7)=ifelse(var(5),14,8)
	persistent=0
[state 0]
	type=varadd
	trigger1=(animtime=0)
	var(7)=-1
[state 0]
	type=changeanim
	trigger1=(animtime=0) && var(7)>0
	value=1310 + var(7)/ifelse(var(5),5,3)

[state 0]
	type=changestate
	trigger1=(animtime=0) && var(7)<=0
	value=1313


;---------------
; Zan_Retsu - Finish
; b - Ƃǂ

[statedef 1313]
type=s
physics=s
movetype=a
anim=1313
poweradd=0
velset=0,0
ctrl=0
movehitpersist=1

[state 0]
	type=playsnd
	trigger1=(animtime=3)
	value=0,5
	channel=0
[state 0]
	type=playsnd
	trigger1=(animtime=7)
	value=f200,2
	channel=1

;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=6) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-15*const(size.xscale)),0
	size.xscale=0.75
	size.yscale=0.75

;---
[state 0]
	type=hitdef
	trigger1=(animelem=8)
	attr=s,sa
	animtype=back
	air.animtype=back
	fall.animtype=diagup
	damage=30,10
	hitflag=maf
	guardflag=m
	pausetime=16,16
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-92
	hitsound=300,5
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-2,-10
	air.velocity=   -2,-10
	guard.velocity= -9
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	getpower=20,10
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510592 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

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






;---------------
; Mo_Ko - Pre
; ҌՖ - \

[statedef 1400]
type=s
physics=s
movetype=i ;; a
anim=1400
juggle=0
poweradd=0
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=time=0
	var(5)=ifelse(command="sp2",0,1)
[state 0]
	type=varset
	trigger1=time=0 && var(51)>0
	var(5)=(p2bodydist x>40 || random<250)
;---
[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=0,3
	channel=0

[state 0]
	type=changeanim
	trigger1=(animelem=2,>5) && (animelem=3,<0) && !var(5)
	value=anim
	elem=3

;---
[state 0]
	type=reversaldef
	trigger1=(animelem=2,>=0) ;;&& (animelem=6,<0)
	pausetime=9,17
	sparkno=(var(31):=-1)
;op;	sparkxy=33,-78
	hitsound=40,0
	attr=s,st
	reversal.attr=sca,na,sa,ha
	priority=7
	numhits=0
	p1stateno=1402
	id=1400

[state 0]
	type=hitoverride
	trigger1=(animelem=2,>=0) ;;&& (animelem=6,<0)
	attr=sca,np,sp,hp
	stateno=1404

[state 0]
	type=changestate
	trigger1=animtime=0
	value=1401


;---------------
; Mo_Ko
; ҌՖ

[statedef 1401]
type=s
physics=s
movetype=a
anim=1401
juggle=8
poweradd=100
velset=0,0
ctrl=0

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

[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=3) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-16*const(size.xscale)),0
	size.xscale=0.65
	size.yscale=0.65

;---
[state 0]
	type=hitdef
	trigger1=time=0
	attr=s,sa
	animtype=diugup
	air.animtype=diugup
	fall.animtype=diugup
	damage=120,15
	hitflag=maf
	guardflag=m
	pausetime=18,18
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-72
	hitsound=300,5
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=21
	ground.hittime=21
	air.hittime=21
	ground.velocity=-7,-9
	air.velocity=   -7,-9
	guard.velocity= -10
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	getpower=60,30
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510572 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=5)
	movetype=i

[state 0]
	type=changestate
	trigger1=(animelem=6) && (movecontact)
	value=1410

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


;--------------
; Mo_Ko - End

[statedef 1410]
type=s
physics=s
movetype=i
anim=1410
velset=0,0
ctrl=0

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


;--------------
; - 0: Ha_KyoKu_Jin
; - 1: Go_Kyoku_Jin

[statedef 1402]
type=s
physics=s
movetype=a
anim=ifelse(var(5),1403,1402)
sprpriority=2
juggle=ifelse(var(5),0,8)
poweradd=100
velset=0,0
ctrl=0
facep2=1

;;--- ---
;; guard_spark
[state 0]
	type=helper
	trigger1=!time && (hitpausetime=8) && (sysfvar(0)>0)
	id=152100
	stateno=152100
	helpertype=normal
	ownpal=0
	keyctrl=0
	postype=p1
	pos=floor(33*const(size.xscale)),floor(-78*const(size.yscale))
	size.height=42
	ignorehitpause=1
	persistent=0

;---
[state 0]
	type=posadd
	trigger1=!time
	x=26*const(size.xscale)

[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=3) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-16*const(size.xscale)),0
	size.xscale=0.65
	size.yscale=0.65

[state 0] ; ground_wave
	type=helper
	trigger1=(animelem=6) && (anim=stateno) && (sysfvar(0)>0)
	pos=floor(35*const(size.xscale)),0
	id=159005
	stateno=159005
	size.height=4

;---
[state 0]
	type=explod
	trigger1=(animelem=4,=2)
	id=1400
	anim=(anim)+10
	postype=p1
	pos=floor(29*const(size.xscale)),floor(-123*const(size.yscale))
	sprpriority=3
	scale=0.75,0.75
	ignorehitpause=1
	removeongethit=1
	persistent=0

;---
[state 0]
	type=playsnd
	trigger1=time=1
	value=0,105
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=f200,ifelse((anim=stateno),2,3)
	channel=1

;---
[state 0]
	type=hitdef
	trigger1=time=0
	attr=s,sa
	animtype=diugup
	air.animtype=diugup
	fall.animtype=diugup
	damage=132,16
	hitflag=maf
	guardflag=m
	pausetime=13,13
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-ifelse((anim=stateno),35,115)
	hitsound=300,5
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=18
	ground.hittime=18
	air.hittime=26
	ground.velocity=-ifelse((anim=stateno),3,1),-ifelse((anim=stateno),9,12)
	air.velocity=   -ifelse((anim=stateno),3,1),-ifelse((anim=stateno),9,12)
	guard.velocity= -10
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	getpower=60,30
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510500 +ifelse((anim=stateno),35,115) )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=7)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;--------------
; - Mu_Ei_Jin

[statedef 1404]
type=s
physics=n
movetype=i
anim=1404
sprpriority=-1
poweradd=60
velset=0,0
ctrl=0
facep2=1

;---
[state 0]
	type=projectile
	trigger1=(animelem=3,<1)
	projanim=1414+(animelem=2,>=0)
	projsprpriority=-2
	postype=p1
	offset=0,0
	projscale=const(size.xscale),const(size.yscale)
	projremovetime=ifelse((animelem=2,>=0),5,20)

;---
[state 0] ; dash_dust
	type=helper
	trigger1=(time=0 || (animtime=-1)) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-26 *ifelse(time=0,1,-1) *const(size.xscale)),0
	size.xscale=0.5 *ifelse(time=0,1,-1)
	size.yscale=0.5

[state 0]
	type=velset
	trigger1=(time=1)
	x=ifelse((p2bodydist x>32), (p2bodydist x), 32) *0.2
[state 0]
	type=velset
	trigger1=time=5
	x=0

[state 0]
	type=playsnd
	trigger1=time=0
	value=0,105
	channel=0
[state 0]
	type=playsnd
	trigger1=!time
	value=f41,0
[state 0]
	type=playsnd
	trigger1=time=1
	value=1,1
	channel=1
;---
[state 0]
	type=nothitby
	trigger1=1
	value=sca
	time=5 ;; (+4)
;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1






;---------------
; Syo_Ran_Kyaku
; ėr

[statedef 1500]
type=s
physics=n
movetype=i ;; a
anim=1500
juggle=8
poweradd=100
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=time=0
	var(5)=ifelse(command="sp5",0,1)
[state 0]
	type=varset
	trigger1=time=0 && var(51)>0
	var(5)=(p2bodydist x>100 || random<320)

;---
[state 0]
	type=varset
	trigger1=time=0
	var(7)=ifelse(var(5),6,3)

[state 0]
	type=playsnd
	trigger1=time=1
	value=0,1004
	channel=0
	persistent=0

[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=2) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(3*const(size.xscale)),0
	size.xscale=0.65
	size.yscale=0.65

[state 0]
	type=playsnd
	trigger1=(animelem=3)||(animelem=6)||(animelem=9)
	value=f100,0
	channel=1
;---
[state 0]
	type=velset
	trigger1=(animelem=2)
	x=7.5

[state 0]
	type=changestate
	trigger1=(animelem=2,>=0) && (p2bodydist x=[-18,18])
	value=1501

[state 0]
	type=changestate
	trigger1=time>ifelse(var(5),46,32)
	value=1505

;--------------
; Syo_Ran_Kyaku - Grab
; ėr - ͂

[statedef 1501]
type=s
physics=s
movetype=a
anim=1501
velset=0,0
ctrl=0

[state 0]
	type=hitdef
;op;	trigger1=(animelem=3)
	trigger1=(p2stateno!=[150,155])
	attr=s,st
	hitflag=m-
	priority=5,miss
	sparkno=(var(31):=-1)
	hitsound=-1
	p1facing=1
	p2facing=1
	p1stateno=1502
	p2stateno=1512
	guard.dist=0
	getpower=0,0
	air.fall=1
	fall=1
	fall.recover=0
	air.recover=0
	numhits=0
	id=1500
	persistent=0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1

;--------------
; Syo_Ran_Kyaku - attack
; ėr - U

[statedef 1502]
type=s
physics=n
movetype=a
anim=1502
velset=0,0
ctrl=0

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

[state 0]
	type=targetstate
	trigger1=time=0
	value=1512

[state 0]
	type=width
	trigger1=time<2
	value=25,25

;---
[state 0] ; grab_spark
	type=helper
	trigger1=(animelem=1,=1) && (sysfvar(0)>0)
	id=152080
	stateno=152080
	postype=p1
	pos=floor(36*const(size.xscale)),floor(-88*const(size.yscale))
	size.xscale=1.25 ;w
	size.yscale=1.25 ;h
	size.height=101 ;type
	persistent=0

;---
[state 0]
	type=playsnd
	trigger1=(animelem=2,=1)||(animelem=4,=1)
	value=f0 + ifelse(sysfvar(0)>0, 300, 5) , 1
	channel=2

;;---
[state 0]
	type=targetbind
	trigger1=(animelem=1,>=0) && (animelem=2,<0) && numtarget
	trigger1=target,stateno=1512
	pos=floor(32 *const(size.xscale)), 0
	postype=p1
	time=1
;--
;[state 0]
;	type=bindtotarget
;	trigger1=(animelem=2,>=0) && numtarget(1500)
;	pos= floor(33 *target(1500),const(size.xscale)) , floor(69 *target(1500),const(size.yscale)) , head
;	time=1
;---
[state 0]
	type=posset
	trigger1=(animelem=2,>=0) && numtarget(1500)
	x=target(1500),pos x-18*target(1500),const(size.xscale)*facing
	y=target(1500),pos y+68+target(1500),const(size.head.pos.y)

;;--- hit_spark
[state 0] ; hit_spark
	type=helper
	trigger1=(animelem=2,=1)||(animelem=4,=1)
	trigger1=(sysfvar(0)>0)
	id=152100
	stateno=152100
	helpertype=normal
	ownpal=0
	keyctrl=0
	postype=p1
	pos=floor((25+(random%12))*const(size.xscale)),floor((-41-(random%36))*const(size.yscale))
	size.height=3 ;; hit_spark
	ignorehitpause=1
	facing=-1

;---
[state 0]
	type=targetlifeadd
	trigger1=(animelem=2,=1)||(animelem=4,=1)
	value=-10
	kill=0

[state 0]
	type=hitadd
	trigger1=(animelem=2,=1)||(animelem=4,=1)
	value=1

;---
[state 0]
	type=varadd
	trigger1=(animelem=5,=3)
	var(7)=-1
[state 0]
	type=changestate
	trigger1=(animelem=5,=3) && var(7)<=0
	value=1503

;--------------
; Syo_Ran_Kyaku - finish
; ėr - Ƃǂ

[statedef 1503]
type=s
physics=n
movetype=a
anim=1503
velset=0,0
ctrl=0

[state 0]
	type=targetstate
	trigger1=time=0
	value=1513

;;--- hit_spark
[state 0] ; hit_spark
	type=helper
	trigger1=(animelem=3,=2) && (sysfvar(0)>0)
	id=152100
	stateno=152100
	helpertype=normal
	ownpal=0
	keyctrl=0
	postype=p1
	pos=floor(45 *const(size.xscale)), floor(-50 *const(size.yscale))
	size.height=3 ;; hit_spark
	ignorehitpause=1
	facing=-1

;---
[state 0]
	type=playsnd
	trigger1=(animelem=2)
	value=0,4
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=3,=2)
	value=f0 + ifelse(sysfvar(0)>0, 300, 5) , 4
	channel=2

;---
[state 0]
	type=targetlifeadd
	trigger1=(animelem=3,=2)
	value=-52

[state 0]
	type=velset
	trigger1=(animelem=5)
	x=-2.5
	y=-7.5
[state 0]
	type=veladd
	trigger1=(animelem=5,>0)
	y=0.49

[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=4) && (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=changestate
	trigger1=(animelem=5,>0)
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1105


;--------------
; Syo_Ran_Kyaku - stop
; ėr - ~

[statedef 1505]
type=s
physics=s
movetype=i
anim=1505
velset=0,0
ctrl=0

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

[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=2) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(6*const(size.xscale)),floor(-pos y)
	size.xscale=-0.5
	size.yscale= 0.5

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


;---------------
; Syo_Ran_Kyaku - p2state
; ėr - 

[statedef 1512]
type=s
physics=n
movetype=h
sprpriority=-2
velset=0,0
ctrl=0
[state 0]
	type=afterimagetime
	trigger1=!time
	time=0
[state 0]
	type=posset
	trigger1=!time
	y=0
[state 0]
	type=changeanim2
	trigger1=time=0
	value=1512
; for_safety
[state 0]
	type=selfstate
	trigger1=time>256
	value=5100

;--------------
[statedef 1513]
type=a
physics=n
movetype=h
velset=0,0
ctrl=0
[state 0]
	type=changeanim2
	trigger1=time=0
	value=1513
[state 0]
	type=nothitby
	trigger1=1
	value=sca
	time=46
[state 0]
	type=offset
	trigger1=(animelem=3,>=0) && (time%2)
	x=ifelse(time%4,1,-1)
[state 0]
	type=velset
	trigger1=animtime=0
	x=-5
	y=-6
[state 0]
	type=selfstate
	trigger1=animtime=0
	value=5050










;---------------
; Ha_O_Shi_Ko
; e

[statedef 1600]
type=s
physics=s
movetype=a
anim=3000
poweradd=120
velset=0,0
ctrl=0

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="sp7",0,1)
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(5)=(random<500)

[state 0]
	type=playsnd
	trigger1=time=1
	value=0,3000
	channel=0

[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=changestate
	trigger1=animtime=0
	value=1601

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

[statedef 1601]
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=1602

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

[statedef 1602]
type=s
physics=s
movetype=a
anim=3002
velset=0,0
ctrl=0

[state 0]
	type=changeanim
	trigger1=(animelem=4)
	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=0,3002
	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=1000
	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=ifelse(var(5),8000,5000),0;;<-speed_x,y(1/1000)
	size.ground.front=var(6)*1000+6;;<-max_hits/miss_time
	size.ground.back=800015;;<-damage hit/guard
	size.air.front=620560;; <vel_x,y_hit
	size.air.back= 640530;; <vel_x,y_guard
	size.shadowoffset=13;;<-fall(10=recovery/1=ground/2=air/3=g&a)
	ownpal=1
	size.xscale=1
	size.yscale=1

;---
[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=1,1
	projremovetime=222
	projhits=var(6)
	offset=floor(52*const(size.xscale)),floor(-78*const(size.yscale))
	velocity=ifelse(var(5),8,5), 0
	attr=s,sp
	damage=80,15
	hitflag=maf
	guardflag=ma
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	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=   -5,-5
	guard.velocity= -11
	air.juggle=8
	getpower=0,0
	fall=1
	air.fall=1
	fall.recover=0

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



;[EOF]
