[Statedef 200]
type = S
movetype = A
physics = S
velset = 0
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(3) < 0
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 200
value = 200
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 25

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 4,>=0
Value = 0

[State 200, 1]
type = PlaySnd
trigger1 = (animelem = 1) && (random < 400)
value = 400,0

[State 200, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 600,0

[State 200, 3]
type = HitDef
trigger1 = var(23) >= 1   
trigger2 = AnimElem = 3
trigger2 = var(23) = 0 
persistent = 0
attr = , NA
animtype  = Light
damage    = 30
givepower = 63
guardflag = M
priority = 7, Hit
pausetime = 12,14
sparkno = S6001
guard.sparkno = s6004
sparkxy = -15,-86
hitsound   = S200,0
guardsound = S150,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 14
ground.velocity = -5
ground.cornerpush = 1
air.velocity = -3,-1
air.cornerpush = 1
air.animtype = Back
air.fall = 1
fall.recover = 0 

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 210]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 210
value = 210
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 25

[State 210, 1]
type = PlaySnd
trigger1 = (animelem = 1) && (random < 400)
value = 400,0

[State 210, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 600,1

[State 210, 3]
type = HitDef
trigger1 = var(23) >= 1   
trigger2 = AnimElem = 3
trigger2 = var(23) = 0 
persistent = 0
attr = , NA
animtype  = Light
damage    = 30
givepower = 63
guardflag = 
pausetime = 12,12
sparkno = S6001
guard.sparkno = s6004
sparkxy = -10,-46
hitsound   = S210,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
ground.cornerpush = 1
air.velocity = -3,-1
air.cornerpush = 1
air.animtype = Back
air.fall = 1
fall.recover = 0 

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 220]
type = S
movetype = A
physics = S
velset = 0
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 220
value = 220
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 25

[State 220, 1]
type = PlaySnd
trigger1 = (animelem = 1) && (random < 800)
value = 400,1

[State 220, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 600,0

[State 220 , 1]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = (AnimElem = 6) && (!movecontact)
attr = , NA
animtype = Med
getpower = 125
givepower = 80
damage = 111
guardflag = M
hitflag = MAF
pausetime = 12,12
sparkno = S6002
guard.sparkno = s6005
sparkxy = -10,-80
hitsound = S220,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5
guard.velocity = -3
air.velocity = -5,-1
airguard.velocity = -5,-1
air.cornerpush = 1
air.animtype = Back
air.fall = 1
fall.recover = 0 

[State 220, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 230]
type = S
movetype = A
physics = S
velset = 0
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 230
value = 230
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 25

[State 230, 1]
type = PlaySnd
trigger1 = (animelem = 1) && (random < 800)
value = 400,1

[State 230, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 600,2

[State 230, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = , NA
animtype = Med
getpower = 125
givepower = 80
damage = 125
guardflag = M
priority = 7, Hit
hitflag = MAF
pausetime = 12,12
sparkno = S6002
guard.sparkno = s6005
sparkxy = -10,-80
hitsound = S230,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -7
guard.velocity = -5
air.velocity = -5,-3
airguard.velocity = -4,-1
air.cornerpush = 1
air.animtype = Back
air.fall = 1
fall.recover = 0 

[State 230, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 400]
type = C
movetype = A
physics = C
velset = 0
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 400
value = 400
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 25


[State -2]
Type = AttackDist
Trigger1 = AnimElem = 4,>=0
Value = 0

[State 400, 1]
type = PlaySnd
trigger1 = (animelem = 1) && (random < 500)
value = 400,0

[State 400, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 600,0

[State 400 , 3]
type = HitDef
trigger1 = var(23) >= 1   
trigger2 = AnimElem = 3
trigger2 = var(23) = 0 
attr = , NA
damage    = 30
animtype  = Light
getpower  = 63
givepower = 15
hitflag = MA
guardflag = M
priority = 7, Hit
pausetime = 11,13  ;12
sparkxy = -3,-40
sparkno = S6001
guard.sparkno = s6004
hitsound   = S200,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 14
ground.velocity = -5
ground.cornerpush = 1
air.velocity = -2,-3
air.animtype = Back
down.velocity = -4,0
down.hittime = 20
air.fall = 1
fall.recover = 0 

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 410]
type = C
movetype = A
physics = C
velset = 0
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(3) < 0
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 410
value = 410
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 25


[State -2]
Type = AttackDist
Trigger1 = AnimElem = 4,>=0
Value = 0

[State 410, 1]
type = PlaySnd
trigger1 = (animelem = 1) && (random < 500)
value = 400,0

[State 410, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 600,1

[State 410, 3]
type = HitDef
trigger1 = var(23) >= 1   
trigger2 = AnimElem = 3
trigger2 = var(23) = 0 
attr = , NA
damage    = 30
getpower = 25,25
givepower = 16,16
hitflag = MA
animtype = light
guardflag = L
priority = 7, Hit
pausetime = 11,13
sparkno = s6001
guard.sparkno = s6005
sparkxy = -5,-6
hitsound   = S210,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 14
ground.velocity = -5.5
ground.cornerpush = 1
air.animtype = Back
air.velocity = -4.5,-4
airguard.velocity = -5.5,-2.5
air.hittime = 0
forcenofall = 1
guard.velocity = -5
fall.recover = 0

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 420]
type = C
movetype = A
physics = C
anim = 420
velset = 0
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 420
value = 420
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 25

[State 400, 1]
type = PlaySnd
trigger1 = (animelem = 1) && (random < 800)
value = 400,1

[State 400, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 600,0

[State 420, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = (AnimElem = 5) && (!movecontact)
attr = , NA
animtype = Med
damage = 98
getpower  = 125
givepower = 80
guardflag = M
priority = 7, Hit
pausetime = 11,11
sparkno = S6002
sparkxy = -10,-50
hitsound   = S220,0
guardsound = S150,1
ground.type = low
ground.slidetime = 17
ground.hittime = 15
ground.velocity = -8
ground.cornerpush.veloff = -15
air.velocity = -4,-3
air.animtype = Back
airguard.velocity = -3,-1.5
air.fall = 1
fall.recover = 0 



[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 430]
type = C
movetype = A
physics = C
velset = 0
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 430
value = 430
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 25

[State 400, 1]
type = PlaySnd
trigger1 = (animelem = 1) && (random < 800)
value = 400,1

[State 400, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 600,2

[State 430 , 3]
type = HitDef
trigger1 = AnimElem = 4
attr = , NA
damage    = 70
getpower  = 125
animtype = Med
givepower = 55
hitflag = MA
guardflag = L
pausetime = 11,13
sparkxy = -10,-5
sparkno = S6002
guard.sparkno = s6005
hitsound   = S230,0
guardsound = S150,1
ground.type = Trip
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -1,-7
yaccel = 0.55
air.velocity = -1.2,-3
air.animtype = Back
guard.velocity = -5
fall = 1
fall.recover = 0





[State 430, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 600]
type = A
movetype = A
physics = A
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 600
value = 600
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 25

[State 600, 1]
type = PlaySnd
trigger1 = (animelem = 1) && (random < 800)
value = 400,0

[State 600, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 600,0

[State 600, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = , NA
animtype = light
damage = 30
getpower  = 63
givepower = 30
guardflag = H
pausetime = 10,12
sparkxy = -10,-40
sparkno = S6001
guard.sparkno = s6004
hitsound   = S200,0
guardsound = S150,0
ground.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -3
air.velocity = -3,-2
air.animtype = Back
airguard.velocity = -2.5,-1
fall.recover = 0 

[State 600, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 1501, 8]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 52
ctrl = 0

[Statedef 610]
type = A
movetype = A
physics = A
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != [610,615]
value = ifelse(vel X = 0,610,615)
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 25

[State 610, 1]
type = PlaySnd
trigger1 = (Time = 0) && (random < 800)
value = 400,0

[State 610, 2]
type = PlaySnd
trigger1 = Time = 0
value = 600,1

[State 610, 3]
type = HitDef
trigger1 = time = 0
persistent = 0
attr = , NA
animtype  = light
damage    = 53
getpower  = 63
givepower = 10
guardflag = HA
priority = 999,hit
pausetime = 10,12
sparkxy = -10,-40
sparkno = S6001
guard.sparkno = s6004
hitsound   = S210,0
guardsound = S150,0
ground.type = low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -3
air.velocity = -1.3,-3
air.animtype = Back
fall.recover = 0 

[State 610, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 1501, 8]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 52
ctrl = 0

[Statedef 620]
type = A
movetype = A
physics = A
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 620
value = 620
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 25

[State 620, 1]
type = PlaySnd
trigger1 = (animelem = 1) && (random < 800)
value = 400,1

[State 620, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 600,1

[State 620 , 3]
type = HitDef
trigger1 = var(23) >= 1   
trigger2 = AnimElem = 3
trigger2 = var(23) = 0 
attr = , SA
damage    = 83
animtype  = Med
getpower  = 125
givepower = 45
priority = 999, dodge
guardflag = HA
pausetime = 10,13
guard.pausetime = 10,18
sparkxy = -10,-18
sparkno = S6002
guard.sparkno = s6005
hitsound   = S220,0
guardsound = S150,1
ground.type = low
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -5
air.velocity = -1.3,-3
air.animtype = Back
fall.recover = 0 


[State 620, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 1501, 8]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 52
ctrl = 0

[Statedef 630]
type = A
movetype = A
physics = A
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 630
value = 630
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 25

[State 630, 1]
type = PlaySnd
trigger1 = (animelem = 1) && (random < 800)
value = 400,1

[State 630, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 600,2

[state a]
type = Helper
trigger1 = animelem = 1
id = 631
name = "Guard-Point"
pos = 0,0
postype = p1
stateno = 631
helpertype = player
pausemovetime = 8
keyctrl = 0 
ownpal = 1

[State 630 , 2]
type = HitDef
trigger1 = var(23) >= 1
trigger2 = AnimElem = 4
trigger2 = var(23) = 0 
trigger3 = AnimELem = 5 && !movecontact
trigger3 = var(23) = 0
attr = , SA
damage    = 111
animtype  = Med
getpower  = 125
givepower = 45
guardflag = HA
priority = 7,dodge
pausetime = 10,13
sparkxy = -10,-31
sparkno = S6002
guard.sparkno = s6005
hitsound   = S230,0
guardsound = S150,1
ground.type = low
ground.slidetime = 17
ground.hittime  = 25
air.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
air.animtype = Back
fall.recover = 0 

[State 630, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 1501, 8]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 52
ctrl = 0

[Statedef 631]
type = A
velset = 0,0
movetype = A
physics = N
sprpriority = 5
ctrl = 0

[State ]
type = changeanim
trigger1 = anim != 631
value = 631
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = Invisible
ignorehitpause = 1

[state a]
type = bindtoroot
trigger1 = 1
pos = 0,0
ignorehitpause = 1

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state a]
type = reversaldef
trigger1 = 1
attr = SCA,AP
reversal.attr = SCA,AA,AP,AT
pausetime = 0,10
sparkno = s-1
sparkxy = 0,0
hitsound = s-1
numhits = 0

[State 200, 7]
type = destroyself
trigger1 = root,Stateno != 630

[Statedef 250]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 250
value = 250
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 25


[State -2]
Type = AttackDist
Trigger1 = AnimElem = 4,>=0
Value = 0

[State 250, 1]
type = PlaySnd
trigger1 = (animelem = 1) && (random < 800)
value = 400,0

[State 250, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 600,0

[State 250 , 3]
type = HitDef
trigger1 = var(23) >= 1
trigger2 = AnimElem = 3
trigger2 = var(23) = 0 
persistent = 0
attr = , NA
animtype  = Light
damage    = 30
getpower = 63
givepower = 12,6
guardflag = MA
pausetime = 12,12
sparkno = S6001
guard.sparkno = s6004
sparkxy = -10,-90
hitsound   = S200,0
guardsound = S150,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
ground.cornerpush = 1
air.velocity = -3,-2
air.cornerpush = 1
air.juggle = 9
air.animtype = Back
air.fall = 1
fall.recover = 0 


[State 250 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 260]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(3) < 0
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 260
value = 260
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 25


[State -2]
Type = AttackDist
Trigger1 = AnimElem = 4,>=0
Value = 0

[State 260, 1]
type = PlaySnd
trigger1 = (animelem = 1) && (random < 800)
value = 400,0

[State 260, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 600,1

[State 260 , 3]
type = HitDef
trigger1 = var(23) >= 1
trigger2 = AnimElem = 3
trigger2 = var(23) = 0 
attr = , NA
animtype  = Light
damage    = 33
getpower = 63
givepower = 12,6
guardflag = L
pausetime = 12,12
guard.pausetime = 12,16
sparkno = S6001
guard.sparkno = s6004
sparkxy = -16,-30
hitsound   = S210,0
guardsound = S150,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 12
ground.velocity = -5
ground.cornerpush = 1
air.velocity = -3,-2
air.cornerpush = 1
air.juggle = 9
air.animtype = Back
air.fall = 1
fall.recover = 0 


[State 260 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 270]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 270
value = 270
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 25


[State -2]
Type = AttackDist
Trigger1 = AnimElem = 4,>=0
Value = 0

[State 270, 1]
type = PlaySnd
trigger1 = (animelem = 1) && (random < 800)
value = 400,1

[State 270, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 600,0

[State 270 , 2]
type = HitDef
trigger1 = var(23) >= 1
trigger2 = AnimElem = 3
trigger2 = var(23) = 0 
attr = , NA
animtype  = Medium
damage    = 40
getpower  = 125
givepower = 45
hitflag = MA
guardflag = M
pausetime = 10,12   ;12,12
sparkxy = -10,-60
sparkno = S6002
guard.sparkno = s6005
hitsound   = S220,0
guardsound = S150,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15 ;17
ground.velocity = 0
ground.cornerpush.veloff = -3
air.velocity = -2,-3
air.cornerpush = 1
air.animtype = Back
air.fall = 1
fall.recover = 0 

[State 270 , 4]
type = HitDef
trigger1 = var(23) >= 1
trigger2 = AnimElem = 4
trigger2 = var(23) = 0 
attr = , NA
animtype  = Medium
damage    = 40
getpower  = 125
givepower = 45
guardflag = M
pausetime = 11,11    ;12,12
sparkxy = -20,-90
sparkno = S6002
guard.sparkno = s6005
hitsound   = S220,0
guardsound = S150,1
ground.type = High
ground.slidetime = 17 ; 17
ground.hittime  = 15 ;17
ground.velocity = -9
ground.cornerpush.veloff = -14
air.velocity = -2,-3
air.cornerpush = 1
air.animtype = Back


[State 270 , 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 280]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 280
value = 280
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 25

[State 280, 1]
type = PlaySnd
trigger1 = (animelem = 1) && (random < 800)
value = 400,1


[State -2]
Type = AttackDist
Trigger1 = AnimElem = 5,>=0
Value = 0

[State 280, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 600,1

[State 280 , 2]
type = HitDef
trigger1 = var(23) >= 1
trigger2 = AnimElem = 4
trigger2 = var(23) = 0 
attr = , NA
animtype  = Medium
damage    = 87
getpower  = 125
givepower = 50
hitflag = MA
guardflag = M
pausetime = 12,12
sparkxy = -5,-40
sparkno = S6002
guard.sparkno = s6005
hitsound   = S230,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -7
ground.cornerpush.veloff = -13
air.velocity = -2,-3
air.cornerpush = 1
air.animtype = Back
air.fall = 1
fall.recover = 0 

[State 280, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 301]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 301
value = 301
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 25

[State 301, 0]
type = playsnd
trigger1 = animelem = 6
value = 9999,30

[State 301 , 1]
type = HitDef
trigger1 = var(23) >= 1
trigger2 = AnimElem = 5
trigger2 = var(23) = 0 
attr = , SA
animtype  = Medium
damage    = 70 ;77
getpower  = 146
givepower = 25
guardflag = M
pausetime = 12,12
sparkxy = -10,-70
sparkno = S6002
guard.sparkno = s6005
hitsound   = S240,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3
air.velocity = -2.5,-3
air.animtype = Back
air.fall = 1
fall.recover = 0 

[State 301, 3]
type = EnvShake
trigger1 = AnimElem = 6
ampl = -5
time = 10

[State 301 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 303]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 303
value = 303
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 25

[State 301, 0]
type = playsnd
trigger1 = animelem = 1
value = 400,0

[State 301 , 1]
type = HitDef
trigger1 = var(23) >= 1
trigger2 = AnimElem = 3
trigger2 = var(23) = 0
attr = , SA
animtype  = Medium
damage    = 70 ;77
getpower  = 146
givepower = 25
guardflag = M
pausetime = 12,16
sparkxy = -10,-70
sparkno = S6002
guard.sparkno = s6005
hitsound   = S240,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3
ground.cornerpush.veloff = -15
air.velocity = -5,-2
air.animtype = Back
air.fall = 1
fall.recover = 0

[State 301, 3]
type = EnvShake
trigger1 = AnimElem = 3
ampl = -5
time = 10

[State 301 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 310]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 310
value = 310
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 25

[State 313, 0]
type = playsnd
trigger1 = animelem = 1
value = 400,0

[State 310, 3]
type = posadd
trigger1 = AnimElem = 2, = 0
trigger2 = animelem = 3, = 0
x = 16

[State 310, 3]
type = posadd
trigger1 = AnimElem = 4, = 0
x = 8

[State 313 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 311
ctrl = 0

; 311 knees kick in air
[Statedef 311]
type    = A
movetype= A
physics = N
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 311
value = 311
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 5


[State 311, 1]
type = posadd
trigger1 = AnimElem = 1, = 0
x = 3
y = -3

[State 311, 1]
type = posadd
trigger1 = AnimElem = 1, = 1
x = 4
y = -2

[State 311, 1]
type = posadd
trigger1 = AnimElem = 2, = 0
x = 12
y = -2

[State 311, 1]
type = posadd
trigger1 = AnimElem = 1, = 2
trigger2 = AnimElem = 2, = 1
x = 3
y = -2

[State 311, 1]
type = posadd
trigger1 = AnimElem = 2, = 2
trigger2 = AnimElem = 2, = 3
x = 3
y = -1

[State 311, 1]
type = posadd
trigger1 = AnimElem = 3, = 0
x = 2

[State 311, 1]
type = posadd
trigger1 = AnimElem = 3, = 1
x = 3

[State 311, 1]
type = posadd
trigger1 = AnimElem = 3, = 2
trigger2 = AnimElem = 3, = 3
y = 1

[State 311, 1]
type = posadd
trigger1 = AnimElem = 4, = 0
trigger2 = AnimElem = 4, = 1
y = 2

[State 311, 1]
type = posadd
trigger1 = AnimElem = 4, = 2
y = 3

[State 311, 1]
type = posadd
trigger1 = AnimElem = 5, = 0
y = 4

[State 314 , 1]
type = HitDef
trigger1 = AnimElem = 1
attr = , SA
animtype  = Medium
damage    = 50
getpower  = 146
givepower = 25
guardflag = M
pausetime = 12,12
sparkxy = -16,-84
sparkno = S6002
guard.sparkno = s6005
hitsound   = S230,0
guardsound = S150,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -6
air.velocity = -2.2,-3.2
air.animtype = Back


[State 314, 8]
type = ChangeState
trigger1 = animelemtime(5) = 1
value = 312

; 312 knees kick landing
[Statedef 312]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 312
value = 312
ignorehitpause = 1

[State 315 , 3]
type = posset
trigger1 = 1
y = 0

[State 315 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 316]
type     = S
movetype = A
physics  = S
ctrl     = 0
velset   = 0,0
sprpriority = 2
facep2 = 1
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 316
value = 316
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 60

[State 301, 0]
type = playsnd
trigger1 = animelem = 1
value = 600,0

[State 200, ]
type = HitDef
trigger1 = animelem = 4
attr = , NA
damage = 62, 0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 7, Hit
pausetime = 12,14
sparkno = s6002
guard.sparkno = s6005
sparkxy = -20, -65
hitsound = s230,0
guardsound = s150,1
ground.type = Low
ground.slidetime = 23
ground.hittime  = 25
ground.velocity = 3
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3.5
air.hittime = 12
air.fall = 1
fall.recover = 0
envshake.time = 24
envshake.ampl = 12

[State 210, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 320]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 320
value = 320
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 100

[State 321,1]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = 600,1
persistent = 0

[State 321, 0]
type = playsnd
trigger1 = animelem = 1  && random < 800
value = 700,0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = [150,152]
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State 321, 3] ;Flash
type = EnvColor
Trigger1 = animelem = 1
value = 240,240,240
under = 1
time = 2

[State 330 , 1]
type = HitDef
trigger1 = animelem = 7
attr = , NA
animtype  = Hard
damage  = 125
getpower = 125,125
givepower = 16,16
pausetime = 16,16
sparkxy = -10,-74
sparkno = s6003
guard.sparkno = 40
hitflag = MAF
guardflag = M
hitsound   = S240,0
guardsound = S150,0
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8,-9
air.velocity = -8,-9
fall = 1
air.fall = 1
fall.recover = 0
kill = 1
guard.velocity = -12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -20
yaccel = .5
;p2stateno = 390
envshake.phase = 90
envshake.ampl = 8
envshake.time = 30

[State ]
type = targetstate
trigger1 = !ishelper
trigger1 = movehit = 1
value = 390
ignorehitpause = 1

[State 331 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 650]
type    = A
movetype= A
physics = A
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 650
value = 650
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 25



[State 650, 2]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = 600,2
persistent = 0

[State 650, 0]
type = playsnd
trigger1 = animelem = 1 && random < 700
value = 700,0

[State 1000 , HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = , NA
animtype  = Hard
damage    = 120
getpower  = 167
givepower = 30
priority = 6
pausetime = 10,14
sparkxy = -10,-44
sparkno = S6003
guard.sparkno = s6005
guardflag = HA
yaccel = 0.4
hitsound   = S240,0
guardsound = S150,1
ground.type = High
ground.slidetime = 14
ground.hittime  = 20
ground.velocity = -5,-6
air.velocity = -5,-6
air.animtype = Back
fall = 1
fall.recover = 0
envshake.freq = 160
envshake.ampl = -6
envshake.time = 20

[State 650 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 1501, 8]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 52
ctrl = 0

[Statedef 380]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
sprpriority = 3

[State ]
type = changeanim
trigger1 = anim != 380
value = 380
ignorehitpause = 1

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State ]
type = posset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State ]
Type = velset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State ]
type = nothitby
trigger1 = !ishelper
value = SCA
time = 10
ignorehitpause = 1

[State ]
type = targetfacing
Trigger1 = !ishelper
value = -1
ignorehitpause = 1


[State ]
Type = Projectile
trigger1 = !ishelper
trigger1 = !numtarget
ProjID = 380
ProjAnim = 4105
ProjScale = 1,1
ProjRemove = 0
ProjRemoveTime = 3
ProjHits = 1
ProjPriority = 99999
ProjsprPriority = 8
ProjEdgeBound = 1000000
ProjStageBound = 1000000
ProjHeightBound = -1000000, 1000000
Offset = 0,0
Postype = P1
Attr =  S, NA
AnimType  = hard
Damage = 0,0
HitFlag = MAFLD
GuardFlag = 
GetPower = 30
GivePower = 0,0
PauseTime = 0,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2,0
hitsound   = S-1
guardsound = S-1
sparkno = S-1
Guard.Sparkno = S-1
sparkxy = 60,-66
kill = 0
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999
ignorehitpause = 1

[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = projhittime(380) = 0
trigger2 = numtarget
trigger3 = projhit = 1
Value = 384
ignorehitpause = 1

[State ]
Type = changestate
Triggerall = !ishelper
triggerall = target,stateno != [120,155]
Trigger1 = projhittime(380) = 0
Trigger2 = numtarget
trigger3 = projhit = 1
Value = 383
ignorehitpause = 1

[State ]
type = TargetBind
Trigger1 = !ishelper
pos = 60,0
ignorehitpause = 1

[State 800, ]
type = ChangeState
trigger1 = var(59)
trigger1 = p2bodydist X < 15
Trigger1 = AnimTime = 0
value = 1700

[State 1000, ChangeState]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 383]
type    = S
movetype= A
physics = N
velset = 0,0

[State ]
type = changeanim
trigger1 = anim != 383
value = 383
ignorehitpause = 1

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State ]
type = posset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State ]
Type = velset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State ]
type = nothitby
trigger1 = !ishelper
value = SCA
time = 10
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9999,21

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1500,0
volumescale = 255

[State 1000, EnvColor]
type = EnvColor
trigger1 = animelem = 5
value = 255,255,255
time = 1
under = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1001
pos = 10,-75
postype = p1
bindtime = -1
removetime = -2
sprpriority = 7
ignorehitpause = 1

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2200) < 3
triggerall = Random < 150
trigger1 = (AnimElemTime(4) >= 0)
anim = 2210
ID = 2210
ownpal = 1
sprpriority = 3
postype = p2
pos = 0,-70
random = 120,120
bindtime = 1
removetime = -2
ignorehitpause = 1

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2200) < 3
triggerall = Random < 150
trigger1 = (AnimElemTime(4) >= 0)
anim = 2200
ID = 2200
ownpal = 1
sprpriority = 3
postype = p2
pos = 0,-70
random = 120,120
bindtime = 1
removetime = -2
ignorehitpause = 1

[State 810, ]
type = Width
trigger1 = 1
edge = 60,0

[State 810, 1]
type = PlaySnd
Trigger1 = animelem = 1
value = s370,0

[State 810, 3]
type = TargetBind
Trigger1 = animelem = 1
pos = 50, 0

[State 1000, TargetBind]
type = TargetBind
trigger1 = animelem = 2
pos = 55,0

[State ]
type = targetfacing
Trigger1 = !ishelper
value = -1
ignorehitpause = 1



[State 0, TargetDrop]
type = TargetDrop
trigger1 = Numtarget
trigger1 = target,ishelper
keepone = 1
ignorehitpause = 1

[State 1000, Pause]
type = Pause
triggerall = RoundState = 2
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(2) < 3
trigger2 = animelemtime(4) >= 0
trigger2 = animelemtime(9) < 0
time = 1
movetime = 1

[State 3002,1]
type = allPalfx
trigger1 = animelem = 4
add = 512,512,512
time = 1
ignorehitpause = 1
persistent = 0

[State 3000, 7]
type = TargetState
trigger1 = target,stateno != 384
trigger1 = Animelemtime(1) >= 0
trigger1 = Animelemtime(5) < 0
value = 384
ignorehitpause = 1

[State 3000, 7]
type = TargetState
trigger1 = Animelemtime(5) = 0
value = 390
ignorehitpause = 1

[state 3901 ,shake]
type = envshake
trigger1 = Animelem = 5
time = 20
ampl = -8
persistent = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !fvar(27)
trigger1 = Animelem = 5
value = -150*fvar(5)
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = fvar(27)
trigger1 = Animelem = 5
value = -70
kill = 1
absolute = 1
ignorehitpause = 1

[state ]
type = explod
trigger1 = Animelem = 5
postype = p1
pos = 70,-55
sprpriority = 7
ID = 6011
anim = 6011
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 3000, ]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = s2200,0
channel = 5

[State ]
type = posset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State ]
Type = velset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 383
sysvar(2) = 383
ignorehitpause = 1

[State ]
type = varset
Trigger1 = !ishelper
Trigger1 = anim = 383
trigger1 = animtime = 0
sysvar(2) = 0
ignorehitpause = 1

[State 810, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 384]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 9

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 384

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 820, 1]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 390]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 9


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[state ]
type = palfx
trigger1 = time = 0
time = 40
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0
ignorehitpause = 1

[State 1000, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0
ignorehitpause = 1

[State 5400, 0]
type = ChangeAnim2
trigger1 = !Time
value = 5051

[State 5400, 2]
type = ChangeState
trigger1 = animtime = 0
value = 391

;-----------------------------
[Statedef 391]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 1000, VelSet]
type = VelSet
trigger1 = time = 0
x = -14
y = -1


[State 5050, 3]
type = VelAdd
triggerall = time > 0
trigger1 = 1
y = GetHitVar(yaccel)

[State 1000, VelMul]
type = VelMul
trigger1 = 1
x = 8

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper


[State 5401, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 5401,3]
type = AfterImage
trigger1 = time = 5
time = 20
TimeGap = 1
FrameGap = 4
length = 10
trans = add1
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1,1,1

[State 5401, 4]
type = ChangeAnim
trigger1 = SelfAnimExist(5010) && !Time
value = 5010


[State 5401, 6]
type = turn
trigger1 = facing = enemy,facing
trigger1 = !Time

[State 5401,10]
type = HitVelSet
trigger1 = !Time
x = 1

[State 5401,11]
type = PlaySnd
trigger1 = time > 0
trigger1 = backedgedist <= 20 ||Frontedgedist <= 20
value = F7,1

[State 5401,12]
type = EnvShake
trigger1 = time > 0
trigger1 = backedgedist <= 20||Frontedgedist <= 20
time = 20;10
ampl = 8
freq = 120
phase = 0

[State 5401,13]
type = ChangeState
trigger1 = time > 0
trigger1 = backedgedist <= 20||Frontedgedist <= 20
value = 1264

[State 5401,14]
type = SelfState
trigger1 = time >= 10
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100