[Statedef 902]
type = U
movetype= I
physics = N
velset = 0,0
anim=6031
sprpriority = 2
[State 0, BindToParent]
type = BindToParent
trigger1 = 1
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = facing != (parent, facing)
[State 0, VarSet]
type = VarSet
trigger1 = var(3) = 1 && time = 0
v = 3
value = 0
[State 0, AttackDist]
type = AttackDist
trigger1 = 1
value = 0
ignorehitpause = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype != A
trigger1 = p2movetype = A || inguarddist
movetype = A
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movetype = A
trigger1 = p2movetype != A || !inguarddist
movetype = I
[State 620, 1]
type = HitDef
trigger1 = movetype = A
attr = S, NA ;Attribute: Standing, Normal Attack
animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 7, Dodge v Dodge ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0 ;Time attacker pauses, time opponent shakes
sparkno = -1 ;Spark anim no (Def: set above)
sparkxy = 5, -35 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
[State 0, ReversalDef]
type = ReversalDef
trigger1 = time = 0
reversal.attr = SCA,NA,SA,HA
sparkno = S6030
p1stateno = 904
id = 904
[Statedef 904]
type = U
movetype= I
physics = N
velset = 0,0
anim= 6030
sprpriority = 2
[State 0, BindToParent]
type = BindToParent
trigger1 = 1
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 3
value = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = time = 1
value = prevstateno
[state -2, Jump AI]
Type=changestate
Triggerall = AILevel > 0 && var(1) != 0
triggerall = ctrl && statetype = A
triggerall = Const(movement.airjump.num) != 0
...
trigger4 = numhelper(901) && numhelper(902) && numhelper(903)
trigger4 = helper(901), MoveReversed = 1 ;^^ helper(903), MoveReversed = 1
value=50