;======================< GOU SHORYUU KEN >=============================
[Statedef 1100]
type = S
physics = S
movetype = A
anim = 1100
ctrl = 0
velset = 0, 0
poweradd = 72 * (!var(20) && prevstateno != 750)
juggle = ifelse((p2movetype = H && p2statetype = A), 7, 9)
facep2 = 1
sprpriority = 1
[State 1100, Strength]
type = varset
trigger1 = !time && !AIlevel
var(10) = ifelse((command = "dfz" || prevstateno = 750), 3, ifelse(command = "dfy", 2, 1))
[State 1100, Strength AI]
type = varset
trigger1 = !time && AIlevel
var(10) = ifelse(((p2movetype = H && p2statetype = A) || prevstateno = 750), 3, 1)
[State 1100, nothitby]
type = nothitby
trigger1 = anim = 1100 && animelemtime(4) < 0 && prevstateno != 750
value = SCA
time = 1
ignorehitpause = 1
[State NHB -ZC]
type = nothitby
trigger1 = prevstateno = 750 && animelemtime(2) < 1
value = SCA
time = 1
[State 1100, Vel]
type = velset
trigger1 = anim = 1100 && animelem = 4
x = ifelse(var(10) = 3, 12, ifelse(var(10) = 2, 9, 6))
y = ifelse(var(10) = 3, -11, ifelse(var(10) = 2, -8.5, -6))
[State 1100, Vel]
type = velmul
trigger1 = 1
x = 0.88
[State 1100, Vel]
type = velmul
trigger1 = vel y > 0
x = 0
[State 1100, Snd]
type = playsnd
trigger1 = anim = 1100 && animelem = 4
value = 0, ifelse(var(10) = 3, 41, 40)
[State 1100, Dust]
type = helper
trigger1 = anim = 1100 && animelem = 4
helpertype = normal
stateno = 7100
ID = 7100
name = "Dust"
postype = p1
ownpal = 1
[State 1100, Snd]
type = playsnd
trigger1 = anim = 1100 && animelem = 4
value = 3, 9
channel = 0
ignorehitpause = 1
persistent = 0
[State 1100, Hit]
type = hitdef
trigger1 = animelem = 2 && anim = 1100
trigger2 = animelem = 3 && anim = 1100
attr = S, SA
damage = ifelse((animelem = 3), 27, 60 + 7 * var(10)), 7
animtype = Hard
fall.animtype = Hard
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 5, 11)
sparkno = s7020 + (random % 8)
guard.sparkno = s7001
sparkxy = -10, ifelse((animelem = 2), -52, -75)
hitsound = s2, 3
guardsound = s2, 0
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = 0.5, -5.5
air.type = Low
air.velocity = 0.5, -5.5
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0;-12.74
getpower = ifelse(p2movetype = H, 72, 144) * (!var(20) && prevstateno != 750), 36 * (!var(20) && prevstateno != 750)
givepower = 36, 36
envshake.time = 16
envshake.freq = 120
envshake.ampl = 4
fall = 1
fall.recover = 1
fall.recovertime = 120
fall.animtype = Medium
forcestand = 1
airguard.ctrltime = 16
airguard.cornerpush.veloff = 0
airguard.velocity = -8, -1.5
[State 1100, hit2]
type = hitdef
trigger1 = animelem = 4 && anim = 1100
attr = A, SA
damage = 20, 7
animtype = Back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = ifelse(var(20), 8, 16), ifelse(var(20), 8, 16)
sparkno = s7020 + (random % 8)
guard.sparkno = s7001
sparkxy = -10, -100
hitsound = s2, 3
guardsound = s2, 0
ground.type = High
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -1.5 -(var(10) / 2), -5 -var(10)
air.type = Low
air.velocity = -1.5 -(var(10) / 2), -5 -var(10)
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0;-12.74
getpower = ifelse(p2movetype = H, 72, 144) * (!var(20) && prevstateno != 750), 36 * (!var(20) && prevstateno != 750)
givepower = 36, 36
envshake.time = 16
envshake.freq = 120
envshake.ampl = 4
fall = 1
fall.recover = 1
fall.recovertime = 120
airguard.ctrltime = 16
airguard.velocity = ifelse(var(20), -4, -8), -1.5
forcestand = 1
airguard.cornerpush.veloff = 0
[State 1100, statetype]
type = statetypeset
trigger1 = anim = 1100 && animelemtime(4) >= 0
statetype = A
physics = A
[State 1100, Anim]
type = changeanim
trigger1 = anim = 1100 && animelemtime(4) > 0 && vel y > (ifelse(var(10) = 3, -5.3, ifelse(var(10) = 2, -4, -2.7)))
value = 1101
[State Idle]
type = statetypeset
trigger1 = anim = 1101
movetype = I