[Statedef 3100]
type=S
physics=S
movetype=A
ctrl=0
anim=3100
velset=0,0
juggle=ifelse((prevstateno=[1000,4999]),0,6)*!var(20)
sprpriority=1
facep2=1
poweradd=-1000
[State 3100, For Normal Akuma]
type=changeanim
trigger1= var(1)<7 && anim=3100 && animelem=13
value=3100
elem=25
persistent=0
ignorehitpause=1
[State 3100, strengthvar]
type=varset
trigger1= var(10)!=5
var(10)=5
[State 3100, snd]
type=playsnd
trigger1= anim=3100 && animelemtime(1)=2
value=4,4
channel=0
[State 3100, ECreset]
type=palfx
trigger1= !time
trigger1= !(var(20):=0)
time=1
[State 3000, Black BG]
type = Explod
trigger1 = Time = 0
removetime = -1
id = 6035
anim = 6035
pos = 0,0
postype = Left
scale = 1,1
sprpriority = -99999
facing = 1
vfacing = 1
ownpal = 1
bindtime = -1
ontop = 0
ownpal = 1
supermove = 1
pausemove = 1
removeongethit = 1
ignorehitpause = 1
persistent = 1
supermovetime = 60
pausemovetime = 60
[State 0, Helper]
type = Helper
trigger1=!time
helpertype = normal ;player
name = "Super Fx"
ID = 2061
stateno = 2061
pos = 12, -54
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 48
[State 0, Helper]
type = Helper
trigger1 =time=0
helpertype = normal ;player
name = "portrait"
ID = 6033
stateno = 6033
postype = back
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999
size.xscale =.5
size.yscale =.5
[State 6034, HyperBG]
type=helper
trigger1 = AnimElem =2
helpertype=normal
stateno=6031
ID=6034
name="HyperBG"
postype=Back
supermovetime=99999
pausemovetime=99999
ownpal=1
ignorehitpause=1
size.xscale=.6
size.yscale=.6
[State 0,LV1]
type=afterimage
trigger1=Time=5
time = 999
timegap = 1
framegap = 10
length = 30
paladd = 0, 0, 0
palmul = 0.75, 0.75, 0.75
palcontrast = 128, 128, 128
palpostbright = 0, 0, 0
trans = add1
[State 3100, superchargepause]
type=superpause
trigger1= anim=3100 && animelemtime(1)=2
time=45
anim=-1
sound=s7,0
p2defmul=1
darken=0
[State 3100, nhb]
type=nothitby
trigger1= anim=3100 && animelemtime(4)<0
time=2
value=SCA
ignorehitpause=1
[State 3100, vel]
type=velset
trigger1= anim=3100 && (animelem=2 || animelem=14)
x=12
[State 3100, vel]
type=velset
trigger1= anim=3100 && animelem=26
x=19
[State 3100, dust]
type=explod
trigger1= anim=3100 && (animelem=2 || animelem=14 || animelem=26)
anim=7103
ID=7103
sprpriority=3
postype=p1
ownpal=1
pausemovetime=-1
supermovetime=-1
[State 3100, vel]
type=velset
trigger1= anim=3100 && animelemtime(28)=1
x=18
y=-11
[State 3100, snd]
type=playsnd
trigger1= anim=3100 && (animelem=4 || animelem=16)
value=1,5
channel=3
[State 3100, snd]
type=playsnd
trigger1= anim=3100 && animelem=28
value=1,6
channel=3
[State 3100, snd]
type=playsnd
trigger1= anim=3100 && (animelem=4 || animelem=16 || animelem=28)
value=3,ifelse((animelem=4),1,ifelse((animelem=16),9,11))
channel=0
[State 3100, dust]
type=helper
trigger1= anim=3100 && animelem=28
helpertype=normal
stateno=7100
ID=7100
name="Dust"
postype=p1
ownpal=1
[State 3100, snd]
type=playsnd
trigger1= anim=3100 && animelemtime(28)=1
value=0,41
[State 3100, vel]
type=velmul
trigger1= vel y<0
x=.86
[State 3100, vel]
type=velmul
trigger1= vel y>0
x=0
[State 3100, width]
type=width
trigger1= vel y<0
edge=const(size.air.front)
[State 3100, hitlow]
type=hitdef
trigger1= (animelem=2 || animelem=14) && anim=3100
attr=S,HA
damage=34+20*(var(1)<7),10
animtype=Medium
fall.animtype=Medium
guardflag=M
hitflag=MAFL
priority=6,Hit
pausetime=ifelse((animelem=24),18,6),ifelse((animelem=24),18,6)
sparkno=s7030+(random%8)
guard.sparkno=s7001
sparkxy=-10,-52
hitsound=s2,3
guardsound=s2,0
ground.type=Low
ground.slidetime=20
ground.hittime=20
ground.velocity=-4,0
air.velocity=-4,-1
getpower=50
givepower=36,36
envshake.time=16
envshake.freq=60
envshake.ampl=5
air.fall=1
fall.recover=0
forcestand=1
[State 3100, hitlow2]
type=hitdef
trigger1= (animelem=3 || animelem=15) && anim=3100
attr=S,HA
damage=34+20*(var(1)<7),10
animtype=Hard
fall.animtype=Hard
guardflag=M
hitflag=MAFL
priority=6,Hit
pausetime=6,6
sparkno=s7030+(random%8)
guard.sparkno=s7001
sparkxy=-10,-75
hitsound=s2,3
guardsound=s2,0
ground.type=Low
ground.slidetime=20
ground.hittime=20
ground.velocity=-4,0
air.velocity=-4,-1
getpower=0
givepower=36,36
envshake.time=16
envshake.freq=60
envshake.ampl=5
air.fall=1
fall.recover=0
forcestand=1
[State 3100, hitlow3]
type=hitdef
trigger1= animelem=26 && anim=3100
attr=S,HA
damage=34,10
animtype=Medium
fall.animtype=Medium
guardflag=M
hitflag=MAF
priority=6,Hit
pausetime=18,18
sparkno=s7030+(random%8)
guard.sparkno=s7001
sparkxy=-10,-52
hitsound=s2,3
guardsound=s2,0
ground.type=Low
ground.slidetime=20
ground.hittime=20
ground.velocity=.5,-6
air.velocity=.5,-6
ground.cornerpush.veloff= 0
guard.velocity= -10.52
guard.cornerpush.veloff= -12.74
getpower=0
givepower=36,36
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
fall.recover=0
forcestand=1
[State 3100, hitlow4]
type=hitdef
trigger1= animelem=27 && anim=3100
attr=S,HA
damage=34+16*(var(1)<7),10
animtype=Hard
fall.animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=18,18
sparkno=s7030+(random%8)
guard.sparkno=s7001
sparkxy=-10,-75
hitsound=s2,3
guardsound=s2,0
ground.type=Low
ground.slidetime=20
ground.hittime=20
ground.velocity=.5,-6
air.velocity=.5,-6
ground.cornerpush.veloff= 0
guard.velocity= -10.52
guard.cornerpush.veloff= -12.74
getpower=0
givepower=36,36
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
fall.recover=0
forcestand=1
[State 3100, hithigh]
type=hitdef
trigger1= (animelem=4 || animelem=16) && anim=3100
attr=S,HA
damage=38,10
animtype=Hard
guardflag=M
hitflag=MAFL
priority=6,Hit
pausetime=6,6
sparkno=s7030+(random%8)
guard.sparkno=s7001
sparkxy=-10,-100
hitsound=s2,3
guardsound=s2,0
ground.type=High
ground.slidetime=20
ground.hittime=20
ground.velocity=-4,0
air.velocity=-6,-2
getpower=0
givepower=36,36
envshake.time=16
envshake.freq=60
envshake.ampl=5
air.fall=1
fall.recover=0
forcestand=1
[State 3100, hitfinal]
type=hitdef
trigger1= animelem=28 && anim=3100
persistent=0
attr=A,HA
damage=40,12
animtype=Back
guardflag=M
hitflag=MAFL
priority=6,Hit
pausetime=2,2
sparkno=s7030+(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=-4.5,-8
air.velocity=-4.5,-8
ground.cornerpush.veloff= 0
guard.velocity= -10.52
guard.cornerpush.veloff= -12.74
getpower=0
givepower=36,36
envshake.time=16
envshake.freq=60
envshake.ampl=7
fall=1
fall.recover=0
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
forcestand=1
[State 3100, statetype]
type=statetypeset
trigger1= anim=3100 && animelemtime(28)>=1
statetype=A
physics=A
[State 3100, anim]
type=changeanim
trigger1= anim=3100 && animelemtime(28)>2 && vel y>-5.5
value=1101
[State Idle]
type=statetypeset
trigger1= anim=1101
movetype=I