[Statedef 220]
type = S
movetype= A
physics = S
poweradd= 30 * !var(20)
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2
facep2 = 1
[State 220, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3
attr = S,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = M ;HLA
animtype = Hard ;light,medium,hard,back,up,diagup
priority = 4, Hit ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 0
ID = 200
getpower = ifElse(!var(13), 150, 75)*!var(20), 30 * !var(20)
givepower = 30, 30
pausetime = 12, 12
guard.pausetime = 12, 12
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 80), var(36) := -70
hitsound = s2,2
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = Low ;Low,Trip,None
air.type = Low
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 120
ground.velocity = -6
guard.velocity = -6
air.velocity = -5.25,-6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
[State 220, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 11
attr = S,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = M ;HLA
animtype = Hard ;light,medium,hard,back,up,diagup
priority = 4, Hit ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 0
ID = 200
getpower = ifElse(!var(13), 150, 75)*!var(20), 30 * !var(20)
givepower = 30, 30
pausetime = 12,12
guard.pausetime = 12, 12
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 80), var(36) := -70
hitsound = s2,2
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = Low ;Low,Trip,None
air.type = Low
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 120
ground.velocity = -9
guard.velocity = -9
air.velocity = -5.25,-6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
[State 220, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(9) >= 0
moveType = I
[State 220, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1