;=====================<Cross Cutter>==========================
[StateDef 1000]
type = S
physics = S
moveType = A
anim = 1000
ctrl = 0
velset = 0,0
sprPriority = 1
poweradd = 84 * !var(20)
faceP2 = 1

[State 1000, Button Detect]
type = VarSet
trigger1 = !Time
var(10) = ifElse((helper(10371), var(0)) || (helper(10371), var(7)), 0, ifElse((helper(10371), var(1)) || (helper(10371), var(8)), 1, 2))

[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifelse(var(10)=2, 1002, ifelse(var(10)=1, 1001, 1000))

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

[State 1000, SFX]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000, 1
channel = 1

[State 1000, Cutter FX]
type = Explod
trigger1 = !NumExplod(1005)
trigger1 = AnimElem = 2
anim = 1005
ID = 1005
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 1
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 1000, Width: Player]
type = Width
trigger1 = AnimElemTime(6)<0
player = 25,0

[State 1000, Projectile: High]
type = Helper
trigger1 = AnimElemTime(4) = 2
helperType = Normal
stateNo = 1010
ID = 1010
name = "Cross 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 1000, Projectile: Low]
type = Helper
trigger1 = AnimElemTime(4) = 2
helperType = Normal
stateNo = 1017
ID = 1010
name = "Cross 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 1000, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;=======================<EX Cross Cutter>===========================
[Statedef 1030]
type = S
movetype = A
physics = S
anim = 1000
ctrl = 0
velset = 0,0
poweradd = ifelse(var(20) > 0, 0, -500)
sprpriority = 2
facep2 = 1

[State 1030, Button Detect]
type = VarSet
trigger1 = !Time
var(10) = ifElse(((helper(10371), var(0)) && (helper(10371), var(1))), 0, ifElse(((helper(10371), var(1)) && (helper(10371), var(2))), 1, 2))

[State 1030, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -335

[State 1030, EX Sound]
type = PlaySnd
trigger1 = !Time
value = 0, ifelse(!fvar(31), 1000, 1001)

[State 1030, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 40

[State 1030, EX FX(Phantom)]
type = Explod
triggerall = !fvar(31)
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 15, -76
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1030, EX FX 1(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8220
sprpriority = 4
postype = p1
pos = 0, 0
bindtime = 1
facing = -1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 1030, EX FX 2(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8221
sprpriority = -1
postype = p1
pos = 0, 0
bindtime = 1
facing = 1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 1030, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,0
channel = 0

[State 1030, SFX]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000, 1
channel = 1

[State 1030, Cutter FX]
type = Explod
trigger1 = !NumExplod(1005)
trigger1 = AnimElem = 2
anim = 1005
ID = 1005
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 1
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 1030, Width: Player]
type = Width
trigger1 = AnimElemTime(6)<0
player = 25,0

[State 1030, Projectile]
type = Helper
trigger1 = AnimElemTime(4) = 2
helperType = Normal
stateNo = 1020
ID = 1010
name = "EX Cross Cutter"
posType = P1
pos = 70,-60
size.xScale = 0.4
size.yScale = 0.5
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 1030, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;========================<Shadow Cut Kick>=======================
[Statedef 1100]
type = S
movetype = A
physics = N;S
anim = 1100
ctrl = 0
velset = 0,0
;poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1100, Muteki]
type = Nothitby
trigger1 = AnimElemTime(4)<0
time = 1
value = SCA

[State 1100, PowerAdd]
type = PowerAdd
trigger1 = !Time && PrevStateNo!=1200
value = 70 * !var(20)
ignorehitpause = 1 
persistent = 0

[State 1100, PowerAdd]
type = PowerAdd
trigger1 = !Time && PrevStateNo=1200
value = 35 * !var(20)
ignorehitpause = 1 
persistent = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1100,0
channel = 0

[State 1100, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 5
channel = 1

[State 1100, Jump Snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000,90
channel = 3

[State 1100, StateTypeSet: Air, No Phys]
type = StateTypeSet
trigger1 = AnimElem = 3
stateType = A
physics = N

[State 1100, Dust Helper]
type = Helper
trigger1 = AnimElem = 3
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1

[State 1100, Shadow FX]
type = Explod
trigger1 = !NumExplod(1101)
trigger1 = AnimElem = 3
anim = 1101
ID = 1101
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 0
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 1100, Width: Player]
type = Width
trigger1 = AnimElemTime(2)<0
player = 20,0

[State 1100, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 40

[State 1100, VelStop]
type = VelSet
trigger1 = AnimElemTime(2) = 1
trigger2 = AnimElemTime(12) = 0
x = 0

[State 1100, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 0.5
y = -7

[State 1100, Gravity]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = 0.5

[State 1100, Hit(Normal)]
type = HitDef
triggerall = PrevStateNo!=1200
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = A, SA
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 7
priority = 4, hit
animtype = Hard
getpower = 50 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -2, -6.5
air.velocity = -2,-6.5
guard.velocity = -8.15
airguard.velocity = -6, -1
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .43
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 = 14
envshake.ampl = 4
envShake.freq = 120

[State 1100, Hit(Normal)]
type = HitDef
triggerall = PrevStateNo!=1200
trigger1 = !var(16) && var(15) < 1
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElem = 5
attr = A, SA
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 7
priority = 4, hit
animtype = Hard
getpower = 50 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -2, -6.5
air.velocity = -2,-6.5
guard.velocity = -8.15
airguard.velocity = -6, -1
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .43
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 = 14
envshake.ampl = 4
envShake.freq = 120

[State 1100, Hit(Follow Up)]
type = HitDef
triggerall = !var(2)
trigger1 = PrevStateNo=1200
trigger1 = !var(16) && var(15) < 2
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElem =4 || AnimElem = 5
attr = A, SA
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 7
priority = 4, hit
animtype = Hard
getpower = 50 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -2, -6.5
air.velocity = -2,-6.5
guard.velocity = -8.15
airguard.velocity = -6, -1
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .48
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 = 14
envshake.ampl = 4
envShake.freq = 120

[State 1100, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 1100, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 1105

;Alpha Counter Version
[Statedef 1101]
type = S
movetype = A
physics = N;S
anim = 1100
ctrl = 0
velset = 0,0
poweradd = 0
sprpriority = 2
facep2 = 1

[State 1101, Muteki]
type = Nothitby
trigger1 = AnimElemTime(10)<0
time = 1
value = SCA

[State 1101, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1100,0
channel = 0

[State 1101, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 5
channel = 1

[State 1101, Jump Snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000,90
channel = 3

[State 1101, StateTypeSet: Air, No Phys]
type = StateTypeSet
trigger1 = AnimElem = 3
stateType = A
physics = N

[State 1101, Dust Helper]
type = Helper
trigger1 = AnimElem = 3
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1

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

[State 1101, Width: Player]
type = Width
trigger1 = AnimElemTime(2)<0
player = 20,0

[State 1101, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 40

[State 1101, VelStop]
type = VelSet
trigger1 = AnimElemTime(2) = 1
trigger2 = AnimElemTime(12) = 0
x = 0

[State 1101, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 0.5
y = -7

[State 1101, Gravity]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = 0.5

[State 1101, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = A, SA
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 7
priority = 4, hit
animtype = DiagUp
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = DiagUp
fall.animtype = DiagUp
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -8, -6.5
air.velocity = -8,-6.5
guard.velocity = -8.15
airguard.velocity = -6, -1
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .48
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 = 14
envshake.ampl = 4
envShake.freq = 120

[State 1101, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElem = 5
attr = A, SA
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 7
priority = 4, hit
animtype = DiagUp
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = DiagUp
fall.animtype = DiagUp
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -8, -6.5
air.velocity = -8,-6.5
guard.velocity = -8.15
airguard.velocity = -6, -1
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .48
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 = 14
envshake.ampl = 4
envShake.freq = 120

[State 1101, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 1101, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 1105

;Landing
[Statedef 1105]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1105
velset = 0, 0

[State 1105, On Ground]
type = Posset
trigger1 = !Time
y = 0

[State 1105, Land Snd]
type = PlaySnd
trigger1 = Time = 1
value = 52,0

[State 1105, 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 1105, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;Med
[Statedef 1110]
type = S
movetype = A
physics = N;S
anim = 1110
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1110, Muteki]
type = Nothitby
trigger1 = AnimElemTime(4)<0
time = 1
value = SCA

[State 1110, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1100,0
channel = 0

[State 1110, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 5
channel = 1

[State 1110, Jump Snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000,90
channel = 3

[State 1110, StateTypeSet: Air, No Phys]
type = StateTypeSet
trigger1 = AnimElem = 3
stateType = A
physics = N

[State 1110, Dust Helper]
type = Helper
trigger1 = AnimElem = 3
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1

[State 1110, Shadow FX]
type = Explod
trigger1 = !NumExplod(1101)
trigger1 = AnimElem = 3
anim = 1101
ID = 1101
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 0
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 1110, Width: Player]
type = Width
trigger1 = AnimElemTime(2)<0
player = 20,0

[State 1110, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 40

[State 1110, VelStop]
type = VelSet
trigger1 = AnimElemTime(2) = 1
trigger2 = AnimElemTime(12) = 0
x = 0

[State 1110, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 1
y = -8.15

[State 1110, Gravity]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = 0.5

[State 1110, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = A, SA
damage = ceil(ifElse(fvar(11) * 91 < 7, 7, fvar(11) * 91)), 7
priority = 4, hit
animtype = Hard
getpower = 50 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -2, -6.5
air.velocity = -2,-6.5
guard.velocity = -8.15
airguard.velocity = -6, -1
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .43
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 = 14
envshake.ampl = 4
envShake.freq = 120

[State 1110, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElem = 5
attr = A, SA
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 7
priority = 4, hit
animtype = Hard
getpower = 50 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -2, -6.5
air.velocity = -2,-6.5
guard.velocity = -8.15
airguard.velocity = -6, -1
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .43
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 = 14
envshake.ampl = 4
envShake.freq = 120

[State 1110, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 1110, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 1105

;Strong
[Statedef 1120]
type = S
movetype = A
physics = N;S
anim = 1120
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1120, Muteki]
type = Nothitby
trigger1 = AnimElemTime(4)<0
time = 1
value = SCA

[State 1120, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1100,0
channel = 0

[State 1120, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 5
channel = 1

[State 1120, Jump Snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000,90
channel = 3

[State 1120, StateTypeSet: Air, No Phys]
type = StateTypeSet
trigger1 = AnimElem = 3
stateType = A
physics = N

[State 1120, Dust Helper]
type = Helper
trigger1 = AnimElem = 3
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1

[State 1120, Shadow FX]
type = Explod
trigger1 = !NumExplod(1101)
trigger1 = AnimElem = 3
anim = 1101
ID = 1101
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 0
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 1120, Width: Player]
type = Width
trigger1 = AnimElemTime(2)<0
player = 20,0

[State 1120, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 40

[State 1120, VelStop]
type = VelSet
trigger1 = AnimElemTime(2) = 1
trigger2 = AnimElemTime(12) = 0
x = 0

[State 1120, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 1.5
y = -9.25

[State 1120, Gravity]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = 0.5

[State 1120, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = A, SA
damage = ceil(ifElse(fvar(11) * 98 < 7, 7, fvar(11) * 98)), 7
priority = 4, hit
animtype = Hard
getpower = 50 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -2, -6.5
air.velocity = -2,-6.5
guard.velocity = -8.15
airguard.velocity = -6, -1
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .43
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 = 14
envshake.ampl = 4
envShake.freq = 120

[State 1120, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElem = 5
attr = A, SA
damage = ceil(ifElse(fvar(11) * 63 < 7, 7, fvar(11) * 63)), 7
priority = 4, hit
animtype = Hard
getpower = 50 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -2, -6.5
air.velocity = -2,-6.5
guard.velocity = -8.15
airguard.velocity = -6, -1
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .43
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 = 14
envshake.ampl = 4
envShake.freq = 120

[State 1120, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 1120, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 1105

;=======================<EX Shadow Cut Kick>===========================
[Statedef 1130]
type = S
movetype = A
physics = S
anim = 1130
ctrl = 0
velset = 0,0
poweradd = ifelse(var(20) > 0, 0, -500)
sprpriority = 2
facep2 = 1

[State 1130, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -335

[State 1130, EX Sound]
type = PlaySnd
trigger1 = !Time
value = 0, ifelse(!fvar(31), 1000, 1001)

[State 1130, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 35

[State 1130, EX FX(Phantom)]
type = Explod
triggerall = !fvar(31)
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 26, -66
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1130, EX FX 1(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8220
sprpriority = 4
postype = p1
pos = 0, 0
bindtime = 1
facing = -1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 1130, EX FX 2(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8221
sprpriority = -1
postype = p1
pos = 0, 0
bindtime = 1
facing = 1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 1130, Muteki]
type = Nothitby
trigger1 = AnimElemTime(10)<0
time = 1
value = SCA

[State 1130, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1100,0
channel = 0

[State 1130, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 5
channel = 1

[State 1130, Jump Snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000,90
channel = 3

[State 1130, StateTypeSet: Air, No Phys]
type = StateTypeSet
trigger1 = AnimElem = 3
stateType = A
physics = N

[State 1130, Dust Helper]
type = Helper
trigger1 = AnimElem = 3
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1

[State 1130, Shadow FX]
type = Explod
trigger1 = !NumExplod(1101)
trigger1 = AnimElem = 3
anim = 1101
ID = 1101
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 0
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 1130, Width: Player]
type = Width
trigger1 = AnimElemTime(2)<0
player = 20,0

[State 1130, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 40

[State 1130, VelStop]
type = VelSet
trigger1 = AnimElemTime(2) = 1
trigger2 = AnimElemTime(12) = 0
x = 0

[State 1130, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 1.25
y = -9.5

[State 1130, Gravity]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = 0.5

[State 1130, Hit]
type = HitDef
triggerall = !NumTarget(255)
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = A, SA
damage = ceil(ifElse(fvar(11) * 70 < 7, 7, fvar(11) * 70)), 7
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -1.75, -8
air.velocity = -1.75, -8
guard.velocity = -8.15
airguard.velocity = -6, -1
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .43
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 = 14
envshake.ampl = 4
envShake.freq = 120

[State 1130, Hit 2]
type = HitDef
triggerall = !NumTarget(255)
trigger1 = !var(16) && var(15) < 2
trigger1 = AnimElem = 5
attr = A, SA
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 7
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 10,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -2, -8
air.velocity = -2, -8
guard.velocity = -8.15
airguard.velocity = -6, -1
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .43
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 = 14
envshake.ampl = 4
envShake.freq = 120

[State 1130, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 1130, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 1105

;========================<Air Shadow Cut Kick>=======================
[Statedef 1150]
type = A
movetype = A
physics = N
anim = 1150
ctrl = 0
;velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
;facep2 = 1

[State 1150, Button Detect]
type = VarSet
trigger1 = !Time
var(10) = ifElse((helper(10371), var(3)) || (helper(10371), var(10)), 0, ifElse((helper(10371), var(4)) || (helper(10371), var(11)), 1, 2))

[State 1150, Muteki]
type = Nothitby
trigger1 = AnimElemTime(4)<0
time = 1
value = SCA

[State 1150, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1100,0
channel = 0

[State 1150, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 5
channel = 1

[State 1150, Jump Snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000,90
channel = 3

[State 1150, Shadow FX]
type = Explod
trigger1 = !NumExplod(1101)
trigger1 = AnimElem = 3
anim = 1101
ID = 1101
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 0
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 1150, Width: Player]
type = Width
trigger1 = AnimElemTime(2)<0
player = 15,0

[State 1150, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = 0

[State 1150, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = 0
y = ifelse(var(10)=2,-6,ifelse(var(10)=1,-4.5,-3))

[State 1150, Gravity]
type = VelAdd
trigger1 = AnimElemTime(6) > 0
y = 0.5

[State 1150, Hit(Normal)]
type = HitDef
triggerall = !var(2)
trigger1 = !var(16) && var(15) < 1
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElem = 4 || AnimElem = 5
attr = A, SA
damage = ceil(ifElse(fvar(11) * 63 < 7, 7, fvar(11) * 63)), 7
priority = 4, hit
animtype = Hard
getpower = 50 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -1.75, -7.5
air.velocity = -1.75,-7.5
guard.velocity = -8.15
airguard.velocity = -6, -1
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .43
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 = 14
envshake.ampl = 4
envShake.freq = 120

[State 1150, Hit(Launched)]
type = HitDef
triggerall = var(2)
;trigger1 = !var(16) && var(15) < 6
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElem = 4 || AnimElem = 5
attr = A, SA
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 7
priority = 4, hit
animtype = Hard
getpower = 50 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -1.75, -7.5
air.velocity = -1.75,-7.5
guard.velocity = -8.15
airguard.velocity = -6, -1
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .48
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 = 14
envshake.ampl = 4
envShake.freq = 120

[State 1150, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 1150, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 1105

;=======================<EX Air Shadow Cut Kick>===========================
[Statedef 1160]
type = A
movetype = A
physics = N
anim = 1160
ctrl = 0
;velset = 0,0
poweradd = ifelse(var(20) > 0, 0, -500)
sprpriority = 2
;facep2 = 1

[State 1160, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -335

[State 1160, EX Sound]
type = PlaySnd
trigger1 = !Time
value = 0, ifelse(!fvar(31), 1000, 1001)

[State 1160, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 35

[State 1160, EX FX(Phantom)]
type = Explod
triggerall = !fvar(31)
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 26, -66
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1160, EX FX 1(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8220
sprpriority = 4
postype = p1
pos = 0, 0
bindtime = 1
facing = -1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 1160, EX FX 2(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8221
sprpriority = -1
postype = p1
pos = 0, 0
bindtime = 1
facing = 1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 1160, Muteki]
type = Nothitby
trigger1 = AnimElemTime(10)<0
time = 1
value = SCA

[State 1160, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1100,0
channel = 0

[State 1160, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 5
channel = 1

[State 1160, Jump Snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000,90
channel = 3

[State 1160, Shadow FX]
type = Explod
trigger1 = !NumExplod(1101)
trigger1 = AnimElem = 3
anim = 1101
ID = 1101
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 0
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 1160, Width: Player]
type = Width
trigger1 = AnimElemTime(2)<0
player = 15,0

[State 1160, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = 0

[State 1160, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = 0
y = -6.15

[State 1160, Gravity]
type = VelAdd
trigger1 = AnimElemTime(6) > 0
y = 0.5

[State 1160, Hit(Normal)]
type = HitDef
triggerall = !var(2)
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = A, SA
damage = ceil(ifElse(fvar(11) * 63 < 7, 7, fvar(11) * 63)), 7
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -1.75, -9
air.velocity = -1.75,-8.5
guard.velocity = -8.15
airguard.velocity = -6, -1
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .43
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 = 14
envshake.ampl = 4
envShake.freq = 120

[State 1160, Hit 2(Normal)]
type = HitDef
triggerall = !var(2)
trigger1 = !var(16) && var(15) < 2
trigger1 = AnimElem = 5
attr = A, SA
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 7
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 10,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -1.75, -9
air.velocity = -1.75,-8.5
guard.velocity = -8.15
airguard.velocity = -6, -1
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .43
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 = 14
envshake.ampl = 4
envShake.freq = 120

[State 1160, Hit(Launched)]
type = HitDef
triggerall = var(2)
;trigger1 = !var(16) && var(15) < 6
trigger1 = AnimElem = 4
attr = A, SA
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 7
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -1.75, -8.5
air.velocity = -1.75,-8.5
guard.velocity = -8.15
airguard.velocity = -6, -1
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .48
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 = 14
envshake.ampl = 4
envShake.freq = 120

[State 1160, Hit 2(Launched)]
type = HitDef
triggerall = var(2)
;trigger1 = !var(16) && var(15) < 7
trigger1 = AnimElem = 5
attr = A, SA
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 10,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -1.75, -8.5
air.velocity = -1.75,-8.5
guard.velocity = -8.15
airguard.velocity = -6, -1
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .48
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 = 14
envshake.ampl = 4
envShake.freq = 120

[State 1160, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 1160, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 1105

;=====================<Lightning Upper>==========================
[StateDef 1200]
type = S
physics = S
moveType = A
anim = 1200
ctrl = 0
velset = 0,0
sprPriority = 1
poweradd = 84 * !var(20)
faceP2 = 1

[State 1200, Button Detect]
type = VarSet
trigger1 = !Time
var(10) = ifElse((helper(10371), var(0)) || (helper(10371), var(7)), 0, ifElse((helper(10371), var(1)) || (helper(10371), var(8)), 1, 2))

[State 1200, VarSet: Lightning Upper Hit Reset]
type = VarSet
triggerall = var(4)
trigger1 = !Time
var(4) = 0

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1200,0
channel = 0

[State 1200, SFX]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1200, 1
channel = 1

[State 1200, Width: Player]
type = Width
trigger1 = AnimElemTime(5)<0
player = 12,0

[State 1200, Projectile: Bolt]
type = Helper
trigger1 = AnimElem = 4
helperType = Normal
stateNo = 1205
ID = 1205
name = "Bolt"
posType = P1
pos = ifelse(var(10)=2,80,IfElse(var(10)=1,65,50)),0
size.xScale = 0.45
size.yScale = 0.475
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 1200, Follow Up Shadow Kick]
type = ChangeState
triggerall = var(4)
triggerall = helper(10371), var(21)
triggerall = (helper(10371), var(3)) || (helper(10371), var(4)) || (helper(10371), var(5)) || (helper(10371), var(10)) || (helper(10371), var(11)) || (helper(10371), var(12))
trigger1 = AnimElemTime(7)>=0 && AnimElemTime(11)<0
value = 1100

[State 1200, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;=======================<EX Lightning Upper>===========================
[Statedef 1230]
type = S
movetype = A
physics = S
anim = 1230
ctrl = 0
velset = 0,0
poweradd = ifelse(var(20) > 0, 0, -500)
sprpriority = 2
facep2 = 1

[State 1230, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -335

[State 1230, EX Sound]
type = PlaySnd
trigger1 = !Time
value = 0, ifelse(!fvar(31), 1000, 1001)

[State 1230, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 30

[State 1230, EX FX(Phantom)]
type = Explod
triggerall = !fvar(31)
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 8, -75
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1230, EX FX 1(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8220
sprpriority = 4
postype = p1
pos = 0, 0
bindtime = 1
facing = -1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 1230, EX FX 2(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8221
sprpriority = -1
postype = p1
pos = 0, 0
bindtime = 1
facing = 1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 1230, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1200,0
channel = 0

[State 1230, SFX]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1200, 1
channel = 1

[State 1230, Width: Player]
type = Width
trigger1 = AnimElemTime(5)<0
player = 12,0

[State 1230, Projectile: Bolt]
type = Helper
trigger1 = AnimElem = 4
helperType = Normal
stateNo = 1210
ID = 1205
name = "EX Bolt"
posType = P1
pos = 65,0
size.xScale = 0.45
size.yScale = 0.475
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 1230, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;=====================<Shadow Wave>==========================
[StateDef 1300]
type = A
physics = N
moveType = A
anim = 1300
ctrl = 0
;velset = 0,0
sprPriority = 1
poweradd = 84 * !var(20)
;faceP2 = 1

[State 1300, Button Detect]
type = VarSet
trigger1 = !Time
var(10) = ifElse((helper(10371), var(0)) || (helper(10371), var(7)), 0, ifElse((helper(10371), var(1)) || (helper(10371), var(8)), 1, 2))

[State 1300, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1300,0
channel = 0

[State 1300, SFX]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1300, 1
channel = 1

[State 1300, Wave FX]
type = Explod
trigger1 = !NumExplod(1301)
trigger1 = AnimElem = 3
anim = 1301
ID = 1301
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 1
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 1300, VelStop]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = 0

[State 1300, Velocity]
type = VelSet
trigger1 = AnimElemTime(5) = 1
x = 0
y = -5.5

[State 1300, Gravity]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
y = 0.5

[State 1300, Projectile]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 1310
ID = 1310
name = "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 1300, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = Time > 36
moveType = I

[State 1300, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 1105

;=======================<EX Shadow Wave>===========================
[Statedef 1330]
type = A
movetype = A
physics = N
anim = 1300
ctrl = 0
;velset = 0,0
poweradd = ifelse(var(20) > 0, 0, -500)
sprpriority = 2
;facep2 = 1

[State 1330, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -335

[State 1330, EX Sound]
type = PlaySnd
trigger1 = !Time
value = 0, ifelse(!fvar(31), 1000, 1001)

[State 1330, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 35

[State 1330, EX FX(Phantom)]
type = Explod
triggerall = !fvar(31)
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 2, -92
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1330, EX FX 1(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8220
sprpriority = 4
postype = p1
pos = 0, 0
bindtime = 1
facing = -1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 1330, EX FX 2(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8221
sprpriority = -1
postype = p1
pos = 0, 0
bindtime = 1
facing = 1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 1330, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1300,0
channel = 0

[State 1330, SFX]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1300, 1
channel = 1

[State 1330, Wave FX]
type = Explod
trigger1 = !NumExplod(1301)
trigger1 = AnimElem = 3
anim = 1301
ID = 1301
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 1
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 1330, VelStop]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = 0

[State 1330, Velocity]
type = VelSet
trigger1 = AnimElemTime(5) = 1
x = 0
y = -5.5

[State 1330, Gravity]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
y = 0.5

[State 1330, Projectile]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 1320
ID = 1310
name = "EX 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 1330, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = Time > 36
moveType = I

[State 1330, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 1105

;========================<Shadow Break>=======================
[Statedef 1400]
type = S
movetype = A
physics = S
anim = 1400
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1400, Button Detect]
type = VarSet
trigger1 = !Time
var(10) = ifElse((helper(10371), var(0)) || (helper(10371), var(7)), 0, ifElse((helper(10371), var(1)) || (helper(10371), var(8)), 1, 2))

[State 1400, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,2
channel = 0

[State 1400, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 6
channel = 1

[State 1400, Jump Snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 41,0
channel = 3

[State 1400, StateTypeSet: Air, No Phys]
type = StateTypeSet
trigger1 = AnimElem = 3
stateType = A
physics = N

[State 1400, Dust Helper]
type = Helper
trigger1 = AnimElem = 3
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1

[State 1400, Velocity]
type = VelSet
trigger1 = AnimElem = 3
x = ifelse(var(10)=2,4,IfElse(var(10)=1,3,2))
y = -7.5

[State 1400, Gravity]
type = VelAdd
trigger1 = AnimElemTime(3) >= 0
y = .55

[State 1400, Break FX]
type = Explod
trigger1 = !NumExplod(1401)
trigger1 = AnimElem = 4
anim = 1401
ID = 1401
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 1
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 1400, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 6
attr = A, SA
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 7
animtype = Hard
guardflag = HA
hitflag = MAF
getpower = 50 * !var(20), 30 * !var(20)
givepower = 35, 35
priority = 4, Hit
pausetime = 12, 12
guard.pausetime = 12, 12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 53), var(36) := -35
hitsound = S2, 2
guardsound = s130, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -5, 5
guard.velocity = -8.5
air.animType = Back
fall.animType = Back
air.type = High
air.velocity = -5, 5
airguard.velocity = -6, -1
fall.xvelocity = 0
fall.yvelocity = -1.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
airguard.ctrlTime = 16
yaccel = .5
fall = 1
fall.recover = 0
forcestand = 1
palfx.time = ifelse(P2statetype = A,32,26)
palfx.mul = 128,128,128
palfx.sinadd = 96,96,96,4
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1400, Shock FX]
type = Helper
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Static Shock"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1400, Break Bolt FX]
type = Explod
trigger1 = MoveHit=1
trigger1 = NumTarget
trigger1 = !NumExplod(1402)
anim = 1402
ID = 1402
pos = 0, ceil(0-Target,Pos Y)
postype = P2
sprpriority = 4
scale = .475,.475
ignorehitpause = 1
bindtime = 1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 1400, Shock SFX]
type = PlaySnd
trigger1 = MoveHit=1 && NumTarget
value = 2,9
channel = 5
ignorehitpause = 1
persistent = 0

[State 1400, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
moveType = I

[State 1400, End]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
trigger1 = pos y > -vel y
value = 1405

;Landing
[Statedef 1405]
type = S
movetype = I
physics = S
ctrl = 0
anim = ifelse(PrevStateNo = 1430,1406,1405)
velset = 0, 0

[State 1405, On Ground]
type = Posset
trigger1 = !Time
y = 0

[State 1405, Land Snd]
type = PlaySnd
trigger1 = Time = 1
value = 52,0

[State 1405, 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 1405, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;=======================<EX Shadow Break>===========================
[Statedef 1430]
type = S
movetype = A
physics = S
anim = 1430
ctrl = 0
velset = 0,0
poweradd = ifelse(var(20) > 0, 0, -500)
sprpriority = 2
facep2 = 1

[State 1430, VarAdd: Extra Stock Decrement]
type = VarAdd
trigger1 = MoveHit = 1 && NumTarget
var(11) = -1
ignorehitpause = 0

[State 1430, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -335

[State 1430, EX Sound]
type = PlaySnd
trigger1 = !Time
value = 0, ifelse(!fvar(31), 1000, 1001)

[State 1430, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 20

[State 1430, EX FX(Phantom)]
type = Explod
triggerall = !fvar(31)
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 13, -62
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1430, EX FX 1(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8220
sprpriority = 4
postype = p1
pos = 0, 0
bindtime = 1
facing = -1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 1430, EX FX 2(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8221
sprpriority = -1
postype = p1
pos = 0, 0
bindtime = 1
facing = 1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 1430, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,2
channel = 0

[State 1430, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 6
channel = 1

[State 1430, Jump Snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 41,0
channel = 3

[State 1430, StateTypeSet: Air, No Phys]
type = StateTypeSet
trigger1 = AnimElem = 3
stateType = A
physics = N

[State 1430, Dust Helper]
type = Helper
trigger1 = AnimElem = 3
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1

[State 1430, Velocity]
type = VelSet
trigger1 = AnimElem = 3
x = 3
y = -6.25

[State 1430, Gravity]
type = VelAdd
trigger1 = AnimElemTime(3) > 0 && AnimElemTime(5) <= 0
y = .55

[State 1430, Gravity]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
y = .64

[State 1430, Break FX]
type = Explod
trigger1 = !NumExplod(1401)
trigger1 = AnimElem = 4
anim = 1401
ID = 1401
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 1
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 1430, Hit]
type = HitDef
triggerall = var(11)
trigger1 = !NumTarget(1490)
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 6
id = 1490
attr = A, SA
damage = ceil(ifElse(fvar(11) * 63 < 7, 7, fvar(11) * 63)), 7
animtype = Hard
guardflag = HA
hitflag = MAF
getpower = 0, 0
givepower = 35, 35
priority = 4, Hit
pausetime = 10, 12
guard.pausetime = 14, 12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 53), var(36) := -35
hitsound = S2, 2
guardsound = s130, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -1.5, 8
guard.velocity = -8.5
air.animType = Back
fall.animType = Back
air.type = High
air.velocity = -1.5, 8
airguard.velocity = -6.5, -1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
airguard.ctrlTime = 16
yaccel = .5
fall = 1
fall.recover = 0
forcestand = 1
palfx.time = ifelse(P2statetype = A,60,42)
palfx.mul = 128,128,128
palfx.sinadd = 96,96,96,4
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1430, P2 Custom State]
type = TargetState
trigger1= MoveHit =1 && NumTarget(1490)
trigger1= Target(1490),MoveType=H
ID = 1490
value = 1490
ignorehitpause=0

[State 1430, Juggle Reset]
type = VarSet
trigger1 = MoveHit=1 && NumTarget
var(15) = 0
ignoreHitPause=1

[State 1430, Shock FX]
type = Helper
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Static Shock"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1430, Break Bolt FX]
type = Explod
trigger1 = MoveHit=1
trigger1 = NumTarget
trigger1 = !NumExplod(1402)
anim = 1402
ID = 1402
pos = 0, ceil(0-Target,Pos Y)
postype = P2
sprpriority = 4
scale = .475,.475
ignorehitpause = 1
bindtime = 1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 1430, Shock SFX]
type = PlaySnd
trigger1 = MoveHit=1 && NumTarget
value = 2,9
channel = 5
ignorehitpause = 1
persistent = 0

[State 1430, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
moveType = I

[State 1430, End]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
trigger1 = pos y > -vel y
value = 1405

;===============Hit by EX Shadow Break(Fall)============
[Statedef 1490]
type = A
movetype = H
physics = N
velset = -1.5,8

[State 1490, Width]
type = Width
trigger1 = 1
edge = 25,-25
player = 25,0

[State 1490, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 5030

[State 1490, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1490, Bounce]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0;pos y > -vel y
value = 1491

;Ground Bounce Neo
[Statedef 1491]
type = A
movetype = H
physics = N
velset = 0,0

[State 1491, On Ground]
type = PosSet
trigger1 = !Time
y = 0

[State 1491, Muteki]
type = NotHitBy
trigger1 = AnimElemTime(2)<0
value = SCA

[State 1491, SFX]
type = PlaySnd
trigger1 = Time=1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 1491, EnvShake]
type = EnvShake
trigger1 = !Time
time = 14
ampl = 5

[State 1491, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 6160;5160

[State 1491, Velset]
type = VelSet
trigger1 = AnimElemTime(2)=0;Time=0
x = -0.8
y = -6.5

[State 1491, Gravity]
type = VelAdd
trigger1 = 1
y = 0.42
;------------------
[State 1491, AngleAdd];special thanks to Zzyzzyxx
type = AngleAdd
trigger1 = Time > 2
value = ifelse((facing != enemynear, facing), 22, -22)

[State 1491, AngleDraw]
type = AngleDraw
trigger1 = Time > 2

[State 1491, AngleSet]
type = AngleSet
trigger1 = (pos y-16)>-vel y;pos y > -vel y
value = 0
ignorehitpause = 1
;------------------
[State 1491, End]
type = SelfState
trigger1 = (pos y-16)>-vel y
value = 5100

;========================<Super Air Shadow Cut Kick>=======================
[Statedef 1900]
type = A
movetype = A
physics = N
anim = 1150
ctrl = 0
;velset = 0,0
poweradd = 0
sprpriority = 2
;facep2 = 1

[State 1900, Button Detect]
type = VarSet
trigger1 = !Time
var(10) = ifElse((helper(10371), var(3)) || (helper(10371), var(10)), 0, ifElse((helper(10371), var(4)) || (helper(10371), var(11)), 1, 2))

[State 1900, AfterImageTime]
type = AfterImageTime
trigger1 = !Time 
time = 0
ignorehitpause = 1

[State 1900, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1100,0
channel = 0

[State 1900, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 5
channel = 1

[State 1900, Jump Snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000,90
channel = 3

[State 1900, Shadow FX]
type = Explod
trigger1 = !NumExplod(1101)
trigger1 = AnimElem = 3
anim = 1101
ID = 1101
pos = 0, 0
postype = P1
sprpriority = 3
scale = .5,.5
ignorehitpause = 0
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 1900, Width: Player]
type = Width
trigger1 = AnimElemTime(2)<0
player = 15,0

[State 1900, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = 0

[State 1900, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = 0
y = ifelse(var(10)=2,-6,ifelse(var(10)=1,-4.5,-3))

[State 1900, Gravity]
type = VelAdd
trigger1 = AnimElemTime(6) > 0
y = 0.5

[State 1900, Hit(Normal)]
type = HitDef
triggerall = !var(2)
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElem = 4 || AnimElem = 5
attr = A, SA
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 7
priority = 4, hit
animtype = Hard
getpower = 0,0
givepower = 15, 15
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -1.75, -7.5
air.velocity = -1.75,-7.5
guard.velocity = -8.15
airguard.velocity = -6, -1
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .43
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 = 14
envshake.ampl = 4
envShake.freq = 120

[State 1900, Hit(Launched)]
type = HitDef
triggerall = var(2)
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElem = 4 || AnimElem = 5
attr = A, SA
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7
priority = 4, hit
animtype = Hard
getpower = 0,0
givepower = 15, 15
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 42), var(36) := -60
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -1.75, -7.5
air.velocity = -1.75,-7.5
guard.velocity = -8.15
airguard.velocity = -6, -1
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .43
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 = 14
envshake.ampl = 4
envShake.freq = 120

[State 1900, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 1900, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 1105