[Statedef 1005]
type = S
physics = N
movetype = A
anim = 1005
ctrl = 0
velset = 0, 0
sprpriority = 4
[State 1005, HitOverride]
type = hitoverride
trigger1 = 1
time = -1
attr = SCA, AA, AP, AT
stateno = 1006
ignorehitpause = 1
[State 1005, HB]
type = hitby
trigger1 = 1
time = -1
value = SCA, NP, SP, HP
ignorehitpause = 1
[State 1005, Strength]
type = varset
trigger1 = !time
var(10) = root, var(10)
[State 1005, movehitvar]
type = varset
trigger1 = movecontact && numtarget
trigger1 = !(target, ishelper)
var(3) = 1
ignorehitpause = 1
[State 1005, Vel]
type = velset
trigger1 = 1
x = ifelse(var(10) = 3, 6, ifelse(var(10) = 2, 4.5, 3.375))
y = 0
[State 1005, Assert]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1
[State 1005, HitSound]
type = playsnd
trigger1 = movehit && numtarget
trigger1 = target, time = 0 && target, movetype = H
value = 2, 7
persistent = 0
ignorehitpause = 1
[State 1005, Hit]
type = hitdef
trigger1 = !(Root, var(16)) && (Root, var(15) < 1 || Root, var(20))
trigger1 = !(Root, var(27))
priority = 4, Hit
attr = S, SP
;damage = ceil(52 * root, fvar(12)), 7
damage = ceil(ifelse((root, fvar(12)) * 52 < 7, 7, (root, fvar(12)) * 52)), 8
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0, 12 / ((root, var(20) > 0) + 1)
sparkno = -1
guard.sparkno = -1;s7001
sparkxy = -10, 0
guardsound = s2, 0
ground.type = High
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -10.52, 0
ground.cornerpush.veloff = 0
air.velocity = -4, -4
air.fall = 1
fall.recover = 1
fall.recovertime = 120
getpower = ifelse(p2movetype = H, 72, 144) * !(root, var(20)), 36 * !(root, var(20))
givepower = 36, 36
envshake.time = 14
envshake.freq = 120
envshake.ampl = 4
sprpriority = 4
yaccel = 0.5
airguard.ctrltime = 16
airguard.velocity = ifelse((root, var(20)), -4, -8), -1.5
forcestand = 1
palFX.time = 12 * (root, var(29))
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
[State 1005, Miss]
type = hitdef
trigger1 = numenemy
trigger1 = (enemynear, stateno = [5070, 5071])
attr = S, SP
hitflag =
;[State 1005, Sparks]
;type = explod
;trigger1 = movehit && numtarget
;trigger1 = (target, movetype = H) && !(target, time)
;anim = 7020 + (random %

;ID = 7000
;sprpriority = 5
;postype = left
;pos = ceil((target, pos x) -((target, const(size.ground.front) -10) * facing) + 160), ceil(screenpos y)
;removetime = -2
;ownpal = 1
;facing = -1
;ignorehitpause = 1
;persistent = 0
;pausemovetime = 100
;supermovetime = 100
[State 1005, hitspark]
type = helper
trigger1 = moveContact = 1 && numtarget
trigger1 = !(target, hitshakeover)
helperType = Normal
stateNo = ifElse(moveguarded, 8001, 8013)
ID = 8000
name = "Spark"
posType = P1
pos = ifElse(p2dist x < 0, 0, ifelse(p2dist x < 20, ceil(p2dist x), 20)), 0
facing = -1
ownPal = 1
size.xScale = 1
size.yScale = 1
pauseMoveTime = 65535
superMoveTime = 65535
persistent = 0
ignoreHitPause = 1