;------------------------------------------------------------------------
[StateDef 200, a]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1,0
volume = 200

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 28,3
animtype = Light
guardflag = MA
hitflag = MAF
numhits = 1
priority = 3, Hit
pausetime = 4, 4
sparkno = -1 * ((var(13):=10080)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10080)**0)
sparkxy = var(14):=(ceil((87*const(size.xscale)))), var(15):=(-ceil((163*const(size.xscale))))
hitsound = S1, 3
guardsound = s0, 120
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2.66,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.66,0
air.hittime = 12
getpower = ifelse(p2movetype = H, 144, 72),36
givepower = 36, 36

[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------
[StateDef 210, b]
type = S
movetype= A
physics = S
juggle  = 3
velset = 0,0
ctrl = 0
anim = 210
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S1,1
volume = 200

[State 230,***]
type = AssertSpecial
trigger1 =1
flag = noautoturn

[State 221, 1]
type = HitDef
trigger1 = !time
attr = S, NA
damage = 43, 4
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = -1 * ((var(13):=10080)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10080)**0)
sparkxy = var(14):=(ceil((136*const(size.xscale)))), var(15):=(-ceil((62*const(size.xscale))))
hitsound = S1, 4
guardsound = s0, 120
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -3.3,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.3, 1.3
air.hittime = 10
getpower = ifelse(p2movetype = H, 144, 72),36
givepower = 36, 36

[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
[StateDef 220, c]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 220
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S1,2
volume = 200

[State 0, Width]
type = Width
trigger1 = time = [10,22]
edge = 50,0
player = 50,0

[State 221, 1]
type = HitDef
trigger1 = animelem = 6
attr = S, NA
damage = 32,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 4
sparkno = -1 * ((var(13):=10090)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10090)**0)
sparkxy = var(14):=(ceil((225*const(size.xscale)))), var(15):=(-ceil((170*const(size.xscale))))
hitsound = S1, 10
guardsound = s0, 120
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -6.56, 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.56, 0
air.hittime = 20
getpower = ifelse(p2movetype = H, 144, 72),36
givepower = 36, 36

[State 221, 1]
type = HitDef
trigger1 = animelem = 7
attr = S, NA
damage = 35,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 4
sparkno = -1 * ((var(13):=10090)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10090)**0)
sparkxy = var(14):=(ceil((242*const(size.xscale)))), var(15):=(-ceil((110*const(size.xscale))))
hitsound = S1, 10
guardsound = s0, 120
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -6.56, 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.56, 0
air.hittime = 20
getpower = ifelse(p2movetype = H, 144, 72),36
givepower = 36, 36

[State 230, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
[StateDef 230, back b]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 230
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S1,2
volume = 200

[State 221, 1]
type = HitDef
trigger1 = !time
attr = S, NA
damage = 42,4
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
sparkno = -1 * ((var(13):=10080)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10080)**0)
sparkxy = var(14):=(ceil((143*const(size.xscale)))), var(15):=(-ceil((231*const(size.xscale))))
hitsound = S1, 10
guardsound = s0, 120
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0, -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0, -9
air.hittime = 20
getpower = ifelse(p2movetype = H, 144, 72),36
givepower = 36, 36
fall = 1

[State 0, CtrlSet]
type = CtrlSet
trigger1 = movehit
value = 1

[State 230, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------
[StateDef 400, a]
type = C
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 400
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1,0
volume = 200

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage = 20,2
animtype = Light
guardflag = MA
hitflag = MAF
numhits = 1
priority = 3, Hit
pausetime = 4, 4
sparkno = -1 * ((var(13):=10080)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10080)**0)
sparkxy = var(14):=(ceil((128*const(size.xscale)))), var(15):=(-ceil((99*const(size.xscale))))
hitsound = S1, 3
guardsound = s0, 120
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2.66,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.66,0
air.hittime = 12
getpower = ifelse(p2movetype = H, 144, 72),36
givepower = 36, 36

[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-------------------------------------------------------------------
[StateDef 410, b]
type = C
movetype= A
physics = S
juggle  = 3
velset = 0,0
ctrl = 0
anim = 410
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1,1
volume = 200

[State 221, 1]
type = HitDef
trigger1 = !time
attr = C, NA
damage = 43, 4
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = -1 * ((var(13):=10080)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10080)**0)
sparkxy = var(14):=(ceil((129*const(size.xscale)))), var(15):=(-ceil((3*const(size.xscale))))
hitsound = S1, 4
guardsound = s0, 120
ground.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -3.3,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.3, 1.3
air.hittime = 10
getpower = ifelse(p2movetype = H, 144, 72),36
givepower = 36, 36
ground.cornerpush.veloff = -7

[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------
[StateDef 420, c]
type = C
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 420
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S1,2
volume = 200

[State 221, 1]
type = HitDef
trigger1 = animelem = 8 || animelem= 9
attr = C, NA
damage = 31, 6
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = -1 * ((var(13):=10090)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10090)**0)
sparkxy = var(14):=(ceil((125*const(size.xscale)))), var(15):=(-ceil((95*const(size.xscale))))
hitsound = S1, 10
guardsound = s0, 120
ground.type = low
ground.slidetime = 5
ground.hittime = 30
ground.velocity = -6, 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6, 0
air.hittime = 30
getpower = ifelse(p2movetype = H, 144, 72),36
givepower = 36, 36


[State 230, end]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------
[Statedef 600, a]
type = A
movetype = A
physics = A
juggle = 2
poweradd = 0
ctrl = 0
anim = 600
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3 && anim = 600
value = S1,0
volume = 200

[State 600, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage = 25,3
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
sparkno = -1 * ((var(13):=10090)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10090)**0)
sparkxy = var(14):=(ceil((124*const(size.xscale)))), var(15):=(-ceil((142*const(size.xscale))))
hitsound = S1, 8
guardsound = s0, 120
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3, -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3,-3
air.hittime = 12
getpower = ifelse(p2movetype = H, 144, 72),36
givepower = 36, 36

[State 0, ChangeAnim]
type = Changestate
trigger1 = animtime = 0
value = 51
anim = 44
ctrl = 1

;---------------------------------------------------------
[Statedef 610, b]
type = A
movetype = A
physics = A
juggle = 2
poweradd = 0
ctrl = 0
anim = 610
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2 && anim = 610
value = S1,1
volume = 200

[State 600, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage = 43,4
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = -1 * ((var(13):=10080)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10080)**0)
sparkxy = var(14):=(ceil((126*const(size.xscale)))), var(15):=(-ceil((83*const(size.xscale))))
hitsound = S1, 4
guardsound = s0, 120
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -3, -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3,-2
air.hittime = 20
getpower = ifelse(p2movetype = H, 144, 72),36
givepower = 36, 36

[State 0, ChangeAnim]
type = Changestate
trigger1 = animtime = 0
value = 51
anim = 44
ctrl = 1

;---------------------------------------------------------------------
[StateDef 620, c]
type = A
movetype = A
physics = A
juggle = 5
ctrl = 0
anim = 620
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3 && anim = 620
value = S1,2
volume = 200

[State 221, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage = 63, 6
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6,6
sparkno = -1 * ((var(13):=10090)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10090)**0)
sparkxy = var(14):=(ceil((92*const(size.xscale)))), var(15):=(-ceil((115*const(size.xscale))))
hitsound = S1, 10
guardsound = s0, 120
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -1, 5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1, 5
air.hittime = 20
getpower = ifelse(p2movetype = H, 144, 72),36
givepower = 36, 36

[State 0, ChangeAnim]
type = Changestate
trigger1 = animtime = 0
value = 51
anim = 44
ctrl = 1
