[Statedef 1000]
type=S
movetype=A
physics=N
ctrl=0
anim=1000
poweradd=100
velset=0,0
juggle=1
[State ]
type=Turn
trigger1=!time
trigger1=p2dist X<=0
[State ]
type=VelSet
trigger1=time=10
x=7
[State ]
type=VelMul
trigger1=1
x=.95
[State ]
type=VelSet
trigger1=time>=25
x=0
[State ]
type=PosAdd
trigger1=animelem=4
trigger1=p2dist X>=40
x=30
[State ]
type=PlaySnd
trigger1=animelem=4
value=100,17
channel=0
[State ]
type=Explod
trigger1=animelem=4
anim=10040
pos=11,-40
postype=p1
ownpal=1
bindtime=1
scale=.9,.9
removeongethit=1
sprpriority=2
ignorehitpause=1
[State ]
type=HitDef
trigger1 =!Time
attr=S,SA
damage=40,6
animtype=hard
ground.type=low
guardflag=M
hitflag=MAFD
priority=3,Hit
pausetime=12,17
sparkno=s20000+random%6
guard.sparkno=s21000
sparkxy=-5,-35
hitsound=s5,6
guardsound=s10,0
ground.slidetime=17
ground.hittime=17
guard.velocity=-6
ground.velocity=-6
air.velocity=-4,-5
down.velocity=-4,-2
down.bounce=1
airguard.velocity=-4,-3
getpower=56,44
givepower=32,23
guard.cornerpush.veloff=-11
ground.cornerpush.veloff=-11
air.cornerpush.veloff=0
air.fall=1
fall.recovertime=25
yaccel=.54
guard.kill=0
[State ]
type=EnvShake
trigger1=movehit
time=8
ampl=4
freq=100
persistent=0
ignorehitpause=1
[State ]
type=BGPalFX
trigger1=movehit
time=2
add=255,255,255
mul=255,255,255
invertall=0
color=0
persistent=0
ignorehitpause=1
[State ];AI
type=ChangeState
triggerall=animelemtime(6)>=0&&animelemtime(8)<=0
trigger1=command="x"&&!var(59)
trigger2=roundstate = 2
trigger2=movehit&&var(59)=1
value=1001
ignorehitpause=1
[State ]
type=ChangeState
trigger1=!animtime
value=0
ctrl=1

[Statedef 1001]
type=S
movetype=A
physics=N
ctrl=0
anim=1001
poweradd=40
juggle=1
[State ]
type=PosAdd
trigger1=!time
x=-25
[State ]
type=VelSet
trigger1=!time
x=4
[State ]
type=VelMul
trigger1=time>=6
x=.95
[State ]
type=VelSet
trigger1=time>=15
x=0
[State ]
type=PlaySnd
trigger1=animelem=4
value=100,18
channel=0
[State ]
type=PlaySnd
trigger1=animelem=3
value=0,0
[State ]
type=Explod
trigger1=animelem=4
anim=10041
pos=45,-48
postype=p1
ownpal=1
bindtime=1
scale=.9,1.0
removeongethit=1
sprpriority=2
ignorehitpause=1
[State ]
type=HitDef
trigger1=!Time
attr=S,SA
damage =40,7
animtype=hard
ground.type=high
guardflag=M
hitflag=MAFD
priority=3,Hit
pausetime=12,16
sparkno=s20000+random%6
guard.sparkno=s21000
sparkxy=-5,-35
hitsound=s5,6
guardsound=s10,0
ground.slidetime=6
ground.hittime=17
guard.velocity=-8
ground.velocity=-8
air.velocity=-5,7
down.velocity=-4,-2
down.bounce=1
airguard.velocity=-4,-3
getpower=33,23
givepower=12,9
ground.cornerpush.veloff=-8
air.cornerpush.veloff=0
air.fall=1
fall.recover=0
yaccel=.66
guard.kill=0
[State ]
type=EnvShake
trigger1=movehit
time=8
ampl=4
freq=100
persistent=0
ignorehitpause=1
[State ]
type=ChangeState
triggerall=animelemtime(5)>=0&&animelemtime(8)<=0
trigger1=command="x"&&!var(59)
value=1002
ignorehitpause=1
[State ]
type=ChangeState
triggerall=animelemtime(5)>=0&&animelemtime(8)<=0
trigger1=command="y"&&!var(59)
value=1012
ignorehitpause=1
[State ];AI
type=ChangeState
triggerall=var(59)=1
triggerall=animelemtime(5)>=0&&animelemtime(8)<=0
trigger1=roundstate = 2
trigger1=movehit
value= ifelse((random%2=0||EnemyNear,BackEdgeBodyDist<10),1002,1012)
ignorehitpause=1
[State ]
type=BGPalFX
trigger1=movehit
time=2
add=255,255,255
mul=255,255,255
invertall=0
color=0
persistent=0
ignorehitpause=1
[State ]
type=ChangeState
trigger1=!animtime
value=0
ctrl=1

[Statedef 1002]
type=S
movetype=A
physics=N
ctrl=0
anim=1002
velset=0,0
poweradd=30
juggle=1
[State ]
type=PlaySnd
trigger1=animelem=3
value=100,19
channel=0
[State ]
type=PlaySnd
trigger1=animelem=2
value=0,0
[State ]
type=Explod
trigger1=animelem=3
anim=10042
pos=28,-54
postype=p1
ownpal=1
bindtime=1
scale=.9,1.0
removeongethit=1
sprpriority=2
ignorehitpause=1
[State ]
type=HitDef
trigger1=!time
attr=S,SA
damage=70,9
animtype=hard
ground.type=high
guardflag=M
hitflag=MAFD
priority=3,Hit
pausetime=6,10
guard.pausetime=12,11
sparkno=s20000+random%6
guard.sparkno=s21000
sparkxy=-5,-35
hitsound=s5,6
guardsound=s10,0
ground.slidetime=17
ground.hittime=17
guard.velocity=-8
ground.velocity=-.6,-5.7
air.velocity=-.3,-4.9
down.velocity=-4,-2
down.bounce=1
airguard.velocity=-4,-3
getpower=44,39
givepower=39,32
guard.cornerpush.veloff=-16.3
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.66
guard.kill=0
[State ]
type=TargetState
trigger1=movehit&&Enemy,hitshakeover
trigger1=p2stateno!=[1003,1004]
value=1003
persistent=0
[State ]
type=EnvShake
trigger1=movehit
time=8
ampl=4
freq=100
persistent=0
ignorehitpause=1
[State ]
type=BGPalFX
trigger1=movehit
time=2
add=255,255,255
mul=255,255,255
invertall=0
color=0
persistent=0
ignorehitpause=1
[State ];AI
type=ChangeState
triggerall=animelemtime(5)>=0&&animelemtime(6)<=0
trigger1=command="x"&&!var(59)
trigger2=roundstate = 2
trigger2=movehit&&var(59)=1&&time>17
value=1005
ignorehitpause=1
[State ]
type=ChangeState
trigger1=!animtime
value=0
ctrl=1

[Statedef 1003]
type=A
movetype=H
physics=N
ctrl=0
[State ]
type=ChangeAnim
trigger1=!time
value=5035
[State ]
type=ChangeAnim
trigger1=anim=5035
trigger1=!animtime
value=5050
[State ]
type=VelSet
trigger1=!time
x=ifelse(statetype=A,-.6,-.6)*ifelse(facing!=Enemy,facing,1,-1)
y=-4
[State ]
type=VelAdd
trigger1=1
y=.614
[State ]
type=ChangeState
trigger1=Vel Y>0
trigger1=Pos Y>=30
value=1004

[Statedef 1004]
type=L
movetype=H
physics=N
velset=0,0
ctrl=0
[State ]
type=ChangeAnim
trigger1=!time
value=5100
[State ]
type=ChangeAnim
trigger1=time=5
value=5110
[State ]
type=PosSet
trigger1=!time
y=GetHitVar(yaccel)
[State ]
type=SelfState
trigger1=!alive
trigger1=time>=6
value=5150
[State ]
type=SelfState
trigger1=alive
trigger1=time>=33-ifelse(GetHitVar(hitcount)<=30,GetHitVar(hitcount),30)
value=5120

[Statedef 1005]
type=C
movetype=A
physics=N
ctrl=0
anim=1003
velset=0,0
poweradd=30
juggle=1
[State ]
type=Turn
trigger1=!time
trigger1=p2dist X<=0
[State ]
type=PosAdd
trigger1=!animtime
x=19
[State ]
type=PlaySnd
trigger1=animelem=2
value=100,22
channel=0
[State ]
type=PlaySnd
trigger1=animelem=2
value=0,0
[State ]
type=HitDef
trigger1=!Time
attr=C,SA
damage=45,8
animtype=hard
ground.type=low
guardflag=L
hitflag=MAFD
priority=3,Hit
pausetime=12,15
guard.pausetime=8,13
sparkno=s20000+random%6
guard.sparkno=s21000
sparkxy=-5,-20
hitsound=s30,2
guardsound=s10,0
ground.slidetime=17
ground.hittime=17
guard.velocity=-12.6
ground.velocity=0,-5
air.velocity=0,-4
airguard.velocity=-4,-3
getpower=29,21
givepower=19,15
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
guard.cornerpush.veloff=-14.5
fall=1
fall.recovertime=40
yaccel=.78
guard.kill=0
[State ]
type=TargetState
trigger1=movehit
trigger1=p2stateno!=1006
value=1006
persistent=0
ignorehitpause=1
[State ]
type=EnvShake
trigger1=movehit
time=8
ampl=4
freq=100
persistent=0
ignorehitpause=1
[State ]
type=ChangeState
trigger1=!animtime
value=0
ctrl=1

[Statedef 1006]
type=A
movetype=H
physics=N
[State ]
type=ChangeAnim
trigger1=!time
value=5010
[State ]
type=ChangeAnim
trigger1=anim=5010
trigger1=!animtime
trigger2=time=9
value=5050
[State ]
type=screenbound
trigger1=1
value=0
movecamera=0,0
ignorehitpause=1
[State ]
type=PosFreeze
trigger1=time<=8
[State ]
type=VelSet
trigger1=time=9
trigger1=anim=5050
x=0
y=-4
[State ]
type=VelAdd
trigger1=anim=5050
trigger1=time>=9
y=.69
[State ]
type=ChangeState
trigger1=anim=5050
trigger1=Vel Y>0
trigger1=Pos Y>=ifelse((anim=[5051,5059])||(anim=[5061,5069]),0,25)
value=1007

[Statedef 1007]
type=L
movetype=H
physics=N
[State ]
type=EnvShake
trigger1=!time
time=8
ampl=4
freq=100
[State ]
type=VelSet
trigger1=!Time
trigger1=!(GetHitVar(fall.yvel))
trigger1=vel x>1
x=1
[State ]
type=FallEnvShake
trigger1=!Time
[State ]
type=VarSet
trigger1=!Time
sysvar(1)=floor(vel y)
[State ]
type=ChangeAnim
triggerall=!time
trigger1=(anim!=[5051,5059])&&(anim!=[5061,5069])
trigger2=!SelfAnimExist(5100+(anim%10))
value=5100
[State ]
type=ChangeAnim
trigger1=!time
trigger1=(anim=[5051,5059])||(anim=[5061,5069])
trigger1=SelfAnimExist(5100+(anim%10))
value=5100+(anim%10)
[State ]
type=PosSet
trigger1=!Time
y=0
[State ]
type=VelSet
trigger1=!Time
y=0
[State ]
type=VelMul
trigger1=!Time
x=.75
[State ]
type=ChangeState
trigger1=!Time
trigger1=!(GetHitVar(fall.yvel))
value=5110
[State ]
type=PosFreeze
trigger1=1
[State ]
type=ChangeState
trigger1=!animtime
value=1008

[Statedef 1008]
type=L
movetype=H
physics=N
[State ]
type=ChangeAnim
triggerall=!time
trigger1=anim!=[5101,5109]
trigger2=!SelfAnimExist(5160+(anim%10))
value=5160
[State ]
type=ChangeAnim
triggerall=!time
trigger1=anim=[5101,5109]
trigger1=!SelfAnimExist(5160+(anim%10))
value=5160+(anim%10)
[State ]
type=VelAdd
trigger1=1
y=.98
[State ]
type=ChangeState
trigger1=Vel Y>0
trigger1=Pos Y>=12
value=1009

[Statedef 1009]
type=L
movetype=H
physics=N
[State ]
type=FallEnvShake
trigger1=!Time
[State ]
type=ChangeAnim
trigger1=SelfAnimExist(5110+(anim%10))
trigger1=anim=[5081,5089]
value=5110+(anim%10)
persistent=0
[State ]
type=ChangeAnim
triggerall=!time
triggerall=anim!=[5110,5119]
trigger1=anim!=[5161,5169]
trigger2=!SelfAnimExist(5170+(anim%10))
value=5170
[State ]
type=ChangeAnim
triggerall=!time
triggerall=anim!=[5110,5119]
trigger1=anim=[5161,5169]
trigger1=SelfAnimExist(5170+(anim%10))
value=5170+(anim%10)
[State ]
type=ChangeAnim
triggerall=anim=[5171,5179]
triggerall=SelfAnimExist(5110+(anim%10))
trigger1=!AnimTime
trigger2=SysVar(0)
value=5110+(anim%10)
persistent=0
[State ]
type=ChangeAnim
triggerall=Anim!=[5111,5119]
trigger1=!AnimTime
trigger2=SysVar(0)
value=5110
persistent=0
[State ]
type=PosSet
trigger1=!Time
y=0
[State ]
type=VarSet
trigger1=!Time
trigger1=GetHitVar(fall.yvel)!=0
sysvar(1)=floor(vel y)
[State ]
type=PlaySnd
trigger1=!Time
trigger1=!SysVar(0)
value=F7,(sysvar(1)>5)+(sysvar(1)>14)
[State ]
type=VelSet
trigger1=!Time
y=0
[State ]
type=VarSet
trigger1=SysVar(0)
trigger1=!Time
sysvar(0)=0
[State ]
type=VelMul
trigger1=1
x=.85
[State ]
type=SelfState
triggerall=alive
trigger1=time>=38
value=5120
[State ]
type=SelfState
triggerall=!alive
trigger1=!AnimTime
trigger2=SysVar(0)
trigger3=Anim=[5110,5119]
value=5150

[Statedef 1010]
type=S
movetype=A
physics=N
ctrl=0
anim=1010
poweradd=80
velset=0,0
juggle=2
[State ]
type=Turn
trigger1=!time
trigger1=p2dist X<=0
[State ]
type=VelSet
trigger1=time=15
x=9
[State ]
type=VelMul
trigger1=time>=10
x=.94
[State ]
type=VelSet
trigger1=time>=36
x=0
[State ]
type=PosAdd
trigger1=animelem=4
trigger1=p2dist X>=40
x=30
[State ]
type=PlaySnd
trigger1=animelem=4
value=100,17
channel=0
[State ]
type=Explod
trigger1=animelem=4
anim=10040
pos=11,-40
postype=p1
ownpal=1
bindtime=1
scale=.9,.9
removeongethit=1
sprpriority=2
ignorehitpause=1
[State ]
type=HitDef
trigger1=!Time
attr=S,SA
damage=60,4
animtype=hard
ground.type=low
guardflag=M
hitflag=MAFD
priority=3,Hit
pausetime=12,15
sparkno=s20000+random%6
guard.sparkno=s21000
sparkxy=-5,-35
hitsound=s5,6
guardsound=s10,0
ground.slidetime=17
ground.hittime=17
guard.velocity=-6
ground.velocity=-6
air.velocity=-2,-7
down.velocity=-4,-2
down.bounce=1
airguard.velocity=-4,-3
getpower=59,47
givepower=35,26
guard.cornerpush.veloff=-11
ground.cornerpush.veloff=-11
air.cornerpush.veloff=0
air.fall=1
fall.recovertime=27
yaccel=.54
guard.kill=0
[State ]
type=EnvShake
trigger1=movehit
time=8
ampl=4
freq=100
persistent=0
ignorehitpause=1
[State ]
type=BGPalFX
trigger1=movehit
time=2
add=255,255,255
mul=255,255,255
invertall=0
color=0
persistent=0
ignorehitpause=1
[State ]
type=ChangeState
triggerall=animelemtime(6)>=0&&animelemtime(8)<=0
trigger1=command="y"&&!var(59)
trigger2=movehit&&var(59)=1
value=1001
[State ]
type=ChangeState
trigger1=!animtime
value=0
ctrl=1

[Statedef 1012]
type=S
movetype=A
physics=N
ctrl=0
velset=0,0
poweradd=70
anim=1020
juggle=1
[State ]
type=PosAdd
trigger1=animelem=5
x=30
[State ]
type=VelSet
trigger1=animelem=5
x=8.2
[State ]
type=VelAdd
trigger1=animelemtime(8)>=1
x=-.71
[State ]
type=VelSet
trigger1=animelemtime(13)>=0
x=0
[State ]
type=PlaySnd
trigger1=animelem=5
value=100,19
channel=0
[State ]
type=PlaySnd
trigger1=animelem=2
value=0,0
[State ]
type=PlayerPush
trigger1=1
value=0
ignorehitpase=1
[State ]
type=Explod
trigger1=animelem=5
anim=13430
pos=-35,1
postype=p1
ownpal=1
sprpriority=2
[State ]
type=HitDef
trigger1=animelem=5
trigger2=animelem=6
trigger3=animelem=7
trigger4=animelem=8
trigger5=animelem=9
attr=S,SA
damage=60,3
animtype=hard
ground.type=high
guardflag=M
hitflag=MAF
priority=3,Hit
pausetime=12,16
guard.pausetime=8,6
sparkno=s20000+random%6
guard.sparkno=s21000
sparkxy=-5,-35
hitsound=s5,6
guardsound=s10,0
ground.slidetime=17
ground.hittime=17
guard.velocity=-1.6
ground.velocity=0,-11
air.velocity=0,-11
airguard.velocity=-4,-3
getpower=58,48
givepower=35,29
ground.cornerpush.veloff=-3.5
air.cornerpush.veloff=-3.5
fall=1
fall.recovertime=30
yaccel=.55
persistent=0
guard.kill=0
[State ]
type=EnvShake
trigger1=movehit
time=8
ampl=4
freq=100
persistent=0
ignorehitpause=1
[State ]
type=BGPalFX
trigger1=movehit
time=2
add=255,255,255
mul=255,255,255
invertall=0
color=0
persistent=0
ignorehitpause=1
[State ]
type=ChangeState
trigger1=!animtime
value=0
ctrl=1

[Statedef 1020]
type=S
physics=N
ctrl=0
anim=1030
velset=0,0
poweradd=120
juggle=2
[State ]
type=Turn
trigger1=!time
trigger1=p2dist X<=0
[State ]
type=VelSet
trigger1=time=13
x=12
[State ]
type=PosAdd
trigger1=p2bodydist X>15
trigger1=animelem=5
x=40
[State ]
type=PosAdd
trigger1=p2bodydist X=[-15,15]
trigger1=animelem=5
x=-10
[State ]
type=ChangeState
trigger1=time>=13
value=1021

[Statedef 1021]
type=S
movetype=A
physics=N
ctrl=0
anim=1031
[State ]
type=PlayerPush
trigger1=1
value=0
[State ]
type=VelSet
trigger1=time=2
x=11
[State ]
type=Veladd
trigger1=1
x=-.54
[State ]
type=PosAdd
trigger1=animelem=2
x=30
[State ]
type=PlaySnd
trigger1=animelem=2
value=0,0
[State ]
type=PlaySnd
trigger1=animelem=2
value=100,51
channel=0
[State ]
type=Explod
trigger1=animelem=2
anim=10040
pos=11,-40
postype=p1
ownpal=1
bindtime=-1
scale=.9,.9
removeongethit=1
sprpriority=2
ignorehitpause=1
[State ]
type=HitDef
trigger1=!Time
attr=S,SA
damage=100,10
animtype=hard
ground.type=high
guardflag=L
hitflag=MAFD
priority=3,Hit
pausetime=3,12
sparkno=s20000+random%6
guard.sparkno=s21000
sparkxy=-5,-53
hitsound=s5,6
guardsound=s10,0
ground.slidetime=17
ground.hittime=17
guard.velocity=-6.4
ground.velocity=0,-1
air.velocity=0,-1
airguard.velocity=-4,-3
getpower=33,27
givepower=25,20
ground.cornerpush.veloff=-8.5
air.cornerpush.veloff=-8.5
fall=1
fall.recover=0
yaccel=.66
guard.kill=0
[State ]
type=EnvShake
trigger1=movehit
time=8
ampl=4
freq=100
persistent=0
ignorehitpause=1
[State ]
type=BGPalFX
trigger1=movehit
time=2
add=255,255,255
mul=255,255,255
invertall=0
color=0
persistent=0
ignorehitpause=1
[State ]
type=ChangeState
trigger1=!animtime
value=1022

[Statedef 1022]
type=S
physics=N
ctrl=0
anim=1032
velset=2.1,0
[State ]
type=VelAdd
trigger1=1
x=-.12
[State ]
type=VelSet
trigger1=time>=7
x=0
[State ]
type=ChangeState
trigger1=!animtime
value=0
ctrl=1

[Statedef 1030]
type=S
physics=N
ctrl=0
anim=1030
velset=0,0
poweradd=70
juggle=3
[State ]
type=Turn
trigger1=!time
trigger1=p2dist X<=0
[State ]
type=VelSet
trigger1=time=13
x=7
[State ]
type=PosAdd
trigger1=p2bodydist X>15
trigger1=animelem=5
x=40
[State ]
type=PosAdd
trigger1=p2bodydist X=[-15,15]
trigger1=animelem=5
x=-10
[State ]
type=ChangeState
trigger1=time>=19
value=1031

[Statedef 1031]
type=S
movetype=A
physics=N
ctrl=0
anim=1031
[State ]
type=PlayerPush
trigger1=1
value=0
[State ]
type=VelSet
trigger1=time=2
x=11
[State ]
type=Veladd
trigger1=1
x=-.54
[State ]
type=PosAdd
trigger1=animelem=2
x=30
[State ]
type=PlaySnd
trigger1=animelem=2
value=0,0
[State ]
type=PlaySnd
trigger1=animelem=2
value=100,51
channel=0
[State ]
type=Explod
trigger1=animelem=2
anim=10040
pos=11,-40
postype=p1
ownpal=1
bindtime=-1
scale=.9,.9
removeongethit=1
sprpriority=2
persistent=0
ignorehitpause=1
[State ]
type=HitDef
trigger1=!Time
attr=S,SA
damage=120,14
animtype=hard
ground.type=high
guardflag=L
hitflag=MAFD
priority=3,Hit
pausetime=3,12
guard.pausetime=3,12
sparkno=s20000+random%6
guard.sparkno=s21000
sparkxy=-5,-73
hitsound=s5,6
guardsound=s10,0
ground.slidetime=17
ground.hittime=17
guard.velocity=-6.4
ground.velocity=0,-10.1
air.velocity=0,-8.5
airguard.velocity=-4,-3
getpower=37,31
givepower=29,24
ground.cornerpush.veloff=-8.5
air.cornerpush.veloff=-8.5
fall=1
yaccel=.46
p2stateno=1035
fall.recovertime=40
guard.kill=0
[State ]
type=EnvShake
trigger1=movehit
time=8
ampl=7
freq=100
persistent=0
ignorehitpause=1
[State ]
type=ChangeState
triggerall=numtarget
trigger1=target,stateno=1035
trigger1=animelem=5
value=1036
[State ]
type=ChangeState
trigger1=!animtime
value=1032

[Statedef 1032]
type=S
physics=N
ctrl=0
anim=1032
velset=2.1,0
[State ]
type=VelAdd
trigger1=1
x=-.12
[State ]
type=VelSet
trigger1=time>=7
x=0
[State ]
type=ChangeState
trigger1=!animtime
value=0
ctrl=1

[Statedef 1035]
type=A
movetype=H
physics=N
velset=0,0
[State ]
type=ChangeAnim2
trigger1=!Time
value=1035
[State ]
type=VelAdd
trigger1=animelemtime(3)<3
y=-.55
[State ]
type=VelAdd
trigger1=animelemtime(4)>0
y=.4
[State ]
type=SelfState
triggerall=time>20
trigger1=Vel Y>0
trigger1=Pos Y>=0
value=5100

[Statedef 1036]
type=S
physics=N
ctrl=0
anim=1036
velset=2.1,0
[State ]
type=Nothitby
trigger1=1
value=SCA
[State ]
type=VelAdd
trigger1=1
x=-.12
[State ]
type=VelSet
trigger1=time>=7
x=0
[State ]
type=ChangeState
trigger1=!animtime
value=1037

[Statedef 1037]
type=S
movetype=A
physics=N
ctrl=0
anim=1037
velset=0,0
[State ]
type=Nothitby
trigger1=1
value=SCA
[State ]
type=Posset
trigger1=!Time
x=ifelse(facing=1,(enemy,pos x-40),(enemy,pos x+40))
y=enemy,pos y-40
[State ]
type=PlaySnd
trigger1=!Time
value=10000,3
volume=255
[State ]
type=PlaySnd
trigger1=animelem=11
value=100,95+random%2
volume=255
channel=0
[State ]
type=BGPalFX
trigger1=movehit
time=2
add=255,0,0
mul=255,0,0
invertall=0
color=0
persistent=0
ignorehitpause=1
[State ]
type=Explod
trigger1=animelem=12
anim=10044
pos=10,-28
postype=p1
ownpal=1
bindtime=1
removeongethit=1
sprpriority=2
ignorehitpause=1
[State ]
type=HitDef
trigger1=!Time
attr=S,SA
damage=50,10
animtype=diagup
guardflag=MA
hitflag=MAF
givepower=120,20
priority=7,Hit
pausetime=3,10
sparkno=s20000+random%6
guard.sparkno=s21000
sparkxy=-20,-50
hitsound=s5,6
guardsound=s10,0
ground.type=High
ground.slidetime=20
ground.hittime=21
ground.velocity=-8,20
air.type=High
air.animtype=diagup
air.velocity=-8,20
air.hittime=15
fall=1
fall.velocity=-8,20
envshake.time=30
envshake.ampl=-20
envshake.freq=140
envshake.phase=50
[State ]
type=PlaySnd
trigger1=movehit
value=5,5
persistent=0
volume=255
[State ]
type=Statetypeset
trigger1=animelem=15
statetype=A
movetype=A
physics=A

[Statedef 1040]
type=S
physics=N
anim=1040
velset=0,0
ctrl=0
poweradd=110
[State ]
type=Turn
trigger1=!time
trigger1=p2dist X<=0
[State ]
type=ChangeState
trigger1=!animtime
value=1041

[Statedef 1041]
type=A
movetype=A
physics=N
ctrl=0
anim=1041
velset=8.4,-8
[State ]
type=PlayerPush
trigger1=1
value=0
ignorehitpause=1
[State ]
type=VelAdd
trigger1=time>=5&&time<=16
x=-.79
y=.55
[State ]
type=VelAdd
trigger1=time>=16&&time<=25
x=0
y=0
[State ]
type=VelSet
trigger1=time>=16&&time<=32
x=2.1
[State ]
type=VelAdd
trigger1=time>=28
x=-.04
y=1
[State ]
type=PlaySnd
trigger1=var(0)=[0,5]
trigger1=animelem=7
value=100,54
channel=0
[State ]
type=PlaySnd
trigger1=var(0)=[6,10]
trigger1=animelem=7
value=100,57
channel=0
[State ]
type=Explod
trigger1=animelem=7
anim=10040
pos=33,-40
postype=p1
ownpal=1
bindtime=-1
removeongethit=1
sprpriority=2
ignorehitpause=1
[State ]
type=HitDef
trigger1=!Time
attr=A,SA
damage=120,10
animtype=high
ground.type=low
guardflag=H
hitflag=MAF
priority=3,Hit
pausetime=16,18
guard.pausetime=14,14
sparkno=s20000+random%6
guard.sparkno=s21000
sparkxy=-5,-20
hitsound=s5,6
guardsound=s10,0
ground.slidetime=17
ground.hittime=17
guard.velocity=-4.6
ground.velocity=-4.6
air.velocity=-1.7,50
airguard.velocity=-4,50
getpower=57,49
givepower=43,33
ground.cornerpush.veloff=-3.5
air.cornerpush.veloff=-3.5
fall.recovertime=50
p2facing=1
fall=1
yaccel=.66
guard.kill=0
[State ]
type=EnvShake
trigger1=movehit
time=8
ampl=7
freq=100
persistent=0
ignorehitpause=1
[State ]
type=ChangeAnim
trigger1=animelem=10
trigger1=p2dist X<=0
value=1044
[State ]
type=BGPalFX
trigger1=movehit
time=2
add=255,255,255
mul=255,255,255
invertall=0
color=0
persistent=0
ignorehitpause=1
[State ]
type=ChangeState
trigger1=Vel Y>0
trigger1=Pos Y>=0
value=1042

[Statedef 1042]
type=S
physics=N
anim=ifelse(p2dist X>=0,1042,1043)
velset=0,0
ctrl=0
[State ]
type=PosSet
trigger1=!time
y=0
[State ]
type=PlaySnd
trigger1=!time
value=20,0
[State ]
type=ChangeState
trigger1=!animtime
value=0
ctrl=1

[Statedef 1050]
type=S
physics=N
anim=1040
velset=0,0
ctrl=0
poweradd=60
[State ]
type=Turn
trigger1=!time
trigger1=p2dist X<=0
[State ]
type=ChangeState
trigger1=!animtime
value=1051

[Statedef 1051]
type=A
movetype=A
physics=N
ctrl=0
anim=1041
velset=8.4,-8
[State ]
type=PlayerPush
trigger1=1
value=0
ignorehitpause=1
[State ]
type=VelAdd
trigger1=time>=5&&time<=16
x=-.79
y=.55
[State ]
type=VelAdd
trigger1=time>=16&&time<=25
x=0
y=0
[State ]
type=VelSet
trigger1=time>=16&&time<=32
x=2.1
[State ]
type=VelAdd
trigger1=time>=28
x=-.04
y=1
[State ]
type=PlaySnd
trigger1=var(0)=[0,5]
trigger1=animelem=7
value=100,54
channel=0
[State ]
type=PlaySnd
trigger1=var(0)=[6,10]
trigger1=animelem=7
value=100,57
channel=0
[State ]
type=Explod
trigger1=animelem=7
anim=10040
pos=33,-40
postype=p1
ownpal=1
bindtime=-1
removeongethit=1
sprpriority=2
ignorehitpause=1
[State ]
type=HitDef
trigger1=!Time
attr=A,SA
damage=80,10
animtype=high
ground.type=low
guardflag=H
hitflag=MAF
priority=3,Hit
pausetime=16,18
guard.pausetime=14,14
sparkno=s20000+random%6
guard.sparkno=s21000
sparkxy=-5,-20
hitsound=s5,6
guardsound=s10,0
ground.slidetime=17
ground.hittime=17
guard.velocity=-4.6
ground.velocity=-4.6
air.velocity=-1.7,50
airguard.velocity=-4,50
getpower=57,49
givepower=43,33
p2stateno=1055
ground.cornerpush.veloff=-3.5
air.cornerpush.veloff=-3.5
fall.recovertime=50
p2facing=1
fall=1
yaccel=.66
guard.kill=0
[State ]
type=EnvShake
trigger1=movehit
time=8
ampl=7
freq=100
persistent=0
ignorehitpause=1
[State ]
type=ChangeAnim
trigger1=animelem=10
trigger1=p2dist X<=0
value=1044
[State ]
type=BGPalFX
trigger1=movehit
time=2
add=255,255,255
mul=255,255,255
invertall=0
color=0
persistent=0
ignorehitpause=1
[State ]
type=ChangeState
triggerall=numtarget
trigger1=target,stateno=1055
trigger1=animelem=9
value=1053
[State ]
type=ChangeState
trigger1=Vel Y>0
trigger1=Pos Y>=0
value=1052

[Statedef 1052]
type=S
physics=N
anim=ifelse(p2dist X>=0,1042,1043)
velset=0,0
ctrl=0
[State ]
type=PosSet
trigger1=!time
y=0
[State ]
type=PlaySnd
trigger1=!time
value=20,0
[State ]
type=ChangeState
trigger1=!animtime
value=0
ctrl=1

[Statedef 1053]
type=S
physics=N
anim=1045
ctrl=0
[State ]
type=ChangeState
trigger1=!animtime
value=1054

[Statedef 1054]
type=S
movetype=A
physics=N
ctrl=0
anim=1046
velset=0,0
[State ]
type=Nothitby
trigger1=1
value=SCA
[State ]
type=Posset
trigger1=!Time
x=ifelse(facing=1,(enemy,pos x-60),(enemy,pos x+60))
y=0
[State ]
type=PlaySnd
trigger1=!Time
value=10000,3
volume=255
[State ]
type=PlaySnd
trigger1=animelem=8
value=100,89+random%2
volume=255
channel=0
[State ]
type=BGPalFX
trigger1=movehit
time=2
add=255,0,0
mul=255,0,0
invertall=0
color=0
persistent=0
ignorehitpause=1
[State ]
type=HitDef
trigger1=!Time
attr=S,SA
damage=80,20
animtype=diagup
guardflag=MA
hitflag=MAF
givepower=120,20
priority=7,Hit
pausetime=15,20
sparkno=s20000+random%6
guard.sparkno=s21000
sparkxy=-10,-90
hitsound=s5,5
guardsound=s10,0
ground.type=High
ground.slidetime=30
ground.hittime=31
ground.velocity=-8,-10
air.type=High
air.animtype=diagup
air.velocity=-8,-10
air.hittime=15
fall=1
fall.velocity=-8,20
envshake.time=30
envshake.ampl=-20
envshake.freq=140
envshake.phase=50
[State ]
type=ChangeState
trigger1=!animtime
value=0
ctrl=1

[Statedef 1055]
type=A
movetype=H
physics=N
velset=0,0
[State ]
type=ChangeAnim2
trigger1=!Time
value=1047
[State ]
type=Posset
trigger1=1
y=0
[State ]
type=SelfState
trigger1=time>=200
value=5100

[Statedef 1060]
type=S
movetype=A
physics=N
poweradd=92
velset=0,0
anim=1050
ctrl=0
[State ]
type=ReversalDef
trigger1=!Ishelper
attr=S,ST
reversal.attr=SCA,NA,SA
hitflag=M-
priority=6,Miss
pausetime=5,20
sparkno=s7002
hitsound=s30,10
p2facing=1
p1stateno=1061
[State ]
type=Changestate
trigger1=!animtime
value=0
ctrl=1

[Statedef 1061]
type=S
movetype=A
physics=N
velset=0,0
anim=1051
sprpriority=1
ctrl=0
[State ]
type=AllPalFX
trigger1=!Time
time=2
add=255,255,255
mul=255,255,255
invertall=0
color=0
persistent=0
ignorehitpause=1
[State ]
type=BGPalFX
triggerall=animelemtime(5)>=0
trigger1=movehit
time=3
add=255,0,0
mul=255,0,0
invertall=0
color=0
persistent=0
ignorehitpause=1
[State ]
type=PlaySnd
trigger1=!time
value=100,62+random%8
channel=0
[State ]
type=HitDef
trigger1=!Time
attr=S,SA
damage=110,30
animtype=diagup
guardflag=MA
hitflag=MAF
givepower=20,20
priority=7,Hit
pausetime=15,20
sparkno=s20000+random%6
guard.sparkno=s21000
sparkxy=-10,-90
hitsound=s5,5
guardsound=s10,0
ground.type=High
ground.slidetime=30
ground.hittime=31
ground.velocity=-8,-10
air.type=High
air.animtype=diagup
air.velocity=-8,-10
air.hittime=15
fall=1
fall.velocity=-8,20
envshake.time=30
envshake.ampl=-20
envshake.freq=140
envshake.phase=50
[State ]
type=Changestate
trigger1=!animtime
value=0
ctrl=1

[Statedef 1070]
type=S
movetype=A
physics=N
poweradd=92
velset=0,0
anim=1050
ctrl=0
[State ]
type=ReversalDef
trigger1=!Ishelper
attr=S,ST
reversal.attr=SCA,NA,SA
hitflag=M-
priority=6,Miss
pausetime=5,20
sparkno=s7002
hitsound=s30,10
p2facing=1
p1stateno=1071
[State ]
type=Changestate
trigger1=!animtime
value=0
ctrl=1

[Statedef 1071]
type=C
movetype=A
physics=N
velset=0,0
anim=1052
sprpriority=1
ctrl=0
[State ]
type=AllPalFX
trigger1=!Time
time=2
add=255,255,255
mul=255,255,255
invertall=0
color=0
persistent=0
ignorehitpause=1
[State ]
type=BGPalFX
triggerall=animelemtime(5)>=0
trigger1=movehit
time=3
add=255,0,0
mul=255,0,0
invertall=0
color=0
persistent=0
ignorehitpause=1
[State ]
type=PlaySnd
trigger1=!time
value=100,62+random%8
channel=0
[State ]
type=HitDef
trigger1=!Time
attr=C,SA
damage=110,30
animtype=diagup
guardflag=L
hitflag=MFD
givepower=20,20
priority=7,Hit
pausetime=15,8
sparkno=s20000+random%6
guard.sparkno=s21000
sparkxy=-15,-20
hitsound=s5,5
guardsound=s10,0
ground.type=Trip
ground.slidetime=30
ground.hittime=31
ground.velocity=-4,-3
air.type=Trip
air.animtype=diagup
air.velocity=-4,-3
air.hittime=30
fall=1
fall.velocity=-4,-2
envshake.time=30
envshake.ampl=-20
envshake.freq=140
envshake.phase=50
[State ]
type=Changestate
trigger1=!animtime
value=0
ctrl=1