
; v02: mode
; v05-07: temp
; v30-31: spark
; v41: cancel_flag
; v51: ai
; v59: score
; fv01-02: temp vel x/y


;-------------
;-------------
; win

[statedef 180]
type=s
velset=0,0
ctrl=0
[state 0]
	type=assertspecial
	trigger1=time<180
	flag=roundnotover
[state 0]
	type=changeanim
	trigger1=!time && (anim!=185)
	value=180+(random%2)



;-------------
;-------------
; intro

[statedef 190]
type=s
anim=190+(random%2)
velset=0,0
ctrl=0
[state 0]
	type=assertspecial
	trigger1=1
	flag=intro
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0





;-------------
;-------------
; taunt

[statedef 195]
type=s
physics=s
movetype=i
anim=195
sprpriority=1
velset=0,0
ctrl=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1



;-------------
;-------------
; p`

[statedef 200]
type=s
movetype=a
physics=s
anim=ifelse(p2bodydist x<25,205,200)
sprpriority=2
juggle=8
poweradd=20
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=(time=2)
	value=f200,0
	channel=1
[state 0]
	type=hitdef
	trigger1=(animelem=2)
	attr=s,na
	hitflag=maf
	guardflag=ma
	animtype=light
	air.animtype=back
	fall.animtype=back
	damage=25
	getpower=20,10
	pausetime=9,9
	sparkxy=-10,-(var(5):=ifelse((anim=200),70,80))
	hitsound=300,0
	guardsound=40,0
	ground.type=high
	air.type=low
	ground.slidetime=11
	ground.hittime=11
	air.hittime=11
	ground.velocity=-6
	air.velocity=   -4,-3
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510500 +var(5) )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=3)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;-------------
; ߋp`

[statedef 215]
type=s
movetype=a
physics=n
anim=215
sprpriority=2
juggle=8
poweradd=30
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=(time=2)
	value=f200,2
	channel=1
[state 0]
	type=hitdef
	trigger1=(animelem=2)
	attr=s,na
	hitflag=maf
	guardflag=ma
	animtype=middle
	air.animtype=back
	fall.animtype=back
	damage=50
	getpower=40,20
	pausetime=11,11
	sparkxy=-10,-68
	hitsound=300,2
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=15
	ground.hittime=15
	air.hittime=15
	ground.velocity=-8
	air.velocity=   -4,-3
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510568 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

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


;-------------
; p`

[statedef 220]
type=s
movetype=a
physics=s
anim=ifelse(p2bodydist x<25,225,220)
sprpriority=2
juggle=8
poweradd=50
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=(time=3)
	value=f200,2
	channel=1
;---
[state 0]
	type=varset
	trigger1=(animelem=2) && (anim=225)
	var(5)=70
[state 0]
	type=varset
	trigger1=(animelem=3)
	var(5)=ifelse((anim=220),73,90)
[state 0]
	type=hitdef
	trigger1=(animelem=2) && (anim=225)
	trigger2=(animelem=3) && ((anim=220) || ((anim=225) && !movecontact))
	attr=s,na
	hitflag=maf
	guardflag=ma
	animtype=hard
	air.animtype=back
	fall.animtype=back
	damage=80
	getpower=60,30
	pausetime=13,13
	sparkxy=-10,-var(5)
	hitsound=300,2
	guardsound=41,0
	ground.type=high
	air.type=low
	ground.slidetime=ifelse((anim=220),18,16)
	ground.hittime=18
	air.hittime=18
	ground.velocity=-ifelse((anim=220),12,6)
	air.velocity=   -ifelse((anim=220),5,4),-ifelse((anim=220),4,5)
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510500 +var(5) )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;-------------
; LbN

[statedef 230]
type=s
movetype=a
physics=s
anim=ifelse(p2bodydist x<22,235,230)
sprpriority=2
juggle=8
poweradd=10
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=2
	value=f200,1
	channel=1

[state 0]
	type=hitdef
	trigger1=(animelem=3) && (anim=230)
	attr=s,na
	hitflag=maf
	guardflag=ma
	animtype=light
	air.animtype=back
	fall.animtype=back
	damage=25
	getpower=20,10
	pausetime=9,9
	sparkxy=-10,-72
	hitsound=300,1
	guardsound=40,0
	ground.type=high
	air.type=low
	ground.slidetime=11
	ground.hittime=11
	air.hittime=11
	ground.velocity=-6
	air.velocity=   -4,-3
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510572 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
[state 0]
	type=hitdef
	trigger1=(animelem=3) && (anim=235)
	attr=s,na
	hitflag=maf
	guardflag=ma
	animtype=light
	air.animtype=back
	fall.animtype=back
	damage=25
	getpower=20,10
	pausetime=9,9
	sparkxy=-10,-24
	hitsound=300,1
	guardsound=40,0
	ground.type=low
	air.type=low
	ground.slidetime=11
	ground.hittime=11
	air.hittime=11
	ground.velocity=-6
	air.velocity=   -3,-4
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510524 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;-------------
; ߋLbN

[statedef 245]
type=s
movetype=a
physics=s
anim=245
sprpriority=2
juggle=8
poweradd=30
velset=0,0
ctrl=0
facep2=1

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

[state 0]
	type=hitdef
	trigger1=(animelem=3)
	attr=s,na
	hitflag=maf
	guardflag=ma
	animtype=middle
	air.animtype=back
	fall.animtype=back
	damage=50
	getpower=40,20
	pausetime=11,11
	sparkxy=-10,-62
	hitsound=300,3
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=16
	ground.hittime=16
	air.hittime=16
	ground.velocity=-8
	air.velocity=   -4,-3
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510562 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;-------------
; LbN

[statedef 250]
type=s
movetype=a
physics=s
anim=ifelse(p2bodydist x<25,255,250)
sprpriority=2
juggle=8
poweradd=50
velset=0,0
ctrl=0
facep2=1

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

[state 0]
	type=hitdef
	trigger1=(animelem=4) && (anim=250)
	attr=s,na
	hitflag=maf
	guardflag=ma
	animtype=hard
	air.animtype=back
	fall.animtype=back
	damage=80
	getpower=60,30
	pausetime=13,13
	sparkxy=-10,-86
	hitsound=300,3
	guardsound=41,0
	ground.type=high
	air.type=low
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity=-12
	air.velocity=    -5,-4
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510586 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

; ˂肿Ⴌ
[state 0]
	type=hitdef
	trigger1=(animelem=3) && (anim=255)
	attr=s,na
	hitflag=maf
	guardflag=ma
	animtype=hard
	air.animtype=back
	fall.animtype=back
	damage=50
	getpower=30,15
	pausetime=13,13
	sparkxy=-10,-94
	hitsound=300,3
	guardsound=41,0
	ground.type=high
	air.type=low
	ground.slidetime=16
	ground.hittime=16
	air.hittime=16
	ground.velocity=-3
	air.velocity=   -3,-4
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510594 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
[state 0]
	type=hitdef
	trigger1=(animelem=4) && (anim=255)
	attr=s,na
	hitflag=maf
	guardflag=ma
	animtype=hard
	air.animtype=back
	fall.animtype=back
	damage=50
	getpower=30,15
	pausetime=13,13
	sparkxy=-10,-58
	hitsound=300,3
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity=-12
	air.velocity=    -5,-4
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510558 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=5)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;-------------
;-------------
; Ⴊݎp`

[statedef 400]
type=c
movetype=a
physics=c
anim=400
sprpriority=2
juggle=8
poweradd=10
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=(time=2)
	value=f200,0
	channel=1
[state 0]
	type=hitdef
	trigger1=(animelem=2)
	attr=c,na
	hitflag=maf
	guardflag=ma
	animtype=light
	air.animtype=back
	fall.animtype=back
	damage=25
	getpower=20,10
	pausetime=9,9
	sparkxy=-10,-42
	hitsound=300,0
	guardsound=40,0
	ground.type=low
	air.type=low
	ground.slidetime=11
	ground.hittime=11
	air.hittime=11
	ground.velocity=-6
	air.velocity=   -4,-3
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510542 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=3)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1


;-------------
; Ⴊ݋p`

[statedef 420]
type=c
movetype=a
physics=c
anim=420
sprpriority=2
juggle=8
poweradd=50
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=(time=3)
	value=f200,2
	channel=1
[state 0]
	type=hitdef
	trigger1=(animelem=2) || ((animelem=3)&&(!movecontact))
	attr=c,na
	hitflag=maf
	guardflag=ma
	animtype=hard
	air.animtype=back
	fall.animtype=back
	damage=80
	getpower=60,30
	pausetime=13,13
	sparkxy=-10,-(var(5):=ifelse((animelem=2),66,106))
	hitsound=300,2
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity=-9
	air.velocity=   -4,-5
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510500 +var(5) )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1


;-------------
;-------------
; ႪݎLbN

[statedef 430]
type=c
movetype=a
physics=c
anim=430
sprpriority=2
juggle=8
poweradd=10
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=(time=2)
	value=f200,0
	channel=1
[state 0]
	type=hitdef
	trigger1=(animelem=2)
	attr=c,na
	hitflag=maf
	guardflag=l
	animtype=light
	air.animtype=back
	fall.animtype=back
	damage=25
	getpower=20,10
	pausetime=9,9
	sparkxy=-10,-12
	hitsound=300,1
	guardsound=40,0
	ground.type=low
	air.type=low
	ground.slidetime=11
	ground.hittime=11
	air.hittime=11
	ground.velocity=-6
	air.velocity=   -4,-3
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510512 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=3)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1


;-------------
; ႪݒLbN

[statedef 440]
type=c
movetype=a
physics=c
anim=440
sprpriority=2
juggle=8
poweradd=30
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=(time=2)
	value=f200,1
	channel=1
[state 0]
	type=hitdef
	trigger1=(animelem=3)
	attr=c,na
	hitflag=maf
	guardflag=l
	animtype=middle
	air.animtype=back
	fall.animtype=back
	damage=50
	getpower=40,20
	pausetime=11,11
	sparkxy=-10,-12
	hitsound=300,1
	guardsound=40,0
	ground.type=low
	air.type=low
	ground.slidetime=16
	ground.hittime=17
	air.hittime=17
	ground.velocity=-7
	air.velocity=   -4,-3
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510512 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1


;-------------
; Ⴊ݋LbN

[statedef 450]
type=c
movetype=a
physics=c
anim=450
sprpriority=1
juggle=8
poweradd=50
velset=0,0
ctrl=0
facep2=1

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

[state 0]
	type=hitdef
	trigger1=(animelem=2)
	attr=c,na
	hitflag=maf
	guardflag=l
	animtype=hard
	air.animtype=back
	fall.animtype=back
	damage=80
	getpower=60,30
	pausetime=13,13
	sparkxy=-10,-12
	hitsound=300,3
	guardsound=41,0
	ground.type=trip
	air.type=trip
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity=-2,-6
	air.velocity=   -2,-6
	guard.velocity=-12
	fall=1
	fall.recover=0
;op;	fall.yvelocity=0
	yaccel=0.5
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510512 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=3)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1


;-------------
;-------------
; 󒆎p`

[statedef 600]
type=a
movetype=a
physics=a
anim=600
sprpriority=2
juggle=8
poweradd=20
ctrl=0

[state 0]
	type=playsnd
	trigger1=(time=2)
	value=f200,0
	channel=1
[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,na
	hitflag=maf
	guardflag=ha
	animtype=light
	air.animtype=back
	fall.animtype=back
	damage=25
	getpower=20,10
	pausetime=9,9
	sparkxy=-10,-50
	hitsound=300,0
	guardsound=40,0
	ground.type=low
	air.type=low
	ground.slidetime=11
	ground.hittime=11
	air.hittime=11
	ground.velocity=-5
	air.velocity=   -4,-3
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510550 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=3)
	movetype=i


;-------------
; ()p`

[statedef 620]
type=a
movetype=a
physics=a
anim=620
juggle=8
poweradd=50
ctrl=0

[state 0]
	type=playsnd
	trigger1=(time=2)
	value=f200,2
	channel=1
[state 0]
	type=hitdef
	trigger1=(animelem=3)
	attr=a,na
	hitflag=maf
	guardflag=ha
	animtype=light
	air.animtype=back
	fall.animtype=back
	damage=80
	getpower=60,30
	pausetime=13,13
	sparkxy=-10,-52
	hitsound=300,2
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-7
	air.velocity=   -5,-4
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510552 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	movetype=i


;-------------
; 󒆎LbN

[statedef 630]
type=a
movetype=a
physics=a
anim=ifelse(vel x,635,630)
juggle=8
poweradd=20
ctrl=0

[state 0]
	type=playsnd
	trigger1=(time=2)
	value=f200,1
	channel=1
[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,na
	hitflag=maf
	guardflag=ha
	animtype=light
	air.animtype=back
	fall.animtype=back
	damage=25
	getpower=20,10
	pausetime=9,9
	sparkxy=-10,-(var(5):=ifelse((anim=630),62,28))
	hitsound=300,1
	guardsound=40,0
	ground.type=low
	air.type=low
	ground.slidetime=11
	ground.hittime=11
	air.hittime=11
	ground.velocity=-5
	air.velocity=   -4,-3
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510500 +var(5) )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	movetype=i


;-------------
; 󒆋LbN

[statedef 650]
type=a
movetype=a
physics=a
anim=ifelse(vel x,655,650)
juggle=8
poweradd=50
ctrl=0

[state 0]
	type=playsnd
	trigger1=(time=3)
	value=f200,3
	channel=1
[state 0]
	type=hitdef
	trigger1=(animelem=2)
	attr=a,na
	hitflag=maf
	guardflag=ha
	animtype=light
	air.animtype=back
	fall.animtype=back
	damage=80
	getpower=60,30
	pausetime=13,13
	sparkxy=-10,-(var(5):=ifelse((anim=650),55,45))
	hitsound=300,3
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-7
	air.velocity=   -5,-4
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510500 +var(5) )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	movetype=i




;-------------
; Z
;-------------
; i()

[statedef 700]
type=s
movetype=a
physics=s
anim=700
sprpriority=2
juggle=8
poweradd=20
velset=0,0
ctrl=0
facep2=1

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

[state 0]
	type=velset
	trigger1=(animelem=6,>=0) && (animelem=8,<0)
	x=5

[state 0]
	type=hitdef
	trigger1=(animelem=6)||(animelem=7)
	attr=s,na
	hitflag=maf
	guardflag=h
	animtype=hard
	air.animtype=back
	fall.animtype=back
	damage=20
	getpower=20,10
	pausetime=13,13
	sparkxy=-10,-(var(5):=ifelse((animelem=6),65,35))
	hitsound=300,2
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=16
	ground.hittime=16
	air.hittime=16
	ground.velocity=-10
	air.velocity=   -4,-4
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510500 +var(5) )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=8)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;-------------
; i()LZp

[statedef 701]
type=s
movetype=a
physics=s
anim=701
sprpriority=2
juggle=8
poweradd=0
velset=0,0
ctrl=0
facep2=1

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

[state 0]
	type=velset
	trigger1=(animelem=6,>=0) && (animelem=8,<0)
	x=5

[state 0]
	type=hitdef
	trigger1=(animelem=6)||(animelem=7)
	attr=s,na
	hitflag=maf
	guardflag=ma
	animtype=hard
	air.animtype=back
	fall.animtype=back
	damage=10
	getpower=10,5
	pausetime=13,13
	sparkxy=-10,-(var(5):=ifelse((animelem=6),65,35))
	hitsound=300,0
	guardsound=40,0
	ground.type=low
	air.type=low
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-4
	air.velocity=   -3,-4
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510500 +var(5) )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=8)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;-------------
; mizoochi_kudaki (fwd + HP)
; ӂ

[statedef 710]
type=s
physics=s
movetype=a
anim=710
sprpriority=2
juggle=8
poweradd=30
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=(animelem=2)
	value=f200,2
	channel=1
;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=2) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-8*const(size.xscale)),0
	size.xscale=0.5
	size.yscale=0.5
;---
[state 0]
	type=velset
	trigger1=(animelem=2,>=0)&&(animelem=4,<0)
	x=7
[state 0]
	type=velset
	trigger1=(animelem=5)
	x=0
;---
[state 0]
	type=hitdef
	trigger1=(animelem=3)||(animelem=4)
	attr=s,na
	damage=30
	animtype=hard
	air.animtype=back
	fall.animtype=back
	guardflag=ma
	hitflag=maf
	pausetime=13,13
	sparkxy=-10,-50
	hitsound=300,2
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=12
	ground.hittime=18
	air.hittime=18
	ground.velocity=-4
	air.velocity=   -4,-4
	guard.velocity= -11
	getpower=20,10
	ground.cornerpush.veloff=0
	guard.cornerpush.veloff=0
	air.cornerpush.veloff=0
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510550 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=5)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;-------------
; up 2 punch

[statedef 720]
type=a
physics=a
movetype=a
anim=720
sprpriority=2
juggle=2
poweradd=20
ctrl=0

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

[state 0]
	type=hitdef
	trigger1=(animelem=3)||(animelem=4)
	attr=a,na
	damage=30
	animtype=medium
	air.animtype=back
	fall.animtype=back
	guardflag=ha
	hitflag=maf
	pausetime=11,11
	sparkxy=-10,-(var(5):=ifelse((animelem=3),70,90))
	hitsound=300,0
	guardsound=40,0
	ground.type=high
	air.type=low
	ground.slidetime=15
	ground.hittime=15
	air.hittime=15
	ground.velocity=-5
	air.velocity=   -3,-5
	getpower=30,15
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510500 +var(5) )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=5)
	movetype=i


;--------------
; senpuu kyaku (fwd + LK)
; r

[statedef 750]
type=a
movetype=a
physics=n
anim=750
sprpriority=1
juggle=8
poweradd=20
velset=0,0
ctrl=0
facep2=1

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

[state 0]
	type=velset
	trigger1=(animelem=2)
	x= ifelse(prevstateno=100,5,3)
	y=-5
[state 0]
	type=gravity
	trigger1=(animelem=2,>0)

[state 0]
	type=hitdef
	trigger1=(animelem=6)
	attr=s,na
	damage=32
	animtype=medium
	air.animtype=back
	fall.animtype=back
	guardflag=ma
	hitflag=maf
	pausetime=11,11
	sparkxy=-10,-52
	hitsound=300,1
	guardsound=40,0
	ground.type=high
	air.type=low
	ground.slidetime=11
	ground.hittime=15
	air.hittime=15
	ground.velocity=-4
	air.velocity=   -4,-3
	getpower=30,15
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510552 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=7)
	movetype=i
[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=52




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

[statedef 800]
type=s
movetype=a
physics=n
anim=800
juggle=0
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=(command="b")
[state 0]
	type=varset
	trigger1=!time
	var(6)=(command="holdfwd")
;---
[state 0]
	type=hitdef
	trigger1=!time
	attr=s,nt
	hitflag=m-
	priority=3,miss
	damage=0
	getpower=0,0
	numhits=0
	hitonce=1
	sparkno=(var(31):=-1)
	hitsound=-1
	p1facing=1
	p2facing=1
	p1stateno=801
	p2stateno=802
;---
[state 0]
	type=changestate
	trigger1=time=1
	value=0
	ctrl=1


;-------------
; w

[statedef 801]
type=s
movetype=a
physics=s
anim=801
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(46*const(size.xscale)),floor(-75*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(6)
[state 0]
	type=targetfacing
	trigger1=(animelem=2) && var(6)
	value=-1

[state 0]
	type=changestate
	trigger1=(animelem=2) && var(5)
	value=811

;---
[state 0]
	type=targetstate
	trigger1=!time
	value=802
;---
[state 0]
	type=turn
	trigger1=animtime=0
[state 0]
	type=width
	trigger1=(animelem=5)
	value=0,floor(100*const(size.xscale))
;---
[state 0]
	type=targetbind
	trigger1=(animelem=2,<0)
	pos=floor(35 *const(size.xscale)), 0
[state 0]
	type=targetbind
	trigger1=(animelem=2,>=0) && (animelem=3,<0)
	pos=floor(45 *const(size.xscale)), floor(-90 *const(size.yscale))
[state 0]
	type=targetbind
	trigger1=(animelem=3,>=0) && (animelem=4,<0)
	pos=floor(5 *const(size.xscale)), floor(-82 *const(size.yscale))
[state 0]
	type=targetbind
	trigger1=(animelem=4,>=0) && (animelem=5,<0)
	pos=floor(-35 *const(size.xscale)), floor(-65 *const(size.yscale))
[state 0]
	type=targetbind
	trigger1=(animelem=5,>=0) && (animelem=6,<0)
	pos=floor(-60 *const(size.xscale)), floor(-65 *const(size.yscale))
[state 0]
	type=targetbind
	trigger1=(animelem=6)
	pos=floor(-85 *const(size.xscale)), floor(-25 *const(size.yscale))
;---
[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=0,0
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=f200,2
	channel=1
;---
[state 0]
	type=targetlifeadd
	trigger1=(animelem=6)
	value=-128
[state 0]
	type=targetstate
	trigger1=(animelem=6)
	value=803
;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


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

[statedef 802]
type=s
movetype=h
physics=s
sprpriority=-1
velset=0,0
ctrl=0
[state 0]
	type=afterimagetime
	trigger1=!time
	time=0
[state 0]
	type=changeanim2
	trigger1=!time
	value=802
;-------------
[statedef 803]
type=a
movetype=h
physics=n
velset=5,-1
ctrl=0
[state 0]
	type=veladd
	trigger1=1
	y=0.45
[state 0]
	type=nothitby
	trigger1=1
	value=sca
[state 0]
	type=selfstate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=5100



;-------------
;-------------
; b

[statedef 811]
type=s
movetype=a
physics=s
anim=811
velset=0,0
ctrl=0
;---
[state 0]
	type=targetstate
	trigger1=!time
	value=812
;---
[state 0]
	type=turn
	trigger1=animtime=0
[state 0]
	type=width
	trigger1=(animelem=4)
	value=0,floor(100*const(size.xscale))
;---
[state 0]
	type=targetbind
	trigger1=(animelem=2,<0)
	pos=floor(35 *const(size.xscale)), 0
[state 0]
	type=targetbind
	trigger1=(animelem=2,>=0) && (animelem=3,<0)
	pos=floor(25 *const(size.xscale)), floor(-80 *const(size.yscale))
[state 0]
	type=targetbind
	trigger1=(animelem=3,>=0) && (animelem=4,<0)
	pos=floor(-60 *const(size.xscale)), floor(-70 *const(size.yscale))
[state 0]
	type=targetbind
	trigger1=(animelem=4,>=0) && (animelem=6,<0)
	pos=floor(-100 *const(size.xscale)), floor(-50 *const(size.yscale))
[state 0]
	type=targetbind
	trigger1=(animelem=6)
	pos=floor(-140 *const(size.xscale)), floor(-25 *const(size.yscale))
;---
[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=0,0
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=f200,3
	channel=1
;---
[state 0]
	type=targetlifeadd
	trigger1=(animelem=6)
	value=-128
[state 0]
	type=targetstate
	trigger1=(animelem=6)
	value=813
;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;-------------
; b

[statedef 812]
type=s
movetype=h
physics=s
sprpriority=-1
velset=0,0
ctrl=0
[state 0]
	type=changeanim2
	trigger1=!time
	value=812
;-------------
[statedef 813]
type=a
movetype=h
physics=n
velset=5,-3
ctrl=0
[state 0]
	type=veladd
	trigger1=1
	y=0.45
[state 0]
	type=nothitby
	trigger1=1
	value=sca
[state 0]
	type=selfstate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=5100







;--------------
;--------------
; overwrite common1.cns
;--------------
;--------------
; hit_fallrecover(on the ground)

[statedef 5201]
type=s
movetype=i
physics=n
anim=5200
velset=0,0
ctrl=0

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

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

[state 0]
	type=velset
	trigger1=time=0
	x=-5
[state 0]
	type=velmul
	trigger1=(animelem=4,>0)
	x=0.85
[state 0]
	type=playsnd
	trigger1=(time=1)
	value=0,0
	channel=0
[state 0]
	type=palfx
	trigger1=!time
	add=128,128,128
	time=2
[state 0]
	type=nothitby
	trigger1=1
	value=sca
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1



;----------------
; KO

[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=selfstate
	trigger1=animtime=0
	value=5110
	ctrl=0



;[EOF]
