;EX Spinning Bird Kick
[Begin Action 1230]
Clsn2: 2
Clsn2[0] = -24, -92, 19, -46
Clsn2[1] = -28, -46, 40, 2
1200,0, 0,0, 1
Clsn2: 2
Clsn2[0] = -36, -78, 26, -39
Clsn2[1] = -30, -39, 46, 2
1200,1, 0,0, 1
Clsn2: 2
Clsn2[0] = -41, -77, 16, -33
Clsn2[1] = -45, -33, 39, 2
1200,2, 0,0, 2
Clsn2: 3
Clsn2[0] = -31, -84, -17, -60
Clsn2[1] = -44, -60, 15, -28
Clsn2[2] = -52, -28, 28, 2
1200,3, 0,0, 1
Clsn2: 2
Clsn2[0] = -36, -64, 24, -40
Clsn2[1] = -49, -40, 38, 0
1200,4, 0,0, 1
Clsn2: 3
Clsn2[0] = -10, -69, 18, -1
Clsn2[1] = -58, -66, -10, -38
Clsn2[2] = 18, -67, 38, -30
1200,5, 0,0, 1
Clsn2: 3
Clsn2[0] = 7, -63, 32, -19
Clsn2[1] = -18, -73, 7, -1
Clsn2[2] = -61, -66, -18, -40
1200,6, 0,0, 1
Clsn2: 4
Clsn2[0] = -44, -67, -20, -48
Clsn2[1] = 4, -55, 43, -30
Clsn2[2] = -20, -75, 4, -3
Clsn2[3] = 4, -92, 56, -60
1200,7, 0,0, 1
Clsn1: 1
Clsn1[0] = -55, -96, 70, -66
Clsn2: 2
Clsn2[0] = -26, -65, 14, -31
Clsn2[1] = -56, -97, 71, -65
1200,8, 0,0, 2
Clsn2: 2
Clsn2[0] = -21, -69, 17, -29
Clsn2[1] = -43, -93, 55, -69
1200,9, 0,0, 1
Clsn2: 2
Clsn2[0] = -23, -69, 10, -29
Clsn2[1] = -19, -93, 21, -69
1200,10, 0,0, 1
Clsn2: 2
Clsn2[0] = -18, -69, 20, -33
Clsn2[1] = -28, -93, 35, -69
1200,11, 0,0, 1
Clsn2: 3
Clsn2[0] = -23, -69, 10, -33
Clsn2[1] = -45, -93, 60, -69
Clsn2[2] = 10, -69, 36, -45
1200,12, 0,0, 1
Clsn1: 1
Clsn1[0] = -55, -96, 70, -66
Clsn2: 2
Clsn2[0] = -18, -65, 28, -32
Clsn2[1] = -56, -97, 71, -65
1200,13, 0,0, 2
Clsn2: 2
Clsn2[0] = -13, -69, 18, -30
Clsn2[1] = -20, -93, 23, -69
1200,14, 0,0, 2
Clsn2: 2
Clsn2[0] = -17, -69, 17, -30
Clsn2[1] = -34, -93, 44, -69
1200,15, 0,0, 2
Clsn1: 1
Clsn1[0] = -55, -96, 70, -66
Clsn2: 2
Clsn2[0] = -26, -65, 14, -31
Clsn2[1] = -56, -97, 71, -65
1200,8, 0,0, 2
Clsn2: 2
Clsn2[0] = -21, -69, 17, -29
Clsn2[1] = -43, -93, 55, -69
1200,9, 0,0, 1
Clsn2: 2
Clsn2[0] = -23, -69, 10, -29
Clsn2[1] = -19, -93, 21, -69
1200,10, 0,0, 1
Clsn2: 2
Clsn2[0] = -18, -69, 20, -33
Clsn2[1] = -28, -93, 35, -69
1200,11, 0,0, 1
Clsn2: 3
Clsn2[0] = -23, -69, 10, -33
Clsn2[1] = -45, -93, 60, -69
Clsn2[2] = 10, -69, 36, -45
1200,12, 0,0, 1
Clsn1: 1
Clsn1[0] = -55, -96, 70, -66
Clsn2: 2
Clsn2[0] = -18, -65, 28, -32
Clsn2[1] = -56, -97, 71, -65
1200,13, 0,0, 2
Clsn2: 2
Clsn2[0] = -13, -69, 18, -30
Clsn2[1] = -20, -93, 23, -69
1200,14, 0,0, 2
Clsn2: 2
Clsn2[0] = -17, -69, 17, -30
Clsn2[1] = -34, -93, 44, -69
1200,15, 0,0, 2
Clsn1: 1
Clsn1[0] = -55, -96, 70, -66
Clsn2: 2
Clsn2[0] = -26, -65, 14, -31
Clsn2[1] = -56, -97, 71, -65
1200,8, 0,0, 2
Clsn2: 2
Clsn2[0] = -21, -69, 17, -29
Clsn2[1] = -43, -93, 55, -69
1200,9, 0,0, 1
Clsn2: 3
Clsn2[0] = 0, -78, 33, -44
Clsn2[1] = 0, -96, 52, -78
Clsn2[2] = -29, -88, 0, -11
1200,16, 0,0, 1
Clsn2: 3
Clsn2[0] = -13, -94, 37, -49
Clsn2[1] = -64, -95, -13, -76
Clsn2[2] = -13, -49, 6, -11
1200,17, 0,0, 2
Clsn2: 3
Clsn2[0] = -14, -99, 29, -62
Clsn2[1] = -65, -95, -14, -63
Clsn2[2] = -11, -62, 13, -19
1200,18, 0,0, 2
Clsn2: 3
Clsn2[0] = -25, -99, 26, -70
Clsn2[1] = -15, -70, 12, -16
Clsn2[2] = -36, -70, -15, -45
1200,19, 0,0, 2
Clsn2: 2
Clsn2[0] = -15, -99, 16, -55
Clsn2[1] = -25, -55, 35, -16
1200,20, 0,0, 2
Clsn2: 3
Clsn2[0] = -15, -85, 25, -42
Clsn2[1] = -18, -42, 37, 1
Clsn2[2] = -36, -77, -15, -62
1200,21, 0,0, 2
Clsn2: 1
Clsn2[0] = -7, -53, 41, 2
3000,17, 0,0, 2
Clsn2: 1
Clsn2[0] = -6, -57, 41, 2
3000,18, 0,0, 2
Clsn2: 2
Clsn2[0] = -12, -72, 34, 2
Clsn2[1] = 7, -90, 24, -72
210,6, 0,0, 1
Clsn2: 2
Clsn2[0] = -7, -93, 11, -76
Clsn2[1] = -21, -76, 33, 2
5,2, 0,0, 1
[State 1230, PlayerPush]
type = PlayerPush
trigger1 = MoveHit
value = 0
[State 1230, HitDef: Opponent In front]
type = HitDef
trigger1 = AnimElem = 9 || AnimElem = 14 || AnimElem = 17 || AnimElem = 22
trigger1 = !var(16) && (var(15) < 4 || var(20))
trigger1 = P2Dist x >= 0
ID = 1230
attr = S, SA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 7
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = DiagUp
fall.animType = DiagUp
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = 20,0
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = 4.32, -7.49
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
air.fall = 1
fall.recover = 0
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 61), var(36) := -80
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
[State 1230, HitDef: Opponent Behind]
type = HitDef
trigger1 = AnimElem = 9 || AnimElem = 14 || AnimElem = 17 || AnimElem = 22
trigger1 = !var(16) && (var(15) < 4 || var(20))
trigger1 = P2Dist x < 0
ID = 1231
attr = S, SA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 7
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = DiagUp
fall.animType = DiagUp
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -20,0
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.32, -7.49
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
air.fall = 1
fall.recover = 0
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := -61), var(36) := -80
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
[State 1230, HitDef: Final Hit]
type = HitDef
trigger1 = AnimElem = 25
trigger1 = !var(16) && (var(15) < 5 || var(20))
ID = 1232
attr = S, SA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 7
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = DiagUp
air.animType = DiagUp
fall.animType = DiagUp
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -4.32, -7.49
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.32, -7.49
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 1
fall.recover = 0
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 61), var(36) := -80
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
[State 1230, TargetVelSet]
type = TargetVelSet
trigger1 = NumTarget(1230) && P2Dist x <= -30
trigger1 = Target(1230), StateType != A
trigger1 = Target(1230), StateNo != [5100,5150]
x = 0
ID = 1230
[State 1230, TargetVelSet]
type = TargetVelSet
trigger1 = NumTarget(1231) && P2Dist x >= 30
trigger1 = Target(1231), StateType != A
trigger1 = Target(1231), StateNo != [5100,5150]
x = 0
ID = 1231