;     -99  : [player] : basic/normal moves
; 1000-2999: [player] : special moves
; 3000-    : [player] : hyper/super moves
; ------	-------
; v02   :	alive flag
; v03   :	char type
; v04   :	kill flag
; v05   :	sp type
; v06   :	counter
; v07   :	temp
; v08   :	temp
; v30-33:	hitspark
; v41   :	cancel combo flag used in cmd file
; f00   :	temp scale
; ------	-------


;-------------
[statedef 180]
type=s
anim=181+(random%5)
velset=0,0
ctrl=0

[state 0]
	type=assertspecial
	trigger1=time<268
	flag=roundnotover

[state 0]
	type=playsnd
	trigger1=(animelem=5)  && (anim=183)
	trigger2=(animelem=16) && (anim=184)
	trigger3=(animelem=6)  && (anim=185)
	value=1,(random%2)+var(3)*100
	channel=0

[state 0]
	type=playsnd
	trigger1=(animelem=18) && (anim=184)
	trigger2=(animelem=8)  && (anim=185)
	value=f200,2
	channel=1

[state 0] ; electric
	type=explod
	trigger1=time>10 && (time%16=0) && (anim=183)
	trigger2=time>18 && (time%18=0) && (anim=184)
	trigger3=time>16 && (time%18=0) && (anim=185)
	anim=21000+(random%3)
	postype=p1
	sprpriority=3
	pos=(random%9)-5,-38-(random%16)
	scale=((random%6)*0.1+0.5)*ifelse(random<500,1,-1),((random%6)*0.1+0.5)*ifelse(random<500,1,-1)


;-------------
[statedef 191]
type=s
anim=190+(random%4)
velset=0,0
ctrl=0

[state 0]
	type=assertspecial
	trigger1=1
	flag=intro
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0

[state 0]
	type=playsnd
	trigger1=anim=192 && time=36
	trigger2=anim=193 && time=58
	value=1,(random%2)+var(3)*100
	channel=0

[state 0] ; electric
	type=explod
	trigger1=anim=192 && time<50 && (time%16=10)
	trigger2=anim=193 && time<50 && (time%18=10)
	anim=21000+(random%3)
	postype=p1
	sprpriority=3
	pos=(random%9)-5,-38-(random%16)
	scale=((random%6)*0.1+0.5)*ifelse(random<500,1,-1),((random%6)*0.1+0.5)*ifelse(random<500,1,-1)
	ignorehitpause=1

;-------------
; taunt
[statedef 195]
type=s
movetype=i
physics=s
anim=195+(random%3)
sprpriority=1
velset=0,0
ctrl=0

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






;-------------
; basic
;-------------
; stand light punch
[statedef 200]
type=s
movetype=a
physics=s
anim=200
sprpriority=1
juggle=8
poweradd=10
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=2 && random<250
	value=1,1+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=f200,0
	channel=1

[state 0]
	type=hitdef
	trigger1=time=0
	attr=s,na
;;@	priority=1,hit
	damage=25,0
	hitflag=maf
	guardflag=ma ; m
	animtype=light
	air.animtype=back
	fall.animtype=back
	ground.type=high
	air.type=low
	pausetime=8,8
	sparkxy=-10,-62
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,0
	guardsound=40,0
	ground.slidetime=10
	ground.hittime=11
	air.hittime=11
	ground.velocity=-6
	air.velocity=   -3,-3
	persistent=0
	;;-;; givepower=20,10
	getpower=20,10
	kill=!var(4)
	;---
;; guard.ctrltime = ctrl_time (int)
;; This is the time before p2 regains control in the ground guard state.
;; Defaults to the same value as "guard.slidetime" if omitted.
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510562 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

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

;-------------
; standing strong punch near
[statedef 210]
type=s
movetype=a
physics=s
anim=210
sprpriority=1
juggle=8
poweradd=50
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=3 && random<500
	value=1,(random%2)+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=time=3
	value=f200,2
	channel=1

[state 0]
	type=hitdef
	trigger1=time=0
	attr=s,na
;;@	priority=ifelse(var(4),1,2),hit
	animtype=medium
	air.animtype=back
	fall.animtype=back
	ground.type=high
	air.type=low
	damage=80
	hitflag=maf
	guardflag=ma ; m
	pausetime=13,13
	sparkxy=-10,-70
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,2
	guardsound=41,0
	ground.slidetime=12
	ground.hittime=18
	air.hittime=18
	ground.velocity=-5
	air.velocity=   -3,-5
	persistent=0
	;;-;; givepower=50,25
	getpower=50,25
	kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510570 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

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

;-------------
; standing strong punch
[statedef 220]
type=s
movetype=a
physics=s
anim=220
sprpriority=1
juggle=8
poweradd=50
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=3 && random<500
	value=1,(random%2)+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=time=3
	value=f200,2
	channel=1

[state 0]
	type=hitdef
	trigger1=time=0
	attr=s,na
;;@	priority=ifelse(var(4),1,2),hit
	animtype=medium
	air.animtype=back
	fall.animtype=back
	ground.type=high
	air.type=low
	damage=80
	hitflag=maf
	guardflag=ma ; m
	pausetime=13,13
	sparkxy=-10,-70
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,2
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-11
	air.velocity=    -5,-4
	persistent=0
	;;-;; givepower=50,25
	getpower=50,25
	kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510570 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

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

;-------------
; standing strong kick near
[statedef 230]
type=s
movetype=a
physics=s
anim=230
sprpriority=1
juggle=8
poweradd=50
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=3 && random<500
	value=1,1+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=time=3
	value=f200,3
	channel=1

[state 0]
	type=posadd
	trigger1=(animelem=1)||(animelem=2)||(animelem=3)||(animelem=4)
	trigger1=(p2bodydist x>0)
	x=3 *const(size.xscale)

[state 0]
	type=hitdef
	trigger1=time=0
	attr=s,na
;;@	priority=ifelse(var(4),1,2),hit
	animtype=medium
	air.animtype=back
	fall.animtype=back
	ground.type=low
	air.type=low
	damage=80
	hitflag=maf
	guardflag= ma ; m
	pausetime=13,13
	sparkxy=-10,-60
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,3
	guardsound=41,0
	ground.slidetime=12
	ground.hittime=18
	air.hittime=18
	ground.velocity=-6
	air.velocity=   -5,-4
	persistent=0
	;;-;; givepower=50,25
	getpower=50,25
	kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510560 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

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

;-------------
; standing strong kick
[statedef 240]
type=s
movetype=a
physics=s
juggle=8
anim=240
sprpriority=1
poweradd=50
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=3 && random<500
	value=1,(random%2)+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=time=5
	value=f200,3
	channel=1

[state 0]
	type=hitdef
	trigger1=time=0
	attr=s,na
;;@	priority=ifelse(var(4),1,2),hit
	animtype=medium
	air.animtype=back
	fall.animtype=back
	ground.type=low
	air.type=low
	damage=80
	hitflag=maf
	guardflag=ma ; m
	pausetime=13,13
	sparkxy=-10,-60
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,3
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-11
	air.velocity=    -5,-4
	persistent=0
	;;-;; givepower=50,25
	getpower=50,25
	kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510560 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

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

;-------------
; standing strong kick2
[statedef 250]
type=s
movetype=a
physics=s
anim=250
sprpriority=1
juggle=7
poweradd=50
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=5
	value=1,(random%2)+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=12)
	value=f200,3
	channel=1

; dash_dust
[state 0]
	type=helper
	trigger1=(animelem=5) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-12*const(size.xscale)),floor(-pos y)
	size.xscale=0.65
	size.yscale=0.65

[state 0]
	type=posadd
	trigger1=(animelem=5) && (p2bodydist x>0)
	x=12 *const(size.xscale)
[state 0]
	type=posadd
	trigger1=(animelem=9) && (p2bodydist x>0)
	x=20 *const(size.xscale)
[state 0]
	type=velset
	trigger1=(animelem=5,>0) && (animelem=9,<0)
	x=6 *const(size.xscale)

;--- eff2
[state 0]
	type=explod
	trigger1=(animelem=12)
	anim=23321
	sprpriority=3
	postype=p1
	pos=floor(26*const(size.xscale)),floor(-90*const(size.yscale))
	bindtime=2
	ownpal=0
	scale=const(size.xscale)*0.45,const(size.yscale)
	vel=2,-4
	ignorehitpause=1
	removeongethit=1

;---
[state 0]
	type=hitdef
	trigger1=time=0
	attr=s,na
;;@	priority=ifelse(var(4),1,2),hit
	animtype=diagup
	air.animtype=diagup
	fall.animtype=diagup
	ground.type=low
	air.type=low
	damage=60
	hitflag=maf
	guardflag=ma ; m
	pausetime=13,13
	sparkxy=-10,-60
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,3
	guardsound=41,0
	ground.slidetime=12
	ground.hittime=18
	air.hittime=18
	ground.velocity=-1.2,-12.8
	air.velocity=   -1.2,-12.8
	persistent=0
	yaccel=0.49
	;;-;; givepower=50,25
	getpower=50,25
	fall=!var(4)
	air.fall=!var(4)
	fall.recover=var(4)
	fall.recovertime=16
	kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510560 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

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

;-------------
; standing light kick
[statedef 260]
type=s
movetype=a
physics=s
anim=260
sprpriority=1
juggle=8
poweradd=10
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time-2 && random<250
	value=1,1+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=f200,1
	channel=1

[state 0]
	type=hitdef
	trigger1=time=0
	attr=s,na
;;@	priority=1,hit
	animtype=medium
	air.animtype=back
	fall.animtype=back
	ground.type=low
	air.type=low
	damage=25
	hitflag=maf
	guardflag=ma ; m
	pausetime=8,8
	sparkxy=-10,-18
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,1
	guardsound=41,0
	ground.slidetime=10
	ground.hittime=11
	air.hittime=11
	ground.velocity=-6
	air.velocity=   -3,-3
	persistent=0
	;;-;; givepower=20,10
	getpower=20,10
	kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510518 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

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

;-------------
; standing strong kick3
[statedef 270]
type=s
movetype=a
physics=s
anim=270
sprpriority=1
juggle=8
poweradd=50
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=2
	value=1,(random%2)+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=time=3
	value=f200,3
	channel=1

[state 0]
	type=posadd
	trigger1=!time && (p2bodydist x>=12)
	x=12 *const(size.xscale)

[state 0] ; ground_wave
	type=helper
	trigger1=(animelem=18) && (sysfvar(0)>0)
	pos=floor(66*const(size.xscale)),0
	id=159005
	stateno=159005
	size.height=2

[state 0]
	type=explod
	trigger1=time=3||time=6||time=9
	anim=anim
	postype=p1
	scale=const(size.xscale),const(size.yscale)
	bindtime=-1
	removetime=abs(animtime)-8
	removeongethit=1

[state 0]
	type=hitdef
	trigger1=time=0
	attr=s,na
;;@	priority=ifelse(var(4),1,2),hit
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=low
	air.type=low
	damage=60
	hitflag=maf
	guardflag=h
	pausetime=13,13
	sparkxy=-12,-28
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,3
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-12
	air.velocity=    -8,-3
	persistent=0
	;;-;; givepower=40,20
	getpower=40,20
	kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 512528 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1


;-------------
; standing strong kick3(cancel)
[statedef 275]
type=s
movetype=a
physics=s
anim=275
sprpriority=1
juggle=0
poweradd=20
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=2 && random<500
	value=1,(random%2)+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=time=3
	value=f200,3
	channel=1

[state 0]
	type=posadd
	trigger1=!time && (p2bodydist x>=12)
	x=12 *const(size.xscale)
[state 0]
	type=posadd
	trigger1=(animelem=18)||(animelem=19)||(animelem=20)
	trigger1=(p2bodydist x>=5)
	x=5 *const(size.xscale)

[state 0] ; ground_wave
	type=helper
	trigger1=(animelem=10) && (sysfvar(0)>0)
	pos=floor(66*const(size.xscale)),0
	id=159005
	stateno=159005
	size.height=2

[state 0]
	type=hitdef
	trigger1=animelem=4
	attr=s,na
;;@	priority=ifelse(var(4),1,2),hit
	animtype=medium
	air.animtype=back
	fall.animtype=back
	ground.type=high
	air.type=low
	damage=20
	hitflag=maf
	guardflag=ma
	pausetime=7,8
	sparkxy=-12,-78
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,3
	guardsound=41,0
	ground.slidetime=12
	ground.hittime=23
	air.hittime=23
	ground.velocity=-3
	air.velocity=   -3,-3
	persistent=0
	;;-;; givepower=20,10
	getpower=20,10
	kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 512578 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=animelem=10
	attr=s,na
;;@	priority=ifelse(var(4),1,2),hit
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=low
	air.type=low
	damage=30
	hitflag=maf
	guardflag=ma
	pausetime=12,13
	sparkxy=-12,-28
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,3
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=23
	air.hittime=23
	ground.velocity=-3
	air.velocity=   -3,-3
	persistent=0
	;;-;; givepower=20,10
	getpower=20,10
	kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 512528 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1


;-------------
;-------------
; crouching light punch
[statedef 400]
type=c
movetype=a
physics=c
anim=400
sprpriority=1
juggle=8
poweradd=10
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=2 && random<250
	value=s1,1+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=f200,0
	channel=1

[state 0]
	type=hitdef
	trigger1=time=0
	attr=c,na
;;@	priority=1,hit
	damage=25
	animtype=light
	air.animtype=back
	fall.animtype=back
	ground.type=low
	air.type=low
	hitflag=maf
	guardflag=ma ; m
	pausetime=8,8
	sparkxy=-10,-42
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,0
	guardsound=40,0
	ground.slidetime=10
	ground.hittime=11
	air.hittime=11
	ground.velocity=-6
	air.velocity=-3,-3
	persistent=0
	;;-;; givepower=20,10
	getpower=20,10
	kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510542 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1

;-------------
; crouching strong punch
[statedef 410]
type=c
movetype=a
physics=c
juggle=8
anim=410
sprpriority=1
poweradd=50
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=3 && random<500
	value=1,(random%2)+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=time=3
	value=f200,2
	channel=1

[state 0]
	type=hitdef
	trigger1=time=0
	attr=c,na
;;@	priority=ifelse(var(4),1,2),hit
	damage=80
	animtype=medium
	air.animtype=back
	fall.animtype=back
	ground.type=low
	air.type=low
	hitflag=maf
	guardflag=ma ; m
	pausetime=13,13
	sparkxy=-10,-55
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,2
	guardsound=40,0
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-6
	air.velocity=-4,-4
	persistent=0
	;;-;; givepower=50,25
	getpower=50,25
	kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510555 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1

;-------------
; crouching light kick
[statedef 430]
type=c
movetype=a
physics=c
anim=430
sprpriority=1
facep2=1
juggle=8
poweradd=10
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=2 && random<250
	value=s1,1+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=f200,1
	channel=1

[state 0]
	type=hitdef
	trigger1=time=0
	attr=c,na
;;@	priority=1,hit
	damage=25
	animtype=light
	air.animtype=back
	fall.animtype=back
	ground.type=low
	air.type=low
	hitflag=mafd
	guardflag=l
	pausetime=8,8
	sparkxy=-10,-8
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,1
	guardsound=40,0
	ground.slidetime=10
	ground.hittime=11
	air.hittime=11
	ground.velocity=-6
	air.velocity=   -3,-3
	down.velocity=-5,0
	down.hittime=20
	persistent=0
	;;-;; givepower=20,10
	getpower=20,10
	kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510508 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1

;-------------
; crouch strong kick
[statedef 440]
type=c
movetype=a
physics=c
anim=440+ifelse(command="holdfwd",10,0)
sprpriority=1
juggle=9
poweradd=50
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=3 && random<500
	value=1,(random%2)+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=time=3
	value=f200,3
	channel=1

[state 0]
	type=hitdef
	trigger1=anim=450 && (animelem=3)
	attr=c,na
;;@	priority=ifelse(var(4),1,2),hit
	damage=40
	hitflag=mafd
	guardflag=l
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=high ; low
	air.type=low
	pausetime=7,7
	sparkxy=-10,-28
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,3
	guardsound=41,0
	ground.slidetime=10
	ground.hittime=18
	air.hittime=18
	ground.velocity=-1,0
	air.velocity=-1,-3
	persistent=0
	;;-;; givepower=20,10
	getpower=20,10
	kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510528 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=anim=440 && time=0
	trigger2=anim=450 && (animelem=8)
	attr=c,na
;;@	priority=ifelse(var(4),1,2),hit
	damage=80
	hitflag=mafd
	guardflag=l
	pausetime=13,13
	sparkxy=-10,ifelse((anim=440),0,-52)
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,3
	guardsound=41,0
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=trip
	air.type=low
	ground.slidetime=10
	ground.hittime=18
	air.hittime=18
	ground.velocity=-3,-ifelse(anim=440,8,11)
	air.velocity=   -3,-ifelse(anim=440,8,11)
	guard.velocity=-11
	yaccel=0.6
	fall=1
	air.fall=1
	fall.recover=1
	fall.recovertime=28
	persistent=0
	;;-;; givepower=50,25
	getpower=50,25
	kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510500 +ifelse((anim=440),0,52) )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1


;-------------
; basic - air
;-------------
; jump light punch
[statedef 600]
type=a
movetype=a
physics=a
juggle=8
anim=600
sprpriority=1
poweradd=10
ctrl=0

[state 0]
	type=playsnd
	trigger1=time=2 && random<250
	value=1,(random%2)+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=f200,0
	channel=1

[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,na
;;@	priority=1,hit
	damage=25
	hitflag=maf
	guardflag=ha
	animtype=light
	air.animtype=back
	fall.animtype=back
	ground.type=high
	air.type=low
	pausetime=8,8
	sparkxy=-10,-16
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,0
	guardsound=40,0
	ground.slidetime=10
	ground.hittime=12
	air.hittime=12
	ground.velocity=-4
	air.velocity=   -3,-3
	persistent=0
	;;-;; givepower=20,10
	getpower=20,10
	kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510516 )
	fall.envshake.time= id
	fall.envshake.ampl= 0


;-------------
; jump strong punch
[statedef 610]
type=a
movetype=a
physics=a
juggle=8
anim=610
sprpriority=1
poweradd=50
ctrl=0

[state 0]
	type=playsnd
	trigger1=time=3 && random<500
	value=1,0+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=time=3
	value=f200,2
	channel=1

[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,na
;;@	priority=ifelse(var(4),1,2),hit
	damage=80
	hitflag=maf
	guardflag=ha
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=high
	air.type=low
	pausetime=13,13
	sparkxy=-10,-28
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,2
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-5
	air.velocity=   -5,-4
	persistent=0
	;;-;; givepower=50,25
	getpower=50,25
	kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510528 )
	fall.envshake.time= id
	fall.envshake.ampl= 0


;-------------
; jump light kick
[statedef 630]
type=a
movetype=a
physics=a
juggle=8
anim=630
sprpriority=1
poweradd=10
ctrl=0

[state 0]
	type=playsnd
	trigger1=time=2 && random<250
	value=1,1+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=f200,1
	channel=1

[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,na
;;@	priority=1,hit
	damage=25
	hitflag=maf
	guardflag=ha
	animtype=light
	air.animtype=back
	fall.animtype=back
	ground.type=high
	air.type=low
	pausetime=8,8
	sparkxy=-5,-35
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,1
	guardsound=40,0
	ground.slidetime=10
	ground.hittime=12
	air.hittime=12
	ground.velocity=-4
	air.velocity=-3,-3
	persistent=0
	;;-;; givepower=20,10
	getpower=20,10
	kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510535 )
	fall.envshake.time= id
	fall.envshake.ampl= 0


;-------------
; jump strong kick
[statedef 640]
type=a
movetype=a
physics=a
juggle=8
anim=ifelse(vel x,640,650)
sprpriority=1
poweradd=50
ctrl=0

[state 0]
	type=playsnd
	trigger1=time=3 && random<500
	value=1,var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=time=3
	value=f200,3
	channel=1

[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,na
;;@	priority=ifelse(var(4),1,2),hit
	damage=80
	hitflag=maf
	guardflag=ha
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=low
	air.type=low
	pausetime=13,13
	sparkxy=-10,-28
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,3
	guardsound=41,0
	ground.slidetime=17
	ground.hittime=20
	air.hittime=20
	ground.velocity=-5
	air.velocity=-3,-4
	persistent=0
	;;-;; givepower=50,25
	getpower=50,25
	kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510528 )
	fall.envshake.time= id
	fall.envshake.ampl= 0


;-------------
; kung fu throw-attempt
;-------------
[statedef 800]
type=s
movetype=a
physics=s
anim=800
sprpriority=1
juggle=0
velset=0,0
ctrl=0
facep2=1

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

[state 0]
	type=varset
	trigger1=time=0
	var(7)=(command="holdback")
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(7)=(random<500)

;---
[state 0]
	type=hitdef
	trigger1=time=0
	attr=s,nt
	hitflag=m-
	priority=3,miss
	sparkno=(var(31):=-1)
	p1facing=1
	p2facing=1
	p1stateno=810
	p2stateno=820
	guard.dist=0
	hitsound=-1
	hitonce=1
	kill=!var(4)
	persistent=0

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

;-------------
; kung fu throw-throwing the opponent
[statedef 810]
type=s
movetype=a
physics=n
anim=810
sprpriority=1
juggle=0
poweradd=0
velset=0,0
ctrl=0

;--- grab_spark
[state 0]
	type=helper
	trigger1=(time=1) && (sysfvar(0)>0)
	id=152080
	stateno=152080
	postype=p1
	pos=floor(36*const(size.xscale)),floor(-49*const(size.yscale))
	size.xscale=1 ;w
	size.yscale=1 ;h
	size.height=100 ;type
	persistent=0

;--- against_throw O
[state 0]
	type=changestate
	triggerall=(time=[1,2]) && numtarget
	triggerall=playeridexist(floor(sysfvar(0)))
	triggerall=playerid(floor(sysfvar(0))),stateno=90900
	triggerall=playerid(floor(sysfvar(0))),var(17)>0
	trigger1=target,command="y"||target,command="b"
	trigger2=target,var(51)>0 && (random%2) && random<target,var(51)*118 ;*at
	value=190130

;---
[state 0]
	type=turn
	trigger1=(animelem=2) && ((var(7) && var(5)) || (!var(7) && !var(5)))
[state 0]
	type=targetfacing
	trigger1=(animelem=2) && ((var(7) && var(5)) || (!var(7) && !var(5)))
	value=-1

[state 0]
	type=changestate
	trigger1=(animelem=2) && var(5)
	value=815


;---
[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=s1,0+var(3)*100
	channel=0

;---
[state 0]
	type=targetbind
	trigger1=(animelem=2,<1)
	pos=floor(28*const(size.xscale)),0

[state 0]
	type=targetlifeadd
	trigger1=(animelem=2)
	value=-128
	kill=!var(4)

;---
[state 0]
	type=targetstate
	trigger1=!time
	value=820
[state 0]
	type=targetstate
	trigger1=(animelem=2)
	value=821
;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1

;-------------
[statedef 815]
type=s
movetype=a
physics=n
anim=815
sprpriority=-1
juggle=0
poweradd=0
velset=0,0
ctrl=0

;---
[state 0]
	type=targetstate
	trigger1=!time
	value=820

;---
[state 0]
	type=targetbind
	trigger1=time=0
	pos=floor(28*const(size.xscale)), 0
[state 0]
	type=targetbind
	trigger1=(animelem=2)
	pos=floor(23*const(size.xscale)), 0
[state 0]
	type=targetbind
	trigger1=(animelem=3)
	pos=floor(18*const(size.xscale)), 0
[state 0]
	type=targetbind
	trigger1=(animelem=4)
	pos=floor(16*const(size.xscale)), 0
[state 0]
	type=targetbind
	trigger1=(animelem=5)
	pos=floor(8*const(size.xscale)), 0

;---
[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=s1,0+var(3)*100
	channel=0

[state 0]
	type=playsnd
	trigger1=(animelem=8)
	value=f200,3
	channel=1


;---
[state 0] ; hk1
	type=hitdef
	trigger1=(animelem=11)
	attr=s,na
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=low
	air.type=low
	damage=30
	hitflag=maf+
	guardflag=m
	pausetime=12,12
	sparkxy=-10,-60
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,3
	guardsound=41,0
	ground.slidetime=28
	ground.hittime=28
	air.hittime=28
	ground.velocity=0,-5
	air.velocity=   0,-5
	fall=1
	air.fall=1
	fall.recover=0
	yaccel=0.5
	;;-;; givepower=30,15
	getpower=0,0
	kill=0
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510560 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0] ; hk2
	type=hitdef
	trigger1=(animelem=20)
	attr=s,na
	animtype=diagup
	air.animtype=diagup
	fall.animtype=diagup
	ground.type=low
	air.type=low
	damage=58
	hitflag=maf+
	guardflag=m
	pausetime=13,13
	sparkxy=-10,-60
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,3
	guardsound=41,0
	ground.slidetime=12
	ground.hittime=18
	air.hittime=18
	ground.velocity=-3,-12
	air.velocity=   -3,-12
	fall=1
	air.fall=1
	fall.recover=0
	yaccel=0.5
	;;-;; givepower=30,15
	getpower=0,0
	kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 75510560 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=changestate
	trigger1=time>58
	value=816
	ctrl=0
;-------------
[statedef 816]
type=s
movetype=i
physics=s
anim=816
sprpriority=0
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

;-------------
; thrown by kung fu throw
[statedef 820]
type=a
movetype=h
physics=n
anim=5012
velset=0,0
ctrl=0
[state 0]
	type=afterimagetime
	trigger1=!time
	time=0
[state 0]
	type=hitfallset
	trigger1=!time
	value=0
	xvel=0
	yvel=0
[state 0]
	type=posset
	trigger1=!time
	y=0
[state 0]
	type=nothitby
	trigger1=!time
	value=sca
	time=11
[state 0] ; for_safety
	type=selfstate
	trigger1=time>28
	value=ifelse(pos y>=0,0,50)
	ctrl=1
;-------------
[statedef 821]
type=a
movetype=h
physics=n
anim=5050
sprpriority=-1
poweradd=0
velset=8,-9
ctrl=0
[state 0]
	type=turn
	trigger1=!time
[state 0]
	type=nothitby
	trigger1=1
	value=sca
	time=16
[state 0]
	type=veladd
	trigger1=1
	y=0.324
[state 0]
	type=selfstate
	trigger1=time>1
	value=5050




;-------------

;-------------
; hit_fallrecover (on the ground)
; ^E(n)
[statedef 5201]
type=s
movetype=h
physics=n
velset=0,0
ctrl=0

; turn if not facing opponent
[state 0]
	type=turn
	trigger1=!time && (p2dist x<-6)

[state 0]
	type=posset
	trigger1=!time
	y=0
[state 0]
	type=nothitby
	trigger1=1
	value=sca
[state 0]
	type=palfx
	trigger1=1
	time=2
	add=128,128,128
[state 0]
	type=changestate
	trigger1=1
	value=115

;-------------
; _E
;-------------
[statedef 195200]
type=s
movetype=h
physics=s
anim=195200
velset=0,0
ctrl=0

[state 0]
	type=nothitby
	trigger1=1
	value=sca
[state 0]
	type=posadd
	trigger1=(animtime=0)
	x=-58 *const(size.xscale)
[state 0]
	type=selfstate
	trigger1=animtime=0
	value=5110
;-------------



;-------------
; roll fwd
[statedef 110]
type=s
movetype=i
physics=s
anim=110
sprpriority=-1
velset=0,0
ctrl=0

[state 0]
	type=playsnd
	trigger1=time=1
	value=s1,1+var(3)*100
	channel=0

[state 0]
	type=afterimage
	trigger1=time=3
	time=18
	length=5
	timegap=2
	framegap=4
	palbright=1,1,1
	palcontrast=128,128,128
	paladd=0,0,0
	palmul=1,1,1
;afia;	trans=add1

[state 0]
	type=hitby
	trigger1=(animelem=15,<0)
	value=sca,nt,st,ht
[state 0]
	type=velset
	trigger1=(animelem=6,>0)
	x=5.2
[state 0]
	type=velset
	trigger1=(animelem=14,>0)
	x=0
[state 0]
	type=playerpush
	trigger1=1
	value=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1

;-------------
; roll backward
;-------------
[statedef 115]
type=s
movetype=i
physics=s
anim=115
sprpriority=-1
velset=0,0
ctrl=0

[state 0]
	type=playsnd
	trigger1=time=1
	value=s1,1+var(3)*100
	channel=0

[state 0]
	type=changeanim
	trigger1=time=0 && (prevstateno=5201)
	value=anim
	elem=4

[state 0]
	type=afterimage
	trigger1=time=3
	time=18
	length=5
	timegap=2
	framegap=4
	palbright=1,1,1
	palcontrast=128,128,128
	paladd=0,0,0
	palmul=1,1,1
;afia;	trans=add1

[state 0]
	type=hitby
	trigger1=(animelem=19,<0)
	value=sca,nt,st,ht
[state 0]
	type=nothitby
	trigger1=(prevstateno=5201)
	value=sca

[state 0]
	type=velset
	trigger1=(animelem=5,>=0)
	x=-5.2
[state 0]
	type=velset
	trigger1=(animelem=19,>=0)
	x=0
[state 0]
	type=playerpush
	trigger1=1
	value=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1

;-------------
; [JE^[
; guard cancel / zero counter
;-------------
[statedef 8200]
type=s
movetype=a
physics=s
anim=8200
sprpriority=2
juggle=0
poweradd=0
velset=0,0
ctrl=0
;---
[state 0]
	type=changeanim
	trigger1=numhelper(88891)
	value=anim
[state 0] ; gc
	type=helper
	trigger1=!time && (sysfvar(0)>0)
	id=88891
	stateno=88891
	pos=floor(20*const(size.xscale)),floor(-73*const(size.yscale))
;---

; electric
[state 0]
	type=explod
	trigger1=time=2 || time=11 || time=20
	anim=21000+(random%3)
	postype=p1
	sprpriority=3
	pos=(random%9)-5,-38-(random%16)
	scale=((random%6)*0.1+0.5)*ifelse(random<500,1,-1),((random%6)*0.1+0.5)*ifelse(random<500,1,-1)

[state 0]
	type=poweradd
	trigger1=!time && (sysfvar(0)<=0)
	value=-1000

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

[state 0]
	type=width
	trigger1=(animelem=11,>0) && (animelem=18,<0)
	value=const(size.ground.front)*2

[state 0]
	type=playsnd
	trigger1=(animelem=9)
	value=s1,0+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=11)
	value=f200,3
	channel=1


[state 0] ; (gca)
	type=hitdef
	trigger1=!time
	attr=s,na
	damage=20
	animtype=diagup
	guardflag=ma
	hitflag=maf
	pausetime=14,14
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,4
	guardsound=41,0
	;---
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	getpower=0,0
	;;-;; givepower=200,200
	;---
	ground.slidetime=16
	ground.hittime=16
	air.hittime=16
	;---
	guard.velocity=-12
	airguard.velocity=-6,-3
	;---
	ground.velocity=-0.9,-9.4
	air.velocity=   -0.9,-9.4
	;---
	sparkxy=-10,-58
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510558 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
	;---
	kill=0

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

;-------------
; breaking
[statedef 8210]
type=s
movetype=a
physics=s
anim=8200
poweradd=0
juggle=0
velset=0,0
ctrl=0
;========
[state 0]
	type=changeanim
	trigger1=numhelper(88890)
	trigger2=(sysfvar(0)<=0) && time<26
	value=anim
[state 0]
	type=helper
	trigger1=!time && roundstate=2 && (sysfvar(0)>0)
	id=88890
	stateno=88890
	pos=floor(20*const(size.xscale)),floor(-73*const(size.yscale))
;========
[state 0]
	type=hitdef
	trigger1=!time
	attr=s,na
	hitflag=maf
	pausetime=13,13
	ground.hittime=18
	air.hittime=18
	priority=5,hit
	;ad; sparkno=2+(random%4)*10
	hitsound=300,4
	sparkxy=-10,-58
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510558 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=targetstate
	trigger1=time>0 && movehit && numtarget && hitpausetime=12
	trigger1=target,stateno!=190120
	value=190120
	ignorehitpause=1
;========

; electric
[state 0]
	type=explod
	trigger1=time=2 || time=11 || time=20
	anim=21000+(random%3)
	postype=p1
	sprpriority=3
	pos=(random%9)-5,-38-(random%16)
	scale=((random%6)*0.1+0.5)*ifelse(random<500,1,-1),((random%6)*0.1+0.5)*ifelse(random<500,1,-1)

[state 0]
	type=width
	trigger1=(animelem=11,>0) && (animelem=18,<0)
	value=const(size.ground.front)*2

[state 0]
	type=playsnd
	trigger1=(animelem=9)
	value=s1,0+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=11)
	value=f200,3
	channel=1

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






;-------------
; special
;-------------
;  (kyuki)
;-------------
[statedef 1000]
type=s
movetype=a
physics=c
anim=1000
sprpriority=1
velset=0,0
ctrl=0
facep2=1

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

[state 0]
	type=changestate
	trigger1=animtime=0
	value=1010

;-------------
[statedef 1010]
type=a
movetype=a
physics=n
anim=1010
juggle=8
poweradd=ifelse(var(5),120,100)
ctrl=0

; dash_dust
[state 0]
	type=helper
	trigger1=(animelem=1) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-22*const(size.xscale)),floor(-pos y)
	size.xscale=0.65
	size.yscale=0.65

;--- eff2
[state 0]
	type=explod
	trigger1=(animelem=9)||(animelem=19)
	anim=23321
	sprpriority=3
	postype=p1
	pos=floor(36*const(size.xscale)),floor(-66*const(size.yscale))
	bindtime=2
	ownpal=0
	scale=const(size.xscale),const(size.yscale)*0.5
	vel=4,-2
	ignorehitpause=1
	removeongethit=1

;---
[state 0]
	type=hitdef
	trigger1=(animelem=10)
	attr=a,sa
;;@	priority=ifelse(var(4),1,4),hit
	damage=60,10
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=high
	air.type=low
	hitflag=maf
	guardflag=ma
	pausetime=13,13
	sparkxy=-10,-42
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-4
	air.velocity=   -4,-5
	air.fall=!var(4)
	persistent=0
	;;-;; givepower=40,20
	getpower=40,20
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510542 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=16)
	attr=a,sa
;;@	priority=ifelse(var(4),1,4),hit
	damage=60,10
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=low
	air.type=low
	hitflag=maf
	guardflag=ma
	pausetime=13,13
	sparkxy=-10,-42
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-5,-5
	air.velocity=   -5,-5
	persistent=0
	;;-;; givepower=40,20
	getpower=40,20
	fall=!var(4)
	air.fall=!var(4)
	fall.recover=var(4)
	fall.recovertime=16
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510542 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=playsnd
	trigger1=(animelem=8) || (animelem=13)
	value=s1,0+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=9) || (animelem=15)
	value=f200,3
	channel=1


[state 0]
	type=velset
	trigger1=time=0
	x=ifelse(var(5),6.8,3.8)
	y=-3.8
[state 0]
	type=veladd
	trigger1=time>0 && vel y<0
	y=0.21
[state 0]
	type=veladd
	trigger1=(animelem=18,>0)
	x=ifelse(vel x>0,-0.2,0)
	y=0.36

[state 0]
	type=changestate
	trigger1=time>18 && (pos y+vel y>=0) && (vel y>0)
	value=1020 ;; land
	anim=1020

;-------------land
[statedef 1020]
type=s
movetype=i
physics=s
velset=0,0
ctrl=0

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

; dash_dust
[state 0]
	type=helper
	trigger1=!time && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-18*const(size.xscale)),0
	size.xscale=0.6
	size.yscale=0.6

[state 0]
	type=afterimagetime
	trigger1=animtime=0
	time=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1




;-------------
; g (hasyo) (=fire ball)
;-------------
[statedef 1100]
type=s
movetype=a
physics=s
anim=1100
sprpriority=1
poweradd=100
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="sp2_s",1,0)

[state 0]
	type=width
	trigger1=animelem=9,>0
	value=30,0

[state 0]
	type=playsnd
	trigger1=animelem=9
	value=1,0+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=animelem=10
	value=2,2
	channel=2

[state 0]
	type=null
	trigger1=animelem=3
	trigger1=1|| var(7):=floor(-3*const(size.xscale)) || var(8):=floor(-57*const(size.yscale)) || fvar(0):=0.5
	trigger2=animelem=4
	trigger2=1|| var(7):=floor( 0*const(size.xscale)) || var(8):=floor(-60*const(size.yscale)) || fvar(0):=0.75
	trigger3=animelem=5
	trigger3=1|| var(7):=floor(-3*const(size.xscale)) || var(8):=floor(-60*const(size.yscale)) || fvar(0):=1
	trigger4=animelem=6
	trigger4=1|| var(7):=floor(-4*const(size.xscale)) || var(8):=floor(-66*const(size.yscale)) || fvar(0):=1
	trigger5=animelem=7
	trigger5=1|| var(7):=floor(10*const(size.xscale)) || var(8):=floor(-68*const(size.yscale)) || fvar(0):=1
	trigger6=animelem=8
	trigger6=1|| var(7):=floor(15*const(size.xscale)) || var(8):=floor(-70*const(size.yscale)) || fvar(0):=1
	trigger7=animelem=9
	trigger7=1|| var(7):=floor(20*const(size.xscale)) || var(8):=floor(-70*const(size.yscale)) || fvar(0):=1
[state 0]
	type=explod
	trigger1=(animelem=3,>=0) && (animelem=10,<0)
	anim=1112
	postype=p1
	pos=var(7),var(8)
	sprpriority=2
	scale=fvar(0)*const(size.xscale),fvar(0)*const(size.yscale)
	removetime=1

;---
[state 0]
	type=helper
	trigger1=(animelem=10) && (sysfvar(0)>0)
	id=1000
	size.height=ifelse(var(5),10128,98);;<-(removetime+options)
	pos=floor(26*const(size.xscale)),floor(-70*const(size.yscale))
	stateno=91000
	size.head.pos=1110,1111;;<-anim,hitanim
	size.mid.pos=ifelse(var(5),5800,3200),0;;<-speed_x,y(1/1000)
	size.ground.front=1006;;<-max_hits/miss_time
	size.ground.back=(ifelse(var(5),10,8)*100000+10)*(!var(4));;<-damage hit/guard
	size.air.front=600550;; <vel_x,y_hit
	size.air.back= 620530;; <vel_x,y_guard
	size.shadowoffset=ifelse(var(4),10,2) ;;<-fall(10=recovery/1=ground/2=air/3=g&a)
	ownpal=1
	size.xscale=ifelse(var(5),1.28,1)
	size.yscale=ifelse(var(5),1.28,1)

;---
[state 0]
	type=projectile
	trigger1=(animelem=10) && (sysfvar(0)<=0)
	projid=91000 ;; 1000
	projanim=1110
	projhitanim=1111
	projpriority=1
	projsprpriority=3
	projscale=ifelse(var(5),1.28,1),ifelse(var(5),1.28,1)
	projremove=ifelse(var(5),128,98)
	offset=floor(26*const(size.xscale)),floor(-70*const(size.yscale))
	velocity=ifelse(var(5),5.8,3.2),0
	attr=s,sp
	damage=ifelse(var(5),100,80),10
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	hitflag=maf
	guardflag=ma
	ground.type=low
	air.type=low
	pausetime=2,10
	;ad; sparkno=3
	hitsound=5,4
	guardsound=6,0
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-9
	air.velocity=   -5,-4
	air.juggle=8
	getpower=40,20
	fall=0
	air.fall=!var(4)
	fall.recover=var(4)
	fall.recovertime=16
	kill=!var(4)
	guard.kill=!var(4)

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=10)
	movetype=i

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





;-------------
; ߋr (reikyaku) (=upcut)
;-------------
[statedef 1200]
type=s
movetype=a
physics=c
anim=1200
sprpriority=1
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="sp1_s",1,0)

[state 0]
	type=hitby
	trigger1=!ishelper
	trigger1=!var(5)
	value=sca,nt,st,ht

[state 0]
	type=changestate
	trigger1=animtime=0
	value=1210

;-------------
[statedef 1210]
type=a
movetype=a
physics=n
anim=1210
juggle=ifelse(var(4),15,8)
poweradd=ifelse(var(5),120,100)
ctrl=0

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

[state 0]
	type=hitby
	trigger1=!ishelper
	trigger1=time<ifelse(var(5),9,3)
	value=sca,nt,st,ht

;--- eff2
[state 0]
	type=explod
	trigger1=time=2
	anim=23320
	sprpriority=3
	postype=p1
	pos=floor(32*const(size.xscale)),floor(-66*const(size.yscale))
	bindtime=10
	ownpal=0
	scale=const(size.xscale)*0.5,const(size.yscale)
;op;	vel=2,-4
	ignorehitpause=1
	removeongethit=1

;---
[state 0]
	type=playsnd
	trigger1=time=3
	value=1,0+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=time=1
	value=2,9
	channel=2

[state 0]
	type=width
	trigger1=!time && !ishelper
	value=9,9

[state 0]
	type=varset
	trigger1=!time
	fvar(0)=2/const(movement.yaccel)*ifelse(var(5),1.25,1)

[state 0]
	type=posadd
	trigger1=!time
;0;	x=9
	x=fvar(0)*1.12

[state 0]
	type=velset
	trigger1=!time
;0;	x= 1.75*ifelse(var(5),1.25,1)
;0;	y=-8.2*ifelse(var(5),1.25,1)
	x= fvar(0)
	y=-fvar(0)*2

[state 0]
	type=veladd
	trigger1=time>0
	x=-const(movement.yaccel)*0.425
	y= const(movement.yaccel)*0.85

;---
[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,sa
;;@	priority=ifelse(var(4),1,4),hit
	damage=ifelse(var(5),110,90),10
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=high
	air.type=low
	hitflag=maf
	guardflag=ma ; m
	pausetime=13,13
	sparkxy=-10,-42
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=16
	air.hittime=16
	ground.velocity=-3,-8.2*ifelse(var(5),1.25,1)
	air.velocity=   -3,-8.2*ifelse(var(5),1.25,1)
	yaccel=0.5
	persistent=0
	;;-;; givepower=40,20
	getpower=40,20
	fall=!var(4)
	air.fall=!var(4)
	fall.recover=var(4)
	fall.recovertime=16
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 30510542 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	triggerall=time>0 && movecontact
	trigger1=var(51)<1 && (command="a" || command="b")
	trigger2=var(51)>0 && (random<ifelse(var(4),20,260)+var(51))
	value=1212
[state 0]
	type=changestate
	trigger1=time>0 && (vel y>=0)
	value=1215

;-------------2nd hit
[statedef 1212]
type=a
movetype=a
physics=n
anim=1212
juggle=0
ctrl=0


[state 0]
	type=playsnd
	trigger1=animelem=3
	value=1,0+var(3)*100
	channel=0

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

[state 0]
	type=velmul
	trigger1=(animelem=5,>0)
	x=0.85
	y=0.85

;--- eff2
[state 0]
	type=explod
	trigger1=(animelem=3)
	anim=23340
	sprpriority=3
	postype=p1
	pos=floor(26*const(size.xscale)),floor(-76*const(size.yscale))
	bindtime=-1
	ownpal=0
	scale=const(size.xscale)*0.65,const(size.yscale)*0.65
	ignorehitpause=1
	removeongethit=1

[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,sa
;;@	priority=ifelse(var(4),1,4),hit
	damage=30,8
	animtype=back
	air.animtype=back
	fall.animtype=diagup
	ground.type=low
	air.type=low
	hitflag=maf
	guardflag=ma ; m
	pausetime=13,13
	sparkxy=-10,-42
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=16
	air.hittime=16
	ground.velocity=-3,-11.5
	air.velocity=   -3,-11.5
	yaccel=0.58
	persistent=0
	;;-;; givepower=40,20
	getpower=40,20
	fall=!var(4)
	air.fall=!var(4)
	fall.recover=var(4)
	fall.recovertime=16
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 75510542 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=1215

;-------------fall
[statedef 1215]
type=a
movetype=i
physics=n
anim=1215
velset=0,0
ctrl=0

[state 0]
	type=changeanim
	trigger1=!time && (prevstateno=1212)
	value=anim
	elem=6

[state 0]
	type=veladd
	trigger1=1
	y=const(movement.yaccel)

[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1020 ;; land
	anim=1220


;-------------
; w (nishi)
;-------------
[statedef 1300]
type=s
movetype=a
physics=c
anim=1300
sprpriority=1
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="sp4_s",1,0)

[state 0]
	type=playsnd
	trigger1=animelem=10
	value=s1,1+var(3)*100
	channel=0

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

;-------------
[statedef 1310]
type=s
movetype=a
physics=n
anim=1310
poweradd=ifelse(var(5),120,100)
juggle=ifelse(var(4),15,8)
velset=0,0
ctrl=0

; dash_dust
[state 0]
	type=helper
	trigger1=(animelem=1) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-8*const(size.xscale)),floor(-pos y)
	size.xscale=0.75
	size.yscale=0.75

; dash_dust
[state 0]
	type=helper
	trigger1=var(5) && time=16 && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(18*const(size.xscale)),floor(-pos y)
	size.xscale=1.5
	size.yscale=0.45

[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,sa
;;@	priority=ifelse(var(4),1,4),hit
	damage=ifelse(var(5),110,90),12
	animtype=back
	air.animtype=back
	fall.animtype=diagup
	ground.type=low
	air.type=low
	hitflag=mafp
	guardflag=ma
	pausetime=13,13
	sparkxy=-10,-58
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=16
	air.hittime=16
	ground.velocity=-8,-6
	air.velocity=   -8,-6
	persistent=0
	;;-;; givepower=60,30
	getpower=60,30
	fall=!var(4)
	air.fall=!var(4)
	fall.recover=var(4)
	fall.recovertime=16
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510558 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=playsnd
	trigger1=animelem=5
	value=s1,0+var(3)*100
	channel=0

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

[state 0]
	type=playsnd
	trigger1=animelem=5
	value=s2,4

[state 0]
	type=velset
	trigger1=animelem=5
	x=ifelse(var(5),9,6)

[state 0]
	type=varset
	trigger1=!time
	var(7)=0
[state 0]
	type=varadd
	trigger1=var(7)<10
	var(7)=2

[state 0]
	type=varset
	trigger1=var(7)
	fvar(0)=ifelse(var(7)<10,var(7),10+gametime%3)*.05
;---
[state 0]
	type=explod
	trigger1=var(7)
	anim=1452
	sprpriority=-1
	postype=p1
	pos=floor(58*const(size.xscale)),floor(-58*const(size.yscale))
	bindtime=-1
	removetime=1
	scale=const(size.xscale)*fvar(0),const(size.yscale)*fvar(0)
	ignorehitpause=1
	removeongethit=1
[state 0]
	type=explod
	trigger1=var(7)
	anim=1450
	sprpriority=3
	postype=p1
	pos=floor(58*const(size.xscale)),floor(-58*const(size.yscale))
	bindtime=-1
	removetime=1
	scale=const(size.xscale)*fvar(0),const(size.yscale)*fvar(0)
	ignorehitpause=1
	removeongethit=1
;---
[state 0]
	type=changestate
	trigger1=time>ifelse(var(5),26,13)
	trigger2=time>10 && moveguarded
	value=1320

;-------------stop
[statedef 1320]
type=s
movetype=i
physics=s
anim=1320
velset=0,0
ctrl=0

; dash_dust
[state 0]
	type=helper
	trigger1=(animelem=1) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(18*const(size.xscale)),floor(-pos y)
	size.xscale=-0.7
	size.yscale=0.7

[state 0]
	type=varadd
	trigger1=var(7)>0
	var(7)=-1
[state 0]
	type=varset
	trigger1=var(7)
	fvar(0)=var(7)*.05
;---
[state 0]
	type=explod
	trigger1=var(7)
	anim=1452
	sprpriority=-1
	postype=p1
	pos=floor(58*const(size.xscale)),floor(-58*const(size.yscale))
	removetime=1
	scale=const(size.xscale)*fvar(0),const(size.yscale)*fvar(0)
	ignorehitpause=1
[state 0]
	type=explod
	trigger1=var(7)
	anim=1450
	sprpriority=3
	postype=p1
	pos=floor(58*const(size.xscale)),floor(-58*const(size.yscale))
	removetime=1
	scale=const(size.xscale)*fvar(0),const(size.yscale)*fvar(0)
	ignorehitpause=1
;---
[state 0]
	type=afterimagetime
	trigger1=animtime=0
	time=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1





;-------------
;  (meikyo)
;-------------
[statedef 1400]
type=s
movetype=a
physics=s
anim=1400
sprpriority=1
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="sp5_s",1,0)

[state 0]
	type=changestate
	trigger1=animtime=0
	value=1410

;-------------
[statedef 1410]
type=s
movetype=a
physics=s
anim=1410
sprpriority=1
juggle=ifelse(var(4),15,8)
poweradd=ifelse(var(5),100,80)
velset=0,0
ctrl=0

; dash_dust
[state 0]
	type=helper
	trigger1=(animelem=5) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-22*const(size.xscale)),0
	size.xscale=0.75
	size.yscale=0.75
; dash_dust
[state 0]
	type=helper
	trigger1=(animelem=5) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(22*const(size.xscale)),0
	size.xscale=-0.55
	size.yscale= 0.55

[state 0]
	type=veladd
	trigger1=var(5) && time<12
	x=0.6

[state 0]
	type=playsnd
	trigger1=animelem=5
	value=s1,0+var(3)*100
	channel=0

[state 0]
	type=playsnd
	trigger1=animelem=1
	value=s2,5

[state 0]
	type=nothitby
	trigger1=!ishelper
	value=sca,np,sp,hp
;---
[state 0]
	type=helper
	trigger1=animelem=5
	id=1400
	stateno=1430
	pos=floor(29*const(size.xscale)),floor(-51*const(size.yscale))
	ownpal=1

;--- spark
[state 0] ; hit/guard_spark
	type=helper
	trigger1=(projcontacttime(1000)=1) && numtarget(1000) && (sysfvar(0)>0)
	id=152100
	stateno=152100
	helpertype=normal
	ownpal=0
	keyctrl=0
	postype=p1
	pos=facing*floor(target(1000),pos x-pos x-5),floor(target(1000),pos y-pos y)-58
	size.height=ifelse((projhittime(1000)=1),3,43) ;; hit/guard_spark
;;op;	ignorehitpause=1
;---
[state 0] ; spark
	type=explod
	trigger1=(projhit(1000)=1) && numtarget(1000) && (sysfvar(0)<=0)
	anim=f0+ifelse((projhittime(1000)=1),3,41)
	postype=p1
	pos=facing*floor(target(1000),pos x-pos x-5),floor(target(1000),pos y-pos y)-50
	sprpriority=5

;---
[state 0]
	type=varset
	trigger1=!time
	var(7)=0
[state 0]
	type=varadd
	trigger1=var(7)<10 && time>0
	var(7)=2
[state 0]
	type=varset
	trigger1=var(7)
	fvar(0)=ifelse(var(7)<10,var(7),10+gametime%3)*.05
;---
[state 0]
	type=explod
	trigger1=var(7)
	anim=1452 ;; <MASK>
	sprpriority=-1
	postype=p1
	pos=floor(58*const(size.xscale)),floor(-58*const(size.yscale))
	scale=const(size.xscale)*fvar(0),const(size.yscale)*fvar(0)
	removetime=1
	ignorehitpause=1
	removeongethit=1
[state 0]
	type=explod
	trigger1=var(7)
	anim=1451
	sprpriority=3
	postype=p1
	pos=floor(58*const(size.xscale)),floor(-58*const(size.yscale))
	scale=const(size.xscale)*fvar(0),const(size.yscale)*fvar(0)
	removetime=1
	ignorehitpause=1
	removeongethit=1
;---
[state 0]
	type=changestate
	trigger1=(animelem=5,>0) && (!numhelper(1400))
	trigger2=time>ifelse(var(5),38,18)
	value=1420

;-------------;stop
[statedef 1420]
type=s
movetype=i
physics=s
anim=1420
sprpriority=1
velset=0,0
ctrl=0

[state 0]
	type=varadd
	trigger1=var(7)>0
	var(7)=-1

[state 0]
	type=varset
	trigger1=var(7)
	fvar(0)=var(7)*0.05
;---
[state 0]
	type=explod
	trigger1=var(7)
	anim=1452
	sprpriority=-1
	postype=p1
	pos=floor(58*const(size.xscale)),floor(-58*const(size.yscale))
	scale=const(size.xscale)*fvar(0),const(size.yscale)*fvar(0)
	removetime=1
	ignorehitpause=1
	removeongethit=1
[state 0]
	type=explod
	trigger1=var(7)
	anim=1451
	sprpriority=3
	postype=p1
	pos=floor(58*const(size.xscale)),floor(-58*const(size.yscale))
	scale=const(size.xscale)*fvar(0),const(size.yscale)*fvar(0)
	removetime=1
	ignorehitpause=1
	removeongethit=1
;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1

;-------------;o[
[statedef 1430]
type=s
movetype=h;a
physics=n
anim=1430
sprpriority=2
velset=0,0
ctrl=0
;---
; code_set for Reflection
[state 0]
	type=varset
	trigger1=!time
	var(18)=(var(15):=10311)+(var(16):=10212)+(var(17):=10113) ; ###
;---
;---
[state 0]
	type=assertspecial
	trigger1=1
	flag=noshadow
	ignorehitpause=1
;---
[state 0]
	type=projectile
	trigger1=(time%3=0)
	id=1000
	projid=1000
	projanim=1435
	projhitanim=-1
	projcancelanim=-1
	projremanim=-1
	projremovetime=3
	attr=s,sa
	priority=ifelse(root,var(4),1,4),hit
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=low
	air.type=low
	damage=80,10
	hitflag=maf
	guardflag=ma
	pausetime=0,13
	sparkxy=-5,0
	sparkno=-1
	guard.sparkno=-1
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=20
	ground.hittime=20
	air.hittime=20
	ground.velocity=-7,-4
	air.velocity=   -7,-4
	guard.velocity= -9
	air.cornerpush.veloff=0
	;;-;; givepower=60,30
	getpower=60,30
	fall=!root,var(4)
	air.fall=!root,var(4)
	fall.recover=root,var(4)
	fall.recovertime=16
	kill=!root,var(4)
	guard.kill=!root,var(4)

;---
[state 0]
	type=hitby
	trigger1=1
	value=sca,np,sp,hp

[state 0]
	type=hitoverride
	trigger1=!root,sysfvar(0)>0
	attr=sca,np,sp,hp
	stateno=stateno
	ignorehitpause=1

[state 0]
	type=changestate
	trigger1=animtime=0
	trigger2=parent,stateno!=1410
	trigger3=movecontact
	trigger4=parent,projcontacttime(1000)=1
	value=1440

;-------------;o
[statedef 1440]
anim=1 ;; empty

[state 0]
	type=destroyself
	trigger1=time>12




;-------------
; TP (kusyu)
;-------------
[statedef 1500]
type=a
movetype=a
physics=n
anim=1500
sprpriority=1
velset=0,0
ctrl=0

[state 0]
	type=varset
	trigger1=!time
	var(5)=0
[state 0]
	type=varset
	triggerall=!time
	trigger1=var(51)<1 && (command="y")
	trigger2=var(51)>0 && (p2bodydist x>50)
	var(5)=1
[state 0]
	type=varset
	triggerall=!time
	trigger1=var(51)<1 && (command="a")
	trigger2=var(51)>0 && (p2bodydist x>90)
	var(5)=2
[state 0]
	type=varset
	triggerall=!time
	trigger1=var(51)<1 && (command="b")
	trigger2=var(51)>0 && (p2bodydist x>120)
	var(5)=3

[state 0]
	type=velset
	trigger1=(animelem=3)
	x= 0
	y=-6
[state 0]
	type=veladd
	trigger1=(vel y<0)
	y=0.25

[state 0]
	type=changestate
	trigger1=animtime=0
	value=1510

;-------------
[statedef 1510]
type=a
movetype=a
physics=n
anim=1510
juggle=ifelse(var(4),15,8)
poweradd=100
velset=0,0
ctrl=0

[state 0]
	type=playsnd
	trigger1=(animelem=10)
	value=1,0+var(3)*100
	channel=0

[state 0]
	type=playsnd
	trigger1=(animelem=12)
	value=f200,3
	channel=1

[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=s2,4

[state 0]
	type=velset
	trigger1=(animelem=12)
	x=4+var(5)*4
	y=8

;---
[state 0]
	type=varset
	trigger1=!time
	fvar(0)=0
[state 0]
	type=varadd
	trigger1=time && var(5)=0 && fvar(0)>-16
	fvar(0)=-2
[state 0]
	type=varadd
	trigger1=time && var(5)=2 && fvar(0)<16
	fvar(0)=2
[state 0]
	type=varadd
	trigger1=time && var(5)=3 && fvar(0)<28
	fvar(0)=4
;---
[state 0]
	type=angledraw
	trigger1=1
	value=fvar(0)
	scale=const(size.xscale),const(size.yscale)
	ignorehitpause=1

;--- eff2
[state 0]
	type=explod
	trigger1=(animelem=12)
	anim=23320
	sprpriority=3
	postype=p1
	pos=floor(10*const(size.xscale)),floor((-46+vel x)*const(size.yscale))
	bindtime=1
	ownpal=0
	scale=-const(size.xscale)*0.075*(vel x),const(size.yscale)*0.075*(vel y)
	vel=-vel x*0.25,-vel y*0.25
	ignorehitpause=1
	removeongethit=1

;---
[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,sa
;;@	priority=ifelse(var(4),1,4),hit
	damage=90,10
	animtype=heavy
	air.animtype=back
	fall.animtype=diagup
	ground.type=high
	air.type=low
	hitflag=maf
	guardflag=ma;;ha
	pausetime=13,13
	sparkxy=-10,-28
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=16
	air.hittime=16
	ground.velocity=-3.8,-6
	air.velocity=   -3.8,-6
	persistent=0
	;;-;; givepower=60,30
	getpower=60,30
	fall=!var(4)
	air.fall=!var(4)
	fall.recover=var(4)
	fall.recovertime=16
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510528 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=changestate
	trigger1=time>0 && movecontact
	value=1560
[state 0]
	type=posadd
	trigger1=(pos y+vel y>=0) && (vel y>=0)
	x=36 *const(size.xscale)
[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>=0)
	value=1520 ;; land
	anim=1520

;-------------land
[statedef 1520]
type=s
movetype=i
physics=s
velset=0,0
ctrl=0

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

; dash_dust
[state 0]
	type=helper
	trigger1=!time && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-28*const(size.xscale)),0
	size.xscale=0.65
	size.yscale=0.65
; dash_dust
[state 0]
	type=helper
	trigger1=!time && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(28*const(size.xscale)),0
	size.xscale=-0.55
	size.yscale=0.55

[state 0]
	type=afterimagetime
	trigger1=animtime=0
	time=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1

;-------------
[statedef 1560]
type=a
movetype=i
physics=a
anim=3560
velset=-8,-6
ctrl=0

[state 0]
	type=playsnd
	trigger1=!time
	value=f50,0
;;[state 0]
;;	type=posadd
;;	trigger1=(animelem=2)
;;	x=-28 *const(size.xscale)
;;[state 0]
;;	type=posadd
;;	trigger1=(animelem=3)
;;	x=-16 *const(size.xscale)
[state 0]
	type=veladd
	trigger1=(time>0) && (vel x<-0.2)
	x=0.2
[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1020 ;; land
	anim=1220


;-------------
; Jt[u[ (KungFu Blow)
;-------------
[statedef 1600]
type=s
movetype=a
physics=s
anim=1600
sprpriority=1
juggle=ifelse(var(4),15,8) ; 8
poweradd=100
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=width
	trigger1=(animelem=10,>0) && (animelem=17,<0)
	value=const(size.ground.front)*2

; dash_dust
[state 0]
	type=helper
	trigger1=(animelem=9) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-22*const(size.xscale)),floor(-pos y)
	size.xscale=0.65
	size.yscale=0.65

; dash_dust
[state 0]
	type=helper
	trigger1=(animelem=9) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(46*const(size.xscale)),floor(-pos y)
	size.xscale=-0.65
	size.yscale=0.65

; ground_wave
[state 0]
	type=helper
	trigger1=(animelem=10) && (sysfvar(0)>0)
	pos=floor(12*const(size.xscale)),floor(-pos y)
	id=159005
	stateno=159005
	size.height=2

[state 0]
	type=envshake
	trigger1=(animelem=10) && (sysfvar(0)<=0)
	ampl=-3
	time= 3
;---
[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,sa
;;@	priority=ifelse(var(4),1,4),hit
	damage=150,18
	animtype=heavy
	air.animtype=back
	fall.animtype=diagup
	ground.type=high
	air.type=low
	hitflag=maf
	guardflag=m
	pausetime=13,13
	sparkxy=-10,-58
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,5
	guardsound=41,0
	ground.slidetime=18
	ground.hittime=22
	air.hittime=22
	ground.velocity=-9
	air.velocity=   -9,0.6
	ground.cornerpush.veloff=-18
	persistent=0
	;;-;; givepower=60,30
	getpower=60,30
	air.fall=1
	fall.recover=0
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510558 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=playsnd
	trigger1=animelem=8
	value=s1,0+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=10)
	value=f200,3
	channel=1

[state 0]
	type=changestate
	trigger1=animtime=0
	value=1620
	ctrl=0

;-------------stop
[statedef 1620]
type=s
movetype=i
physics=s
anim=1620
velset=0,0
ctrl=0

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


;-------------
; Jt[R (KungFu Zanko)
;-------------
[statedef 1700]
type=s
movetype=a
physics=s
anim=1700
sprpriority=1
juggle=ifelse(var(4),15,8) ;; 8
poweradd=0
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="sp8",0,1)

[state 0]
	type=changestate
	trigger1=animtime=0
	trigger2=time>ifelse(var(5),12,6)
	value=1710

;-------------
[statedef 1710]
type=s
movetype=a
physics=s
anim=1710
sprpriority=1
poweradd=ifelse(var(5),120,100)
velset=0,0
ctrl=0

[state 0]
	type=width
	trigger1=1
	value=floor(20*const(size.xscale))

[state 0]
	type=playsnd
	trigger1=!time
	value=s1,1+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=!time
	value=f200,3
	channel=1

[state 0]
	type=posadd
	trigger1=!time
	x=8 *const(size.xscale)
[state 0]
	type=velset
	trigger1=!time
	x=ifelse(var(5),18,9)

; dash_dust
[state 0]
	type=helper
	trigger1=!time && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(12*const(size.xscale)),floor(-pos y)
	size.xscale=0.75
	size.yscale=0.75

[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,sa
;;@	priority=ifelse(var(4),1,4),hit
	damage=30,6
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=low
	air.type=low
	hitflag=m
	guardflag=m
	pausetime=13,13
	sparkxy=-10,-46
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=18
	ground.hittime=22
	air.hittime=22
	ground.velocity=-3.2
	air.velocity=   -3.2,-3
	ground.cornerpush.veloff=0
	persistent=0
	;;-;; givepower=20,10
	getpower=20,10
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510546 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=changestate
	trigger1=animtime=0
	value=1720
	ctrl=0

;------------- 2nd hit
[statedef 1720]
type=s
movetype=a
physics=s
anim=1720
sprpriority=1
poweradd=0
velset=0,0
ctrl=0

[state 0]
	type=width
	trigger1=!time
	value=floor(18*const(size.xscale))

[state 0]
	type=posadd
	trigger1=!time
	x=38 *const(size.xscale)

[state 0]
	type=playsnd
	trigger1=!time
	value=s1,0+var(3)*100
	channel=0

; dash_dust
[state 0]
	type=helper
	trigger1=(animelem=2) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(28*const(size.xscale)),floor(-pos y)
	size.xscale=-0.75
	size.yscale=0.75

[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,sa
;;@	priority=ifelse(var(4),1,4),hit
	damage=ifelse(var(5),100,80),12
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=high
	air.type=low
	hitflag=maf
	guardflag=m
	pausetime=13,13
	sparkxy=-10,-60
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=18
	ground.hittime=22
	air.hittime=22
	ground.velocity=-13
	air.velocity=    -9,-1.6
	ground.cornerpush.veloff=-18
	persistent=0
	;;-;; givepower=40,20
	getpower=40,20
	air.fall=!var(4)
	fall.recover=var(4)
	fall.recovertime=16
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510560 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=changestate
	trigger1=animtime=0
	value=1730
	ctrl=0

;-------------stop
[statedef 1730]
type=s
movetype=i
physics=s
anim=1730
velset=0,0
ctrl=0

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












;-------------
; KEZ (hyper/super)
;-------------

; }hߋr (fuyo reikyaku) (=super upcut)
;-------------
[statedef 3000]
type=s
movetype=a
physics=s
anim=3000
sprpriority=2
juggle=ifelse(var(4),15,8)
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="hy2_s" && power>=2000,1,0)

[state 0]
	type=hitby
	trigger1=!ishelper
	value=sca,nt,st,ht

;-[hpe]---------
[state 0]
	type=poweradd
	trigger1=roundstate=2 && (animelem=4)
	value=-ifelse(var(5),2000,1000)
[state 0]
	type=helper
	trigger1=roundstate=2 && (animelem=4) && (sysfvar(0)>0)
	id=88880
	stateno=88880+ifelse(var(5),2,0)
	ownpal=1
	pos=floor(18*const(size.xscale)),floor(-46*const(size.yscale))
;--------

[state 0] ; old_ver
	type=superpause
	trigger1=roundstate=2 && (animelem=4) && (sysfvar(0)<=0)
	pos=floor(18*const(size.xscale)),floor(-46*const(size.yscale))
	anim=100
	sound=20,0

;---
[state 0]
	type=afterimage
	trigger1=!ishelper && (animelem=4)
	time=ifelse(var(5),128,208)
	length=9
	timegap=2
	framegap=4
	palcolor=256
	palbright=1,1,1
	palcontrast=128,(!var(5))*128,(!var(5))*128
;new;	palcontrast=256,(!var(5))*256,(!var(5))*256
	paladd=0,0,0
	palmul=1,1,1
;afia;	trans=add1

; dash_dust
[state 0]
	type=helper
	trigger1=(animtime=0) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-22*const(size.xscale)),floor(-pos y)
	size.xscale=0.85
	size.yscale=0.85

[state 0]
	type=changestate
	trigger1=animtime=0
	value=3010

;-------------
[statedef 3010]
type=a
movetype=a
physics=n
anim=3010
ctrl=0

[state 0]
	type=hitby
	trigger1=(animelem=14,<0) && !ishelper
	value=sca,nt,st,ht
[state 0]
	type=posadd
	trigger1=!time
	x=9 *const(size.xscale)

;---
[state 0]
	type=playsnd
	trigger1=time=2
	value=2,9
	channel=2
[state 0]
	type=playsnd
	trigger1=(animelem=12)
	value=1,0+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=12)
	value=f200,3
	channel=1

;---
[state 0]
	type=velset
	trigger1=!time
	x= 1.85
	y=-6.25
[state 0]
	type=velmul
	trigger1=time>0 && (vel y<-0.25)
	x=ifelse(var(5), 0.95, 0.92)
	y=ifelse(var(5), 0.95, 0.92)
[state 0]
	type=veladd
	trigger1=(animelem=28,>=0) && (vel y>=-0.25)
	y=const(movement.yaccel)*0.25

;--- eff2
[state 0]
	type=explod
	trigger1=time=2
	anim=23320
	sprpriority=3
	postype=p1
	pos=floor(32*const(size.xscale)),floor(-66*const(size.yscale))
	bindtime=10
	ownpal=0
	scale=const(size.xscale)*0.5,const(size.yscale)
	ignorehitpause=1
	removeongethit=1

;--- eff2
[state 0]
	type=explod
	trigger1=(animelem=13)
	anim=23330
	sprpriority=1
	postype=p1
	pos=floor(20*const(size.xscale)),floor(-58*const(size.yscale))
	bindtime=-1
	ownpal=0
	scale=const(size.xscale)*0.65,const(size.yscale)*0.65
	ignorehitpause=1
	removeongethit=1

;---
[state 0]
	type=hitdef
	trigger1=(animelem=4)||(animelem=5)||(animelem=6)||(animelem=7)||(animelem=8)
	attr=a,ha
;;@	priority=ifelse(var(4),1,6),hit
	damage=60,8
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=low
	air.type=low
	hitflag=maf
	guardflag=m
	pausetime=13,13
	sparkxy=-10,-42
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=16
	air.hittime=18
	ground.velocity=-2,-11
	air.velocity=   -vel x*0.5,vel y-5
	persistent=0
	yaccel=0.5
	;;-;; givepower=60,30
	getpower=0,0
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	persistent=0
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 30510542 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=hitdef
	trigger1=(animelem=14)||(animelem=15)
	attr=a,ha
;;@	priority=ifelse(var(4),1,6),hit
	damage=ifelse(var(5),42,24),5
	animtype=back
	air.animtype=back
	fall.animtype=back
	ground.type=low
	air.type=low
	hitflag=maf
	guardflag=m
	pausetime=6,6
	sparkxy=-10,-ifelse((animelem=14),60,75)
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=16
	air.hittime=18
	ground.velocity=-2,-11
	air.velocity=   -vel x*0.5,vel y-5
	yaccel=0.5
	;;-;; givepower=60,30
	getpower=0,0
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 30510500 +ifelse((animelem=14),60,75) )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=(animelem=28) && (vel y>=0)
	value=3012

;-------------last hit
[statedef 3012]
type=a
movetype=a
physics=n
anim=1212
juggle=0
velset=2,-3
ctrl=0

[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=1,0+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=f200,3
	channel=1

[state 0]
	type=velmul
	trigger1=(animelem=5,>0)
	x=0.85
	y=0.85

;--- eff2
[state 0]
	type=explod
	trigger1=(animelem=3)
	anim=23340
	sprpriority=3
	postype=p1
	pos=floor(26*const(size.xscale)),floor(-76*const(size.yscale))
	bindtime=-1
	ownpal=0
	scale=const(size.xscale),const(size.yscale)
	ignorehitpause=1
	removeongethit=1

[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,ha
;;@	priority=ifelse(var(4),1,6),hit
	damage=30,8
	animtype=diagup
	air.animtype=diagup
	fall.animtype=diagup
	hitflag=maf
	guardflag=m
	pausetime=23,23
	sparkxy=-10,-42
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,4
	guardsound=41,0
	ground.type=low
	ground.slidetime=16
	ground.hittime=16
	air.hittime=16
	ground.velocity=-3,-11
	air.velocity=   -3,-11
	persistent=0
	;;-;; givepower=40,20
	getpower=40,20
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 45510542 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=3015

;-------------fall
[statedef 3015]
type=a
movetype=i
physics=n
anim=1215
velset=0,0
ctrl=0

[state 0]
	type=changeanim
	trigger1=!time && (prevstateno=3012)
	value=anim
	elem=6

[state 0]
	type=veladd
	trigger1=1
	y=const(movement.yaccel)

[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1020 ;; land
	anim=3020






;-------------
; 矓w (yoatsu nishi)
;-------------
[statedef 3100]
type=s
movetype=a
physics=s
anim=3100
sprpriority=1
juggle=8
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="hy4_s" && power>=2000,1,0)
[state 0]
	type=varset
	trigger1=!time
	var(6)=ifelse(var(5),5,3)

[state 0]
	type=hitby
	trigger1=!ishelper
	value=sca,nt,st,ht
	time=ifelse(var(5),18,10)

;-[hpe]---------
[state 0]
	type=poweradd
	trigger1=roundstate=2 && (animelem=10)
	value=-ifelse(var(5),2000,1000)
[state 0]
	type=helper
	trigger1=roundstate=2 && (animelem=10) && (sysfvar(0)>0)
	id=88880
	stateno=88880+ifelse(var(5),2,0)
	ownpal=1
	pos=floor(36*const(size.xscale)),floor(-46*const(size.yscale))
;--------

[state 0] ; old_ver
	type=superpause
	trigger1=roundstate=2 && (animelem=10) && (sysfvar(0)<=0)
	pos=floor(36*const(size.xscale)),floor(-46*const(size.yscale))
	anim=100
	sound=20,0

[state 0]
	type=afterimage
	trigger1=!ishelper && (animelem=10)
	time=222
	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=changestate
	trigger1=animtime=0
	value=3110

;-------------
[statedef 3110]
type=s
movetype=a
physics=n
anim=3110+((var(6)+1)%2)*5
velset=0,0
ctrl=0

; dash_dust
[state 0]
	type=helper
	trigger1=(animelem=1) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-8*const(size.xscale)),floor(-pos y)
	size.xscale=1
	size.yscale=1

; dash_dust
[state 0]
	type=helper
	trigger1=(time=13) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(18*const(size.xscale)),floor(-pos y)
	size.xscale=1.5
	size.yscale=0.5

[state 0]
	type=varadd
	trigger1=!time && var(6)>0
	var(6)=-1

[state 0]
	type=assertspecial
	trigger1=1
	flag=nojugglecheck
	ignorehitpause=1

[state 0]
	type=width
	trigger1=1
	value=32,0

[state 0]
	type=hitdef
	trigger1=time=0
	attr=s,ha
;;@	priority=ifelse(var(4),1,6),hit
	damage=92,10
	animtype=back
	air.animtype=back
	fall.animtype=diagup
	ground.type=low
	air.type=low
	hitflag=maf ; p
	guardflag=m
	pausetime=12,13
	sparkxy=-10,-42
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity=-ifelse(var(6),3,9),-10.6
	air.velocity=   -ifelse(var(6),3,9),-ifelse(var(6),8.8,10.6)
	persistent=0
	;;-;; givepower=60,30
	getpower=0,0
	yaccel=0.5
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510542 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=playsnd
	trigger1=animelem=5
	value=s1,0+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=f200,3
	channel=1
[state 0]
	type=playsnd
	trigger1=animelem=5
	value=s2,ifelse(var(6),4,5)

[state 0]
	type=velset
	trigger1=animelem=5
	x=ifelse(var(6),6,9)
[state 0]
	type=veladd
	trigger1=(vel x>0) && (animelem=5,>0)
	x=0.1

;---
[state 0]
	type=varset
	trigger1=!time
	var(7)=0
[state 0]
	type=varadd
	trigger1=time>0
	trigger1=var(7)<ifelse(var(6),10,12)
	var(7)=2

[state 0]
	type=varset
	trigger1=var(7)
	fvar(0)=ifelse(var(7)<10, var(7), 10+(gametime%3)) *0.05

[state 0]
	type=explod
	trigger1=var(7) && !numexplod(3100)
	id=3100
	anim=1452
	sprpriority=-1
	postype=p1
	pos=floor(58*const(size.xscale)),floor(-58*const(size.yscale))
	scale=const(size.xscale)*fvar(0),const(size.yscale)*fvar(0)
	bindtime=-1
	removetime=-1
	ignorehitpause=1
	removeongethit=1
	supermovetime=999999
	pausemovetime=999999
[state 0]
	type=explod
	trigger1=var(7) && numexplod(3100)=1
	id=3100
	anim=1453
	sprpriority=3
	postype=p1
	pos=floor(58*const(size.xscale)),floor(-58*const(size.yscale))
	scale=const(size.xscale)*fvar(0),const(size.yscale)*fvar(0)
	bindtime=-1
	removetime=-1
	ignorehitpause=1
	removeongethit=1
	supermovetime=999999
	pausemovetime=999999
[state 0]
	type=modifyexplod
	trigger1=var(7) && numexplod(3100)
	id=3100
	postype=p1
	pos=floor(58*const(size.xscale)),floor(-58*const(size.yscale))
	scale=const(size.xscale)*fvar(0),const(size.yscale)*fvar(0)
	ignorehitpause=1
	supermovetime=999999
	pausemovetime=999999

[state 0]
	type=changestate
	trigger1=time>ifelse(var(6),18,26)
	value=3120

;-------------stop
[statedef 3120]
type=s
movetype=i
physics=s
anim=3120+(var(6)%2)*5
velset=0,0
ctrl=0

; dash_dust
[state 0]
	type=helper
	trigger1=(animelem=1) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(18*const(size.xscale)),floor(-pos y)
	size.xscale=-0.85
	size.yscale=0.85

[state 0]
	type=varadd
	trigger1=var(7)>0
	var(7)=-1
[state 0]
	type=varset
	trigger1=var(7)
	fvar(0)=ifelse(var(7)<10,var(7),10+gametime%3)*.05

[state 0]
	type=modifyexplod
	trigger1=var(7) && numexplod(3100)
	id=3100
	postype=p1
	pos=floor(58*const(size.xscale)),floor(-58*const(size.yscale))
	scale=const(size.xscale)*fvar(0),const(size.yscale)*fvar(0)
	ignorehitpause=1
	supermovetime=999999
	pausemovetime=999999

[state 0]
	type=changestate
	trigger1=var(6) && (animtime>-3)
	value=3110

[state 0]
	type=removeexplod
	trigger1=animtime=0
	id=3100
[state 0]
	type=afterimagetime
	trigger1=animtime=0
	time=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1




;-------------
; Vg (suiten hasyo) (=super fire ball)
;-------------
[statedef 3200]
type=s
physics=s
movetype=a
anim=3200
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="hy1_s" && power>=2000,1,0)

[state 0]
	type=hitby
	trigger1=!ishelper
	trigger1=time<ifelse(var(5),6,9)
	value=sca,nt,st,ht

;-[hpe]---------
[state 0]
	type=poweradd
	trigger1=roundstate=2 && (animelem=5)
	value=-ifelse(var(5),2000,1000)
[state 0]
	type=helper
	trigger1=roundstate=2 && (animelem=5) && (sysfvar(0)>0)
	id=88880
	stateno=88880+ifelse(var(5),2,0)
	ownpal=1
	pos=floor(-12*const(size.xscale)),floor(-46*const(size.yscale))
;--------

[state 0] ; old_ver
	type=superpause
	trigger1=roundstate=2 && (animelem=5) && (sysfvar(0)<=0)
	pos=floor(-12*const(size.xscale)),floor(-46*const(size.yscale))
	anim=100
	sound=20,0

[state 0]
	type=afterimage
	trigger1=!ishelper && (animelem=5)
	time=68
	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=width
	trigger1=(animelem=5,>0)
	value=30,0

[state 0]
	type=playsnd
	trigger1=animelem=9
	value=s1,0+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=10)
	value=f200,2
	channel=1
[state 0]
	type=playsnd
	trigger1=animelem=10
	value=s2,3


[state 0]
	type=null
	trigger1=animelem=3
	trigger1=1|| var(7):=floor(-1*const(size.xscale)) || var(8):=floor(-48*const(size.yscale)) || fvar(0):=0.75
	trigger2=animelem=4
	trigger2=1|| var(7):=floor(-3*const(size.xscale)) || var(8):=floor(-48*const(size.yscale)) || fvar(0):=1
	trigger3=animelem=5
	trigger3=1|| var(7):=floor(-5*const(size.xscale)) || var(8):=floor(-48*const(size.yscale)) || fvar(0):=1.25
	trigger4=animelem=6
	trigger4=1|| var(7):=floor(14*const(size.xscale)) || var(8):=floor(-56*const(size.yscale)) || fvar(0):=1.30
	trigger5=animelem=7
	trigger5=1|| var(7):=floor(23*const(size.xscale)) || var(8):=floor(-56*const(size.yscale)) || fvar(0):=1.35
	trigger6=animelem=8
	trigger6=1|| var(7):=floor(31*const(size.xscale)) || var(8):=floor(-56*const(size.yscale)) || fvar(0):=1.40
	trigger7=animelem=9
	trigger7=1|| var(7):=floor(41*const(size.xscale)) || var(8):=floor(-56*const(size.yscale)) || fvar(0):=1.45
[state 0]
	type=explod
	trigger1=(animelem=3,>=0) && (animelem=10,<0)
	anim=1112
	postype=p1
	pos=var(7),var(8)
	sprpriority=2
	scale=fvar(0)*const(size.xscale),fvar(0)*const(size.yscale)
	removetime=1
	removeongethit=1

;---
[state 0]
	type=helper
	trigger1=(animelem=10) && (sysfvar(0)>0)
	id=3000
	size.height=500000+ifelse(var(5),11222,88);;<-(removetime+options)
	pos=floor(38*const(size.xscale)),floor(-56*const(size.yscale))
	stateno=91000
	size.head.pos=3210,3211;;<-anim,hitanim
	size.mid.pos=ifelse(var(5),7800,5800),0;;<-speed_x,y(1/1000)
	size.ground.front=ifelse(var(5),7,4)*1000+9;;<-max_hits/miss_time
	size.ground.back=520010*(!var(4));;<-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=ifelse(var(5),1.25,1)
	size.yscale=ifelse(var(5),1.25,1)

;---
[state 0]
	type=projectile
	trigger1=(animelem=10) && (sysfvar(0)<=0)
	projid=91000 ;; 3000
	projanim=3210
	projhitanim=3211
	projpriority=1
	projsprpriority=3
	projscale=ifelse(var(5),1.25,1),ifelse(var(5),1.25,1)
	projremove=ifelse(var(5),128,98)
	projhits=ifelse(var(5),7,4)
	offset=floor(38*const(size.xscale)),floor(-56*const(size.yscale))
	velocity=ifelse(var(5),7.8,5.8),0
	attr=s,hp
	damage=52,10
	hitflag=maf
	guardflag=m
	animtype=heavy
	air.animtype=back
	fall.animtype=diagup
	ground.type=high
	air.type=low
	pausetime=9,10
	;ad; sparkno=4
	hitsound=5,4
	guardsound=6,0
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity=-12.8
	air.velocity=    -6,-5
	air.juggle=8
	getpower=0,0
	fall=1
	air.fall=1
	fall.recover=0
	kill=!var(4)
	guard.kill=!var(4)

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=10)
	movetype=i

;---
[state 0]
	type=afterimagetime
	trigger1=animtime=0
	time=0

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





;-------------
; |TP (baifu kusyu)
;-------------
[statedef 3300]
type=a
movetype=a
physics=n
anim=1500
sprpriority=1
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="hy4_s" && power>=2000,1,0)
[state 0]
	type=varset
	trigger1=!time
	var(6)=var(5)+1

[state 0]
	type=hitby
	trigger1=!ishelper
	value=sca,nt,st,ht

;-[hpe]---------
[state 0]
	type=poweradd
	trigger1=roundstate=2 && (animelem=9)
	value=-ifelse(var(5),2000,1000)
[state 0]
	type=helper
	trigger1=roundstate=2 && (animelem=9) && (sysfvar(0)>0)
	id=88880
	stateno=88880+ifelse(var(5),2,0)
	ownpal=1
	pos=floor(16*const(size.xscale)),floor(-52*const(size.yscale))
;--------

[state 0] ; old_ver
	type=superpause
	trigger1=roundstate=2 && (animelem=9) && (sysfvar(0)<=0)
	pos=floor(16*const(size.xscale)),floor(-52*const(size.yscale))
	anim=100
	sound=20,0

;---
[state 0]
	type=velset
	trigger1=animelem=3
	x= 0
	y=-9
[state 0]
	type=veladd
	trigger1=vel y<0
	y=0.3

;--- dist_x
[state 0]
	type=varset
	trigger1=(animelem=9)
	var(7)=abs(floor(p2dist x))

;--- dist_x_range
[state 0]
	type=varset
	trigger1=(var(17)!=[0,180])
	var(7)=ifelse(var(7)<0, 0, 180)

;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=3310

;-------------
[statedef 3310]
type=a
movetype=a
physics=n
anim=1510
juggle=9
velset=0,0
ctrl=0

[state 0]
	type=playsnd
	trigger1=animelem=10
	value=1,0+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=12)
	value=f200,3
	channel=1
[state 0]
	type=playsnd
	trigger1=animelem=5
	value=s2,4

[state 0]
	type=hitby
	trigger1=(animelem=12,<0) && !ishelper
	value=sca,nt,st,ht

[state 0]
	type=velset
	trigger1=(animelem=12)
	x=ifelse(roundstate=2,var(7)/12.0,11)
	y=11

; burn_spark
[state 0]
	type=helper
	trigger1=!numhelper(152200) && (animelem=11) && (sysfvar(0)>0)
	id=152200
	stateno=152200
	size.height=id*10+(var(5)>0)

; burn
[state 0]
	type=explod
	trigger1=(animelem=11,>=0) && numexplod(128)<8 && (sysfvar(0)<=0)
	anim=23000+(random%3)
	postype=p1
	pos=floor(-36*const(size.xscale)),floor(-60*const(size.yscale))
	random=100,120
	scale=ifelse((random<500),1,-1)*0.65,ifelse((random<500),1,-1)*0.65
	sprpriority=3

;---
[state 0]
	type=varset
	trigger1=!time
	fvar(0)=0
[state 0]
	type=varadd
	trigger1=time && fvar(0)>var(7)/12.0-12
	fvar(0)=-1
[state 0]
	type=varadd
	trigger1=time && fvar(0)<var(7)/12.0-12
	fvar(0)=1
;---
[state 0]
	type=angledraw
	trigger1=1
	value=fvar(0)*2.22
	scale=const(size.xscale),const(size.yscale)
	ignorehitpause=1

;--- eff2
[state 0]
	type=explod
	trigger1=(animelem=12)
	anim=23320
	sprpriority=3
	postype=p1
	pos=floor(10*const(size.xscale)),floor((-46+vel x)*const(size.yscale))
	bindtime=1
	ownpal=0
	scale=-const(size.xscale)*0.075*(vel x),const(size.yscale)*0.075*(vel y)
	vel=-vel x*0.25,-vel y*0.25
	ignorehitpause=1
	removeongethit=1

;---
[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,ha
;;@	priority=ifelse(var(4),1,6),hit
	damage=32,16
	animtype=back
	air.animtype=back
	fall.animtype=diagup
	ground.type=low
	air.type=low
	hitflag=maf
	guardflag=m;;h
	pausetime=13,13
	sparkxy=-10,-28
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,5
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=16
	air.hittime=16
	ground.velocity=-3,-18
	air.velocity=   -3,-18
	persistent=0
	;;-;; givepower=60,30
	getpower=0,0
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	id=3300
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510528 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=changestate
	trigger1=time>0 && moveguarded
	value=3560
[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>=0)
	trigger1=movecontact
	value=3320
[state 0]
	type=posadd
	trigger1=(pos y+vel y>=0) && (vel y>=0)
	x=36 *const(size.xscale)
[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>=0)
	value=1520 ;; land
	anim=3360

;-------------2nd hit
[statedef 3320]
type=s
movetype=a
physics=s
anim=3320
velset=0,0
ctrl=0

[state 0]
	type=posset
	trigger1=!time
	y=0
[state 0]
	type=posadd
	trigger1=!time
	x=36 *const(size.xscale)

; dash_dust
[state 0]
	type=helper
	trigger1=!time && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-38*const(size.xscale)),0
	size.xscale=1
	size.yscale=1

; dash_dust
[state 0]
	type=helper
	trigger1=!time && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(38*const(size.xscale)),0
	size.xscale=-1
	size.yscale= 1

[state 0]
	type=changestate
	trigger1=time>3 && numtarget(3300)
	trigger1=(target(3300),vel y>0) && (target(3300),pos y>-218)
	trigger2=time>58
	value=3330

;-------------
[statedef 3330]
type=s
movetype=a
physics=s
anim=3330
velset=1,0
ctrl=0

[state 0]
	type=varadd
	trigger1=!time && var(6)>0
	var(6)=-1

[state 0]
	type=explod
	trigger1=!time
	anim=3332
	postype=p1
	sprpriority=2
	pos=0,0
	scale=const(size.xscale),const(size.yscale)
	vel=-3,0
[state 0]
	type=explod
	trigger1=!time
	anim=3332
	postype=p1
	sprpriority=2
	pos=0,0
	scale=const(size.xscale),const(size.yscale)
	vel=-2,0
[state 0]
	type=explod
	trigger1=!time
	anim=3332
	postype=p1
	sprpriority=2
	pos=0,0
	scale=const(size.xscale),const(size.yscale)
	vel=-1,0

[state 0]
	type=posset
	trigger1=time=1 && numtarget(3300)
	x=target(3300),pos x
[state 0]
	type=posadd
	trigger1=!numtarget(3300) && (time=[1,6])
	x=12 *const(size.xscale)

[state 0]
	type=playsnd
	trigger1=time=1
	value=s2,3

; dash_dust
[state 0]
	type=helper
	trigger1=time=1 && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-28*const(size.xscale)),0
	size.xscale=1.2
	size.yscale=1.2

[state 0]
	type=changestate
	trigger1=animtime=0
	value=3340

;-------------
[statedef 3340]
type=s
movetype=a
physics=s
anim=3340
juggle=8
velset=0,0
ctrl=0

;---
[state 0] ; ground_wave
	type=helper
	trigger1=!time && (sysfvar(0)>0)
	pos=floor(32*const(size.xscale)),0
	id=159005
	stateno=159005
	size.height=5

[state 0]
	type=assertspecial
	trigger1=1
	flag=nojugglecheck
	ignorehitpause=1

[state 0]
	type=playsnd
	trigger1=!time
	value=s1,0+var(3)*100
	channel=0

[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,ha
;;@	priority=ifelse(var(4),1,6),hit
	damage=208,18
	animtype=back
	air.animtype=back
	fall.animtype=diagup
	ground.type=low
	air.type=low
	hitflag=maf
	guardflag=h
	pausetime=1,32
	sparkxy=-10,-118
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,5
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=16
	air.hittime=16
	ground.velocity=-3,-ifelse(var(6)>0,18,18)
	air.velocity=   -3,-ifelse(var(6)>0,16,18)
	persistent=0
	;;-;; givepower=60,30
	getpower=0,0
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	id=3300
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 90510518 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
; burn_spark
[state 0]
	type=helper
	trigger1=movehit && numtarget(3300) &&!numhelper(152200) && (sysfvar(0)>0)
	id=152200
	stateno=152200
	size.height=(target(3300),id)*10+(var(5)>0)

; explosion
[state 0]
	type=helper
	trigger1=movehit=1 && numtarget(3300) &&!numhelper(152220) && (sysfvar(0)>0)
	pos=floor(8*const(size.xscale)),floor(-98*const(size.yscale))
	id=152220+(var(5)>0)
	stateno=152220
	size.xscale=0.75
	size.yscale=0.75

;--- smoke
[state 0]
	type=explod
	trigger1=numtarget(3300) && movehit=1 && (sysfvar(0)<=0)
	anim=23011 ;; +(random%3)
	postype=p1
	pos=floor(8*const(size.xscale)),floor(-98*const(size.yscale))
	scale=1.68*ifelse((random<500),1,-1),1.68*ifelse((random<500),1,-1)
	sprpriority=-2
	ignorehitpause=1
;--- explosion
[state 0]
	type=explod
	trigger1=numtarget(3300) && movehit=1 && (sysfvar(0)<=0)
	anim=23101 ;; +(random%3)
	postype=p1
	pos=floor(8*const(size.xscale)),floor(-98*const(size.yscale))
	scale=1.08*ifelse((random<500),1,-1),1.08*ifelse((random<500),1,-1)
	sprpriority=6
	ignorehitpause=1
;--- burn
[state 0]
	type=explod
	trigger1=numtarget(3300) && movehit && (numexplod(128)<18) && (sysfvar(0)<=0)
	anim=23000+(random%3)
	postype=p2
	pos=0,-28
	random=80,80
	scale=ifelse((random<500),1,-1)*0.85,ifelse((random<500),1,-1)*0.85
	sprpriority=3

;---

; electric
[state 0]
	type=explod
	trigger1=(time%16=3)
	anim=21000+(random%3)
	postype=p1
	sprpriority=3
	pos=((random%9)-5),(-38-(random%16))
	scale=((random%6)*0.1+0.5)*ifelse((random<500),1,-1),((random%6)*0.1+0.5)*ifelse((random<500),1,-1)
	supermovetime=999
	pausemovetime=999
	ignorehitpause=1

[state 0]
	type=changestate
	trigger1=time>38 && var(6)>0 && numtarget(3300)
	value=3320
[state 0]
	type=changestate
	trigger1=time>46
	value=3350

;-------------
[statedef 3350]
type=s
movetype=i
physics=s
anim=3350
juggle=0
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





;-------------
; X[p[EJt[R (super kungfu zanko)
;-------------
[statedef 3400]
type=s
movetype=a
physics=s
anim=1700
sprpriority=1
juggle=8
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="hy4_s" && power>=2000,1,0)
[state 0]
	type=varset
	trigger1=!time
	var(6)=ifelse(var(5),5,3)

[state 0]
	type=hitby
	trigger1=!ishelper
	value=sca,nt,st,ht
	time=ifelse(var(5),16,8)

;-[hpe]---------
[state 0]
	type=poweradd
	trigger1=roundstate=2 && (animelem=5)
	value=-ifelse(var(5),2000,1000)
[state 0]
	type=helper
	trigger1=roundstate=2 && (animelem=5) && (sysfvar(0)>0)
	id=88880
	stateno=88880+ifelse(var(5),2,0)
	ownpal=1
	pos=floor(36*const(size.xscale)),floor(-46*const(size.yscale))
;--------

[state 0] ; old_ver
	type=superpause
	trigger1=roundstate=2 && (animelem=5) && (sysfvar(0)<=0)
	pos=floor(36*const(size.xscale)),floor(-46*const(size.yscale))
	anim=100
	sound=20,0

[state 0]
	type=afterimage
	trigger1=(animelem=5) && !ishelper
	time=222
	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=changestate
	trigger1=animtime=0
	trigger2=time>8
	value=3410

;-------------
[statedef 3410]
type=s
movetype=a
physics=s
anim=1710
velset=0,0
ctrl=0

[state 0]
	type=width
	trigger1=1
	value=floor(20*const(size.xscale))

[state 0]
	type=playsnd
	trigger1=!time
	value=s1,1+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=!time
	value=f200,3
	channel=1

[state 0]
	type=posadd
	trigger1=!time
	x=8 *const(size.xscale)
[state 0]
	type=velset
	trigger1=!time
	x=ifelse(var(5),18,9)

; dash_dust
[state 0]
	type=helper
	trigger1=!time && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(12*const(size.xscale)),floor(-pos y)
	size.xscale=1
	size.yscale=1

[state 0]
	type=varadd
	trigger1=!time && var(6)>0
	var(6)=-1

[state 0]
	type=assertspecial
	trigger1=1
	flag=nojugglecheck
	ignorehitpause=1

[state 0]
	type=hitdef
	trigger1=time=0 && !var(6)
	attr=s,ha
;;@	priority=ifelse(var(4),1,6),hit
	damage=30,6
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=low
	air.type=low
	hitflag=maf
	guardflag=m
	pausetime=ifelse(var(6),9,21),ifelse(var(6),11,23)
	sparkxy=-10,-42
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=18
	ground.hittime=26
	air.hittime=26
	ground.velocity=-3
	air.velocity=   -3,-3
	ground.cornerpush.veloff=0
	persistent=0
	getpower=0,0
	;;-;; givepower=60,30
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510542 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=changestate
	trigger1=animtime=0
	value=3420

;------------- 2nd hit
[statedef 3420]
type=s
movetype=a
physics=s
anim=1720
sprpriority=1
poweradd=0
velset=0,0
ctrl=0

[state 0]
	type=width
	trigger1=!time
	value=floor(18*const(size.xscale))

[state 0]
	type=posadd
	trigger1=!time
	x=38 *const(size.xscale)

[state 0]
	type=playsnd
	trigger1=!time
	value=s1,0+var(3)*100
	channel=0

; dash_dust
[state 0]
	type=helper
	trigger1=(animelem=2) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(28*const(size.xscale)),floor(-pos y)
	size.xscale=-0.75
	size.yscale=0.75

[state 0]
	type=hitdef
	trigger1=time=0
	attr=s,ha
;;@	priority=ifelse(var(4),1,6),hit
	damage=ifelse(var(5),90,80),10
	animtype=heavy
	air.animtype=back
	fall.animtype=diagup
	ground.type=heigh
	air.type=low
	hitflag=maf
	guardflag=m
	pausetime=ifelse(var(6),9,26),ifelse(var(6),11,28)
	sparkxy=-10,-60
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,5
	guardsound=41,0
	ground.slidetime=18
	ground.hittime=26
	air.hittime=26
	ground.velocity=-ifelse(var(6),3,13),-ifelse(var(6),0,3)
	air.velocity=   -ifelse(var(6),3, 9),-ifelse(var(6),8.8,3)
	ground.cornerpush.veloff=ifelse(var(6),0,-18)
	persistent=0
	getpower=0,0
	;;-;; givepower=60,30
	fall=ifelse(var(6),0,1)
	air.fall=1
	fall.recover=0
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510560 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=changestate
	trigger1=animtime=0
	value=3430
	ctrl=0

;-------------stop
[statedef 3430]
type=s
movetype=i
physics=s
anim=1730
velset=0,0
ctrl=0

[state 0]
	type=changestate
	trigger1=var(6) && time>2
	value=3410

[state 0]
	type=afterimagetime
	trigger1=animtime=0
	time=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1





;-------------
; L疗y(kobaku syoyo) (max2)
;-------------
[statedef 3500]
type=s
movetype=i
physics=s
anim=3500
juggle=0
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=nothitby
	trigger1=(animelem=4,<0)
	value=sca
[state 0]
	type=playsnd
	trigger1=time=2
	value=1,0+var(3)*100
	channel=0

;-[hpe]---------
[state 0]
	type=helper
	trigger1=(time=52) && roundstate=2 && (sysfvar(0)>0)
	id=88881
	stateno=88883
	pos=floor(20*const(size.xscale)),floor(-73*const(size.yscale))
;-------------
[state 0]
	type=helper
	trigger1=(time=52) && roundstate=2 && (sysfvar(0)>0)
	trigger1=!numhelper(88870)
	id=88870
	stateno=88870;max2bg
	size.height=0
;-------------

[state 0] ; old_ver
	type=superpause
	trigger1=(time=52) && roundstate=2 && (sysfvar(0)<=0)
	pos=floor(20*const(size.xscale)),floor(-73*const(size.yscale))
	anim=100
	sound=20,0
	poweradd=-2000

[state 0] ; electric
	type=explod
	trigger1=(time%16=3)
	anim=21000+(random%3)
	postype=p1
	sprpriority=3
	pos=((random%9)-5),(-38-(random%16))
	scale=((random%6)*0.1+0.5)*ifelse((random<500),1,-1),((random%6)*0.1+0.5)*ifelse((random<500),1,-1)
	supermovetime=999
	pausemovetime=999
	ignorehitpause=1

[state 0]
	type=changestate
	trigger1=time>52
	value=3505

;-------------
[statedef 3505]
type=s
movetype=a
physics=s
anim=3505
velset=0,0
ctrl=0

[state 0] ; ground_wave
	type=helper
	trigger1=!time && (sysfvar(0)>0)
	id=159005
	stateno=159005
	size.height=2

[state 0]
	type=velset
	trigger1=time=1
	x=ifelse(roundstate=2,abs(p2bodydist x),320)/3.6

[state 0]
	type=posadd
	trigger1=time=1
	y=-2 *const(size.xscale)

[state 0]
	type=playsnd
	trigger1=time=1
	value=2,3

[state 0]
	type=explod
	trigger1=1
	anim=3550+animelemno(0)
	postype=p1
	sprpriority=-2
	scale=const(size.xscale),const(size.yscale)
	vel=ifelse(time>7, 7-time, 0) *0.1 ,  0

[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,ha
;;@	priority=ifelse(var(4),1,7),hit
	damage=0,0
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=high
	air.type=low
	hitflag=maf
	guardflag=-1
	pausetime=6,6
	sparkxy=-10,-46
	;ad; sparkno=4+(random%4)*10
	hitsound=300,1
	guardsound=41,0
	ground.slidetime=18
	ground.hittime=18
	air.hittime=23
	ground.velocity=0, 0
	air.velocity=   0,-3
	yaccel=0.45
	air.fall=1
	forcestand=1
	persistent=0
	getpower=0,0
	;;-;; givepower=60,30
	id=3500
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510546 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=changestate
	trigger1=movehit && numtarget(3500)
	value=3520

[state 0]
	type=changestate
	trigger1=movecontact || time>8
	value=3510

;------------- stop
[statedef 3510]
type=s
movetype=i
physics=s
anim=3510
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

;------------- attack
[statedef 3520]
type=s
movetype=a
physics=s
anim=3520
velset=0,0
ctrl=0

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

[state 0]
	type=width
	trigger1=1
	edge=42,42

[state 0]
	type=assertspecial
	trigger1=1
	flag=nojugglecheck
	ignorehitpause=1

;---
[state 0]
	type=playsnd
	trigger1=(animelem=17)||(animelem=23)
	value=f200,1
	channel=1
[state 0]
	type=playsnd
	trigger1=(animelem=4)||(animelem=10)
	value=f200,2
	channel=1
[state 0]
	type=playsnd
	trigger1=(animelem=33)
	value=f200,3
	channel=1
;---
[state 0]
	type=playsnd
	trigger1=(animelem=17)||(animelem=23)
	value=200,1
	channel=1

;---
[state 0]
	type=playsnd
	trigger1=(animelem=4)||(animelem=10)||(animelem=17)||(animelem=23)||(animelem=33)
	value=1,(random%2)+var(3)*100
	channel=0

; dash_dust
[state 0]
	type=helper
	trigger1=(animelem=4)||(animelem=10)||(animelem=17)||(animelem=23)||(animelem=33)
	trigger1=(sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-18*const(size.xscale)),floor(-pos y)
	size.xscale=0.65
	size.yscale=0.65
;; dash_dust
;[state 0]
;	type=helper
;	trigger1=(animelem=4)||(animelem=10)||(animelem=17)||(animelem=23)||(animelem=33)
;	trigger1=(sysfvar(0)>0)
;	id=152040
;	stateno=152040
;	pos=floor(28*const(size.xscale)),floor(-pos y)
;	size.xscale=-0.5
;	size.yscale= 0.5

;---
[state 0] ;hp2
	type=hitdef
	trigger1=(animelem=5)
	attr=s,ha
;;@	priority=ifelse(var(4),1,6),hit
	damage=30,3
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=low
	air.type=low
	hitflag=mafdl
	guardflag=m
	pausetime=23,5;  23,26
	sparkxy=-10,-58
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,5
	guardsound=41,0
	guard.slidetime=12
	ground.hittime=28
	air.hittime=28
	ground.velocity=0
	air.velocity=   0,-6
	down.velocity=  0,-6
	down.hittime=28
	air.fall=1
	fall.recover=0
	yaccel=0.45
	;;-;; givepower=100,50
	getpower=0,0
	forcestand=1
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510558 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0] ; hp
	type=hitdef
	trigger1=(animelem=11)
	attr=s,ha
;;@	priority=ifelse(var(4),1,6),hit
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=high
	air.type=low
	damage=60,6
	hitflag=mafdl
	guardflag=m
	pausetime=3,3 ;; 6,9
	sparkxy=-10,-65
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,2
	guardsound=41,0
	ground.slidetime=12
	ground.hittime=28
	air.hittime=28
	ground.velocity=0
	air.velocity=   0,-6
	down.velocity=  0,-6
	down.hittime=28
	air.fall=1
	fall.recover=0
	yaccel=0.5
	;;-;; givepower=100,50
	getpower=0,0
	forcestand=1
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510565 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0] ; lk
	type=hitdef
	trigger1=(animelem=18)
	attr=c,ha
;;@	priority=ifelse(var(4),1,6),hit
	damage=30,3
	animtype=light
	air.animtype=back
	fall.animtype=back
	hitflag=mafdl
	guardflag=l
	pausetime=3,3 ;; 6,9
	sparkxy=-10,-28
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,1
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=12
	ground.hittime=28
	air.hittime=28
	ground.velocity=0
	air.velocity=   0,-6
	down.velocity=  0,-6
	down.hittime=28
	air.fall=1
	fall.recover=0
	yaccel=0.5
	;;-;; givepower=100,50
	getpower=0,0
	forcestand=1
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510528 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0] ; hk
	type=hitdef
	trigger1=(animelem=24)
	attr=c,ha
;;@	priority=ifelse(var(4),1,6),hit
	damage=60,6
	animtype=medium
	air.animtype=back
	fall.animtype=back
	hitflag=mafdl
	guardflag=m
	pausetime=3,3 ;; 6,9
	sparkxy=-10,-55
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,1
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=12
	ground.hittime=28
	air.hittime=28
	ground.velocity= 0
	air.velocity=    0,-6
	down.velocity=   0,-6
	down.hittime=28
	air.fall=1
	fall.recover=0
	yaccel=0.5
	;;-;; givepower=100,50
	getpower=0,0
	forcestand=1
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510555 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0] ; hk_up
	type=hitdef
	trigger1=(animelem=34)
	attr=s,ha
;;@	priority=ifelse(var(4),1,6),hit
	animtype=back
	air.animtype=diagup
	fall.animtype=diagup
	ground.type=low
	air.type=low
	damage=60,6
	hitflag=mafdl
	guardflag=m
	pausetime=13,13 ;; 13,15
	sparkxy=-10,-90
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,3
	guardsound=41,0
	ground.slidetime=12
	ground.hittime=28
	air.hittime=28
	ground.velocity=-3,-5
	air.velocity=   -3,-5
	down.velocity=  -3,-5
	down.hittime=28
	fall=1
	air.fall=1
	fall.recover=0
	yaccel=0.5
	;;-;; givepower=100,50
	getpower=0,0
	forcestand=1
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 45510590 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=3530

;-------------
[statedef 3530]
type=a
movetype=a
physics=n
anim=3530
ctrl=0

; dash_dust
[state 0]
	type=helper
	trigger1=!time && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-22*const(size.xscale)),floor(-pos y)
	size.xscale=1
	size.yscale=1

;---
[state 0]
	type=playsnd
	trigger1=(animelem=12)
	value=1,0+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=16)
	value=f200,3
	channel=1

;---
[state 0]
	type=velset
	trigger1=!time
	x=8
	y=-const(movement.yaccel) *5.8
[state 0]
	type=veladd
	trigger1=time>0
	y=const(movement.yaccel) *0.1


;--- eff2
[state 0]
	type=explod
	trigger1=(animelem=13)||(animelem=23)
	anim=23321
	sprpriority=3
	postype=p1
	pos=floor(36*const(size.xscale)),floor(-66*const(size.yscale))
	bindtime=2
	ownpal=0
	scale=const(size.xscale),const(size.yscale)*0.5
	vel=4,-2
	ignorehitpause=1
	removeongethit=1

;---
[state 0]
	type=hitdef
	trigger1=(animelem=6) || ( ((animelem=7)||(animelem=8)) && !movecontact )
	attr=a,ha
;;@	priority=ifelse(var(4),1,6),hit
	damage=30,5
	animtype=back
	air.animtype=back
	fall.animtype=diagup
	ground.type=low
	air.type=low
	hitflag=maf
	guardflag=m
	pausetime=9,9
	sparkxy=-10,-42
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=16
	air.hittime=16
	ground.velocity=-6,-6
	air.velocity=   -6,-6
	yaccel=0.5
	;;-;; givepower=100,50
	getpower=0,0
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510542 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=14)||(animelem=24)
	attr=a,ha
;;@	priority=ifelse(var(4),1,6),hit
	damage=30,5
	animtype=back
	air.animtype=back
	fall.animtype=diagup
	ground.type=low
	air.type=low
	hitflag=maf
	guardflag=m
	pausetime=6,6
	sparkxy=-10,-42
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,1
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=16
	air.hittime=16
	ground.velocity=-vel x,-6
	air.velocity=   -vel x,vel y*2
	yaccel=const(movement.yaccel)
	;;-;; givepower=100,50
	getpower=0,0
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510542 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=(animelem=18) || (animelem=29)
	trigger1=time>0 && (vel y>=0)
	value=3540

;-------------
[statedef 3540]
type=a
movetype=a
physics=a
anim=640
ctrl=0

[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=1,0+var(3)*100
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=f200,3
	channel=1

;---
[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,ha
;;@	priority=ifelse(var(4),1,6),hit
	animtype=hard
	air.animtype=back
	fall.animtype=back
	ground.type=low
	air.type=low
	damage=120,12
	hitflag=maf
	guardflag=m
	pausetime=25,25
	sparkxy=-10,-40
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=17
	ground.hittime=26
	air.hittime=18
	ground.velocity=-9
	air.velocity=   -6,6
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	;;-;; givepower=100,50
	getpower=0,0
	kill=!var(4)
	guard.kill=!var(4)
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510540 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=movecontact
	value=3560

[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1020 ;; land
	anim=3020

;-------------
[statedef 3560]
type=a
movetype=i
physics=a
anim=3560
velset=-8,-6
ctrl=0

[state 0]
	type=playsnd
	trigger1=!time
	value=f200,3
	channel=1
[state 0]
	type=veladd
	trigger1=(time>0) && (vel x<-0.2)
	x=0.2
[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1020 ;; land
	anim=3020







;[EOF]
