;======================<Messatsu Gousenpuu>===================
[Statedef 3310]
type = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3310
poweradd = ifelse(var(53) > 0, 0, -1000)
sprpriority = 2
;facep2 = 1
[State 3310, NotHitBy]
type = NotHitBy
trigger1 = Anim = 3310
trigger2 = Anim = 3311 && AnimElemTime(2)<0
time = 1
value = SCA
[State 3310, No Corner Push]
type = VarSet
trigger1 = Anim=3310 && AnimElem=3
fvar(5) = 0
[State 3310, Unguardable]
type = VarSet
trigger1 = Time=3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 45
[State 3150, Custom Combo Reset]
type = PalFX
trigger1 = !Time
trigger1 = !(var(20) := 0)
time = 1
[State 3310, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)
[State 3310, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)
[State 3310, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1
[State 3150, Super Cancel Juggle]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1
[State 3310, SuperPause FX]
type = Helper
trigger1 = Anim=3310 && AnimElem=3
helperType = Normal
stateNo = 8500
ID = 8500
name = "Superpause FX"
posType = P1
pos = -34,-63
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1
[State 3310, SuperPause]
type = SuperPause
trigger1 = Anim=3310 && AnimElem=3
time = 45
moveTime = 45
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,0
darken = 0
poweradd = 0
[State 3310, Width]
type = Width
trigger1 = 1
edge = 5,0
[State 3310, ChangeAnim]
type = ChangeAnim
trigger1 = Anim=3310 && !AnimTime
value = 3311
[State 3310, Voice]
type = PlaySnd
trigger1 = Anim=3310 && AnimElem=2
value = 3000, 1
channel = 0
[State 3310, Voice]
type = PlaySnd
trigger1 = Anim=3310 && AnimElem=4
value = 800, 2
channel = 0
[State 3310, Voice]
type = PlaySnd
trigger1 = Anim=3311 && AnimElem=61
value = 3000, 0
channel = 0
[State 3310, Swing Snd]
type = PlaySnd
triggerall= Anim=3311
trigger1= AnimElem=1 || AnimElem=7 || AnimElem=13 || AnimElem=19 || AnimElem=25
trigger2= AnimElem=31 || AnimElem=37 || AnimElem=43 || AnimElem=49 || AnimElem=55 || AnimElem=61
value = 1,5
;channel = 1
[State 3310, VelSet]
type = VelSet
trigger1 = Anim=3310
x = 0
y = 0
[State 3310, VelSet]
type = VelSet
trigger1 = Anim=3311 && AnimElemTime(15)<0 && pos y<-10
y = ifelse(AnimElemTime(9)<0,.33,.1)
[State 3310, VelSet]
type = VelSet
trigger1 = Anim=3311 && AnimElem=15
x = 0
y = -4
[State 3310, VelAdd]
type = VelAdd
trigger1 = Anim=3311 && (AnimElemTime(15)>=0 && AnimElemTime(64)<0) && vel y<0
y = 0.05
[State 3310, VelAdd Left/Right]
type = VelAdd
trigger1 = (Anim=3311 && AnimElemTime(64)<0) && (vel x=[-1.33,1.33]) && vel y<0
x = ifelse(command="holdfwd",0.12,ifelse(command="holdback",-0.12,0))
[State 3310, Gravity]
type = VelAdd
trigger1 = Anim=3311 && AnimElemTime(64) >= 0
y = 0.5
[State 3310, Hits Fwd]
type = HitDef
triggerall = !var(16) && (var(15) < 10 || var(20))
triggerall = Anim=3311
trigger1 = AnimElem=2 || AnimElem=8 || AnimElem=14 || AnimElem=20 || AnimElem=26
trigger2 = AnimElem=32 || AnimElem=38 || AnimElem=44 || AnimElem=50 || AnimElem=56
attr = A, HA
damage = ceil(ifElse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 4
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
pausetime = 2,2
guard.pausetime = 2,2
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 65), var(36) := -70
air.animtype = Up
fall.animtype = Up
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
ground.velocity = ifelse(p2bodydist x>15,1.5,0),-10
air.velocity = ifelse(p2bodydist x>15,1.5,0), (vel y - 1.55)
guard.velocity = -10.5
airguard.velocity = -8, -1.5
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 1
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 0
[State 3310, Hits Back]
type = HitDef
triggerall = !var(16) && (var(15) < 10 || var(20))
triggerall = Anim=3311
trigger1= AnimElem=5 || AnimElem=11 || AnimElem=17 || AnimElem=23
trigger2= AnimElem=29 || AnimElem=35 || AnimElem=41 || AnimElem=47 || AnimElem=53
attr = A, HA
damage = ceil(ifElse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 4
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
pausetime = 2,2
guard.pausetime = 2,2
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := -50), var(36) := -70
air.animtype = Up
fall.animtype = Up
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
ground.velocity = ifelse(p2bodydist x>15,1.5,0),-10
air.velocity = ifelse(p2bodydist x>15,1.5,0), (vel y - 1.55)
guard.velocity = -10.5
airguard.velocity = -8, -1.5
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 1
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 0
[State 3310, Hit Final]
type = HitDef
trigger1 = !var(16) && (var(15) < 11 || var(20))
trigger1 = Anim=3311 && AnimElem = 62
attr = A, HA
damage = ceil(ifElse(fvar(11) * 48 < 7, 7, fvar(11) * 48)), 7
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
pausetime = 24,24
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 64), var(36) := -69
air.animtype = DiagUp
fall.animtype = DiagUp
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
ground.velocity = -7,-2
air.velocity = -7,-2
guard.velocity = -10.5
airguard.velocity = -8, -1.5
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 1
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
[State 3310, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = Anim=3311 && AnimElemTime(64) >= 0
moveType = I
[State 3310, End]
type = ChangeState
trigger1 = Anim=3311
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 3305