[State 200, HitDef]
type = HitDef
trigger1 = time = 0
trigger1 = var(17) = 0
priority = 3, Hit ;
attr = S,NA
guardflag = M
hitflag = MAF
animtype = light
air.animtype = back; hard
ground.type = high
damage = 30
pausetime = 8,8
guard.pausetime = 8,8
ground.slidetime = 10
ground.hittime = 10
air.hittime = 20
guard.hittime = 11
guard.ctrltime = 11
ground.velocity = -7
air.velocity = -3,-8
yaccel = 0.6
guard.velocity = -7
ground.cornerpush.veloff = ifelse ( p2statetype =A ,-5, -10)
guard.cornerpush.veloff = ifelse ( p2statetype =A ,-5, -10)
getpower = ifelse ( var(20) > 0,20, 60)
GivePower = 20
fall = 0
air.fall = 0
fall.recover = 0
sparkxy = -10 + 0 * (var(35) := 115), var(36):=-75
sparkno = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
hitsound = S5,0
guardsound = S6,0