;======================<Super Cross Cutter>===================
[Statedef 3000]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3000
poweradd = ifelse(var(20) > 0, 0, -1000)
sprpriority = 2
facep2 = 1

[State 3000, VarSet: Hit Detect Reset]
type = VarSet
trigger1 = !Time
var(29) = 0

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
time = 1
value = SCA

[State 3000, No Corner Push]
type = VarSet
trigger1 = !Time
fvar(5) = 0

[State 3000, Unguardable]
type = VarSet
trigger1 = !Time && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 50

[State 3000, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3000, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3000, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3000, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3000, SuperPause FX]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 8500
ID = 8500
name = "Superpause FX"
posType = P1
pos = 26,-60
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = !Time
time = 50
moveTime = 50
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,0
darken = 0
poweradd = 0

[State 3000, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 3000, PosSet]
type = PosSet
trigger1 = !Time 
y = 0

[State 3000, Voice]
type = PlaySnd
trigger1 = !Time
value = 730,1
channel = 0

[State 3000, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,0
channel = 0

[State 3000, SFX]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3000, 0
channel = 1

[State 3000, Cutter FX]
type = Explod
trigger1 = !NumExplod(3001)
trigger1 = AnimElem = 2
anim = 1005
ID = 3001
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 1
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 3000, Width: Player]
type = Width
trigger1 = AnimElemTime(6)<0
player = 25,0

[State 3000, Projectile: High 1]
type = Helper
trigger1 = AnimElem = 4 ;AnimElemTime(4) = 2
helperType = Normal
stateNo = 3010
ID = 3010
name = "Super Cutter High"
posType = P1
pos = 73,-65
size.xScale = 0.3
size.yScale = 0.3
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 3000, Projectile: High 2]
type = Helper
trigger1 = AnimElem = 4
helperType = Normal
stateNo = 3012
ID = 3010
name = "Super Cutter High"
posType = P1
pos = 73,-65
size.xScale = 0.3
size.yScale = 0.3
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 3000, Projectile: Low 1]
type = Helper
trigger1 = AnimElem = 4
helperType = Normal
stateNo = 3011
ID = 3010
name = "Super Cutter Low"
posType = P1
pos = 73,-65
size.xScale = 0.3
size.yScale = 0.3
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 3000, Projectile: Low 2]
type = Helper
trigger1 = AnimElem = 4
helperType = Normal
stateNo = 3013
ID = 3010
name = "Super Cutter Low"
posType = P1
pos = 73,-65
size.xScale = 0.3
size.yScale = 0.3
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 3000, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;======================<Super Cross Cutter MAX>===================
[Statedef 3050]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3000
poweradd = ifelse(var(20) > 0, -1000, -2000)
sprpriority = 2
facep2 = 1

[State 3050, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
time = 1
value = SCA

[State 3050, No Corner Push]
type = VarSet
trigger1 = !Time
fvar(5) = 0

[State 3050, Unguardable]
type = VarSet
trigger1 = !Time && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 50

[State 3050, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3050, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3050, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3050, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3050, SuperPause FX]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 8510
ID = 8500
name = "Superpause FX"
posType = P1
pos = 26,-60
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3050, SuperPause]
type = SuperPause
trigger1 = !Time
time = 50
moveTime = 50
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8510,0
darken = 0
poweradd = 0

[State 3050, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 3050, PosSet]
type = PosSet
trigger1 = !Time 
y = 0

[State 3050, Voice]
type = PlaySnd
trigger1 = !Time
value = 730,1
channel = 0

[State 3050, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,0
channel = 0

[State 3050, SFX]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3000, 0
channel = 1

[State 3050, Cutter FX]
type = Explod
trigger1 = !NumExplod(3001)
trigger1 = AnimElem = 2
anim = 1005
ID = 3001
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 1
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 3050, Width: Player]
type = Width
trigger1 = AnimElemTime(6)<0
player = 25,0

[State 3050, Projectile: High 1]
type = Helper
trigger1 = AnimElem = 4
helperType = Normal
stateNo = 3030
ID = 3030
name = "Super Cutter High"
posType = P1
pos = 73,-65
size.xScale = 0.3
size.yScale = 0.3
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 3050, Projectile: High 2]
type = Helper
trigger1 = AnimElem = 4
helperType = Normal
stateNo = 3032
ID = 3030
name = "Super Cutter High"
posType = P1
pos = 73,-65
size.xScale = 0.3
size.yScale = 0.3
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 3050, Projectile: High 3]
type = Helper
trigger1 = AnimElem = 4
helperType = Normal
stateNo = 3034
ID = 3030
name = "Super Cutter High"
posType = P1
pos = 73,-65
size.xScale = 0.3
size.yScale = 0.3
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 3050, Projectile: Low 1]
type = Helper
trigger1 = AnimElem = 4
helperType = Normal
stateNo = 3031
ID = 3030
name = "Super Cutter Low"
posType = P1
pos = 73,-65
size.xScale = 0.3
size.yScale = 0.3
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 3050, Projectile: Low 2]
type = Helper
trigger1 = AnimElem = 4
helperType = Normal
stateNo = 3033
ID = 3030
name = "Super Cutter Low"
posType = P1
pos = 73,-65
size.xScale = 0.3
size.yScale = 0.3
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 3050, Projectile: Low 3]
type = Helper
trigger1 = AnimElem = 4
helperType = Normal
stateNo = 3035
ID = 3030
name = "Super Cutter Low"
posType = P1
pos = 73,-65
size.xScale = 0.3
size.yScale = 0.3
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 3050, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;======================<Super Lightning Upper>===================
[Statedef 3100]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3100
poweradd = ifelse(var(20) > 0, 0, -1000)
sprpriority = 2
facep2 = 1

[State 3150, VarSet: Launch Detect Reset]
type = VarSet
trigger1 = var(2)
trigger1 = !Time
var(2) = 0

[State 3100, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
time = 1
value = SCA

[State 3100, No Corner Push]
type = VarSet
trigger1 = !Time
fvar(5) = 0

[State 3100, Unguardable]
type = VarSet
trigger1 = !Time && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 53

[State 3100, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3100, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3100, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3100, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3100, SuperPause FX]
type = Helper
trigger1 = Time = 3
helperType = Normal
stateNo = 8500
ID = 8500
name = "Superpause FX"
posType = P1
pos = 8,-75
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3100, SuperPause]
type = SuperPause
trigger1 = Time = 3
time = 50
moveTime = 50
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,0
darken = 0
poweradd = 0

[State 3100, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 3100, PosSet]
type = PosSet
trigger1 = !Time 
y = 0

[State 3100, Voice]
type = PlaySnd
trigger1 = !Time
value = 3100,0
channel = 0

[State 3100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3100,1
channel = 0

[State 3100, SFX]
type = PlaySnd
trigger1 = AnimElemTime(2) = 1
value = 3100, 2

[State 3100, Width: Player]
type = Width
trigger1 = AnimElemTime(5)<0
player = 10,0

[State 3100, Projectile: Bolt]
type = Helper
trigger1 = AnimElem = 2
helperType = Normal
stateNo = 3110
ID = 3110
name = "Super Bolt"
posType = P1
pos = 65,0
size.xScale = 0.4
size.yScale = 0.4
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 3100, Jump Cancel]
type = ChangeState
triggerall = var(2)
triggerall = RoundState = 2
trigger1 = command = "up" || command = "holdup"
trigger1 = AnimElemTime(6)>7 && AnimElemTime(9)<0
value = 60
ignorehitpause = 1

[State 3100, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;======================<MAX Super Lightning Upper>===================
[Statedef 3150]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3100
poweradd = ifelse(var(20) > 0, -1000, -2000)
sprpriority = 2
facep2 = 1

[State 3150, VarSet: Launch Detect Reset]
type = VarSet
trigger1 = var(2)
trigger1 = !Time
var(2) = 0

[State 3150, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
time = 1
value = SCA

[State 3150, No Corner Push]
type = VarSet
trigger1 = !Time
fvar(5) = 0

[State 3150, Unguardable]
type = VarSet
trigger1 = !Time && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 53

[State 3150, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3150, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3150, 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 Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3150, SuperPause FX]
type = Helper
trigger1 = Time = 3
helperType = Normal
stateNo = 8510
ID = 8500
name = "Superpause FX"
posType = P1
pos = 8,-75
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3150, SuperPause]
type = SuperPause
trigger1 = Time = 3
time = 50
moveTime = 50
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8510,0
darken = 0
poweradd = 0

[State 3150, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 3150, PosSet]
type = PosSet
trigger1 = !Time 
y = 0

[State 3150, Voice]
type = PlaySnd
trigger1 = !Time
value = 3100,0
channel = 0

[State 3150, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3100,1
channel = 0

[State 3150, SFX]
type = PlaySnd
trigger1 = AnimElemTime(2) = 1
value = 3100, 2

[State 3150, Width: Player]
type = Width
trigger1 = AnimElemTime(5)<0
player = 10,0

[State 3150, Projectile: Bolt]
type = Helper
trigger1 = AnimElem = 2
helperType = Normal
stateNo = 3120
ID = 3110
name = "Max Super Bolt"
posType = P1
pos = 65,0
size.xScale = 0.4
size.yScale = 0.4
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 3150, Jump Cancel]
type = ChangeState
triggerall = var(2)
triggerall = RoundState = 2
trigger1 = command = "up" || command = "holdup"
trigger1 = AnimElemTime(6)>7 && AnimElemTime(9)<0
value = 60
ignorehitpause = 1

[State 3150, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;======================<Super Shadow Cut Kick>===================
[Statedef 3200]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3200
poweradd = ifelse(var(20) > 0, 0, -1000)
sprpriority = 2
facep2 = 1

[State 3200, VarSet: Super Shadow Wave Cancel Reset]
type = VarSet
trigger1 = !Time
var(27) = 0
ignorehitpause = 1

[State 3200, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
time = 1
value = SCA

[State 3200, No Corner Push]
type = VarSet
trigger1 = !Time
fvar(5) = 0

[State 3200, Unguardable]
type = VarSet
trigger1 = !Time && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 48

[State 3200, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3200, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3200, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3200, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3200, SuperPause FX]
type = Helper
trigger1 = !Time 
helperType = Normal
stateNo = 8500
ID = 8500
name = "Superpause FX"
posType = P1
pos = -20,-17
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3200, SuperPause]
type = SuperPause
trigger1 = !Time
time = 48
moveTime = 48
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,0
darken = 0
poweradd = 0

[State 3200, Width]
type = Width
trigger1 = 1
edge = 15,0
player = 10,0

[State 3200, PosSet]
type = PosSet
trigger1 = !Time 
trigger2 = AnimElemTime(8) >= 0 && AnimElemTime(14) < 0
y = 0

[State 3200, StateTypeSet: Air, No Physics]
type = StateTypeSet
trigger1 = AnimElemTime(4)>=1 && AnimElemTime(8) < 0
trigger2 = AnimElemTime(14)>=0
statetype = A
physics = N

[State 3200, StateTypeSet: Standing]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(14) < 0
statetype = S
physics = S

[State 3200, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 1
x = 2.45
y = -3

[State 3200, ChangeAnim 7->8]
type = ChangeAnim
triggerall = Vel y > 0 && Pos y >= -ceil(Vel y)
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
value = 3200
elem = AnimElemNo(0)+1

[State 3200, PosAdd]
type = PosAdd
trigger1 = AnimElem = 14
x = 28

[State 3200, VelSet]
type = VelSet
trigger1 = AnimElem = 14
x = 3
y = -8.5

[State 3200, Gravity]
type = VelAdd
trigger1 = AnimElemTime(4) > 1 && AnimElemTime(8) < 0
trigger2 = AnimElemTime(15) > 0 && AnimElemTime(21) < 0
trigger3 = AnimElemTime(23) > 0
y = .5

[State 3200, VelSet]
type = VelSet
trigger1 = AnimElemTime(21) = 1
y = 0

[State 3200, VelSet]
type = VelSet
trigger1 = AnimElemTime(23) = 1
x = 0
y = -6

[State 3200, Dust Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(14) = 0
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1

[State 3200, Landing Dust Explod]
type = Explod
trigger1 = AnimElemTime(8) = 1
anim = 8102
sprpriority = -3
postype = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 3200, Kick FX]
type = Explod
trigger1 = !NumExplod(3201)
trigger1 = AnimElem = 3
anim = 3201
ID = 3201
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 0
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 3200, Shadow FX]
type = Explod
trigger1 = !NumExplod(3202)
trigger1 = AnimElem = 12
anim = 1101
ID = 3202
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 0
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 3200, Wave FX]
type = Explod
trigger1 = !NumExplod(3203)
trigger1 = AnimElem = 21
anim = 3203
ID = 3203
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 1
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 3200, Voice]
type = PlaySnd
trigger1 = !Time
value = 730,1
channel = 0

[State 3200, Voice 2-3]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 12
value = 0,1
channel = 0

[State 3200, Voice 4]
type = PlaySnd
trigger1 = AnimElem = 20
value = 0,2
channel = 0

[State 3200, Land Snd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 1
value = 52,0
persistent = 0

[State 3200, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 13
value = 1,5
channel = 1

[State 3200, Jump Snd]
type = PlaySnd
trigger1 = AnimElem = 12
value = 1000,90
channel = 3

[State 3200, Shadow Wave SFX]
type = PlaySnd
trigger1 = AnimElem = 22
value = 1300, 1
channel = 1

[State 3200, Hit 1]
type = HitDef
triggerall = !NumTarget(255)
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = A, HA
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 7
priority = 4, hit
animtype = Up
getpower = 0, 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 4,4
guard.pausetime = 4,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 90), var(36) := -125
air.animtype = Up
fall.animtype = Up
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -2, -7.5
air.velocity = -2, -7.5
guard.velocity = -10
;airguard.velocity = -8, -3
;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 3200, Hit 2+3]
type = HitDef
triggerall = !NumTarget(255)
trigger1 = !var(16) && var(15) < 3
trigger1 = AnimElem = 13 || AnimElem = 14
attr = A, HA
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 7
priority = 4, hit
animtype = Up
getpower = 0, 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 4,4
guard.pausetime = 4,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = Up
fall.animtype = Up
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -2, -7.25
air.velocity = -2, -7.15
guard.velocity = -10
;airguard.velocity = -6, -1
;airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
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 3200, Projectile]
type = Helper
trigger1 = AnimElem = 23
helperType = Normal
stateNo = 3205
ID = 3205
name = "Super Shadow Wave"
posType = P1
pos = 80,-50
size.xScale = 0.5
size.yScale = 0.5
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 3200, Shadow Kick Follow]
type = ChangeState
triggerall = var(27)
trigger1 = AnimElemTime(24) > 0 && AnimElemTime(27) < 0
trigger1 = helper(10371), var(21)
trigger1 = (helper(10371), var(3)) || (helper(10371), var(4)) || (helper(10371), var(5)) || (helper(10371), var(10)) || (helper(10371), var(11)) || (helper(10371), var(12))
value = 1900

[State 3200, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = Time > 122
moveType = I

[State 3200, End]
type = ChangeState
trigger1 = AnimElemTime(28) >= 0
trigger1 = pos y > -vel y
value = 1105

;======================<MAX Super Shadow Cut Kick>===================
[Statedef 3250]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3250
poweradd = ifelse(var(20) > 0, -1000, -2000)
sprpriority = 2
facep2 = 1

[State 3250, VarSet: Super Shadow Wave Cancel Reset]
type = VarSet
trigger1 = !Time
var(27) = 0
ignorehitpause = 1

[State 3250, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(7) < 0
time = 1
value = SCA

[State 3250, No Corner Push]
type = VarSet
trigger1 = !Time
fvar(5) = 0

[State 3250, Unguardable]
type = VarSet
trigger1 = !Time && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 48

[State 3250, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3250, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3250, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3250, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3250, SuperPause FX]
type = Helper
trigger1 = !Time 
helperType = Normal
stateNo = 8510
ID = 8500
name = "Superpause FX"
posType = P1
pos = -20,-17
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3250, SuperPause]
type = SuperPause
trigger1 = !Time
time = 48
moveTime = 48
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8510,0
darken = 0
poweradd = 0

[State 3250, Width]
type = Width
trigger1 = 1
edge = 15,0
player = 10,0

[State 3250, PosSet]
type = PosSet
trigger1 = !Time 
trigger2 = AnimElemTime(8) >= 0 && AnimElemTime(14) < 0
y = 0

[State 3250, StateTypeSet: Air, No Physics]
type = StateTypeSet
trigger1 = AnimElemTime(4)>=1 && AnimElemTime(8) < 0
trigger2 = AnimElemTime(14)>=0
statetype = A
physics = N

[State 3250, StateTypeSet: Standing]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(14) < 0
statetype = S
physics = S

[State 3250, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 1
x = 2.45
y = -3

[State 3250, ChangeAnim 7->8]
type = ChangeAnim
triggerall = Vel y > 0 && Pos y >= -ceil(Vel y)
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
value = 3250
elem = AnimElemNo(0)+1

[State 3250, PosAdd]
type = PosAdd
trigger1 = AnimElem = 14
x = 28

[State 3250, VelSet]
type = VelSet
trigger1 = AnimElem = 14
x = 3
y = -8.5

[State 3250, Gravity]
type = VelAdd
trigger1 = AnimElemTime(4) > 1 && AnimElemTime(8) < 0
trigger2 = AnimElemTime(15) > 0 && AnimElemTime(21) < 0
trigger3 = AnimElemTime(23) > 0
y = .5

[State 3250, VelSet]
type = VelSet
trigger1 = AnimElemTime(21) = 1
y = 0

[State 3250, VelSet]
type = VelSet
trigger1 = AnimElemTime(23) = 1
x = 0
y = -6

[State 3250, Dust Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(14) = 0
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1

[State 3250, Landing Dust Explod]
type = Explod
trigger1 = AnimElemTime(8) = 1
anim = 8102
sprpriority = -3
postype = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 3250, Kick FX]
type = Explod
trigger1 = !NumExplod(3201)
trigger1 = AnimElem = 3
anim = 3201
ID = 3201
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 0
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 3250, Shadow FX]
type = Explod
trigger1 = !NumExplod(3202)
trigger1 = AnimElem = 12
anim = 1101
ID = 3202
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 0
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 3250, Wave FX]
type = Explod
trigger1 = !NumExplod(3203)
trigger1 = AnimElem = 21
anim = 3203
ID = 3203
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 1
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 3250, Voice]
type = PlaySnd
trigger1 = !Time
value = 730,1
channel = 0

[State 3250, Voice 2-3]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 12
value = 0,1
channel = 0

[State 3250, Voice 4]
type = PlaySnd
trigger1 = AnimElem = 20
value = 0,2
channel = 0

[State 3250, Land Snd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 1
value = 52,0
persistent = 0

[State 3250, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 13
value = 1,5
channel = 1

[State 3250, Jump Snd]
type = PlaySnd
trigger1 = AnimElem = 12
value = 1000,90
channel = 3

[State 3250, Shadow Wave SFX]
type = PlaySnd
trigger1 = AnimElem = 22
value = 1300, 1
channel = 1

[State 3250, Hit 1]
type = HitDef
triggerall = !NumTarget(255)
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = A, HA
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 7
priority = 4, hit
animtype = Up
getpower = 0, 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 4,4
guard.pausetime = 4,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 90), var(36) := -125
air.animtype = Up
fall.animtype = Up
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -2, -7.5
air.velocity = -2, -7.5
guard.velocity = -10
;airguard.velocity = -8, -3
;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 3250, Hit 2]
type = HitDef
triggerall = !NumTarget(255)
trigger1 = !var(16) && var(15) < 2
trigger1 = AnimElem = 5
attr = A, HA
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 7
priority = 4, hit
animtype = Up
getpower = 0, 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 4,4
guard.pausetime = 4,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 39), var(36) := -122
air.animtype = Up
fall.animtype = Up
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -2, -7.5
air.velocity = -2, -7.5
guard.velocity = -10
;airguard.velocity = -8, -3
;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 3250, Hit 3-5]
type = HitDef
triggerall = !NumTarget(255)
trigger1 = !var(16) && var(15) < 5
trigger1 = AnimElem = 13 || AnimElem = 14 || AnimElem = 15
attr = A, HA
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 7
priority = 4, hit
animtype = Up
getpower = 0, 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 4,4
guard.pausetime = 4,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = Up
fall.animtype = Up
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -2, -7.25
air.velocity = -2, -7.15
guard.velocity = -10
;airguard.velocity = -6, -1
;airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
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 3250, Projectile]
type = Helper
trigger1 = AnimElem = 23
helperType = Normal
stateNo = 3207
ID = 3207
name = "MAX Super Shadow Wave"
posType = P1
pos = 80,-50
size.xScale = 0.5
size.yScale = 0.5
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 3250, Shadow Kick Follow]
type = ChangeState
triggerall = var(27)
trigger1 = AnimElemTime(24) > 0 && AnimElemTime(27) < 0
trigger1 = helper(10371), var(21)
trigger1 = (helper(10371), var(3)) || (helper(10371), var(4)) || (helper(10371), var(5)) || (helper(10371), var(10)) || (helper(10371), var(11)) || (helper(10371), var(12))
value = 1900

[State 3250, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = Time > 122
moveType = I

[State 3250, End]
type = ChangeState
trigger1 = AnimElemTime(28) >= 0
trigger1 = pos y > -vel y
value = 1105

;======================<Air Super Shadow Cut Kick>===================
[Statedef 3210]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3210
poweradd = ifelse(var(20) > 0, 0, -1000)
sprpriority = 2
facep2 = 1

[State 3210, VarSet: Super Shadow Wave Cancel Reset]
type = VarSet
trigger1 = !Time
var(27) = 0
ignorehitpause = 1

[State 3210, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
time = 1
value = SCA

[State 3210, No Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3210, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 48

[State 3210, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3210, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3210, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3210, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3210, SuperPause FX]
type = Helper
trigger1 = Time = 3 
helperType = Normal
stateNo = 8500
ID = 8500
name = "Superpause FX"
posType = P1
pos = 13,-78
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3210, SuperPause]
type = SuperPause
trigger1 = Time = 3
time = 48
moveTime = 48
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,0
darken = 0
poweradd = 0

[State 3210, Width]
type = Width
trigger1 = 1
edge = 15,0
player = 10,0

[State 3210, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 1
x = 1.5
y = -4.5

[State 3210, VelSet]
type = VelSet
trigger1 = AnimElem = 12
x = 1
y = -7.5

[State 3210, Gravity]
type = VelAdd
trigger1 = AnimElemTime(5) > 1 && AnimElemTime(8) < 0
trigger2 = AnimElemTime(10) > 0 && AnimElemTime(19) < 0
y = .4

[State 3210, VelSet]
type = VelSet
trigger1 = AnimElemTime(22) = 1
y = 0

[State 3210, VelSet]
type = VelSet
trigger1 = AnimElemTime(24) = 1
x = 0
y = -6

[State 3210, Gravity]
type = VelAdd
trigger1 = AnimElemTime(24) > 0 
y = .5

[State 3210, Kick FX]
type = Explod
trigger1 = !NumExplod(3201)
trigger1 = AnimElem = 4
anim = 3201
ID = 3201
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 0
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 3210, Shadow FX]
type = Explod
trigger1 = !NumExplod(3202)
trigger1 = AnimElem = 13
anim = 1101
ID = 3202
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 0
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 3210, Wave FX]
type = Explod
trigger1 = !NumExplod(3203)
trigger1 = AnimElem = 22
anim = 3203
ID = 3203
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 1
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 3210, Voice]
type = PlaySnd
trigger1 = !Time
value = 730,1
channel = 0

[State 3210, Voice 2-3]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 13
value = 0,1
channel = 0

[State 3210, Voice 4]
type = PlaySnd
trigger1 = AnimElem = 21
value = 0,2
channel = 0

[State 3210, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 5 || AnimElem = 14
value = 1,5
channel = 1

[State 3210, Shadow Wave SFX]
type = PlaySnd
trigger1 = AnimElem = 23
value = 1300, 1
channel = 1

[State 3210, Hit 1(Normal)]
type = HitDef
triggerall = !var(2)
;triggerall = !NumTarget(255)
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 5
attr = A, HA
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 7
priority = 4, hit
animtype = Up
getpower = 0, 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 4,4
guard.pausetime = 4,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 90), var(36) := -125
air.animtype = Up
fall.animtype = Up
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -1, -9.5
air.velocity = -1, -9.15
guard.velocity = -10
;airguard.velocity = -8, -3
;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 3210, Hit 2+3(Normal)]
type = HitDef
triggerall = !var(2)
;triggerall = !NumTarget(255)
trigger1 = !var(16) && var(15) < 3
trigger1 = AnimElem = 14 || AnimElem = 15
attr = A, HA
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 7
priority = 4, hit
animtype = Up
getpower = 0, 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 4,4
guard.pausetime = 4,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = Up
fall.animtype = Up
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -1, -7.5
air.velocity = -1, -7.25
guard.velocity = -10
;airguard.velocity = -6, -1
;airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
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 3210, Hit 1(Launched)]
type = HitDef
triggerall = var(2)
;triggerall = !NumTarget(255)
;trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 5
attr = A, HA
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 7
priority = 4, hit
animtype = Up
getpower = 0, 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 4,4
guard.pausetime = 4,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 90), var(36) := -125
air.animtype = Up
fall.animtype = Up
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -1, -9.5
air.velocity = -1, -9.15
guard.velocity = -10
;airguard.velocity = -8, -3
;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 3210, Hit 2+3(Launched)]
type = HitDef
triggerall = var(2)
;triggerall = !NumTarget(255)
;trigger1 = !var(16) && var(15) < 3
trigger1 = AnimElem = 14 || AnimElem = 15
attr = A, HA
damage = ceil(ifElse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 7
priority = 4, hit
animtype = Up
getpower = 0, 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 4,4
guard.pausetime = 4,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = Up
fall.animtype = Up
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -1, -7.5
air.velocity = -1, -7.25
guard.velocity = -10
;airguard.velocity = -6, -1
;airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
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 3210, Projectile]
type = Helper
trigger1 = AnimElem = 24
helperType = Normal
stateNo = 3205
ID = 3205
name = "Super Shadow Wave"
posType = P1
pos = 80,-50
size.xScale = 0.5
size.yScale = 0.5
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 3210, Shadow Kick Follow]
type = ChangeState
triggerall = var(27)
trigger1 = AnimElemTime(25) > 0 && AnimElemTime(28) < 0
trigger1 = helper(10371), var(21)
trigger1 = (helper(10371), var(3)) || (helper(10371), var(4)) || (helper(10371), var(5)) || (helper(10371), var(10)) || (helper(10371), var(11)) || (helper(10371), var(12))
value = 1900

[State 3210, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = Time >= 125
moveType = I

[State 3210, End]
type = ChangeState
trigger1 = AnimElemTime(29) >= 0
trigger1 = pos y > -vel y
value = 1105

;======================<MAX Air Super Shadow Cut Kick>===================
[Statedef 3260]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3260
poweradd = ifelse(var(20) > 0, -1000, -2000)
sprpriority = 2
facep2 = 1

[State 3260, VarSet: Super Shadow Wave Cancel Reset]
type = VarSet
trigger1 = !Time
var(27) = 0
ignorehitpause = 1

[State 3260, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
time = 1
value = SCA

[State 3260, No Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3260, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 48

[State 3260, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3260, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3260, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3260, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3260, SuperPause FX]
type = Helper
trigger1 = Time = 3 
helperType = Normal
stateNo = 8510
ID = 8500
name = "Superpause FX"
posType = P1
pos = 13,-78
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3260, SuperPause]
type = SuperPause
trigger1 = Time = 3
time = 48
moveTime = 48
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8510,0
darken = 0
poweradd = 0

[State 3260, Width]
type = Width
trigger1 = 1
edge = 15,0
player = 10,0

[State 3260, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 1
x = 1.5
y = -4.5

[State 3260, VelSet]
type = VelSet
trigger1 = AnimElem = 12
x = 1
y = -7.5

[State 3260, Gravity]
type = VelAdd
trigger1 = AnimElemTime(5) > 1 && AnimElemTime(8) < 0
trigger2 = AnimElemTime(10) > 0 && AnimElemTime(19) < 0
y = .4

[State 3260, VelSet]
type = VelSet
trigger1 = AnimElemTime(22) = 1
y = 0

[State 3260, VelSet]
type = VelSet
trigger1 = AnimElemTime(24) = 1
x = 0
y = -6

[State 3260, Gravity]
type = VelAdd
trigger1 = AnimElemTime(24) > 0 
y = .5

[State 3260, Kick FX]
type = Explod
trigger1 = !NumExplod(3201)
trigger1 = AnimElem = 4
anim = 3201
ID = 3201
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 0
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 3260, Shadow FX]
type = Explod
trigger1 = !NumExplod(3202)
trigger1 = AnimElem = 13
anim = 1101
ID = 3202
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 0
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 3260, Wave FX]
type = Explod
trigger1 = !NumExplod(3203)
trigger1 = AnimElem = 22
anim = 3203
ID = 3203
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 1
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 3260, Voice]
type = PlaySnd
trigger1 = !Time
value = 730,1
channel = 0

[State 3260, Voice 2-3]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 13
value = 0,1
channel = 0

[State 3260, Voice 4]
type = PlaySnd
trigger1 = AnimElem = 21
value = 0,2
channel = 0

[State 3260, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 5 || AnimElem = 14
value = 1,5
channel = 1

[State 3260, Shadow Wave SFX]
type = PlaySnd
trigger1 = AnimElem = 23
value = 1300, 1
channel = 1

[State 3260, Hit 1(Normal)]
type = HitDef
triggerall = !var(2)
;triggerall = !NumTarget(255)
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 5
attr = A, HA
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 7
priority = 4, hit
animtype = Up
getpower = 0, 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 4,4
guard.pausetime = 4,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 90), var(36) := -125
air.animtype = Up
fall.animtype = Up
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -1, -9.5
air.velocity = -1, -9.15
guard.velocity = -10
;airguard.velocity = -8, -3
;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 3260, Hit 2(Normal)]
type = HitDef
triggerall = !var(2)
;triggerall = !NumTarget(255)
trigger1 = !var(16) && var(15) < 2
trigger1 = AnimElem = 6
attr = A, HA
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 7
priority = 4, hit
animtype = Up
getpower = 0, 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 4,4
guard.pausetime = 4,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 39), var(36) := -122
air.animtype = Up
fall.animtype = Up
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -1, -9.5
air.velocity = -1, -9.15
guard.velocity = -10
;airguard.velocity = -8, -3
;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 3260, Hit 3-5(Normal)]
type = HitDef
triggerall = !var(2)
;triggerall = !NumTarget(255)
trigger1 = !var(16) && var(15) < 5
trigger1 = AnimElem = 14 || AnimElem = 15 || AnimElem = 16
attr = A, HA
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 7
priority = 4, hit
animtype = Up
getpower = 0, 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 4,4
guard.pausetime = 4,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = Up
fall.animtype = Up
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -1, -7.5
air.velocity = -1, -7.25
guard.velocity = -10
;airguard.velocity = -6, -1
;airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
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 3260, Hit 1(Launched)]
type = HitDef
triggerall = var(2)
;triggerall = !NumTarget(255)
;trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 5
attr = A, HA
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 7
priority = 4, hit
animtype = Up
getpower = 0, 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 4,4
guard.pausetime = 4,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 90), var(36) := -125
air.animtype = Up
fall.animtype = Up
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -1, -9.5
air.velocity = -1, -9.15
guard.velocity = -10
;airguard.velocity = -8, -3
;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 3260, Hit 2(Launched)]
type = HitDef
triggerall = var(2)
;triggerall = !NumTarget(255)
;trigger1 = !var(16) && var(15) < 2
trigger1 = AnimElem = 6
attr = A, HA
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7
priority = 4, hit
animtype = Up
getpower = 0, 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 4,4
guard.pausetime = 4,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 39), var(36) := -122
air.animtype = Up
fall.animtype = Up
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -1, -9.5
air.velocity = -1, -9.15
guard.velocity = -10
;airguard.velocity = -8, -3
;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 3260, Hit 3-5(Launched)]
type = HitDef
triggerall = var(2)
;triggerall = !NumTarget(255)
;trigger1 = !var(16) && var(15) < 3
trigger1 = AnimElem = 14 || AnimElem = 15 || AnimElem = 16
attr = A, HA
damage = ceil(ifElse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 7
priority = 4, hit
animtype = Up
getpower = 0, 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 4,4
guard.pausetime = 4,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = Up
fall.animtype = Up
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -1, -7.5
air.velocity = -1, -7.25
guard.velocity = -10
;airguard.velocity = -6, -1
;airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
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 3260, Projectile]
type = Helper
trigger1 = AnimElem = 24
helperType = Normal
stateNo = 3207
ID = 3207
name = "MAX Super Shadow Wave"
posType = P1
pos = 80,-50
size.xScale = 0.5
size.yScale = 0.5
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 3260, Shadow Kick Follow]
type = ChangeState
triggerall = var(27)
trigger1 = AnimElemTime(25) > 0 && AnimElemTime(28) < 0
trigger1 = helper(10371), var(21)
trigger1 = (helper(10371), var(3)) || (helper(10371), var(4)) || (helper(10371), var(5)) || (helper(10371), var(10)) || (helper(10371), var(11)) || (helper(10371), var(12))
value = 1900

[State 3260, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = Time >= 125
moveType = I

[State 3260, End]
type = ChangeState
trigger1 = AnimElemTime(29) >= 0
trigger1 = pos y > -vel y
value = 1105

;======================<Final Grade Remix>===================
[Statedef 3300]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3300
poweradd = ifelse(var(20) > 0, -1000, -3000)
sprpriority = 2
facep2 = 1

[State 3300, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(5) < 0
time = 1
value = SCA

[State 3300, No Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3300, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 48

[State 3300, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3300, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3300, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3300, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3300, SuperPause FX]
type = Helper
trigger1 = Time = 3
helperType = Normal
stateNo = 8520
ID = 8500
name = "Superpause FX"
posType = P1
pos = -26,-97
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3300, SuperPause]
type = SuperPause
trigger1 = Time = 3
time = 48
moveTime = 48
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8520,0
darken = 0
poweradd = 0

[State 3300, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 3300, PosSet]
type = PosSet
trigger1 = !Time 
y = 0

[State 3300, Voice]
type = PlaySnd
trigger1 = !Time
value = 3300,0
channel = 0

[State 3300, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 2
channel = 1

[State 3300, Hit]
type = HitDef
triggerall = !NumTarget(255)
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4 
attr = S, HA
damage = ceil(ifElse(fvar(11) * 49 < 7, 7, fvar(11) * 49)), 7
ID = 3300
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 91), var(36) := -61
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.hittime = 18
ground.velocity = 0
air.velocity = 0,0
guard.velocity = -10
;airguard.velocity = -6, -4
;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
p2facing = 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
snap = 60,0 

[State 3300, P2 Custom State]
type = TargetState
trigger1= MoveHit =1 && NumTarget(3300)
trigger1= Target(3300),MoveType=H
ID = 3300
value = 3350
ignorehitpause=1

[State 3300, Success State]
type = ChangeState
trigger1 = MoveHit =1 && NumTarget(3300)
trigger1 = Target(3300),MoveType=H
value = 3301
ignorehitpause = 1

[State 3300, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

[State 3300, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;---FGR Success---
[Statedef 3301]
type = S
physics = S
movetype = A
anim = 3301
ctrl = 0
poweradd = 0
velset = 0,0
sprpriority = 1
movehitpersist = 1
hitcountpersist = 1

[State 3301, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3301, Camera Helper]
type = helper
triggerall = !NumHelper(9000)
trigger1 = !Time
helpertype = normal
stateno = 9000
ID = 9000
pos = 160,0
name = "Camera(FGR)"
postype = Left

[State 3301, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 3301, Hinata]
type = Helper
triggerall = !NumHelper(6000)
trigger1 = Time = 39;AnimElemTime(9) = 1
helperType = Normal
stateNo = 6000
ID = 6000
name = "Hinata"
posType = Front;P1
pos = 145, 0
size.xScale = 1
size.yScale = 1
keyctrl = 1
ownpal = 1
facing = -1
persistent = 0
ignorehitpause = 1

[State 3301, Batsu]
type = Helper
triggerall = !NumHelper(6010)
trigger1 = AnimElemTime(24) = 35
helperType = Normal
stateNo = 6010
ID = 6010
name = "Batsu"
posType = Back;P1
pos = -145, 0
size.xScale = 1
size.yScale = 1
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 3301, StateTypeSet: Air, No Phys]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(9) < 0
trigger2 = AnimElemTime(29) >= 0
statetype = A
physics = N

[State 3301, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 0
trigger1 = Facing = 1
x = (-ScreenPos X+60)/27
y = -15

[State 3301, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 0
trigger1 = Facing = -1
x = (-(320-ScreenPos X)+60)/27
y = -15

[State 3301, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(9) < 0
y = 1.2

[State 3301, ChangeAnim 8->9]
type = ChangeAnim
triggerall = Vel y > 0 && Pos y >= -ceil(Vel y)
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
value = 3301
elem = AnimElemNo(0)+1

[State 3301, StateTypeSet: Standing]
type = StateTypeSet
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(29) < 0
statetype = S
physics = S

[State 3301, PosSet]
type = PosSet
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0
y = 0

[State 3301, VelSet]
type = VelSet
trigger1 = AnimElem = 9
x = 0
y = 0

[State 3301, VelSet]
type = VelSet
trigger1 = AnimElem = 29
x = 1.4
y = -10.25

[State 3301, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(29) > 0
y = .6

[State 3301, Landing Dust Explod]
type = Explod
trigger1 = AnimElemTime(9) = 1
anim = 8102
sprpriority = -3
postype = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 3301, Dust Helper]
type = Helper
trigger1 = AnimElem = 5 || AnimElem = 29
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1

[State 3301, Voice]
type = Playsnd
trigger1 = AnimElem = 28
value = 3300, 1
channel = 0

[State 3301, Swing Snd]
type = Playsnd
trigger1 = AnimElem = 4 || AnimElem = 33
value = 1, 5
channel = 1

[State 3301, Jump Snd]
type = PlaySnd
trigger1 = AnimElem = 5 || AnimElem = 29
value = 41,0
channel = 3

[State 3301, Land Snd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 1
value = 52,0

[State 3301, Hit]
type = HitDef
trigger1 = AnimElem = 5 
attr = A, HA
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 7
ID = 3301
priority = 4, hit
animtype = Up
getpower = 0, 0
givepower = 35, 35
guardflag = ;M
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 0,0
;guard.pausetime = 4,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 90), var(36) := -125
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.hittime = 20
ground.velocity = -2, -20
air.velocity = -2, -20
guard.velocity = -10
;airguard.velocity = -6, -4
;airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .7
fall = 1
;air.fall = 1
fall.recover = 0
forcestand = 1
p2facing = 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
;snap = 50,0 

[State 3301, TargetVelSet]
type = TargetVelSet
trigger1 = NumTarget(3301)
trigger1 = AnimElemTime(9) = 1
x = 0

[State 3301, TargetBind: P2 Posset]
type = TargetBind
trigger1 = AnimElemTime(9) = 1
time = 1
id = 3301
pos = 200,-256

[State 3301, Final Hit]
type = HitDef
trigger1 = AnimElem = 34 
attr = A, HA
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 7
ID = 3302
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = ;HA
hitflag = MAF
hitsound = S2,11;5
guardsound = S130,0
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) := 63), var(36) := -38
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.hittime = 18
air.hittime = 16
ground.velocity = 0.5, 5
air.velocity = 0.5, 5
guard.velocity = -10
fall.xvelocity = -2
fall.yvelocity = -3
airguard.velocity = -6, -1
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .55
fall = 1
;air.fall = 1
fall.recover = 0
forcestand = 1
p2facing = 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 3301, P2 Custom State 1st]
type = TargetState
trigger1= MoveHit =1 && NumTarget(3301)
trigger1= Target(3301),MoveType=H
ID = 3301
value = 3360
ignorehitpause=1

[State 3301, End]
type = ChangeState
trigger1 = AnimElemTime(29) > 0
trigger1 = pos y > -vel y
value = 3302


;FGR Landing
[Statedef 3302]
type = S
movetype = I
physics = S
ctrl = 0
anim = 3302
velset = 0, 0
poweradd = 0
sprpriority = 1

[State 3302, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3302, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 3302, On Ground]
type = Posset
trigger1 = !Time
y = 0

[State 3302, Land Snd]
type = PlaySnd
trigger1 = Time = 1
value = 52,0

[State 3302, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8102
sprpriority = -3
postype = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 3302, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;======================<Final Grade Remix(Targetstates)>===================
[Statedef 3350]
type    = S
movetype= H
physics = S
velset = 0,0

[State 3350, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 3350, PosSet]
type = PosSet
trigger1 = pos y > 0
y = 0
ignorehitpause = 1
persistent = 1

[State 3350, HitFallSet]
type = HitFallSet
trigger1 = Time = 0
value = 0

[State 3350, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((GetHitVar(groundtype) = 1),5002,5012)

[State 3350, ChangeAnim]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 3350, ChangeState]
type = ChangeState
trigger1 = HitShakeOver
value = 3351

[State 3350, ForceFeedback]
type = ForceFeedback
trigger1 = anim = 5012
persistent = 0
time = 15
waveform = sinesquare
ampl = 140


;Sliding
[Statedef 3351]
type    = S
movetype= H
physics = S

[State 3351, HitVelSet]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 3351, ChangeAnim]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5007+ (GetHitVar(groundtype)=2)*10

[State 3351, VelMul] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 3351, VelSet]
type = VelSet
trigger1 = HitOver
x = 0

[State 3351, DefenceMulSet]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 3351, End]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1


;Launched Up
[Statedef 3360]
type = A
movetype = H
physics = N
velset = 0,0
anim = 5051

[State 3360, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 3360, PosAdd]
type = PosAdd
trigger1 = !Time
y = const(size.mid.pos.y)

[State 3360, Target Anim: Falling]
type = ChangeAnim2
trigger1 = !Time
value = 3360

[State 3360, Velocity]
type = HitVelSet
trigger1 = !Time
x = 1
y = 1

;[State 3360, HitBy]
;type = HitBy
;trigger1 = 1
;value = S,HP
;time = 1
;ignorehitpause = 1

[State 3360, Gravity]
type = VelAdd
trigger1 = 1
y = gethitvar(yaccel)

[State 3360, End]
type = selfstate
trigger1 = vel y>0 && pos y>=-5
value = 5100