;===========================================================================
; コンスタンツ（定数）
;===========================================================================
; 基本データ
;---------------------------------------------------------------------------
[Data]
life              = 1000   
power             = 3000   
attack            = 100   
defence           = 100   
fall.defence_up   = 50     
liedown.time      = 60     
airjuggle         = 15     
sparkno           = 2     
guard.sparkno     = 40     
KO.echo           = 0     
volume            = 0     
IntPersistIndex   = 60     ;
FloatPersistIndex = 80     
;---------------------------------------------------------------------------
; サイズ
;---------------------------------------------------------------------------
[Size]
xscale           = 1.25      
yscale           = 1.25      
ground.back      = 23      
ground.front     = 29      
air.back         = 18      
air.front        = 19      
height           = 60      
attack.dist      = 160     
proj.attack.dist = 90     
proj.doscale     = 0       
head.pos         = 10,-83  
mid.pos          = -1,-55  
shadowoffset     = 0       
draw.offset      = 0,0    
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
[Velocity]
walk.fwd     = 2.3         
walk.back    = -2.1        
run.fwd      = 4.6,0       
run.back     = -4.5,-3.8   
jump.neu     = 0,-10.4      
jump.back    = -3.1       
jump.fwd     = 3.1         
runjump.back = -3.1,-10.4  
runjump.fwd  = 3.1,-10.4      
airjump.neu  = 0,-10.4      
airjump.back = -2.55      
airjump.fwd  = 2.5         
;---------------------------------------------------------------------------
; 運動関係
;---------------------------------------------------------------------------
[Movement]
airjump.num     = 0        
airjump.height  = 35       
yaccel          = .44     
stand.friction  = .85      
crouch.friction = .82      
;===========================================================================
; ステート
;===========================================================================
;===========================================================================
; 基本行動
;===========================================================================

;---------------------------------------------------------------------------

[Statedef 22]
type    = C
physics = S
sprpriority = 0

[State 20, 1]
type = VelSet
trigger1 = command = "holddf"
x = 1.7

[State 20, 2]
type = VelSet
trigger1 = command = "holddb"
x = -1.6

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 22 && Anim != 6
trigger2 = Anim = 6 && AnimTime = 0
value = 22

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 24 && Anim != 6
trigger2 = Anim = 6 && AnimTime = 0
value = 24

[State 196, ステート変更]
type = ChangeState
triggerall = Anim != 6
trigger1 = command != "holddf"
trigger1 = command != "holddb"
value = 11
ctrl = 1

;---------------------------------------------------------------------------

[Statedef 100]
type    = S
physics = S
;ctrl = 0
anim = 100
movetype= I

[State 100, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 13

[State 100, 軸位置移動]
type = velset
trigger1 = AnimElem = 2
x = 9

[State 100, 軸位置移動]
type = velset
trigger1 = AnimElem = 3
x = 0

[State 100, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
x = 25

[State , リセット]
type = varset
trigger1 = Time = 0
v = 10
value = 0

[State , リセット]
type = varset
trigger1 = Time = 0
trigger1 = var(10) = 0
trigger1 = command = "holdfwd-"
v = 10
value = 1

[State 100, 3]
type = AssertSpecial
trigger1 = 1
trigger1 = var(10) = 0
flag = nowalk
flag2 = noautoturn

[State 100, 3]
type = AssertSpecial
trigger1 = 1
trigger1 = var(10) = 1
flag = noautoturn

[State 100, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------

[Statedef 105]
type    = S
physics = S
;ctrl = 0
anim = 105
movetype= I

[State 100, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = -9

[State 100, 軸位置移動]
type = velset
trigger1 = AnimElem = 1
x = -8

[State , リセット]
type = varset
trigger1 = Time = 0
v = 10
value = 0

[State , リセット]
type = varset
trigger1 = Time = 0
trigger1 = var(10) = 0
trigger1 = command = "holdfwd-"
v = 10
value = 1

[State 100, 3]
type = AssertSpecial
trigger1 = 1
trigger1 = var(10) = 0
flag = nowalk
flag2 = noautoturn

[State 100, 3]
type = AssertSpecial
trigger1 = 1
trigger1 = var(10) = 1
flag = noautoturn

[State 100, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------



;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 0

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 120, Hi to Lo]
type = ChangeAnim
trigger1 = statetype != A
trigger1 = command = "holddown"
value = 121

[State 120, Lo to Hi]
type = ChangeAnim
trigger1 = statetype != A
trigger1 = command != "holddown"
value = 120

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holda"
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130
ignorehitpause=1

[State 130, Hi to Lo]
type = ChangeState
trigger1 = command = "holddown"
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 120

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
trigger1 = command != "holddown"
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 120

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 120

;---------------------------------------------------------------------------

[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 無敵]
type = NotHitBy
trigger1 = 1 
value = SCA
time = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

[Statedef 180]
type = S


[State 180, 2]
type = ChangeState
trigger1 = time = 1
trigger1 = var(1) = [0,50]
value = 181

[State 180, 3]
type = ChangeState
trigger1 = matchover = 1
trigger2 = stateno = 181
value = 182

;---------------------------------------------------------------------------

[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 13

[State 181, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
[Statedef 182]
type = S
ctrl = 0
anim = 181
velset = 0,0



[State 182, 2];head
type = Explod
trigger1 = time = 1
anim = 8050
ID = 8050
pos = 0,183
postype = left
sprpriority = 99990
ownpal = 1
removetime = 999999



[State 182, 2]; Box (up)
type = Explod
trigger1 = time = 1
anim = 8000
ID = 8000
pos = 0,180
postype = left
sprpriority = 99990
ownpal = 1
removetime = 999999


[State 182, 3]; Box 
type = Explod
trigger1 = time = 1
anim = 8001
ID = 8001
pos = 0,0
postype = left
sprpriority = 99990
ownpal = 1
removetime = 999999



[State 182, 4]; win
type = Explod
trigger1 = time = 1 
anim = 8002
ID = 8002
pos = 3,185
postype = left
sprpriority = 99990
ownpal = 1
removetime = 999999
scale = 2,1

[State 182, 5]; Winquotes
type = Explod
trigger1 = time = 9
anim = 8003+(random%3)
ID = 8003
pos = -3,190
postype = left
sprpriority = 99999
ownpal = 0
ontop = 1
removetime = 999999





;---------------------------------------------------------------------------

[Statedef 191]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 191, ]
type = ChangeAnim
trigger1 = RoundState = 0
value = 0

[State 191, ]
type = ChangeState
trigger1 = Time = 1
value = 0

;---------------------------------------------------------------------------

[Statedef 196]
type = S
ctrl = 0
anim = 196
velset = 0,0

[State 196,]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------

[Statedef 197]
type = C
ctrl = 0
anim = 197
velset = 0,0

[State 196, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;===========================================================================
; 通常攻撃技
;===========================================================================
;パンチボタン始動
;---------------------------------------------------------------------------
;ストレート・リード派生
;---------------------------------------------------------------------------

[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 200
sprpriority = 2
facep2 = 1

[State 131, 1]
type = ChangeAnim
triggerall = Time = 0
trigger1 = prevstateno = 800
trigger2 = prevstateno = 820
value = 802

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s200, 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s1, 13

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 15

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 0

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
x = 1

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 5
x = 2

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimTime = 0
x = 2

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 99
guard.sparkno = 99
hitsound   = s220,1+var(8)*1
guardsound = s226,0
ground.type = High
ground.slidetime = 11+var(8)*3
guard.slidetime = 11+var(8)*3
ground.hittime = 18
guard.ctrltime = 10
ground.velocity = -4.5
air.velocity = -2.6,-2.3
air.type = High
air.hittime = 12
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -10

[State , 入力リセット]
type = varset
trigger1 = Time = 0
v = 10
value = 0
[State , 入力リセット]
type = varset
trigger1 = Time = 0
v = 11
value = 0
[State , 入力リセット]
type = varset
trigger1 = Time = 0
v = 12
value = 0
[State , 入力リセット]
type = varset
trigger1 = Time = 0
v = 13
value = 0
[State , 入力リセット]
type = varset
trigger1 = Time = 0
v = 14
value = 0
[State , 入力リセット]
type = varset
trigger1 = Time = 0
v = 15
value = 0
[State , 入力リセット]
type = varset
trigger1 = Time = 0
v = 16
value = 0
[State , 入力リセット]
type = varset
trigger1 = Time = 0
v = 17
value = 0

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 2,1
triggerall = prevstateno != 800
triggerall = prevstateno != 820
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 2,0
triggerall = prevstateno = 800 || prevstateno = 820
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1


[State , 投げ無効フレーム・ヒット]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
v = 21
value = 20
[State , 投げ無効フレーム・カウンター]
type = varset
trigger1 = var(8) = 1
trigger1 = movehit = 1
v = 21
value = 13
[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 17

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = , NT
time = 1

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------

[Statedef 201]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 201
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s200, 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s1, 13

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 11

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 6

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 4
x = 1

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 5
x = 4

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimTime = 0
x = 2

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = light
damage    = 4
guardflag = MA
hitflag = HAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,1+var(8)*1
guardsound = s226,0
ground.type = High
ground.slidetime = 11+var(8)*3
guard.slidetime = 11+var(8)*3
ground.hittime = 18
guard.ctrltime = 10
ground.velocity = -4.5
air.velocity = -2.6,-2.2
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -10

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 1,2
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ヒット]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
v = 21
value = 20
[State , 投げ無効フレーム・カウンター]
type = varset
trigger1 = var(8) = 1
trigger1 = movehit = 1
v = 21
value = 13
[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 17

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
value = , NT
time = 1

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------

[Statedef 202]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 202
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s200, 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s1, 13

[State 202, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 19

[State 202, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 5
x = 16

[State 202, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = light
damage    = 5
guardflag = MA
hitflag = HAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,1+var(8)*1
guardsound = s226,0
ground.type = High
ground.slidetime = 29
guard.slidetime = 11+var(8)*3
ground.hittime = 17
guard.ctrltime = 10
ground.velocity = -2.3,-5.3
air.velocity = -2.6,-2.0
fall.recover = 0
fall = 1
air.fall = 1
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -10

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 1,2
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ヒット]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
v = 21
value = 20
[State , 投げ無効フレーム・カウンター]
type = varset
trigger1 = var(8) = 1
trigger1 = movehit = 1
v = 21
value = 13
[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 17

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
value = , NT
time = 1

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------

[Statedef 203]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 300
sprpriority = 2

[State 203, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 6
value = s210, 0

[State 203, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 9

[State 203, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 17

[State 203, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = medium
damage    = 5
guardflag = HA
hitflag = MAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,1+var(8)*1
guardsound = s226,0
ground.type = Low
ground.slidetime = 14+var(8)*6-var(22)*4
guard.slidetime = 14+var(8)*6-var(22)*4
ground.hittime = 14+var(8)*6-var(22)*4
guard.ctrltime = 12
ground.velocity = -2, -2
air.velocity = -2.1,-4.1
fall.recover = 0
fall = 1
air.fall = 1
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -10
forcestand = 1

[State , 入力リセット]
type = varset
trigger1 = Time = 0
v = 10
value = 0

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 2,3
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1
[State , しゃがみガード確認]
type = varset
trigger1 = p2Movetype != A
trigger1 = P2StateType = C
trigger1 = P2StateNo = [120,155]
trigger1 = AnimElem = 2,3
v = 22
value = 1

[State , 投げ無効フレーム・ヒット]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
v = 21
value = 23-var(22)*4
[State , 投げ無効フレーム・カウンター]
type = varset
trigger1 = var(8) = 1
trigger1 = movehit = 1
v = 21
value = 18
[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 20

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = , NT
time = 1

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------

[Statedef 204]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 300
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s230, 0

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 5

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 24



[State 240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 10
guardflag = MA
hitflag = HAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = High
ground.slidetime = 24+var(8)*10
guard.slidetime = 24+var(8)*10
ground.hittime = 24+var(8)*10
guard.ctrltime = 18
ground.velocity = -2.3,-3.4
air.velocity = -2.0,-3.0
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -11

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 2,2
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 25

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = , NT
time = 1

[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------

[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 205
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s200, 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s1, 13


[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 8

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 16


[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 15
guardflag = HA
hitflag = M
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = low
ground.slidetime = 20
guard.slidetime = 17+var(8)*6-var(22)*3
ground.hittime = 17+var(8)*6-var(22)*3
guard.ctrltime = 15
ground.velocity = -3.7
air.velocity = -2.5,-3.0
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -13
forcestand = 1

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------

[Statedef 206]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 212
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 8
value = s210, 1



[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 7
guardflag = MA
hitflag = HAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = High
ground.slidetime = 24+var(8)*10
guard.slidetime = 24+var(8)*10
ground.hittime = 24+var(8)*10
guard.ctrltime = 18
ground.velocity = -2.6,-3.6
air.velocity = -2.7,-3.2
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -13

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 1,7
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 25

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
value = , NT
time = 1

[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------

[Statedef 207]
type    = s
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 302
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 6
value = s210, 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s0, 1
channel = 0

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 6

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 15

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
x = 36

[State 1000,]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
animtype  = Hard
;air.animtype  = Back
damage= 10
hitflag = MAF
guardflag = HA
sparkno = 99
guard.sparkno = 99
hitsound = s220,3+var(8)*3
guardsound = s226,0
ground.type = high
ground.slidetime = 30+var(8)*13-var(22)*6
guard.slidetime = 30+var(8)*13-var(22)*6
ground.hittime = 30+var(8)*13-var(22)*6
guard.ctrltime = 18
ground.velocity = -2.0, -5
guard.velocity = -8
air.velocity = -3.5,0
airguard.velocity = -8,-2
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -12
yaccel = .5
forcestand = 1

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 3,1
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1
[State , しゃがみガード確認]
type = varset
trigger1 = p2Movetype != A
trigger1 = P2StateType = C
trigger1 = P2StateNo = [120,155]
trigger1 = AnimElem = 3,1
v = 22
value = 1

[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 25

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(6) < 0
value = , NT
time = 1

[State 1000, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------



;---------------------------------------------------------------------------

[Statedef 209]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 307
ctrl = 0
sprpriority = 2


[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s1, 11

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s230, 0



[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 8
value = s0,2


[State 1000,]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
attr = A, SA
animtype  = Hard
air.animtype  = Back
damage= 30+var(8)*15-var(22)*15
priority  = 5, Hit
hitflag = MAF
guardflag = H
pausetime = 4, 0
sparkno = 99
guard.sparkno = 99
hitsound = s220,3+var(8)*3
guardsound = s226,0
ground.type = Low
ground.slidetime = 24+var(8)*10-var(22)*10
guard.slidetime = 24+var(8)*10-var(22)*10
ground.hittime = 24+var(8)*10-var(22)*10
guard.ctrltime = 18
ground.velocity = -2.0,-7.2
guard.velocity = -7
air.velocity = -2.0,-5
airguard.velocity = -4,-3
ground.cornerpush.veloff = -9.2
air.cornerpush.veloff = -12
fall = 1
fall.recover = 0
air.fall = 1
forcestand = 1
;Persistent = 0

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 1,5
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1
[State , p2movetype確認]
type = varset
triggerall = AnimElem = 3,1
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1
[State , しゃがみガード確認]
type = varset
trigger1 = p2Movetype != A
trigger1 = P2StateType = C
trigger1 = P2StateNo = [120,155]
trigger1 = AnimElem = 1,5
v = 22
value = 1

[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 25

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
value = , NT
time = 1

[State 1000, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 217
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s200, 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s1, 13

[State 203, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 15

[State 203, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 30

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = light
damage    = 15
guardflag = MA
hitflag = HAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,1+var(8)*1
guardsound = s226,0
ground.type = High
ground.slidetime = 11+var(8)*3
guard.slidetime = 11+var(8)*3
ground.hittime = 13
guard.ctrltime = 10
ground.velocity = -5.5
air.velocity = -2.6,-2.2
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -10


[State 1000, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------

[Statedef 211]
type    = C
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 211
ctrl = 0
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 9
value = s210, 1

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 19

[State 1000,]
type = VelSet
trigger1 = AnimElem = 3
x = 2.2
y = -9.2

[State 1000,]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
physics = A

[State 1000,]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
animtype  = Hard
;air.animtype  = Back
damage= 23
hitflag = MAF
guardflag = HA
sparkno = 99
guard.sparkno = 99
hitsound = s220,3+var(8)*3
guardsound = s226,0
ground.type = high
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -2.8,-2.0
guard.velocity = -9
air.velocity = -2.7,-3
airguard.velocity = -4,-1
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -12

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 2,4
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = , NT
time = 1

[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 25
;---------------------------------------------------------------------------


;---------------------------------------------------------------------------

[Statedef 213]
type    = C
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 213
ctrl = 0
sprpriority = 2

[State 200, ]
type = PlaySnd
trigger1 = Time = 10
value = s210, 1

[State 200, ]
type = PosAdd
trigger1 = AnimElem = 1
x = 6

[State 200, ]
type = PosAdd
trigger1 = AnimElem = 2
x = 15

[State 200,]
type = PosAdd
trigger1 = AnimElem = 3
x = 17

[State 1000,]
type = VelSet
trigger1 = AnimElem = 3
x = 2.5
y = -2.6

[State 1000,]
type = Veladd
trigger1 = AnimElemTime(3) > 0
y = .44

[State 1000,]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1000,]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 1000,]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
animtype  = Hard
;air.animtype  = Back
damage= 25+var(8)*12-var(22)*7
hitflag = MAF
guardflag = HA
sparkno = 99
guard.sparkno = 99
hitsound = s220,3+var(8)*3
guardsound = s226,0
ground.type = high
ground.slidetime = 22+var(8)*6-var(22)*6
guard.slidetime = 22+var(8)*6-var(22)*6
ground.hittime = 22+var(8)*6-var(22)*6
guard.ctrltime = 18
ground.velocity = -2.0+0.6*var(8),-5.9-0.6*var(8)
guard.velocity = -6
air.velocity = -2.5,-4
airguard.velocity = -4,-2
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -12
;yaccel = .5
forcestand = 1

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 3,1
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1
[State , しゃがみガード確認]
type = varset
trigger1 = p2Movetype != A
trigger1 = P2StateType = C
trigger1 = P2StateNo = [120,155]
trigger1 = AnimElem = 3,1
v = 22
value = 1

[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 25

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(6) < 0
value = , NT
time = 1

[State 1000, 7]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 305

;---------------------------------------------------------------------------

;---------------------------------------------------------------------------

[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 304
sprpriority = 2


[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 8
value = s230, 0




[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 9

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 17

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = medium
damage    = 13
guardflag = HA
hitflag = MAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,1+var(8)*1
guardsound = s226,0
ground.type = Low
ground.slidetime = 15
guard.slidetime = 14+var(8)*6-var(22)*4
ground.hittime = 16
guard.ctrltime = 12
ground.velocity = -5 
air.velocity = -2.1,-4.1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -10


[State , 入力リセット]
type = varset
trigger1 = Time = 0
v = 10
value = 0

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 2,3
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1
[State , しゃがみガード確認]
type = varset
trigger1 = p2Movetype != A
trigger1 = P2StateType = C
trigger1 = P2StateNo = [120,155]
trigger1 = AnimElem = 2,3
v = 22
value = 1

[State , 投げ無効フレーム・ヒット]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
v = 21
value = 23-var(22)*4
[State , 投げ無効フレーム・カウンター]
type = varset
trigger1 = var(8) = 1
trigger1 = movehit = 1
v = 21
value = 18
[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 20

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = , NT
time = 1

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
[Statedef 216]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 216
sprpriority = 2

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 9

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 17

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = light
damage    = 5
guardflag = HA
hitflag = MAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,1+var(8)*1
guardsound = s226,0
ground.type = Low
ground.slidetime = 14+var(8)*6-var(22)*4
guard.slidetime = 14+var(8)*6-var(22)*4
ground.hittime = 14+var(8)*6-var(22)*4
guard.ctrltime = 12
ground.velocity = -2
air.velocity = -2.1,-4.1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -10
forcestand = 1


[State , 入力リセット]
type = varset
trigger1 = Time = 0
v = 10
value = 0

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 2,3
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1
[State , しゃがみガード確認]
type = varset
trigger1 = p2Movetype != A
trigger1 = P2StateType = C
trigger1 = P2StateNo = [120,155]
trigger1 = AnimElem = 2,3
v = 22
value = 1

[State , 投げ無効フレーム・ヒット]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
v = 21
value = 23-var(22)*4
[State , 投げ無効フレーム・カウンター]
type = varset
trigger1 = var(8) = 1
trigger1 = movehit = 1
v = 21
value = 18
[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 20

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = , NT
time = 1

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------


;---------------------------------------------------------------------------

[Statedef 231]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 201
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s200, 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s1, 13

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 11

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 6

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 4
x = 1

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 5
x = 4

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimTime = 0
x = 2

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = light
damage    = 4
guardflag = MA
hitflag = HAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,1+var(8)*1
guardsound = s226,0
ground.type = High
ground.slidetime = 11+var(8)*3
guard.slidetime = 11+var(8)*3
ground.hittime = 16
guard.ctrltime = 10
ground.velocity = -4.5
air.velocity = -2.6,-2.2
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -10

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 1,2
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ヒット]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
v = 21
value = 20
[State , 投げ無効フレーム・カウンター]
type = varset
trigger1 = var(8) = 1
trigger1 = movehit = 1
v = 21
value = 13
[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 17

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
value = , NT
time = 1

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------

[Statedef 232]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 200
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s200, 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s1, 13

[State 202, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 19

[State 202, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 5
x = 16

[State 202, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = light
damage    = 5
guardflag = MA
hitflag = HAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,1+var(8)*1
guardsound = s226,0
ground.type = High
ground.slidetime = 29
guard.slidetime = 11+var(8)*3
ground.hittime = 17
guard.ctrltime = 10
ground.velocity = -4.5
air.velocity = -2.6,-2.0
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -10

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 1,2
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ヒット]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
v = 21
value = 20
[State , 投げ無効フレーム・カウンター]
type = varset
trigger1 = var(8) = 1
trigger1 = movehit = 1
v = 21
value = 13
[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 17

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
value = , NT
time = 1

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------
[Statedef 235]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 212
ctrl = 0
sprpriority = 2


[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s1, 11

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s230, 0



[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 8
value = s0,2


[State 1000,]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
attr = A, SA
animtype  = Hard
air.animtype  = Back
damage= 30+var(8)*15-var(22)*15
priority  = 5, Hit
hitflag = MAF
guardflag = H
pausetime = 4, 0
sparkno = 99
guard.sparkno = 99
hitsound = s220,3+var(8)*3
guardsound = s226,0
ground.type = Low
ground.slidetime = 24+var(8)*10-var(22)*10
guard.slidetime = 24+var(8)*10-var(22)*10
ground.hittime = 24+var(8)*10-var(22)*10
guard.ctrltime = 18
ground.velocity = -2.0,-7.2
guard.velocity = -7
air.velocity = -2.0,-5
airguard.velocity = -4,-3
ground.cornerpush.veloff = -9.2
air.cornerpush.veloff = -12
fall = 1
fall.recover = 0
air.fall = 1
forcestand = 1
;Persistent = 0

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 1,5
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1
[State , p2movetype確認]
type = varset
triggerall = AnimElem = 3,1
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1
[State , しゃがみガード確認]
type = varset
trigger1 = p2Movetype != A
trigger1 = P2StateType = C
trigger1 = P2StateNo = [120,155]
trigger1 = AnimElem = 1,5
v = 22
value = 1

[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 25

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
value = , NT
time = 1

[State 1000, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 250
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s200, 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s1, 13


[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 8

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 16


[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 15
guardflag = HA
hitflag = M
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = low
ground.slidetime = 20
guard.slidetime = 17+var(8)*6-var(22)*3
ground.hittime = 17+var(8)*6-var(22)*3
guard.ctrltime = 15
ground.velocity = -3.7
air.velocity = -2.5,-3.0
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -13
forcestand = 1

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 280]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 280
sprpriority = 2

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 8

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 16

[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 15
guardflag = HA
hitflag = M
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = low
ground.slidetime = 20
guard.slidetime = 17+var(8)*6-var(22)*3
ground.hittime = 17+var(8)*6-var(22)*3
guard.ctrltime = 15
ground.velocity = -3.7
air.velocity = -2.5,-3.0
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -13
forcestand = 1

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 285]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 285
sprpriority = 2

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 8

[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 15
guardflag = HA
hitflag = M
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = low
ground.slidetime = 20
guard.slidetime = 17+var(8)*6-var(22)*3
ground.hittime = 17+var(8)*6-var(22)*3
guard.ctrltime = 15
ground.velocity = -3.7
air.velocity = -2.5,-3.0
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -13
forcestand = 1

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------
[Statedef 300]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 300
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s230, 0


[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s1, 10

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 3

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 24

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 6
x = -27

[State 240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 20
guardflag = MA
hitflag = HAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = High
ground.slidetime = 24+var(8)*10
guard.slidetime = 24+var(8)*10
ground.hittime = 24+var(8)*10
guard.ctrltime = 18
ground.velocity = -2.3,-3.4
air.velocity = -2.0,-3.0
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -11

[State , 入力リセット]
type = varset
trigger1 = Time = 0
v = 10
value = 0

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 2,4
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 25

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = , NT
time = 1

[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ミドルキック派生
;---------------------------------------------------------------------------

[Statedef 301]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 302
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s230, 0


[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s1, 10


[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 12

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 20


[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 13
guardflag = HA
hitflag = MAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = low
ground.slidetime = 17+var(8)*6-var(22)*3
guard.slidetime = 17+var(8)*6-var(22)*3
ground.hittime = 17+var(8)*6-var(22)*3
guard.ctrltime = 15
ground.velocity = -2.7, -3.5
air.velocity = -2.5,-3.0
fall.recover = 0
fall = 1
air.fall = 1
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -13
forcestand = 1

[State , 入力リセット]
type = varset
trigger1 = Time = 0
v = 10
value = 0
[State , 入力リセット]
type = varset
trigger1 = Time = 0
v = 11
value = 0
[State , 入力リセット]
type = varset
trigger1 = Time = 0
v = 12
value = 0
[State , 入力リセット]
type = varset
trigger1 = Time = 0
v = 13
value = 0

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 2,4
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1
[State , しゃがみガード確認]
type = varset
trigger1 = p2Movetype != A
trigger1 = P2StateType = C
trigger1 = P2StateNo = [120,155]
trigger1 = AnimElem = 2,4
v = 22
value = 1

[State , 投げ無効フレーム・ヒット]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
v = 21
value = 26-var(22)*4
[State , 投げ無効フレーム・カウンター]
type = varset
trigger1 = var(8) = 1
trigger1 = movehit = 1
v = 21
value = 22
[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 23

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = , NT
time = 1

[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;イリュージョンキック


;---------------------------------------------------------------------------
;ミラージュキック


;---------------------------------------------------------------------------

[Statedef 304]
type    = s
movetype= A
physics = c
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 306
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 8
value = s1, 12

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s230, 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 8
value = s0,0

[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = c, NA
animtype  = hard
damage    = 19
guardflag = l
hitflag = MAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = low
ground.slidetime = 24+var(8)*10
guard.slidetime = 24+var(8)*10
ground.hittime = 24+var(8)*10
guard.ctrltime = 18
ground.velocity = -2.6,-3.6
air.velocity = -2.7,-3.2
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -13

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 1,7
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 25

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
value = , NT
time = 1

[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------


;---------------------------------------------------------------------------

[Statedef 306]
type    = s
movetype= A
physics = c
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 206
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 8
value = s1, 12

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s230, 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 8
value = s0,0

[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = s, NA
animtype  = hard
damage    = 20
guardflag = maf
hitflag = MAFD
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = high
ground.slidetime = 24+var(8)*10
guard.slidetime = 24+var(8)*10
ground.hittime = 24+var(8)*10
guard.ctrltime = 18
ground.velocity = -2.6,-3.6
air.velocity = -2.7,-3.2
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -13

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 1,7
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 25

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
value = , NT
time = 1

[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------------

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 8
value = s210, 2

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 28

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 5
x = -22

[State 240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 30+var(8)*15-var(22)*8
guardflag = HA
hitflag = MAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = Low
ground.slidetime = 24+var(8)*10-var(22)*5
guard.slidetime = 24+var(8)*10-var(22)*5
ground.hittime = 24+var(8)*10-var(22)*5
guard.ctrltime = 18
ground.velocity = -2.5,-3.4
air.velocity = -2.0,-2.9
guard.velocity = -6
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -9
air.cornerpush.veloff = -12
forcestand = 1

[State , 入力リセット]
type = varset
trigger1 = Time = 0
v = 10
value = 0

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 2,3
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1
[State , しゃがみガード確認]
type = varset
trigger1 = p2Movetype != A
trigger1 = P2StateType = C
trigger1 = P2StateNo = [120,155]
trigger1 = AnimElem = 2,3
v = 22
value = 1

[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 25

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = , NT
time = 1

[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------

[Statedef 307]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 307
ctrl = 0
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = s0,2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = time = 2
value = s1, 11

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s1, 8


[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 10
[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 10

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 5
x = -5

[State 212, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = animelem = 3
attr = S, NA
animtype  = medium
damage    = 10
guardflag = MA
hitflag = HAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,1+var(8)*1
guardsound = s226,0
ground.type = High
ground.slidetime = 11+var(8)*3
guard.slidetime = 11+var(8)*3
ground.hittime = 15+var(8)*3
guard.ctrltime = 10
ground.velocity = -2.5,-5.7
air.velocity = -2.6,-4.0
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -10
yaccel= .4
[State , p2movetype確認]
type = varset
triggerall = AnimElem = 3,1
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1
[State , しゃがみガード確認]
type = varset
trigger1 = p2Movetype != A
trigger1 = P2StateType = C
trigger1 = P2StateNo = [120,155]
trigger1 = AnimElem = 3,1
v = 22
value = 1

[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 25

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(6) < 0
value = , NT
time = 1



[State 212, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[State , p2movetype確認]
type = varset
triggerall = AnimElem = 1,6
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1
[State , p2movetype確認]
type = varset
triggerall = AnimElem = 3,1
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1
[State , しゃがみガード確認]
type = varset
trigger1 = p2Movetype != A
trigger1 = P2StateType = C
trigger1 = P2StateNo = [120,155]
trigger1 = AnimElem = 1,6
v = 22
value = 1

[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 25

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
value = , NT
time = 1

[State 1000, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 308]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
velset = 0,0
anim = 207
ctrl = 0
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s230, 0


[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s1, 10

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 3

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 24

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 6
x = -27

[State 240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 16
guardflag = MA
hitflag = HAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = High
ground.slidetime = 24+var(8)*10
guard.slidetime = 24+var(8)*10
ground.hittime = 24+var(8)*10
guard.ctrltime = 18
ground.velocity = -2.3,-3.4
air.velocity = -2.0,-3.0
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -11

[State , 入力リセット]
type = varset
trigger1 = Time = 0
v = 10
value = 0

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 2,4
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 25

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = , NT
time = 1

[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;サイドフックキック

;---------------------------------------------------------------------------
;ハイキック・ストレート


;---------------------------------------------------------------------------
;ジャックナイフサイドキック


;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;ダッシュニー着地


;---------------------------------------------------------------------------
;ライジングニー
;ライジングニー



;---------------------------------------------------------------------------
[Statedef 316]
type    = S
movetype= a
physics = N
poweradd= 0
velset = 0,0
anim = 206
ctrl = 0
sprpriority = 2

[state posset]
type = posset
trigger1 = time = 0
y = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 8
value = s1, 12

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s230, 0
[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 20
guardflag = MA
hitflag = HAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = High
ground.slidetime = 24+var(8)*10
guard.slidetime = 24+var(8)*10
ground.hittime = 24+var(8)*10
guard.ctrltime = 18
ground.velocity = -2.6,-3.6
air.velocity = -2.7,-3.2
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -13

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 1,7
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 25

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
value = , NT
time = 1

[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1050, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 317]
type    = c
movetype= a
physics = N
poweradd= 0
velset = 0,0
anim = 306
ctrl = 0
sprpriority = 2

[state posset]
type = posset
trigger1 = time = 0
y = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 8
value = s1, 12

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s230, 0

[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 18
guardflag = MA
hitflag = HAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = High
ground.slidetime = 24+var(8)*10
guard.slidetime = 24+var(8)*10
ground.hittime = 24+var(8)*10
guard.ctrltime = 18
ground.velocity = -2.6,-3.6
air.velocity = -2.7,-3.2
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -13

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 1,7
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 25

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
value = , NT
time = 1

[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1050, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 320]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 320
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s230, 0


[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s1, 10

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 3



[State 240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 20
guardflag = MA
hitflag = HAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = low
ground.slidetime = 24+var(8)*10
guard.slidetime = 24+var(8)*10
ground.hittime = 24+var(8)*10
guard.ctrltime = 18
ground.velocity = -1.7
air.velocity = -2.0,-3.0
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -11

[State , 入力リセット]
type = varset
trigger1 = Time = 0
v = 10
value = 0

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 2,4
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 25

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = , NT
time = 1

[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------
[Statedef 325]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 325
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s230, 0


[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s1, 10

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 3

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 24


[State 240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 20
guardflag = MA
hitflag = HAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = High
ground.slidetime = 24+var(8)*10
guard.slidetime = 24+var(8)*10
ground.hittime = 24+var(8)*10
guard.ctrltime = 18
ground.velocity = -2.3,-3.4
air.velocity = -2.0,-3.0
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -11

[State , 入力リセット]
type = varset
trigger1 = Time = 0
v = 10
value = 0

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 2,4
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 25

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = , NT
time = 1

[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 340]
type    = C
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 340
ctrl = 0
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = time = 3
value = s1, 13



[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s500, 1

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 6

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 15

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
x = 17

[State 1000,]
type = VelSet
trigger1 = AnimElem = 3
x = 2.3
y = -5.6

[State 1000,]
type = Veladd
trigger1 = AnimElemTime(3) > 0
y = .49

[State 1000,]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1000,]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 20
guardflag = m
hitflag = MAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = low
ground.slidetime = 24+var(8)*10
guard.slidetime = 24+var(8)*10
ground.hittime = 24+var(8)*10
guard.ctrltime = 18
ground.velocity = -2.5, -7.2
air.velocity = -2.0,-5.0
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -11

[State 340, 7]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 341
;---------------------------------------------------------------------------
[Statedef 341]
type = S
movetype = I
physics = S
ctrl = 0
anim = 341
velset = 0, 0

[State 326, On Ground]
type = Posset
trigger1 = !Time
Y = 0

[State 326, PosAdd] 
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 326, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;--------------------------------------------------------------------------
[Statedef 345]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 345
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s230, 0


[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s1, 10

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 3

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 8



[State 240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 20
guardflag = MA
hitflag = HAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = High
ground.slidetime = 24+var(8)*10
guard.slidetime = 24+var(8)*10
ground.hittime = 24+var(8)*10
guard.ctrltime = 18
ground.velocity = -2.3,-3.4
air.velocity = -2.0,-3.0
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -11

[State , 入力リセット]
type = varset
trigger1 = Time = 0
v = 10
value = 0



[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 350]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 350
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s230, 0


[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s1, 10

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 23

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 24



[State 240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 20
guardflag = MA
hitflag = HAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = High
ground.slidetime = 24+var(8)*10
guard.slidetime = 24+var(8)*10
ground.hittime = 24+var(8)*10
guard.ctrltime = 18
ground.velocity = -3.3,-4.0
air.velocity = -2.0,-3.0
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -11

[State , 入力リセット]
type = varset
trigger1 = Time = 0
v = 10
value = 0

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 2,4
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 25

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = , NT
time = 1

[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 360]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 360
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s230, 0


[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s1, 10


[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 24

[State 1000,]
type = VelSet
trigger1 = AnimElem = 2
x = 2.6

[State 1000,]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
x = 17

[State 1000,]
type = VelSet
trigger1 = AnimElem = 3
x = 2.3
y = -5.6

[State 1000,]
type = Veladd
trigger1 = AnimElemTime(3) > 0
y = .44

[State 240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 20
guardflag = MA
hitflag = HAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = High
ground.slidetime = 24+var(8)*10
guard.slidetime = 24+var(8)*10
ground.hittime = 24+var(8)*10
guard.ctrltime = 18
ground.velocity = -3.3,-4.0
air.velocity = -2.0,-3.0
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -11

[State , 入力リセット]
type = varset
trigger1 = Time = 0
v = 10
value = 0

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 2,4
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 25

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = , NT
time = 1

[State 340, 7]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 361
;-------------------------------------------------
[Statedef 361]
type = S
movetype = I
physics = S
ctrl = 0
anim = 361
velset = 0, 0


[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 2
freq = 360
ampl = -4





[State 326, On Ground]
type = Posset
trigger1 = !Time
Y = 0

[State 326, PosAdd] 
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 326, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;----------------------------------------------------
[Statedef 375]
type    = s
movetype= A
physics = C
juggle  = 0
poweradd= 0
ctrl = 0
anim =  306
sprpriority = 2
facep2 = 1

[State 131, 1]
type = ChangeAnim
triggerall = Time = 0
trigger1 = prevstateno = 800
value = 803

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 8
value = s1, 12

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s230, 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 8
value = s0,0

[State 400, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = s, NA
damage    = 20
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
sparkno = 99
guard.sparkno = 99
hitsound   = s220,1+var(8)*1
guardsound = s226,0
ground.type = Low
ground.slidetime = 11+var(8)*3
guard.slidetime = 11+var(8)*3
ground.hittime = 11+var(8)*3
guard.ctrltime = 10
ground.velocity = -2.5, -3.0
air.velocity = -1.5,-3
fall.recover = 0
fall = 1
air.fall = 1
ground.cornerpush.veloff = -4
air.cornerpush.veloff = -8

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 2,2
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ヒット]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
v = 21
value = 20
[State , 投げ無効フレーム・カウンター]
type = varset
trigger1 = var(8) = 1
trigger1 = movehit = 1
v = 21
value = 13
[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 17

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = , NT
time = 1

[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1



;------------------------------------------------------------

;---------------------------------------------------------------------------
[Statedef 390]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 390
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s230, 0


[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s1, 10

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 7

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 24

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
x = 5

[State 240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 20
guardflag = MA
hitflag = HAF
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = High
ground.slidetime = 24+var(8)*10
guard.slidetime = 24+var(8)*10
ground.hittime = 24+var(8)*10
guard.ctrltime = 18
ground.velocity = -2.3,-3.4
air.velocity = -2.0,-3.0
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -11




[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------

[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 2
facep2 = 1

[State 131, 1]
type = ChangeAnim
triggerall = Time = 0
trigger1 = prevstateno = 800
value = 803

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s200, 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s1, 13

[State 400, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 10+var(8)*5
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
sparkno = 99
guard.sparkno = 99
hitsound   = s220,1+var(8)*1
guardsound = s226,0
ground.type = Low
ground.slidetime = 11+var(8)*3
guard.slidetime = 11+var(8)*3
ground.hittime = 11+var(8)*3
guard.ctrltime = 10
ground.velocity = -2
air.velocity = -1.5,-3
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -4
air.cornerpush.veloff = -8

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 2,2
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ヒット]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
v = 21
value = 20
[State , 投げ無効フレーム・カウンター]
type = varset
trigger1 = var(8) = 1
trigger1 = movehit = 1
v = 21
value = 13
[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 17

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = , NT
time = 1

[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------------------




;-------------------------------------------------------------------------------------
[Statedef 430]
type    = s
movetype= A
physics = C
juggle  = 0
poweradd= 0
ctrl = 0
anim =  206
sprpriority = 2
facep2 = 1

[State 131, 1]
type = ChangeAnim
triggerall = Time = 0
trigger1 = prevstateno = 800
value = 803
[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 8
value = s1, 12

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s230, 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 8
value = s0,0

[State 400, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 20
priority  = 3
animtype  = hard
hitflag = MAF
guardflag = M
sparkno = 99
guard.sparkno = 99
hitsound   = s220,1+var(8)*1
guardsound = s226,0
ground.type = Low
ground.slidetime = 11+var(8)*3
guard.slidetime = 11+var(8)*3
ground.hittime = 11+var(8)*3
guard.ctrltime = 10
ground.velocity = -3.0, -3.0
air.velocity = -1.5,-3
fall.recover = 0
fall = 1
air.fall = 1
ground.cornerpush.veloff = -4
air.cornerpush.veloff = -8

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 2,2
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ヒット]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
v = 21
value = 20
[State , 投げ無効フレーム・カウンター]
type = varset
trigger1 = var(8) = 1
trigger1 = movehit = 1
v = 21
value = 13
[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 17

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = , NT
time = 1

[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------

[Statedef 500]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 0
ctrl = 0
anim = 500
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s230, 0


[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s1, 10




[State 440, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage    = 19+var(8)*9
animtype  = Medium
hitflag = MAFD
guardflag = L
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = Low
ground.slidetime = 17+var(8)*6
guard.slidetime = 17+var(8)*6
ground.hittime = 17+var(8)*6
guard.ctrltime = 15
ground.velocity = -3,0
air.velocity = -1.2,-2
guard.velocity = -3
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -9

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 2,8
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ヒット]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
v = 21
value = 20
[State , 投げ無効フレーム・カウンター]
type = varset
trigger1 = var(8) = 1
trigger1 = movehit = 1
v = 21
value = 13
[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 17

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = , NT
time = 1

[State 440, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;スクァト・ストレー

;---------------------------------------------------------------------------

[Statedef 502]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 0
ctrl = 0
anim = 502
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 8
value = s210, 1

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 18

[State 240, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
x = 16

[State 430, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 20+var(8)*10
animtype  = Medium
hitflag = MAF
guardflag = L
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = Low
ground.slidetime = 18+var(8)*6
guard.slidetime = 18+var(8)*6
ground.hittime = 18+var(8)*6
guard.ctrltime = 16
ground.velocity = -3.5,-3.2*var(8)
air.velocity = -2,-2
down.velocity = -4,0
down.hittime = 20
fall = var(8)
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -10

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 2,7
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ヒット]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
v = 21
value = 25
[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 23

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = , NT
time = 1

[State 430, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;ジャンプ
;---------------------------------------------------------------------------

[Statedef 600]
type    = C
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 600
ctrl = 0
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s230, 0


[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s1, 10



[State 1000,]
type = VelSet
trigger1 = AnimElem = 2
trigger1 = var(23) = 0
x = 0
y = -10.4

[State 1000,]
type = VelSet
trigger1 = AnimElem = 2
trigger1 = var(23) = 1
x = 3.1
y = -10.4

[State 1000,]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = A

[State 1000,]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Hard
;air.animtype  = Back
damage= 30+var(8)*15
hitflag = MAF
guardflag = HA
sparkno = 99
guard.sparkno = 99
hitsound = s220,3+var(8)*3
guardsound = s226,0
ground.type = high
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -2.8,-2.0
guard.velocity = -9
air.velocity = -2.7,-3
airguard.velocity = -4,-1
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -12

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 1,1
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
value = , NT
time = 1

[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 25

;---------------------------------------------------------------------------

[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 650
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s230, 0


[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s1, 10



[State 640, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 30+var(8)*15
guardflag = HA
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
animtype = Med
ground.type = High
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -2.8,-2.0
guard.velocity = -9
air.velocity = -2.9,-3
airguard.velocity = -4,-1
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -12

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 1,5
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
value = , NT
time = 1

[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 25

;---------------------------------------------------------------------------
;ダウン攻撃
;---------------------------------------------------------------------------

[Statedef 700]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 700
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 8
value = s210, 1

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 27

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimTime = 0
x = -27

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = light
damage    = 5
guardflag = L
hitflag = MFD
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3;+var(8)*3
guardsound = s226,0
ground.type = High
ground.slidetime = 14+var(8)*6
guard.slidetime = 14+var(8)*6
ground.hittime = 14+var(8)*6
guard.ctrltime = 12
ground.velocity = -3
air.velocity = -1.5,-1.9
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -10
forcestand = 1

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 2,3
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ヒット]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
v = 21
value = 23-var(22)*4
[State , 投げ無効フレーム・カウンター]
type = varset
trigger1 = var(8) = 1
trigger1 = movehit = 1
v = 21
value = 18
[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 20

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = , NT
time = 1

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------

[Statedef 710]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 710
ctrl = 0
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = movehit = 1
value = s500, 1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s0,6
channel = 0



[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 15

[State 1000,]
type = VelSet
trigger1 = AnimElem = 2
trigger1 = P2Dist X >= 0
trigger1 = P2Dist X >= 140
x = 3.5
y = -8.3

[State 1000,]
type = VelSet
trigger1 = AnimElem = 2
trigger1 = P2Dist X < 0
trigger1 = P2Dist X <= -140
x = -3.5
y = -8.3

[State 1000,]
type = VelSet
triggerall = AnimElem = 2
trigger1 = P2Dist X >= 0
trigger1 = P2Dist X < 140
trigger2 = P2Dist X < 0
trigger2 = P2Dist X > -140
x = P2Dist X/40
y = -8.3

[State 1000,]
type = Veladd
trigger1 = AnimElemTime(2) > 0
y = .44

[State 1000,]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State , 投げ無敵]
type = NotHitBy
trigger1 = 1
value = , NT
time = 1

[State 1000, 7]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 711

;---------------------------------------------------------------------------

[Statedef 711]
type    = S
movetype= A
physics = N
poweradd= 0
velset = 0,0
anim = 711
ctrl = 0
sprpriority = 2

[state posset]
type = posset
trigger1 = time = 0
y = 0

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 6
x = 20

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 8
x = -20

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 9
x = -10

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 10
x = -7
[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
value = , NT
time = 1

[State 1005, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = s45, 0


[State 1000,]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
animtype  = Hard
;air.animtype  = Back
damage= 8
hitflag = MFD
guardflag = HA
sparkno = 99
guard.sparkno = 99
hitsound = s220,6;3+var(8)*3
guardsound = s226,0
ground.type = high
ground.slidetime = 0
guard.slidetime = 30+var(8)*13-var(22)*6
ground.hittime = 30+var(8)*13-var(22)*6
guard.ctrltime = 18
ground.velocity = 0
guard.velocity = -7
air.velocity = -1.5,3
airguard.velocity = -6,-1
fall = 1
fall.recover = 0
air.fall = 1
;yaccel = .5
forcestand = 1



[State , p2movetype確認]
type = varset
trigger1 = p2Movetype = A
trigger1 = time = 1
v = 8
value = 1
[State , しゃがみガード確認]
type = varset
trigger1 = p2Movetype != A
trigger1 = P2StateType = C
trigger1 = P2StateNo = [120,155]
trigger1 = time = 1
v = 22
value = 1

[State , 投げ無効フレーム・ヒット]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
v = 21
value = 38-var(22)*6
[State , 投げ無効フレーム・カウンター]
type = varset
trigger1 = var(8) = 1
trigger1 = movehit = 1
v = 21
value = 42
[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 25

[State 1050, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;起き上がり攻撃
;---------------------------------------------------------------------------

[Statedef 750]
type    = L
movetype= I
physics = N
poweradd= 0
velset = 0,0
anim = 750
ctrl = 0
sprpriority = 2

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = -29

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
x = -22

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 4
x = -21

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 5
x = -26

[State , 飛び道具無敵]
type = NotHitBy
trigger1 = AnimElemTime(7) < 0
value = , AP
time = 1

[State 1050, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------

[Statedef 755]
type    = L
movetype= I
physics = N
poweradd= 0
velset = 0,0
anim = 755
ctrl = 0
sprpriority = 2

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
x = 31

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 4
x = 10

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 5
x = 26

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 6
x = 20

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 7
x = 29

[State , 飛び道具無敵]
type = NotHitBy
trigger1 = AnimElemTime(8) < 0
value = , AP
time = 1

[State 1050, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------

[Statedef 760]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 0
ctrl = 0
anim = 760
sprpriority = 2

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 6
x = 3

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 7
x = -18

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 8
value = s210, 1

[State 430, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
damage    = 20+var(8)*10
animtype  = Medium
hitflag = MAF
guardflag = H
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = Low
ground.slidetime = 18+var(8)*6
guard.slidetime = 18+var(8)*6
ground.hittime = 18+var(8)*6
guard.ctrltime = 16
ground.velocity = -4,-2.4
air.velocity = -3,-2
down.velocity = -4,0
down.hittime = 20
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -13

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 5,3
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ヒット]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
v = 21
value = 25
[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 23

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(7) < 0
value = , NT
time = 1

[State 430, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------

[Statedef 765]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 0
ctrl = 0
anim = 765
sprpriority = 2

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = 3

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
x = -18

[State 200, 振り向き]
type = Turn
trigger1 = P2Dist X < 0
trigger1 = time = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 4
value = s210, 1

[State 430, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 20+var(8)*10
animtype  = Medium
hitflag = MAF
guardflag = H
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = Low
ground.slidetime = 18+var(8)*6
guard.slidetime = 18+var(8)*6
ground.hittime = 18+var(8)*6
guard.ctrltime = 16
ground.velocity = -4,-2.4
air.velocity = -3,-2
down.velocity = -4,0
down.hittime = 20
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -13

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 1,3
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ヒット]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
v = 21
value = 25
[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 23

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
value = , NT
time = 1

[State 430, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------

[Statedef 770]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 0
ctrl = 0
anim = 770
sprpriority = 2

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 8
x = -18

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 4
value = s210, 1

[State 430, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = C, NA
damage    = 20+var(8)*10
animtype  = Medium
hitflag = MAFD
guardflag = L
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = Low
ground.slidetime = 18+var(8)*6
guard.slidetime = 18+var(8)*6
ground.hittime = 18+var(8)*6
guard.ctrltime = 16
ground.velocity = -2.6,-4.4
air.velocity = -2,-3.2
down.velocity = -4,0
down.hittime = 20
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -13

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 5,2
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ヒット]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
v = 21
value = 25
[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 23

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(7) < 0
value = , NT
time = 1

[State 430, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

[Statedef 775]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 0
ctrl = 0
anim = 775
sprpriority = 2

[State 200, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 8
x = -18

[State 200, 振り向き]
type = Turn
trigger1 = P2Dist X < 0
trigger1 = time = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = s210, 1

[State 430, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 20+var(8)*10
animtype  = Medium
hitflag = MAFD
guardflag = L
sparkno = 99
guard.sparkno = 99
hitsound   = s220,3+var(8)*3
guardsound = s226,0
ground.type = Low
ground.slidetime = 18+var(8)*6
guard.slidetime = 18+var(8)*6
ground.hittime = 18+var(8)*6
guard.ctrltime = 16
ground.velocity = -2.6,-4.4
air.velocity = -2,-3.2
down.velocity = -4,0
down.hittime = 20
fall = 1
fall.recover = 0
air.fall = 1
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -13

[State , p2movetype確認]
type = varset
triggerall = AnimElem = 2,2
trigger1 = p2Movetype = A
trigger2 = p2Statetype = A
trigger2 = p2Movetype != H
v = 8
value = 1

[State , 投げ無効フレーム・ヒット]
type = varset
trigger1 = var(8) = 0
trigger1 = movehit = 1
v = 21
value = 25
[State , 投げ無効フレーム・ガード]
type = varset
trigger1 = moveguarded = 1
v = 21
value = 23

[State , 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(7) < 0
value = , NT
time = 1

[State 430, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
; 投げ技
;===========================================================================
;フロントスープレックス：立ち掴み
[Statedef 800]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
anim = 800
ctrl = 0
[State 0, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 803
p2stateno = 805
fall = 1

[State 0, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------
[Statedef 803]
type = S
movetype= A
physics = N
anim = 803
poweradd = 60
ctrl = 0
[State 10, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 58, -2

[State 10, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 19, -7

[State 10, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -52, -21

[State 10, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -34.5, 21

[State 10, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -29, -5.5

[State 10, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -78

[State 10, Throw]
type = TargetState
trigger1 = AnimElem = 5
value = 810

[State 10, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------
[Statedef 805]
type = A
movetype = H
physics = N
velset = 0,0

[State 20, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 805
;-------------------------------------
[Statedef 810]
type = A
movetype = H
physics = N
velset = 0,0
poweradd = 40

[State 21, 1] ;Gravity
type = VelAdd
trigger1 = 1
y = .4

[State 21, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 21, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 21, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5110 ;Hit ground



;---------------------------------------------------------------------------
[Statedef 1000]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
anim = 800
ctrl = 0


[State 0, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 1010
p2stateno = 1015
fall = 1

[State 0, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------
[Statedef 1010]
type = S
movetype= A
physics = N
anim = 1000
poweradd = 60
ctrl = 0

[State 10, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 75, 0

[State 10, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 12.5, -43.5

[State 10, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -0.5, -71

[State 10, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 6.5, -69

[State 10, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 14.5, -65.5

[State 10, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 75, 0

[State 10, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -78

[State 10, Throw]
type = TargetState
trigger1 = AnimElem = 6
value = 1020

[State 10, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1015]
type = A
movetype = H
physics = N
velset = 0,0

[State 20, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1015

[Statedef 1020]
type = A
movetype = H
physics = N
velset = 0,0
poweradd = 40

[State 21, 1] ;Gravity
type = VelAdd
trigger1 = 1
y = .4

[State 21, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 21, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 21, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5110 ;Hit ground


;---------------------------------------------------------------------
[Statedef 1100]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
anim = 800
ctrl = 0

[State 0, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 1110
p2stateno = 1115
fall = 1

[State 0, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1110]
type = S
movetype= A
physics = N
anim = 1100
poweradd = 60
ctrl = 0
[State 10, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 75, 0

[State 10, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 2.5, -56.5

[State 10, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 0, -73.5

[State 10, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 11, -69.5

[State 10, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 19, -65.5

[State 10, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 41, -10.5

[State 10, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -78

[State 10, Throw]
type = TargetState
trigger1 = AnimElem = 6
value = 1120

[State 10, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1115]
type = A
movetype = H
physics = N
velset = 0,0

[State 20, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1015

[Statedef 1120]
type = A
movetype = H
physics = N
velset = 0,0
poweradd = 40

[State 21, 1] ;Gravity
type = VelAdd
trigger1 = 1
y = .4


[State 21, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5110 ;Hit ground

;----------------------------------------------------------

;-----------------------------------------------------------------------

;------------------------------------


;--------------------------------------------



;---------------------------------------------------




;-------------------------------------------------------------------------


;---------------------------------------------------------------------------



[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -80
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;


[State 831, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 831, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------


;---------------------------------------------------------------------------





;---------------------------------------------------------------------------

;---------------------------------------------------------------------------


;---------------------------------------------------------------------------




;---------------------------------------------------------------------------

;---------------------------------------------------------------------------

;---------------------------------------------------------------------------

;------------------------------------------------------------------------


;------------opponent tossed--------------------------

;-------------------------------------------------------------------------



;===========================================================================
; 常時監視ステート（‐２）
;===========================================================================
[Statedef -2]
;---------------------------------------------------------------------------

;レバーガード無効
[State -2, ガード]
type = AssertSpecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard

;---------------------------------------------------------------------------
;コンボ先行入力管理
;---------------------------------------------------------------------------

[State -2, 先行入力・連打用タイムラグ]
type = varset
trigger1 = var(20) != 0
v = 20
value = 0
[State -2, 先行入力・連打用タイムラグ]
type = varset
triggerall = var(20) = 0
trigger1 = stateno = [200,202] 
trigger1 = Command = "b"
trigger1 = var(10) = 0
trigger1 = var(11) = 0
trigger1 = var(12) = 0
trigger2 = stateno = [301,302]
trigger2 = Command = "c" 
trigger2 = var(10) = 0
trigger2 = var(11) = 0
trigger2 = var(12) = 0
trigger2 = var(13) = 0
v = 20
value = 1

[State , 入力蓄積キャンセル]
type = varset
trigger1 = Command = "a"
trigger1 = Command != "b"
trigger1 = Command != "c"
trigger1 = movetype = A
v = 10
value = 0
[State , 入力蓄積キャンセル]
type = varset
trigger1 = Command = "a"
trigger1 = Command != "b"
trigger1 = Command != "c"
trigger1 = movetype = A
v = 11
value = 0
[State , 入力蓄積キャンセル]
type = varset
trigger1 = Command = "a"
trigger1 = Command != "b"
trigger1 = Command != "c"
trigger1 = movetype = A
v = 12
value = 0
[State , 入力蓄積キャンセル]
type = varset
trigger1 = Command = "a"
trigger1 = Command != "b"
trigger1 = Command != "c"
trigger1 = movetype = A
v = 13
value = 0
[State , 入力蓄積キャンセル]
type = varset
trigger1 = Command = "a"
trigger1 = Command != "b"
trigger1 = Command != "c"
trigger1 = movetype = A
v = 14
value = 0
[State , 入力蓄積キャンセル]
type = varset
trigger1 = Command = "a"
trigger1 = Command != "b"
trigger1 = Command != "c"
trigger1 = movetype = A
v = 15
value = 0
[State , 入力蓄積キャンセル]
type = varset
trigger1 = Command = "a"
trigger1 = Command != "b"
trigger1 = Command != "c"
trigger1 = movetype = A
v = 16
value = 0
[State , 入力蓄積キャンセル]
type = varset
trigger1 = Command = "a"
trigger1 = Command != "b"
trigger1 = Command != "c"
trigger1 = movetype = A
v = 17
value = 0

;---------------------------------------------------------------------------
;ストレート・リード派生

[State -2, ジャブ、ストレート先行入力]
type = varset
triggerall = stateno = [200,202] 
trigger1 = Time > 0
trigger1 = Command = "b" 
trigger1 = var(10) = 0
trigger1 = var(11) = 0
trigger1 = var(12) = 0
v = 10
value = 1
[State -2, パンチハイキック先行入力]
type = varset
triggerall = stateno = [200,202] 
trigger1 = Time > 0
trigger1 = Command = "c"
trigger1 = command != "holddown"
trigger1 = var(10) = 0
trigger1 = var(11) = 0
trigger1 = var(12) = 0
v = 11
value = 1
[State -2, パンチサイドキック先行入力]
type = varset
triggerall = stateno = [200,202] 
trigger1 = Time > 0
trigger1 = Command = "c" 
trigger1 = command = "holddown"
trigger1 = var(10) = 0
trigger1 = var(11) = 0
trigger1 = var(12) = 0
v = 12
value = 1

[State -2, フラッシュピストンパンチ先行入力]
type = varset
triggerall = stateno = [200,202] 
triggerall = var(20) = 0
trigger1 = Command = "b" 
trigger1 = var(10) = 1
trigger1 = var(13) = 0
trigger1 = var(14) = 0
v = 13
value = 1
[State -2, ダブルパンチスナップキック先行入力]
type = varset
triggerall = stateno = [200,202] 
trigger1 = Command = "c" 
trigger1 = var(10) = 1
trigger1 = var(13) = 0
trigger1 = var(14) = 0
v = 14
value = 1

[State -2, コンボライジングニー先行入力]
type = varset
triggerall = stateno = [200,202] 
trigger1 = Command = "c" 
trigger1 = command != "holdub"
trigger1 = command != "holdup"
trigger1 = var(13) = 1
trigger1 = var(15) = 0
trigger1 = var(16) = 0
trigger1 = var(17) = 0
v = 15
value = 1
[State -2, コンボサマーソルト先行入力]
type = varset
triggerall = stateno = [200,202] 
trigger1 = Command = "c" 
trigger1 = command = "holdub"
trigger1 = var(13) = 1
trigger1 = var(15) = 0
trigger1 = var(16) = 0
trigger1 = var(17) = 0
v = 16
value = 1
[State -2, コンボライジングキック先行入力]
type = varset
triggerall = stateno = [200,202] 
trigger1 = Command = "c"
trigger1 = command = "holdup"
trigger1 = var(13) = 1
trigger1 = var(15) = 0
trigger1 = var(16) = 0
trigger1 = var(17) = 0
v = 17
value = 1

;200（ストレート・リード）
;　Ｐ―→Ｐ（ジャブ、ストレート）――→Ｐ（フラッシュピストンパンチ）――→Ｋ（コンボライジングニー）
;　｜　　201　Var(10)　　　　　　｜　　202　Var(13)　　　　　　　　　｜　　207　Var(15)
;　｜　　　　　　　　　　　　　　｜　　　　　　　　　　　　　　　　　｜―→ＵＢＫ（コンボサマーソルト）
;　｜　　　　　　　　　　　　　　｜　　　　　　　　　　　　　　　　　｜　　　　209　Var(16)
;　｜　　　　　　　　　　　　　　｜　　　　　　　　　　　　　　　　　　―→ＵＫ（コンボライジングキック）
;　｜　　　　　　　　　　　　　　｜　　　　　　　　　　　　　　　　　　　　　211　Var(17)
;　｜　　　　　　　　　　　　　　　―→Ｋ（ダブルパンチスナップキック）
;　｜　　　　　　　　　　　　　　　　　206　Var(14)
;　｜→Ｋ（パンチハイキック）
;　｜　204　Var(11)
;　｜
;　　→ＤＫ（パンチサイドキック）
;　　　205　Var(12)
;---------------------------------------------------------------------------
;ダブルジョイントバット

[State -2, ダブルジョイントバット先行入力]
type = varset
triggerall = stateno = 203
trigger1 = Time > 0
trigger1 = Command = "c" 
trigger1 = var(10) = 0
v = 10
value = 1

;ＦＰ（ライジングエルボー）―→Ｋ（ダブルジョイントバット）
;　203　　　　　　　　　 　　　213　Var(10)　
;---------------------------------------------------------------------------
;ハイキック・ストレート

[State -2, ハイキックストレート先行入力]
type = varset
trigger1 = stateno = 300
trigger1 = Time > 0
trigger1 = Command = "b"
trigger1 = var(10) = 0
v = 10
value = 1

;Ｋ（ヴァーティカル・フック・キック）―→Ｐ（ハイキック・ストレート）
;300　　　　　　　　　　　　　　　　 　　310　Var(10)
;---------------------------------------------------------------------------
;ミドルキック派生

[State -2, イリュージョンキック先行入力]
type = varset
triggerall = stateno = [301,302] 
trigger1 = Time > 0
trigger1 = Command = "c" 
trigger1 = var(10) = 0
v = 10
value = 1

[State -2, ミラージュキック先行入力]
type = varset
triggerall = stateno = [301,302]
triggerall = var(20) = 0
;triggerall = command != "holdfwd"
trigger1 = Command = "c" 
trigger1 = var(10) = 1
trigger1 = var(11) = 0
trigger1 = var(12) = 0
trigger1 = var(13) = 0
v = 11
value = 1
;[State -2, イリュージョンローキック先行入力]
;type = varset
;triggerall = stateno = [301,302]
;triggerall = command = "holdfwd"
;trigger1 = Command = "a" 
;trigger1 = var(10) = 0
;trigger1 = var(11) = 0
;v = 12
;value = 1

;ＤＦＫ（ミドルキック）―→Ｋ（イリュージョンキック）―→Ｋ（ミラージュキック）
;　　301　　　　　　　　　　302　Var(10)　　　　　　　 ｜　303　Var(11)


;未定（２で搭載していない連係）
;　　　　　　　　　　　　　　　　　　　　　　　　　　　｜―→ＤＫ（イリュージョンローキック）
;　　　　　　　　　　　　　　　　　　　　　　　　　　　｜　　　Var(12)
;　　　　　　　　　　　　　　　　　　　　　　　　　　　　―→Ｋ（イリュージョンジャックナイフ）
;　　　　　　　　　　　　　　　　　　　　　　　　　　　　　　Var(13)
;---------------------------------------------------------------------------
;ジャックナイフサイドキック

[State -2, ジャックナイフサイドキック先行入力]
type = varset
trigger1 = stateno = 306
trigger1 = Time > 0
trigger1 = Command = "c"
trigger1 = var(10) = 0
v = 10
value = 1

;ＤＫ（ジャックナイフキック）―→Ｋ（ジャックナイフサイドキック）
;　　306　　　　　　　　　 　311　Var(10)
;---------------------------------------------------------------------------
;起き上がり動作

[State , 入力リセット]
type = varset
triggerall = stateno = 5110
trigger1 = Time = 1
v = 10
value = 0
[State , 入力リセット]
type = varset
trigger1 = stateno = 5110
trigger1 = Time = 1
v = 11
value = 0
[State , 入力リセット]
type = varset
trigger1 = stateno = 5110
trigger1 = Time = 1
v = 12
value = 0
value = 0
[State , 入力リセット]
type = varset
trigger1 = stateno = 5110
trigger1 = Time = 1
v = 13
value = 0

[State -2, 後転起き上がり]
type = varset
triggerall = stateno = 5120
triggerall = Time = 1
triggerall = var(10) = 0
triggerall = var(13) = 0
trigger1 = Command = "holdback"
trigger2 = Command = "holdub"
trigger3 = Command = "holddb"
v = 10
value = 1

[State -2, 前転起き上がり]
type = varset
triggerall = stateno = 5120
triggerall = Time = 1
triggerall = var(10) = 0
triggerall = var(13) = 0
trigger1 = Command = "holdfwd"
trigger2 = Command = "holduf"
trigger3 = Command = "holddf"
v = 13
value = 1

[State -2, ライジングバックキック]
type = varset
triggerall = stateno = 5110
triggerall = Command = "c"
triggerall = var(11) = 0
triggerall = var(12) = 0
trigger1 = Command != "holddown"
trigger1 = Command != "holddb"
trigger1 = Command != "holddf"
v = 11
value = 1

[State -2, ローバックスピンキック]
type = varset
triggerall = stateno = 5110
triggerall = Command = "c"
triggerall = var(11) = 0
triggerall = var(12) = 0
trigger1 = Command = "holddown"
trigger2 = Command = "holddb"
trigger3 = Command = "holddf"
v = 12
value = 1

;（起き上がり）―→後ろ要素（後転起き上がり）―→ＢＫ（ライジングバックキック）
;　　5120　　　｜　　750　var(10) 　　　　　　｜　　765　var(11)
;　　　　　　　｜　　　　　　　　　　　　　　　→ＢＤＫ（ローバックスピンキック）
;　　　　　　　｜　　　　　　　　　　　　　　　　　　775　var(12)
;　　　　　　　　→前要素（後転起き上がり）―→ＦＫ（ライジングバックキック）
;　　　　　　　｜　　755　var(13) 　　　　　　｜　　765　var(11)
;　　　　　　　｜　　　　　　　　　　　　　　　→ＦＤＫ（ローバックスピンキック）
;　　　　　　　｜　　　　　　　　　　　　　　　　　　775　var(12)
;　　　　　　　　→Ｋ（ライジングバックキック）
;　　　　　　　｜　　760　var(11)
;　　　　　　　　→ＤＫ（ローバックスピンキック）
;　　　　　　　　　　770　var(12)
;---------------------------------------------------------------------------
;投げ無効フレーム

[State -2, 投げ無効フレーム減少]
type = varadd
trigger1 = var(21) != 0
v = 21
value = -1

;-------------------------------------------------------------
[State -2,AttackMulSet];HIT補正
Type = AttackMulSet
TriggerAll = NumEnemy
trigger1 = 1
Value = 5.55

;-------------------------------------------------------------
;カウンター
[State -2, p2movetypeリセット]
type = varset
trigger1 = Movetype = A
trigger1 = time = 1
trigger1 = var(8) != 0
v = 8
value = 0

;しゃがみガード確認
[State , しゃがみガード確認リセット]
type = varset
trigger1 = Movetype = A
trigger1 = time = 1
trigger1 = var(22) != 0
v = 22
value = 0

;---------------------------------------------------------------------------

[State -2, ダウン]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 5100
value = s45, 0

[State -2, 着地]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
value = 40, 0

;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
