;------------------------------------------------------------------------------------------------
[Statedef 871]
type = S
physics = U
movetype = A
anim = 871
ctrl = 0
velset = 0,0
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 6.5
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 6.5
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 29
x = 4.5
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 34
x = 4.5
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 39
x = 4.5
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 66
x = 4.5
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 71
x = 5.5
[State 3000, VarSet]
type = VarSet
triggerall = Time = 4
trigger1 = enemynear,stateno != [120,155]
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 37
[State 3000, AfterImage]
type = AfterImage
trigger1 = time = 4
time = 9999
TimeGap = 3
FrameGap = 4
length = 10
PalBright = 1,1,1
PalContrast = 0, 100, 150
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 1
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 5
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 6
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 7
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 8
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 14
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 16
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 18
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 20
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 22
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 24
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 26
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 28
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 29
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 34
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 35
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 39
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 40
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 49
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 51
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 53
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 55
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 57
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 59
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 61
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 66
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 67
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 71
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 76
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = up
fall.animtype = up
priority = 3,Hit
damage = 27
pausetime = 9,10
guard.pausetime = 9,10
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = 8, -80
hitsound = S2, ifelse (Random <= 333, 0, ifelse (Random > 666, 1, 2))
guardsound = S3, 0
ground.type = Low
air.type = High
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.ctrltime = 30
ground.velocity = -6
guard.velocity = -5.5
air.velocity = -3.5, -5
ground.cornerpush.veloff = -8.4
air.cornerpush.veloff = -6.3
getpower = ifelse(var(46),0,45),ifelse(var(46),0,45)
persistent = 0
air.fall = 0
fall.recover = 1
air.recover = 1
kill = 0
yaccel = .5
[State 860, 5]
type = Varset
trigger1 = AnimTime = 0
var(16) = 334
[State 860, 5]
type = Varset
trigger1 = time = 0
var(18) = 1
[State 860, 5]
type = Varset
trigger1 = AnimTime = 0
var(19) = 3000
[State -2, 1]
type = Poweradd
trigger1 = AnimTime = 0
value = -3000
ignorehitpause = 1
[State 7000,Muteki]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 50
[State 860, 6]
type = ChangeState
trigger1 = var(36) = 1 || var(36) = 2
trigger1 = animtime = 0
value = 3500
ctrl = 1
[State 860, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1