; weak Roll Attack
[Statedef 1001]
type    = S
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 1000
sprpriority = 2

[State 1101, MakeDust]
type = MakeDust
trigger1 = time = 0
pos = 0,0
spacing = 3

[state 1001,1]
type = posset
trigger1 = 1
y = 0

[state 1001,3]
type = velset
trigger1 = time < 5
x = 0

[state 1001,3]
type = velset
trigger1 = time = 5
x = 7
ignorehitpause = 1

[state 1001,4]
type = veladd
trigger1 = time > 5
x = - 0.3
ignorehitpause = 1

[state 1,2]
type = velset
trigger1 = time > 36
x = 0

[State 0, VelSet]
type = VelSet
trigger1 = movecontact && time < 10
x = 2
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = movecontact && time > 10
x = -3
y = 0

[State 1001,5]
type = HitDef
trigger1 = animelem = 2 || animelem = 3 || animelem = 4 || animelem = 5
attr = C, NA
damage    = 7
hitflag = MAFD
guardflag = L
pausetime = 4,3
sparkxy = -5,-5
hitsound   = S1,6
guardsound = S1,0
ground.type = heavy
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2
guard.velocity = -9
air.velocity = -3,-5
guard.velocity = -5
air.fall = 0
fall = 0
yaccel = 0.555
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -5
air.cornerpush.veloff = -10
airguard.cornerpush.veloff = -5
down.velocity = -3, -5

[State 1001, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 1000,0
persistent = 0

[State 1001, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1