;------------------------------------------------------------------------
[StateDef 1000, fire punch]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1000
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1,2
volume = 200
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S3,3
volume = 200

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 4

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "fire"
ID = 1001
stateno = 1001
pos = 0,0
ownpal = 1

[State 0, Width]
type = Width
trigger1 = time = [16,27]
edge = 50,0
player = 50,0

[State 200, 1]
type = HitDef
trigger1 = !time
attr = S, SA
damage = 134,10
animtype = Hard
guardflag = MA
hitflag = MAF
numhits = 1
priority = 3, Hit
pausetime = 4, 4
sparkno = -1 * ((var(13):=10081)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10081)**0)
sparkxy = var(14):=(ceil((250*const(size.xscale)))), var(15):=(-ceil((135*const(size.xscale))))
hitsound = S1, 5
guardsound = s0, 120
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -3, 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3, 0
air.hittime = 20
getpower = ifelse(p2movetype = H, 144, 72),36
givepower = 36, 36
fall = 1
fall.recover = 0
fall.recovertime = 4
envshake.time = 12
envshake.freq = 100
envshake.ampl = 4
envshake.phase = 90
sprpriority=4
palfx.time = 50
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, Helper]
type = Helper
trigger1 = movehit && numhelper(11700) = 0
helpertype = normal ;player
name = "fire"
ID = 11700
stateno = 11700
pos = 0,0
postype = p2   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

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

;------------------------------------------------------------------------
[StateDef 1001]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1001
poweradd = 0
sprpriority = 4

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

[State 0, BindToParent]
type = BindToParent
trigger1 = parent, anim = 1000 && parent, animelem = 3
time = -1
pos = -ceil((1*const(size.xscale))),-ceil((159*const(size.xscale)))
[State 0, BindToParent]
type = BindToParent
trigger1 = parent, anim = 1000 && parent, animelem = 4
time = -1
pos = -ceil((15*const(size.xscale))),-ceil((162*const(size.xscale)))
[State 0, BindToParent]
type = BindToParent
trigger1 = parent, anim = 1000 && parent, animelem = 5
time = -1
pos = -ceil((19*const(size.xscale))),-ceil((162*const(size.xscale)))
[State 0, BindToParent]
type = BindToParent
trigger1 = parent, anim = 1000 && parent, animelem = 6
time = -1
pos = ceil((174*const(size.xscale))),-ceil((161*const(size.xscale)))
[State 0, BindToParent]
type = BindToParent
trigger1 = parent, anim = 1000 && parent, animelem = 7
time = -1
pos = ceil((217*const(size.xscale))),-ceil((143*const(size.xscale)))
[State 0, BindToParent]
type = BindToParent
trigger1 = parent, anim = 1000 && parent, animelem = 8
time = -1
pos = ceil((176*const(size.xscale))),-ceil((141*const(size.xscale)))
[State 0, BindToParent]
type = BindToParent
trigger1 = parent, anim = 1000 && parent, animelem = 9
time = -1
pos = ceil((141*const(size.xscale))),-ceil((131*const(size.xscale)))

[State 0, AfterImage]
type =AfterImage
trigger1 = !time
time = -1
length = 8
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 120,120,120
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.85,0.85,0.85
timegap = 1
framegap = 1
trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent =


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1005, strengthvar]
type=varset
trigger1 = !time
var(14) = root, var(14)

[State 200, end]
type = destroyself
trigger1 = !animtime

;---------------------------------------------------------------------
[StateDef 1100, flamethrower]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1100
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 21
value = S3,2
volume = 200
[State 0, Helper]
type = Helper
trigger1 = time = 24
helpertype = normal ;player
name = "fire"
ID = 1101
stateno = 1101
pos = ceil((44*const(size.xscale))),-ceil((176*const(size.xscale)))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 230, end]
type = ChangeState
trigger1 = numhelper(1101) = 0 && time >= 26
value = 1102
ctrl = 0

;---------------------------------------------------------------------
[StateDef 1101]
type = A
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1102
poweradd = 0
sprpriority = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S4,7
volume = 100

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1,1
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1005, strengthvar]
type=varset
trigger1= !time
var(14) = root,var(14)
[State 3005, movehitvar]
type=varset
trigger1=movecontact&&numtarget
trigger1=!(target,ishelper)
var(3)=1
ignorehitpause=1

[State 200, 1]
type = HitDef
trigger1 = animelem = 7 || animelem = 14 || animelem = 21 || animelem = 28
trigger2 = animelem = 35 || animelem = 42 || animelem = 49 || animelem = 56
trigger3 = animelem = 63 || animelem = 70 || animelem = 77 || animelem = 84
attr = S, SP
damage = ceil(10*root, fvar(12)),2
animtype = Hard
guardflag = MA
hitflag = MAF
numhits = 1
priority = 3, Hit
pausetime = 0, 4
sparkno = -1 * ((var(13):=10081)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10081)**0)
sparkxy = var(14):=(ceil(p2bodydist x+30)), var(15):=(-ceil((0*const(size.xscale))))
hitsound = S1, 5
guardsound = s0, 120
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -3, 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3, 0
air.hittime = 20
getpower = ifelse(p2movetype = H, 18, 18),36
givepower = 18, 18
fall = (ifelse(p2movetype = A,1,0))
envshake.time = 12
envshake.freq = 100
envshake.ampl = 4
envshake.phase = 90
sprpriority=4
palfx.time = 50
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State -2, Hit Detection]
type=varset
trigger1= movecontact!=1
var(30)=2
ignorehitpause=1

[State 0, special hit spark]
type = Helper
triggerall = movehit && numenemy && var(30) = 1
trigger1 = var(13) = 10081
helpertype = normal ;player
name = "slash spark"
ID = 10081
stateno = 10081
pos = var(14),var(15)
ownpal = 1
ignorehitpause = 1
[State 0, guard spark]
type = Helper
triggerall = moveguarded && numenemy && var(30) = 1
trigger1 = var(13) = 10081 || var(13) = 10082
helpertype = normal ;player
name = "slash spark"
ID = 10061
stateno = 10061
pos = var(14),var(15)
ownpal = 1
ignorehitpause = 1

[State -2, Hit Detection]
type=varadd
trigger1= var(30)>0
var(30)=-1
ignorehitpause=1

[State 0, Helper]
type = Helper
trigger1 = movehit && numhelper(11700) = 0
helpertype = normal ;player
name = "fire"
ID = 11700
stateno = 11700
pos = 0,0
postype = p2   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 230, end]
type = destroyself
trigger1 = !animtime

;---------------------------------------------------------------------
[StateDef 1102,]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1101
poweradd = 0
sprpriority = 2

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


;------------------------------------------------------------------------
[StateDef 1200, blaze kick]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1200
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2 || animelem = 10
value = S1,2
volume = 200

[State 200, 1]
type = HitDef
trigger1 = animelem = 3 || animelem = 10
attr = A, SA
damage = 46,5
animtype = Hard
guardflag = MA
hitflag = MAFD
numhits = 1
priority = 3, Hit
pausetime = 0, 4
sparkno = -1 * ((var(13):=10081)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10081)**0)
sparkxy = var(14):=(ceil((143*const(size.xscale)))), var(15):=(-ceil((142*const(size.xscale))))
hitsound = S1, 7
guardsound = s0, 120
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2.66,-5
airguard.velocity = -1.9,-.8
air.type = high
air.velocity = -2.66,-4
air.hittime = 18
envshake.time = 12
envshake.freq = 100
envshake.ampl = 4
envshake.phase = 90
sprpriority=2
palfx.time = 50
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
fall = 1
fall.recover = 0
fall.recovertime = 4
getpower = ifelse(p2movetype = H, 72, 72),36
givepower = 36, 36

[State 0, Helper]
type = Helper
trigger1 = movehit && numhelper(11700) = 0
helpertype = normal ;player
name = "fire"
ID = 11700
stateno = 11700
pos = 0,0
postype = p2   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 0, VelSet]
type = VelSet
trigger1 = command = "qcba"
trigger1 = var(2) := 1
x = 2
y = -1.54
[State 0, VelSet]
type = VelSet
trigger1 = command = "qcbb"
trigger1 = var(2) := 2
x = 2.5
y = -1.79
[State 0, VelSet]
type = VelSet
trigger1 = command = "qcbc" || var(50)
trigger1 = var(2) := 3
x = 3
y = -2.57

[State 0, VelSet]
type = VelAdd
trigger1 = 1
y = .047

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "fx"
ID = 1201
stateno = 1201
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 200, end]
type = ChangeState
trigger1 = var(2) = 1 && time >= 42
trigger2 = var(2) = 2 && time >= 84
trigger3 = (var(2) = 3 && time >= 126) || var(50)
trigger4 = pos y >= 0 && time >= 5
value = 51
ctrl = 0
anim = 44

;------------------------------------------------------------------------
[StateDef 1201]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1201
poweradd = 0
sprpriority = 4

[State 0, AfterImage]
type =AfterImage
trigger1 = !time
time = -1
length = 8
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 120,120,120
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.85,0.85,0.85
timegap = 1
framegap = 1
trans = add

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
pos = 0,0

[State 200, end]
type = destroyself
trigger1 = parent, stateno != 1200

;------------------------------------------------------------------------
[StateDef 1300, sky uppercut]
type = A
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1300
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1,2
volume = 200
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S3,1
volume = 200

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 12
y = -12
[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0.89
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 4
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A         ;A,C,S,N

[State 200, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, SA
damage = 49,5
animtype = light
guardflag = MA
hitflag = MAF
numhits = 1
priority = 3, Hit
pausetime = 4, 4
sparkno = -1 * ((var(13):=10081)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10081)**0)
sparkxy = var(14):=(ceil((96*const(size.xscale)))), var(15):=(-ceil((135*const(size.xscale))))
hitsound = S1, 5
guardsound = s0, 120
ground.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -4, -12
airguard.velocity = -1.9,-.8
air.type = low
air.velocity = -4, -8
air.hittime = 20
getpower = ifelse(p2movetype = H, 144, 72),36
givepower = 36, 36
fall = 1
fall.recover = 0
fall.recovertime = 4
envshake.time = 12
envshake.freq = 100
envshake.ampl = 4
envshake.phase = 90
sprpriority=3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 200, 1]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
damage = 49,5
animtype = Hard
guardflag = MA
hitflag = MAF
numhits = 1
priority = 3, Hit
pausetime = 4, 4
sparkno = -1 * ((var(13):=10081)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10081)**0)
sparkxy = var(14):=(ceil((96*const(size.xscale)))), var(15):=(-ceil((273*const(size.xscale))))
hitsound = S1, 5
guardsound = s0, 120
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -4, -12
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4, -8
air.hittime = 20
getpower = ifelse(p2movetype = H, 144, 72),36
givepower = 36, 36
fall = 1
fall.recover = 0
fall.recovertime = 4
envshake.time = 12
envshake.freq = 100
envshake.ampl = 4
envshake.phase = 90
sprpriority=3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
ctrl = 0

;------------------------------------------------------------------------
[StateDef 1400, quick attack]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1400
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S1,2
volume = 200

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 11500
ID = 11500
pos = ceil((62*const(size.xscale))),0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 3
ownpal = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = [4,8]
x = 28

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 3
y = -2
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 6
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A         ;A,C,S,N

[State 200, 1]
type = HitDef
trigger1 = !time
attr = S, SA
damage = 76,8
animtype = Hard
guardflag = MA
hitflag = MAF
numhits = 1
priority = 3, Hit
pausetime = 4, 4
sparkno = -1 * ((var(13):=10081)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10081)**0)
sparkxy = var(14):=(ceil((85*const(size.xscale)))), var(15):=(-ceil((135*const(size.xscale))))
hitsound = S1, 5
guardsound = s0, 120
ground.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -5, 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5, 0
air.hittime = 20
getpower = ifelse(p2movetype = H, 144, 72),36
givepower = 36, 36
fall = 0
envshake.time = 12
envshake.freq = 100
envshake.ampl = 4
envshake.phase = 90
sprpriority=3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
ctrl = 0

;------------------------------------------------------------------------
[StateDef 2000, blaze kick]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 2000
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1,2
volume = 200
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3,3
volume = 200

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "fire"
ID = 2001
stateno = 2001
pos = ceil((106*const(size.xscale))),-ceil((95*const(size.xscale)))
ownpal = 1

[State 0, VelSet]
type = Velset
trigger1 = animelem = 2
x = 13
y = 1

[State 200, 1]
type = HitDef
trigger1 = !time
attr = S, SA
damage = 134,10
animtype = Hard
guardflag = MA
hitflag = MAF
numhits = 1
priority = 3, Hit
pausetime = 4, 4
sparkno = -1 * ((var(13):=10081)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10081)**0)
sparkxy = var(14):=(ceil((163*const(size.xscale)))), var(15):=(-ceil((74*const(size.xscale))))
hitsound = S1, 5
guardsound = s0, 120
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -3, 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3, 0
air.hittime = 20
getpower = ifelse(p2movetype = H, 144, 72),36
givepower = 36, 36
fall = 1
fall.recover = 0
fall.recovertime = 4
envshake.time = 12
envshake.freq = 100
envshake.ampl = 4
envshake.phase = 90
sprpriority=3
palfx.time = 50
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, Helper]
type = Helper
trigger1 = movehit && numhelper(11700) = 0
helpertype = normal ;player
name = "fire"
ID = 11700
stateno = 11700
pos = 0,0
postype = p2   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
anim = 44
ctrl = 1

;------------------------------------------------------------------------
[StateDef 2001]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2001
poweradd = 0
sprpriority = 4

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5
[State 0, Trans]
type = Trans
trigger1 = time = 0
trans = addalpha
alpha = 64,256
[State 0, Trans]
type = Trans
trigger1 = time = 1
trans = addalpha
alpha = 128,256
[State 0, Trans]
type = Trans
trigger1 = time = 2
trans = addalpha
alpha = 192,256
[State 0, Trans]
type = Trans
trigger1 = time >= 3
trans = addalpha
alpha = 256,256

[State 0, BindToRoot]
type = BindToRoot
trigger1 = root, animelem = 1
time = 14
pos = ceil((106*const(size.xscale))),-ceil((95*const(size.xscale)))
[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelem = 2
time = 14
pos = ceil((146*const(size.xscale))),-ceil((77*const(size.xscale)))
[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelem = 3
time = 14
pos = ceil((179*const(size.xscale))),-ceil((67*const(size.xscale)))

[State 7180, assert]
type=assertspecial
trigger1= 1
flag=noshadow
ignorehitpause=1

[State 0, AfterImage]
type =AfterImage
trigger1 = !time
time = -1
length = 8
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 120,120,120
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.85,0.85,0.85
timegap = 1
framegap = 1
trans = add

[State 200, end]
type = changestate
trigger1 = root, animelem = 4
trigger2 = root, stateno != 2000
value = 2002

;------------------------------------------------------------------------
[StateDef 2002]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 4

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5
[State 0, Trans]
type = Trans
trigger1 = time = 1
trans = addalpha
alpha = 256,256
[State 0, Trans]
type = Trans
trigger1 = time = 2
trans = addalpha
alpha = 192,256
[State 0, Trans]
type = Trans
trigger1 = time = 3
trans = addalpha
alpha = 128,256
[State 0, Trans]
type = Trans
trigger1 = time >= 4
trans = addalpha
alpha = 64,256

[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelem = 4
time = 14
pos = ceil((116*const(size.xscale))),-ceil((26*const(size.xscale)))
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -80

[State 0, AfterImage]
type =AfterImage
trigger1 = !time
time = -1
length = 8
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 120,120,120
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.85,0.85,0.85
timegap = 1
framegap = 1
trans = add

[State 7180, assert]
type=assertspecial
trigger1= 1
flag=noshadow
ignorehitpause=1

[State 200, end]
type = destroyself
trigger1 = time >= 5

;-------------- Generated by Fighter Factory -------------

;--------------------- Variable List ----------------------

; Var(0) - StateDef 1214
; Var(1) - StateDef 1011, 2011, -2
; Var(2) - StateDef 1200, blaze kick, 1215, 2011
; Var(3) - StateDef 1101, 1011, 1311, 2011
; Var(4) - StateDef 2011
; Var(5) - StateDef 1400, quick attack
; Var(6) - StateDef 11600, ko fx, -2
; Var(7) - StateDef -2
; var(14) - StateDef 1001, 1101, 1011, 1311, 2011
; Var(37) - StateDef -2

;--------------------- Float Variable List ----------------------

; fVar(1) - StateDef 1213, 1215, 14000, super portrait, 15001, super fx lvl 1, 15002, super fx lvl 2, 15003, super fx lvl 3, 15004, super fx lvl 1
; fVar(2) - StateDef 901, charge helper
; fVar(10) - StateDef -2
; fVar(11) - StateDef -2
; fVar(12) - StateDef -2
