[Statedef 18000]
type = S
movetype= I
physics = S
poweradd = -3000
ctrl = 0
velset = 0,0
anim = 19000
juggle = 0

;---------------------------------------------------------
;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = [1000,1999]
trigger2 = prevstateno = [500,599]
anim = f7500
pos = 0,75
postype = left
removetime = -2
bindtime = -1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = [1000,1999]
trigger2 = prevstateno = [500,599]
anim = f7510
pos = 0,73
postype = left
removetime = -2
bindtime = -1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1

;----------------------------------------------------
;Dream Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = [3000,3289]
trigger2 = prevstateno = [3291,3999]
trigger3 = prevstateno = 2921
trigger4 = prevstateno = 22010
anim = f7530
pos = 0,75
postype = left
removetime = -2
bindtime = -1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = [2000,2999]
trigger2 = prevstateno = 2921
trigger3 = prevstateno = 22010
anim = f7535
pos = 0,73
postype = left
removetime = -2
bindtime = -1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1

;Extintion Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 3290
anim = f7560
pos = 0,75
postype = left
removetime = -2
bindtime = -1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
sprpriority = 9
ownpal = 1
;-------------------------------------------------------------------------------

[State 181, ??]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6998]
type = PlaySnd
trigger1 = time = 0
value = 5,2

[State 6998]
type = PlaySnd
trigger1 = time = 0
value = 65535,191

[State 3915]
type = Explod
trigger1 = time = 0
anim = 7310
postype = p1
pos = 5,-70
sprpriority = 9
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 3915]
type = Explod
trigger1 = time = 0
anim = 7300
postype = p1
pos = 5,-70
sprpriority = -1
supermove = -1
supermovetime = 99999
bindtime = 1
ownpal = 1

[State 9899, BGcolor]
type = envcolor
trigger1 = time = 0
time = 30
under = 1
value = 0, 0, 0

[state 13501]
type = superpause
trigger1 = time = 0
anim = -1
movetime = 55
time = 55
darken = 1

[state 6998]
type = changestate
trigger1 = animtime = 0
value = 18001
[statedef 18001]
type = A
physics = S
movetype = A
anim = 19001
velset = 0,0
ctrl = 0

[State 1000, Assert.Special]
type = AssertSpecial
trigger1 = 1
trigger1 = palno = [7,12]
flag = unguardable
ignorehitpause =1
persistent =1

[State 181, ??]
type = NotHitBy
trigger1 = 1
value = SCA

[state 13502]
type = Afterimage
trigger1 = animelem = 1
time = 2
length = 11
timegap = 1
paladd = 60,20,100
PalContrast = 220,200,350
palcolor = 0
framegap = 3

[State 1000, AfterImageTime]
type = Afterimagetime
trigger1 = gametime%2
time = 2

[State 6999, 3]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 25
hitflag = MAFPD
guardflag = MF
pausetime = 5,5
guard.sparkno = s4120
sparkno = s4070
sparkxy = -20,-60
hitsound = S4,4
guard.sparkno = S4120
guardsound = S1,100
animtype = hard
hittime = 100
ground.type = Low
ground.slidetime = 17
ground.hittime  = 60
ground.velocity = 0,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
p2facing = 1
kill = 0

[State 1000, p2GCRUSH]
type = Targetstate
trigger1 = moveguarded
trigger1 = p2statetype != A
persistent = 0
ignorehitpause = 1
value = 5130
ctrl = 0

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 5
time = 30
ampl = -6

[state 13101]
type = envcolor
trigger1 = movehit
value = 240,240,240
time = 4
under = 0

[State 3501,if in corner ]
type = PosAdd
trigger1 = movehit
trigger1 = frontedgebodydist < 250
x = -180

[State 3800]
type = TargetBind
trigger1 = movehit
trigger1 = 1
pos = 35,0

[state 6001]
type = changestate
trigger1 = animtime = 0
trigger1 = !movehit
value = 0
ctrl = 1

[state 6997,next]
type = changestate
trigger1 = movehit
value = 18002

;-------------------------
[statedef 18002]
type = A
physics = S
movetype = A
anim = 19002
velset = 0,0
ctrl = 0

[State 810, 1]
type = TargetBind
trigger1 = Time = 0
pos = 33,0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State 1000, bgpalfx]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = 60,60,60
under = 2

[State 1000, AfterImage]
type = Afterimage
trigger1 = animelem = 1
time = 2
length = 11
timegap = 1
paladd = 60,20,100
PalContrast = 220,200,350
palcolor = 0
framegap = 3

[State 1000, AfterImageTime]
type = Afterimagetime
trigger1 = gametime%2
time = 2

[State 6999, 3]
type = HitDef
trigger1 = animelem = 10
attr = S, HA
damage = 35
hitflag = MAFPD
pausetime = 5,5
sparkno = s4070
guard.sparkno = s4120
sparkxy = -20,-60
hitsound   = S4,4
guardsound = S1,100
animtype = hard
hittime = 100
ground.type = Low
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = -13,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
forcestand = 1
fallrecover = 0
envshake.time = 20
envshake.ampl = 8
p2facing = 1
kill = 0

[state 13101]
type = envcolor
trigger1 = animelem = 5
value = 240,240,240
time = 1
under = 0

[state 6996,next]
type = changestate
trigger1 = animtime = 0
value = 18003
ctrl = 0
;-------------------------
[statedef 18003]
type = A
physics = S
movetype = A
anim = 19003
velset = 0,0
ctrl = 0

;-------------------------------------???

[State 1000,]
type = Explod
trigger1 = Movehit
trigger1 = Random < 80
anim = 4025
pos = 0,-50
postype = p2
sprpriority = 6
trans = add
scale = 0.4,0.4
bindtime = 1
random = 100,100
ownpal = 1

[State 1000,]
type = Explod
trigger1 = Movehit
trigger1 = Random < 80
anim = 4026
pos = 0,-50
postype = p2
sprpriority = 6
trans = add
scale = 0.4,0.4
bindtime = 1
random = 100,100
ownpal = 1

[State 1000,]
type = Explod
trigger1 = Movehit
trigger1 = Random < 80
anim = 4025
pos = 0,-50
postype = p2
sprpriority = 6
trans = add
scale = 0.4,0.4
bindtime = 1
random = 100,100
ownpal = 1

[State 1000,]
type = Explod
trigger1 = Movehit
trigger1 = Random < 80
anim = 1820
pos = 0,-50
postype = p2
sprpriority = 6
trans = add
scale = 0.4,0.4
bindtime = 1
random = 100,100
ownpal = 1

[State 1000,]
type = Explod
trigger1 = Movehit
trigger1 = Random < 80
anim = 4149
pos = 0,-50
postype = p2
sprpriority = 6
trans = add
scale = 0.4,0.4
bindtime = 1
random = 100,100
ownpal = 1

[State 1000,]
type = Explod
trigger1 = Movehit
trigger1 = Random < 80
anim = 4149
pos = 0,-50
postype = p2
sprpriority = 6
trans = add
scale = 0.4,0.4
bindtime = 1
random = 100,100
ownpal = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S3,9
volume = 250
channel = 0

[State 1000, LifeAdd]
type = LifeAdd
triggerall = palno = 7
trigger1 = time = [13,521]
value = 1
ignorehitpause = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = Animelem = 13
id = 4514

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = Animelem = 13
id = 3403

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = Animelem = 13
id = 6500

[State 1000, Explod]
type = Explod
trigger1 = animelem = 8
anim = 3403
ID = 3403
pos = 0,0
postype = p2
facing = 1
bindtime = -1
removetime = -1
supermove = 1
sprpriority = 9
ignorehitpause = 1
persistent = 1
scale = 0.8,0.8


[State 1000, PSND]
type = playsnd
trigger1 = animelemtime(8)=0
value = 1000,10
channel = 1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State 1000, bgpalfx]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = 60,60,60
under = 2

[state 6004]
type = explod
trigger1 = animelem = 5,10
anim = 6993
postype = p1
pos = 20,0
velocity = 14,0
removetime = -2
sprpriority = 5

[State 6999, 3]
type = HitDef
trigger1 = animelem = 5,17
attr = S, HA
damage = 40
hitflag = MAF
pausetime = 0,
sparkno = S4070
guard.sparkno = s4120
sparkxy = -20,-60
hitsound   = S1,4
guardsound = S1,100
animtype = hard
hittime = 100
ground.type = Low
ground.slide time = 60
ground.hittime  = 600
ground.velocity = -2,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
envshake.time = 20
envshake.ampl = 8
palfx.time = 250
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
;p2stateno = 2022
kill = 0

[State 7002]
type = Explod
trigger1 = animelem = 5,17
anim = 936
postype = p2
pos = -20,-35
sprpriority = 7
bindtime = 1
ownpal = 1
scale = 0.8,0.8

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,16
value = 25,2
persistent = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,17
value = 23,23
persistent = 0

[state 13105]
type = envshake
trigger1 = animelem = 5,17
ampl = -6
time = 20

[state 13101]
type = envcolor
trigger1 = animelem = 5,16
value = 240,240,240
time = 1
under = 0

[state 6004]
type = explod
trigger1 = animelem = 5,22
anim = 6992
postype = p2
pos = -60,0
removetime = -2
bindtime = 1
sprpriority = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 39
value = S10000,6
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 250
value = S10000,8
volume = 255

;-------------------------------------????END

;-------------------------------------??

[state 6004]
type = explod
trigger1 = animelem = 5,150
anim = 6994
postype = p1
pos = 50,0
removetime = -2
bindtime = 1
sprpriority = 5

[State 1000, bgpalfx]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = 60,60,60
under = 2

[state 6004]
type = explod
trigger1 = animelem = 5,182
anim = 6760
postype = p1
pos = 50,0
sprpriority = 5

[State 6999, 3]
type = HitDef
trigger1 = animelem = 5,187
attr = S, HA
damage = 40
hitflag = MAFPD
pausetime = 2,2
sparkno = S4070
guard.sparkno = s4120
sparkxy = -20,-60
hitsound   = S1,4
guardsound = S1,100
animtype = hard
hittime = 100
ground.type = Low
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = -8,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
palfx.time = 50
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
;p2stateno = 2030
kill = 0

[State 7002]
type = Explod
trigger1 = animelem = 5,188
anim = 936
postype = p2
pos = -20,-35
sprpriority = 7
bindtime = 1
ownpal = 1
scale = 0.8,0.8

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,187
value = 0,111
persistent = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,187
value = 25,2
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 160
value = S10000,7
volume = 255

[state 13105]
type = envshake
trigger1 = animelem = 5,188
ampl = -6
time = 20

[state 13101]
type = envcolor
trigger1 = animelem = 5,188
value = 240,240,240
time = 1
under = 0

[state 6996,next]
type = changestate
trigger1 = animtime = 0
value = 18004
ctrl = 0
;-------------------------------------???END
;-------------------------------------Koh

[state 6004]
type = explod
trigger1 = animelem = 5,210
anim = 6991
postype = p2
pos = -40,0
removetime = -2
sprpriority = 3

[State 1000, bgpalfx]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = 60,60,60
under = 2

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,204
value = 25,2
persistent = 0

[State 6999, 3]
type = HitDef
trigger1 = time = 237
attr = S, HA
damage = 20
hitflag = MAFPD
pausetime = 2,2
sparkno = s4070
guard.sparkno = s4120
sparkxy = -20,-60
hitsound   = S1,7
guardsound = S1,100
animtype = hard
hittime = 100
ground.type = Low
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = 4,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
;p2stateno = 2022
kill = 0

[state 13101]
type = envcolor
trigger1 = animelem = 5,226
value = 240,240,240
time = 1
under = 0


[State 6999, 3]
type = HitDef
trigger1 = animelem = 5,262
attr = S, HA
damage = 40
hitflag = MAFPD
pausetime = 2,2
sparkno = S4070
guard.sparkno = s4120
sparkxy = -20,-60
hitsound   = S1,7
guardsound = S1,100
animtype = hard
hittime = 100
ground.type = High
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = 4,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
palfx.time = 50
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
;p2stateno = 2030
kill = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,262
value = 23,23

[state 13105]
type = envshake
trigger1 = animelem = 5,226
trigger2 = animelem = 5,261
ampl = -6
time = 20

[state 13101]
type = envcolor
trigger1 = animelem = 5,261
value = 240,240,240
time = 1
under = 0
;-------------------------------------Koh?END
;-------------------------------------M.
[state 6004]
type = explod
trigger1 = animelem = 5,240
anim = 6990
postype = p1
pos = 55,0
removetime = -2
bindtime = 1
sprpriority = 3

[State 1000, bgpalfx]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = 60,60,60
under = 2

[State 6999, 3]
type = HitDef
trigger1 = animelem = 5,300
trigger2 = animelem = 5,308
trigger3 = animelem = 5,349
trigger4 = animelem = 5,357
attr = S, HA
damage = 25
hitflag = MAF
pausetime = 2,2
sparkno = S4070
guard.sparkno = s4120
sparkxy = -20,-60
hitsound   = S1,4
guardsound = S1,100
animtype = hard
hittime = 100
ground.type = High
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = -2,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
palfx.time = 50
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
;p2stateno = 2022
kill = 0

[State 6999, 3]
type = HitDef
trigger1 = animelem = 5,316
trigger2 = animelem = 5,365
attr = S, HA
damage = 25
hitflag = MAFPD
pausetime = 2,2
guard.sparkno = s4120
sparkno = S4070
sparkxy = -20,-60
hitsound   = S1,4
guardsound = S1,100
animtype = hard
hittime = 100
ground.type = High
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = -3,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
palfx.time = 100
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
;p2stateno = 2030
kill = 0

[State 7002]
type = Explod
trigger1 = animelem = 5,300
trigger2 = animelem = 5,308
trigger3 = animelem = 5,316
trigger4 = animelem = 5,349
trigger5 = animelem = 5,357
trigger6 = animelem = 5,365
anim = 11000
postype = p2
pos = -25,-35
sprpriority = 7
bindtime = 1
ownpal = 1

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,308
value = 12,4
persistent = 2

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,357
value = 12,4
persistent = 2

[state 13105]
type = envshake
trigger1 = animelem = 5,300
trigger2 = animelem = 5,308
trigger3 = animelem = 5,316
trigger4 = animelem = 5,349
trigger5 = animelem = 5,357
trigger6 = animelem = 5,365
ampl = -7
time = 25

[state 13101]
type = envcolor
trigger1 = animelem = 5,300
trigger2 = animelem = 5,308
trigger3 = animelem = 5,316
trigger4 = animelem = 5,349
trigger5 = animelem = 5,357
trigger6 = animelem = 5,365
value = 240,240,240
time = 1
under = 0
;-------------------------------------M.?END
;-------------------------------------ONO

[state 6004]
type = explod
trigger1 = animelem = 5,360
anim = 6989
postype = p2
pos = -85,0
removetime = -2
sprpriority = 4

[State 1000, bgpalfx]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = 60,60,60
under = 2

[State 6999, 3]
type = HitDef
trigger1 = animelem = 5,408
attr = S, HA
damage = 35
hitflag = MAF
pausetime = 2,2
sparkno = S4070
guard.sparkno = s4120
sparkxy = -20,-60
hitsound   = S1,4
guardsound = S1,100
animtype = hard
hittime = 100
ground.type = High
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = 7,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
envshake.time = 20
envshake.ampl = 8
palfx.time = 50
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
;p2stateno = 7020
kill = 0

[State 6999, 3]
type = HitDef
trigger1 = animelem = 5,428
trigger2 = animelem = 5,448
attr = S, HA
damage = 30
hitflag = M
pausetime = 2,2
sparkno = S4070
guard.sparkno = s4120
sparkxy = -20,-60
hitsound   = S1,4
guardsound = S1,100
animtype = hard
hittime = 100
ground.type = High
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = 8,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
envshake.time = 20
envshake.ampl = 8
palfx.time = 50
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
;p2stateno = 7020
kill = 0

[State 7002]
type = Explod
trigger1 = animelem = 5,408
trigger2 = animelem = 5,428
trigger3 = animelem = 5,448
anim = 6261
postype = p2
pos = -5,5
sprpriority = 2
bindtime = 1
ownpal = 1
scale = .7,.7

[state 13105]
type = envshake
trigger1 = animelem = 5,408
trigger2 = animelem = 5,428
trigger3 = animelem = 5,448
ampl = -4
time = 10

[state 13101]
type = envcolor
trigger1 = animelem = 5,408
trigger2 = animelem = 5,428
trigger3 = animelem = 5,448
value = 240,240,240
time = 1
under = 0

;-------------------------------------ONO?END
;-------------------------------------Miyu

[State 1000, bgpalfx]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = 60,60,60
under = 2

[State 6999, 3]
type = HitDef
trigger1 = animelem = 5,521
trigger2 = animelem = 5,522
trigger3 = animelem = 5,534
trigger4 = animelem = 5,535
trigger5 = animelem = 5,551
trigger6 = animelem = 5,555
trigger7 = animelem = 5,553
attr = S, HA
damage = 15
hitflag = MAFPD
pausetime = 2,2
sparkno = s4070
guard.sparkno = s4120
sparkxy = -15,-70
hitsound   = S1,ifelse(random<=500,20,21)
guardsound = S1,100
animtype = med
hittime = 100
ground.type = High
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = 0,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
envshake.phase = 90
envshake.time = 20
envshake.ampl = 4
kill = 0

[State 1000, Explod]
type = Explod
trigger1 = animelem = 5,521
trigger2 = animelem = 5,522
trigger3 = animelem = 5,534
trigger4 = animelem = 5,535
trigger5 = animelem = 5,551
trigger6 = animelem = 5,555
trigger7 = animelem = 5,553 
anim = 10102
pos = 70,-67
postype = p1
facing = -1
bindtime = -1
random = 10,50
removetime = -2
supermove
scale = 1,1
sprpriority = 5
ignorehitpause = 1
persistent = 1

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,518
value = 65535,3526
volume = 255
persistent = 9

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,551
value = 200,6
volume = 255

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,551
value = 200,6
volume = 255

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,556
value = 65535,3510
volume = 255
persistent = 9

[State 6999, 3]
type = HitDef
trigger1 = time = 555
trigger2 = animelem = 5,559
trigger3 = animelem = 5,566
attr = S, HA
damage = 18
hitflag = MAF
pausetime = 2,2
sparkno = s4070
guard.sparkno = s4120
sparkxy = -20,-60
hitsound   = S1,15
guardsound = S1,100
animtype = hard
hittime = 100
ground.type = Low
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = 3,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
envshake.phase = 90
envshake.time = 20
envshake.ampl = 4
kill = 0

[State 6999, 3]
type = HitDef
trigger1 = animelem = 5,532
trigger2 = animelem = 5,547
trigger3 = animelem = 5,580
trigger4 = animelem = 5,571
trigger5 = animelem = 5,607
attr = S, HA
damage = 18
hitflag = MAFPD
pausetime = 6,8
sparkno = s4070
guard.sparkno = s4120
sparkxy = -15,-80
hitsound   = S1,15
guardsound = S1,100
animtype = hard
hittime = 100
ground.type = High
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = -2,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
envshake.phase = 90
envshake.time = 20
envshake.ampl = 4
kill = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = animelem = 5,586
value = 2100,11
volume = 255
persistent = 9

[State 6999, 3]
type = null;HitDef
trigger1 = time = 620
attr = S, HA
damage = 15
hitflag = MAF
pausetime = 45,45
sparkno = s4070
guard.sparkno = s4120
sparkxy = -20,-60
hitsound   = s1,4
guardsound = S2,1
animtype = hard
hittime = 100
ground.type = Low
ground.slidetime = 60
ground.hittime  = 600
ground.velocity = -18,0
air.animtype = Back
air.velocity = 0,0
air.hittime = 30
fall = 0
fallrecover = 0
envshake.time = 30
envshake.ampl = -10
envshake.phase = 90
kill = 0

[State 1950]
type = HitDef
trigger1 = Time = 620
attr = S,HA
damage = 15,0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 3,10
sparkno = 3
sparkxy = -25,-35
hitsound = s1,25
guardsound = s1,100
guard.sparkno = 50
guard.velocity = -9
ground.type = High
ground.slidetime = 300;10
ground.hittime = 300;25
guard.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
fall = 0
p2stateno = 3030
envshake.time = 30
envshake.ampl = -10
envshake.phase = 90
kill = 0
kill = 0

[state 4100 , playsnd]
type = PlaySnd
trigger1 = time = 599
value = 65535,180
persistent = 0

[State 1000, AfterImage]
type = Afterimage
trigger1 = animelem = 1
time = 2
length = 11
timegap = 1
paladd = 60,20,100
PalContrast = 220,200,350
palcolor = 0
framegap = 3

[State 1000, AfterImageTime]
type = Afterimagetime
trigger1 = gametime%2
time = 2

[state 13101]
type = envcolor
trigger1 = animelem = 5,521
trigger2 = animelem = 5,522
trigger3 = animelem = 5,534
trigger4 = animelem = 5,535
trigger5 = animelem = 5,551
trigger6 = animelem = 5,555
trigger7 = animelem = 5,553
trigger8 = animelem = 5,559
trigger9 = animelem = 5,566
trigger10 = animelem = 5,580
trigger11 = animelem = 5,593
trigger12 = animelem = 5,626
value = 240,240,240
time = 1
under = 0

[state 6004 Satsuki Dash]
type = explod
trigger1 = Time = 550
anim = 6986
postype = p1
pos = 170,0
removetime = -2
vel = -14,0
bindtime = 1
sprpriority = 3

[state 6004 Satsuki stop]
type = explod
trigger1 = Time = 555
anim = 6985
postype = p1
pos = 15,0
removetime = -2
bindtime = 1
sprpriority = 4

[State 1000, Explod]
type = Explod
trigger1 = Time = 553
anim = 10102
pos = -15,-60
postype = p2
facing = 1
bindtime = 1
removetime = -2
sprpriority = 10
ignorehitpause = 1
persistent = 1

[state 4100 , playsnd]
type = PlaySnd
trigger1 = Time = 550
value = 200,9
persistent = 9
volume = 255

[state 4100 , playsnd]
type = PlaySnd
trigger1 = Time = 550
value = 200,9
persistent = 9
volume = 255

[state 4100 , playsnd]
type = PlaySnd
trigger1 = Time = 552
value = s350,2

[State 0, HitAdd]
type = HitAdd
trigger1 = time = 552
value = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 552
value = -200
kill = 0

[state 6004]
type = explod
trigger1 = Time = 599
anim = 6987
postype = p2
pos = -89,0
removetime = -2
bindtime = 1
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 600
value = S200,7

[state 6004]
type = explod
trigger1 = animelem = 5,490
anim = 6988
postype = p2
pos = -65,0
removetime = -2
sprpriority = 3

;-------------------------------------Miyu?END
;-------------------------
[statedef 18004]
type = A
physics = S
movetype = A
anim = 19004
velset = 0,0
ctrl = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2610, width]
type = Width
trigger1 = 1
edge = 20,0

[State 200, ?q?b?g’??]
type = HitDef
trigger1 = animelem = 7
attr = S, HA
damage = 30,23
getpower = 0,0
givepower = 15,15
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 30,32
sparkno = 3
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,25
guardsound = s1,100
ground.type = low
ground.slidetime = 0
ground.hittime = 115
ground.velocity = 0,-9
air.velocity = -0.2,-9
guard.velocity = -12
guard.ctrltime = 12
guard.slidetime = 12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -12
air.type = High
fall = 1
air.hittime = 12
fall.recover = 0
envshake.time = 15
envshake.ampl = -4
envshake.freq = 100
fall.recover = 0
p1stateno = 2800
kill = 0

[state 6999,next]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------
[statedef 18005]
type = A
physics = S
movetype = A
anim = 19005
velset = 0,0
ctrl = 0

[State 2000, ???????????]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 35
time = 35
darken = 0

[State 00];?????
type = BGPalfx
trigger1 = time = [0,200]
ignorehitpause = 1
time = 2
mul = 255,60,60;var(7),var(7),var(7)
under = 2

[State 3000, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,36]
flag = noBG
flag2 = noFG

[State 2000]
type = Explod
trigger1 = time = 13
anim = 7210
pos = 0,-70;15,-120
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 13
anim = 7200
pos = 0,-70;15,-120
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 15
value = S5,2
[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5,226

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S5,227

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 40
value = S3,23
channel = 4

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1
persistent = 0

[State 1000, EnvColor]
type = EnvColor
trigger1 = animelem = 10
value = 255,255,255
time = 1
under = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = movehit = 1
value = S5,4
ignorehitpause = 0

[State 1000, Pause]
type = Pause
triggerall = RoundState = 2
trigger1 = time = [45,60]
trigger1 = p2movetype = H
time = 1


[State 1000, HitDef]
type = HitDef
trigger1 = gametime%3 = 0
attr = A, HP
damage = 23,7
getpower = 0,0
givepower = 0,0
animtype = hard
guardflag = MA
hitflag = MAF
pausetime = 0,2
guard.pausetime = 0,12
sparkno = 3
guard.sparkno = 50
sparkxy = -20,-75+(floor(p2bodydist Y))
hitsound = s4,4
guardsound = s4,1
ground.type = hard
ground.slidetime = 19
ground.hittime = 19
ground.velocity = 0,-11
guard.velocity = -1
air.velocity = -1,-9
air.hittime = 12
air.fall = 1
fall.recover = 0
fall= 1
fall.recover= 0
p2facing= 1
air.fall = 1
envshake.time = 62
envshake.ampl = -6
envshake.freq = 92
envshake.phase = 92
palfx.time = 20
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
p2stateno = 815
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0


[State 1000, Explod]
type = Explod
trigger1 = animelem = 9
anim = 1820
pos = 41,-83
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 7
removeongethit = 0

[State 1000, Explod]
type = Explod
trigger1 = animelem = 6
anim = 2501
pos = 10,0
postype = p1
facing = 1
scale = 0.8,0.8
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9
removeongethit = 0
ownpal = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 9
anim = 2501
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 999
ontop = 1
removeongethit = 0
ownpal = 1

[State 700,]
type = palfx
trigger1 = time = [39,57]
time = 2
add = -100,-100,-100
sinadd = 50,50,50,15
color = 1
ignorehitpause = 1

[state 7000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1