;---------------------------------------------------------------------------
; ここからは超必殺技のステート
;---------------------------------------------------------------------------
; Kaiser Wave

[Statedef 2000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2000
ctrl     = 0
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
darken = 0
poweradd = -1000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG

[State 2000]
type = Explod
trigger1 = AnimElem = 2
anim = 4000
pos = 0,-105
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 3
anim = 4010
pos = 0,-105
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
anim = 2010
postype = P1
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 5
ownpal = 1
supermove = 0
removeongethit = 1
ID = 2000

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,17

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 31
value = s12,5
channel = 4

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = command != "holdx"
trigger1 = time = [31,53]
value = 2005

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = command != "holdx"
trigger1 = time = [54,76]
value = 2010

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = command != "holdx"
trigger1 = time >= 77
trigger2 = time = 118
value = 2015

;---------------------------------------------------------------------------
; Ligeramente cargado

[Statedef 2005]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 2

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

[State 3000]
type = explod
trigger1 = AnimElem = 5
anim = 2110
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 2015
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,18

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,6

[State -2,]
type = StopSnd
trigger1 = AnimElem = 4
channel = 4

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 2000
projanim = 2030
projremove = 1
projpriority = 3
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 2035
projremanim = 2035
projstagebound = 60
projhits = 1
getpower = 0
ownpal = 0
offset = 50, 0
velocity = 5, 0
attr = S, HP
animtype = Hard
damage = 250 ,24
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 2,10
sparkno = S4070
sparkxy = 20,-70
guard.sparkno = S4130
ground.type = High
ground.hittime = 22
ground.slidetime = 22
ground.velocity = -6, -6
guard.velocity = -11
air.velocity = -6, -6
air.juggle = 8
fall = 1
fall.recover = 0

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; MEdianamente cargado

[Statedef 2010]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 2

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

[State 3000]
type = explod
trigger1 = AnimElem = 5
anim = 2110
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 2020
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,18

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,6

[State -2,]
type = StopSnd
trigger1 = AnimElem = 4
channel = 4

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 2000
projanim = 2040
projremove = 1
projpriority = 4
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 2045
projremanim = 2045
projstagebound = 60
projhits = 1
getpower = 0
ownpal = 0
offset = 50, 0
velocity = 5, 0
attr = S, HP
animtype = up
damage = 275 ,26
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 2,10
sparkno = S4070
sparkxy = 20,-70
guard.sparkno = S4130
ground.type = High
ground.hittime = 22
ground.slidetime = 22
ground.velocity = -6, -6
guard.velocity = -11
air.velocity = -6, -6
air.juggle = 8
fall = 1
fall.recover = 0

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; A toda su potencia

[Statedef 2015]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 2

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

[State 3000]
type = explod
trigger1 = AnimElem = 5
anim = 2110
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 2025
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,18

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,6

[State -2,]
type = StopSnd
trigger1 = AnimElem = 4
channel = 4

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 2000
projanim = 2050
projremove = 1
projpriority = 5
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 2055
projremanim = 2055
projstagebound = 60
projhits = 1
getpower = 0
ownpal = 0
offset = 50, 0
velocity = 5, 0
attr = S, HP
animtype = Diagup
damage = 300 ,28
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 2,10
sparkno = S4070
sparkxy = 20,-70
guard.sparkno = S4130
ground.type = High
ground.hittime = 22
ground.slidetime = 22
ground.velocity = -7, -7
guard.velocity = -12
air.velocity = -7, -7
air.juggle = 8
fall = 1
fall.recover = 0

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 2050]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2000
ctrl     = 0
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
darken = 0
poweradd = -1000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG

[State 2000]
type = Explod
trigger1 = AnimElem = 2
anim = 4000
pos = 0,-105
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 3
anim = 4010
pos = 0,-105
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
anim = 2010
postype = P1
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 5
ownpal = 1
supermove = 0
removeongethit = 1
ID = 2000

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,17

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 31
value = s12,5
channel = 4

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = command != "holdy"
trigger1 = time = [31,53]
value = 2055

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = command != "holdy"
trigger1 = time = [54,76]
value = 2060

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = command != "holdy"
trigger1 = time >= 77
trigger2 = time = 118
value = 2065

;---------------------------------------------------------------------------
; Ligeramente cargado

[Statedef 2055]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 2

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

[State 3000]
type = explod
trigger1 = AnimElem = 5
anim = 2110
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 2015
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,18

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,6

[State -2,]
type = StopSnd
trigger1 = AnimElem = 4
channel = 4

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 2000
projanim = 2030
projremove = 1
projpriority = 3
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 2035
projremanim = 2035
projstagebound = 60
projhits = 1
getpower = 0
ownpal = 0
offset = 50, 0
velocity = 10, 0
attr = S, HP
animtype = Hard
damage = 250 ,24
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 2,10
sparkno = S4070
sparkxy = 20,-70
guard.sparkno = S4130
ground.type = High
ground.hittime = 22
ground.slidetime = 22
ground.velocity = -6, -6
guard.velocity = -11
air.velocity = -6, -6
air.juggle = 8
fall = 1
fall.recover = 0

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Medianamente cargado

[Statedef 2060]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 2

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

[State 3000]
type = explod
trigger1 = AnimElem = 5
anim = 2110
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 2020
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,18

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,6

[State -2,]
type = StopSnd
trigger1 = AnimElem = 4
channel = 4

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 2000
projanim = 2040
projremove = 1
projpriority = 4
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 2045
projremanim = 2045
projstagebound = 60
projhits = 1
getpower = 0
ownpal = 0
offset = 50, 0
velocity = 10, 0
attr = S, HP
animtype = up
damage = 275 ,26
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 2,10
sparkno = S4070
sparkxy = 20,-70
guard.sparkno = S4130
ground.type = High
ground.hittime = 22
ground.slidetime = 22
ground.velocity = -6, -6
guard.velocity = -11
air.velocity = -6, -6
air.juggle = 8
fall = 1
fall.recover = 0

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; A toda su potencia

[Statedef 2065]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 2

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

[State 3000]
type = explod
trigger1 = AnimElem = 5
anim = 2110
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 2025
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,18

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,6

[State -2,]
type = StopSnd
trigger1 = AnimElem = 4
channel = 4

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 2000
projanim = 2050
projremove = 1
projpriority = 5
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 2055
projremanim = 2055
projstagebound = 60
projhits = 1
getpower = 0
ownpal = 0
offset = 50, 0
velocity = 10, 0
attr = S, HP
animtype = Diagup
damage = 300 ,28
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 2,10
sparkno = S4070
sparkxy = 20,-70
guard.sparkno = S4130
ground.type = High
ground.hittime = 22
ground.slidetime = 22
ground.velocity = -7, -7
guard.velocity = -12
air.velocity = -7, -7
air.juggle = 8
fall = 1
fall.recover = 0

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;===========================================================================
; Unlimited Desire

[Statedef 2100]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
anim     = 2100
ctrl     = 0
sprpriority = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 38

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
darken = 0
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 4000
pos = -5,-85
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 4010
pos = -5,-85
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,7

[State 1000, ]
type = Velset
trigger1 = AnimElemTime(4) >= 0
x = 8

[State 300,]
type = AfterImage
trigger1 = time = 0
time = 80
trans = add1
TimeGap  = 1
FrameGap = 4
Trans = Add1

[State 3000]
type = explod
trigger1 = AnimElem = 4
anim = 2110
pos = 0,0
postype = p1
sprpriority = 10
ownpal = 1

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MA
guardflag = M
priority = 5
pausetime = 10,10
sparkno = S4070
sparkxy = -30,-70
hitsound = s1,1
guardsound = s2,1
guard.sparkno = S4130
guard.velocity = -5
ground.type = High
ground.slidetime = 22
ground.hittime = 22
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p1stateno = 2110
p2stateno = 2130

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = time = 54
trigger2 = Moveguarded
value = 2105
ctrl = 0

;---------------------------------------------------------------------------
; 強アンリミテッドデザイア

[Statedef 2150]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
anim     = 2150
ctrl     = 0
sprpriority = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 48

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
darken = 0
poweradd = -1000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 4000
pos = -5,-85
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 4010
pos = -5,-85
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,7

[State 1000, ]
type = Velset
trigger1 = AnimElemTime(4) >= 0
x = 8

[State 300,]
type = AfterImage
trigger1 = time = 0
time = 80
TimeGap  = 1
FrameGap = 4
Trans = Add1

[State 3000]
type = explod
trigger1 = AnimElem = 4
anim = 2110
pos = 0,0
postype = p1
sprpriority = 10
ownpal = 1

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MA
guardflag = M
priority = 5
pausetime = 10,10
sparkno = S4070
sparkxy = -30,-70
hitsound = s1,1
guardsound = s2,1
guard.sparkno = S4130
guard.velocity = -5
ground.type = High
ground.slidetime = 22
ground.hittime = 22
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p1stateno = 2110
p2stateno = 2130

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = time = 64
trigger2 = Moveguarded
value = 2105
ctrl = 0

;---------------------------------------------------------------------------
; 移動終了
[Statedef 2105]
type    = S
physics = S
ctrl = 0
anim = 2105

[State -2, 残像]
type = AfterImage
trigger1 = time = 0
time = 1

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 0
y = 0

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Unlimited Desire (SP)

[Statedef 2110]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2115
ctrl     = 0
sprpriority = 5

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 60,0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 29
trigger3 = AnimElem = 46
value = s10,7

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 14
trigger2 = AnimElem = 63
value = s10,8

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 14
trigger3 = AnimElem = 24
trigger4 = AnimElem = 30
trigger5 = AnimElem = 38
trigger6 = AnimElem = 47
trigger7 = AnimElem = 56
trigger8 = AnimElem = 64
value = s0,4

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 24
trigger4 = AnimElem = 29
trigger5 = AnimElem = 36
trigger6 = AnimElem = 45
trigger7 = AnimElem = 55
trigger8 = AnimElem = 63
x = 4

[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(64) < 0
pos = 60,0

[State 300,]
type = AfterImage
trigger1 = time = 0
time = 250
TimeGap  = 1
FrameGap = 4
Trans = Add1

[State 3000]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 24
trigger4 = AnimElem = 29
trigger5 = AnimElem = 36
trigger6 = AnimElem = 45
trigger7 = AnimElem = 55
trigger8 = AnimElem = 63
anim = 1110
pos = 0,0
postype = p1
sprpriority = -5
ownpal = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S4070
sparkxy = -25,-70
hitsound = s1,3
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2130
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 15
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S4070
sparkxy = -25,-60
hitsound = s1,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2130
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 25
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S4070
sparkxy = -20,-85
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2120
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 30
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S4070
sparkxy = -20,-90
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2120
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 38
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S4070
sparkxy = -25,-40
hitsound = s1,3
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2130
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 47
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S4070
sparkxy = -20,-60
hitsound = s1,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2130
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 57
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S4070
sparkxy = -20,-90
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2120
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 64
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S4070
sparkxy = -25,-90
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2135
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80

[State 52, 4]
type = ChangeState
trigger1 = Animtime = 0
value = 2115

;---------------------------------------------------------------------------
; レッグトマホーク

[Statedef 2115]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2120
ctrl     = 0
sprpriority = 5

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 50,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,11

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,7

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s1,9

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3 | AnimElem = 4 | AnimElem = 7
trigger2 = AnimElem = 8
x = 10

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(7) >= 0
x = 5

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 7
y = -7.5

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(7) >= 0
y = .62

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = A

[State 3000]
type = Explod
trigger1 = AnimElem = 7
anim = 1110
pos = -20,0
postype = p1
sprpriority = -5
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
anim = 2125
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = A, HA
damage = 40,8
getpower = 0
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S4070
guard.sparkno = S4130
sparkxy = -25, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-5
air.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80
palfx.time = 80
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 9
attr = A, HA
damage = 50,10
getpower = 0
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 20,21
sparkno = S4070
guard.sparkno = S4130
sparkxy = -25, -50
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5.5,-5.5
air.velocity = -5.5,-5.5
guard.velocity = -10
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 6
envshake.freq = 80
palfx.time = 80
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 10
value = 1105

;---------------------------------------------------------------------------
;相手動作(上段やられ)
[Statedef 2120]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 52, 1]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2130

[State 1830]
type = SelfState
triggerall = time > 34
trigger1 = Enemynear,Stateno != 2110
trigger1 = Enemynear,Stateno != 3110
value = 5000

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相手動作(下段やられ)
[Statedef 2130]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 52, 1]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2135

[State 1830]
type = SelfState
triggerall = time > 34
trigger1 = Enemynear,Stateno != 2110
trigger1 = Enemynear,Stateno != 3110
value = 5000

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相手動作(上段やられ)
[Statedef 2135]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = S
physics = S

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 8
x = -12

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 11
x = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2130

[State 1830]
type = SelfState
triggerall = time > 34
trigger1 = Enemynear,Stateno != 2110
trigger1 = Enemynear,Stateno != 2115
trigger1 = Enemynear,Stateno != 3110
value = 5000

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Cyclone

[Statedef 2200]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2200
ctrl     = 0
sprpriority = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 70,0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 31

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
darken = 0
poweradd = -1000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 4000
pos = -3,-95
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 4010
pos = -3,-95
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = p2stateno != [120,159]
attr = S, HT
hitflag = M
pausetime = 0,0
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 2210
p2stateno = 2220
guard.dist = 0
fall = 1
numhits = 0

[State 2000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;投げ１・投げている（自分）

[Statedef 2210]
type    = S
movetype= A
physics = N
anim = 2205

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
;ignorehitpause = 1

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = A

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(54) < 0
value = 0

[State 810, ]
type = Posset
trigger1 = time = 0
y = 0

[State 810, ]
type = Velset
trigger1 = AnimElemtime(8) >= 1 && AnimElemtime(54) < 0
y = -3

[State 810, ]
type = Velset
trigger1 = Pos Y <= -30
y = 0

[State 810, ]
type = Veladd
trigger1 = AnimElemtime(55) >= 0
y = .2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,19

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s10,20

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 16
trigger3 = AnimElem = 24
trigger4 = AnimElem = 32
trigger5 = AnimElem = 40
trigger6 = AnimElem = 48
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 14
trigger3 = AnimElem = 18
trigger4 = AnimElem = 22
trigger5 = AnimElem = 26
trigger6 = AnimElem = 30
trigger7 = AnimElem = 34
trigger8 = AnimElem = 38
trigger9 = AnimElem = 42
trigger10 = AnimElem = 46
trigger11 = AnimElem = 50
value = s1,1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 54
value = s1,4

[State 1000, 音を鳴らす]
type = HitAdd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 14
trigger3 = AnimElem = 18
trigger4 = AnimElem = 22
trigger5 = AnimElem = 26
trigger6 = AnimElem = 30
trigger7 = AnimElem = 34
trigger8 = AnimElem = 38
trigger9 = AnimElem = 42
trigger10 = AnimElem = 46
trigger11 = AnimElem = 50
trigger12 = AnimElem = 54
value = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 8
anim = 2215
pos = 0,0
sprpriority = 3
bindtime = -1
removetime = -1
ownpal = 1
supermove = 1
ID = 2200

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 8
name = "GS"
stateno = 2250
ID = 2200
helpertype = normal
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 1001,]
type = RemoveExplod
trigger1 = AnimElem = 55
ID = 2200

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 16
trigger3 = AnimElem = 24
trigger4 = AnimElem = 32
trigger5 = AnimElem = 40
trigger6 = AnimElem = 48
anim = 4070
postype = P1
pos = 0, -135
sprpriority = 5
ownpal = 1
ontop = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 12
trigger2 = AnimElem = 20
trigger3 = AnimElem = 28
trigger4 = AnimElem = 36
trigger5 = AnimElem = 44
trigger6 = AnimElem = 52
anim = 4070
postype = P1
pos = 10, -85
sprpriority = 5
ownpal = 1
ontop = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 14
trigger2 = AnimElem = 22
trigger3 = AnimElem = 30
trigger4 = AnimElem = 38
trigger5 = AnimElem = 46
trigger6 = AnimElem = 54
anim = 4070
postype = P1
pos = 70, -120
sprpriority = 5
ownpal = 1
ontop = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 18
trigger3 = AnimElem = 26
trigger4 = AnimElem = 34
trigger5 = AnimElem = 42
trigger6 = AnimElem = 50
anim = 4070
postype = P1
pos = -70, -105
sprpriority = 5
ownpal = 1
ontop = 1

[State 170, ]
type = TargetState
trigger1 = AnimElem = 8
value = 2225

[State 170, ]
type = TargetState
trigger1 = AnimElem = 55
value = 2230

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) = 0
pos = 65, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
pos = 45, -5

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(8) >= 0 && AnimElemtime(9) < 0
Trigger2 = AnimElemtime(16) >= 0 && AnimElemtime(17) < 0
Trigger3 = AnimElemtime(24) >= 0 && AnimElemtime(25) < 0
Trigger4 = AnimElemtime(32) >= 0 && AnimElemtime(33) < 0
Trigger5 = AnimElemtime(40) >= 0 && AnimElemtime(41) < 0
Trigger6 = AnimElemtime(48) >= 0 && AnimElemtime(49) < 0
pos = 5, -50

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(10) < 0
Trigger2 = AnimElemtime(17) >= 0 && AnimElemtime(18) < 0
Trigger3 = AnimElemtime(25) >= 0 && AnimElemtime(26) < 0
Trigger4 = AnimElemtime(33) >= 0 && AnimElemtime(34) < 0
Trigger5 = AnimElemtime(41) >= 0 && AnimElemtime(42) < 0
Trigger6 = AnimElemtime(49) >= 0 && AnimElemtime(50) < 0
pos = -35, -45

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(11) < 0
Trigger2 = AnimElemtime(18) >= 0 && AnimElemtime(19) < 0
Trigger3 = AnimElemtime(26) >= 0 && AnimElemtime(27) < 0
Trigger4 = AnimElemtime(34) >= 0 && AnimElemtime(35) < 0
Trigger5 = AnimElemtime(42) >= 0 && AnimElemtime(43) < 0
Trigger6 = AnimElemtime(50) >= 0 && AnimElemtime(51) < 0
pos = -75, -40

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(12) < 0
Trigger2 = AnimElemtime(19) >= 0 && AnimElemtime(20) < 0
Trigger3 = AnimElemtime(27) >= 0 && AnimElemtime(28) < 0
Trigger4 = AnimElemtime(35) >= 0 && AnimElemtime(36) < 0
Trigger5 = AnimElemtime(43) >= 0 && AnimElemtime(44) < 0
Trigger6 = AnimElemtime(51) >= 0 && AnimElemtime(52) < 0
pos = -50, -15

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(13) < 0
Trigger2 = AnimElemtime(20) >= 0 && AnimElemtime(21) < 0
Trigger3 = AnimElemtime(28) >= 0 && AnimElemtime(29) < 0
Trigger4 = AnimElemtime(36) >= 0 && AnimElemtime(37) < 0
Trigger5 = AnimElemtime(44) >= 0 && AnimElemtime(45) < 0
Trigger6 = AnimElemtime(52) >= 0 && AnimElemtime(53) < 0
pos = 0, 10

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(13) >= 0 && AnimElemtime(14) < 0
Trigger2 = AnimElemtime(21) >= 0 && AnimElemtime(22) < 0
Trigger3 = AnimElemtime(29) >= 0 && AnimElemtime(30) < 0
Trigger4 = AnimElemtime(37) >= 0 && AnimElemtime(38) < 0
Trigger5 = AnimElemtime(45) >= 0 && AnimElemtime(46) < 0
Trigger6 = AnimElemtime(53) >= 0 && AnimElemtime(54) < 0
pos = 40, -5

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(14) >= 0 && AnimElemtime(15) < 0
Trigger2 = AnimElemtime(22) >= 0 && AnimElemtime(23) < 0
Trigger3 = AnimElemtime(30) >= 0 && AnimElemtime(31) < 0
Trigger4 = AnimElemtime(38) >= 0 && AnimElemtime(39) < 0
Trigger5 = AnimElemtime(46) >= 0 && AnimElemtime(47) < 0
pos = 55, -15

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(15) >= 0 && AnimElemtime(16) < 0
Trigger2 = AnimElemtime(23) >= 0 && AnimElemtime(24) < 0
Trigger3 = AnimElemtime(31) >= 0 && AnimElemtime(32) < 0
Trigger4 = AnimElemtime(39) >= 0 && AnimElemtime(40) < 0
Trigger5 = AnimElemtime(47) >= 0 && AnimElemtime(48) < 0
pos = 40, -35

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(54) = 0
pos = 80, -35

[State 810,]
type = EnvShake
trigger1 = AnimElem = 54
ampl = 5
freq = 80
time = 10

[State 1000,]
type = TargetLifeadd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 14
trigger3 = AnimElem = 18
trigger4 = AnimElem = 22
trigger5 = AnimElem = 26
trigger6 = AnimElem = 30
trigger7 = AnimElem = 34
trigger8 = AnimElem = 38
trigger9 = AnimElem = 42
trigger10 = AnimElem = 46
trigger11 = AnimElem = 50
value = -20
kill = 0

[State 1000,]
type = TargetLifeadd
trigger1 = AnimElem = 54
value = -40

[State 810, 1]
type = ChangeState
Trigger1 = AnimElemtime(55) > 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 2215

;---------------------------------------------------------------------------
; 着地

[Statedef 2215]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2210
ctrl     = 0
sprpriority = 2

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

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s4,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,8

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;煙ヘルパー
[Statedef 2250]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 2220
sprpriority = 15

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

[State 1000, ]
type = Posset
trigger1 = time = 0
y = 0

[State 1001, このヘルパーを消す]
type = ChangeState
trigger1 = Root,Stateno = 2210
trigger1 = Root,AnimElem = 54
trigger2 = Root,Stateno = 3210
trigger2 = Root,AnimElem = 70
value = 2255

;---------------------------------------------------------------------------
;煙ヘルパー2
[Statedef 2255]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 2225
sprpriority = 15

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

[State 1000, ]
type = Posset
trigger1 = time = 0
y = 0

[State 1001, このヘルパーを消す]
type = DestroySelf
trigger1 = Animtime = 0

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 2220]
type    = S
movetype= H
physics = S
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2230

[State 2100, 移動]
type = Velset
trigger1 = AnimElemtime(1) >= 0
x = 1

[State 1830]
type = SelfState
trigger1 = time > 15 && Enemynear,Stateno != [2000,3999]
trigger2 = Animtime = 0
value = 5000

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 2225]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2235

[State 810, 3]
type = SprPriority
Trigger1 = AnimElem = 2
value = -5

[State 810, 3]
type = SprPriority
Trigger1 = AnimElem = 3
value = 5

[State 1830]
type = SelfState
trigger1 = time > 15 && Enemynear,Stateno != [2000,3999]
value = 5000

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 2230]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -6
y = -7

[State 52, 1]
type = Veladd
trigger1 = time >= 0
y = .45

[State 1830]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5052)
value = 5052

[State 1830]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = !SelfAnimExist(5052)
value = 5050

[State 820, 1]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
; Kaiser Wave

[Statedef 3000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2000
ctrl     = 0
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
darken = 0
poweradd = -1000
movetime = 30
time = 30

[State 3800, KillMAX]
type = VarSet
trigger1 = time = 2
v = 17
value = 0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 4020
pos = 0,-105
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 4030
pos = 0,-105
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
anim = 2010
postype = P1
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 5
ownpal = 1
supermove = 0
removeongethit = 1
ID = 2000

[State 300,]
type = AfterImage
trigger1 = time = 0
time = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,17

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 31
value = s12,5
channel = 4

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = command != "holdx"
trigger1 = time = [31,53]
value = 3005

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = command != "holdx"
trigger1 = time = [54,76]
value = 3010

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = command != "holdx"
trigger1 = time >= 77
trigger2 = time = 118
value = 3015

;---------------------------------------------------------------------------
; Minima potencia

[Statedef 3005]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 2

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

[State 3000]
type = explod
trigger1 = AnimElem = 5
anim = 2110
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 2015
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,18

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,6

[State -2,]
type = StopSnd
trigger1 = AnimElem = 4
channel = 4

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 2000
projanim = 3000
projremove = 1
projpriority = 3
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 2035
projremanim = 2035
projstagebound = 60
projhits = 1
getpower = 0
ownpal = 0
offset = 50, 0
velocity = 5, 0
attr = S, HP
animtype = Hard
damage = 400 ,44
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 2,10
sparkno = S4070
sparkxy = 20,-70
guard.sparkno = S4130
ground.type = High
ground.hittime = 22
ground.slidetime = 22
ground.velocity = -6, -6
guard.velocity = -11
air.velocity = -6, -6
air.juggle = 8
fall = 1
fall.recover = 0

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Potencia media

[Statedef 3010]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 2

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

[State 3000]
type = explod
trigger1 = AnimElem = 5
anim = 2110
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 2020
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,18

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,6

[State -2,]
type = StopSnd
trigger1 = AnimElem = 4
channel = 4

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 2000
projanim = 3005
projremove = 1
projpriority = 4
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 2045
projremanim = 2045
projstagebound = 60
projhits = 1
getpower = 0
ownpal = 0
offset = 50, 0
velocity = 5, 0
attr = S, HP
animtype = up
damage = 450 ,46
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 2,10
sparkno = S4070
sparkxy = 20,-70
guard.sparkno = S4130
ground.type = High
ground.hittime = 22
ground.slidetime = 22
ground.velocity = -6, -6
guard.velocity = -11
air.velocity = -6, -6
air.juggle = 8
fall = 1
fall.recover = 0

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Al maximo

[Statedef 3015]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 2

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

[State 3000]
type = explod
trigger1 = AnimElem = 5
anim = 2110
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 2025
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,18

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,6

[State -2,]
type = StopSnd
trigger1 = AnimElem = 4
channel = 4

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 2000
projanim = 3010
projremove = 1
projpriority = 5
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 2055
projremanim = 2055
projstagebound = 60
projhits = 1
getpower = 0
ownpal = 0
offset = 50, 0
velocity = 5, 0
attr = S, HP
animtype = Diagup
damage = 500 ,48
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 2,10
sparkno = S4070
sparkxy = 20,-70
guard.sparkno = S4130
ground.type = High
ground.hittime = 22
ground.slidetime = 22
ground.velocity = -7, -7
guard.velocity = -12
air.velocity = -7, -7
air.juggle = 8
fall = 1
fall.recover = 0

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Kasier Wave SDM

[Statedef 3050]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2000
ctrl     = 0
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
darken = 0
poweradd = -1000
movetime = 30
time = 30

[State 3800, KillMAX]
type = VarSet
trigger1 = time = 2
v = 17
value = 0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 4020
pos = 0,-105
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 4030
pos = 0,-105
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
anim = 2010
postype = P1
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 5
ownpal = 1
supermove = 0
removeongethit = 1
ID = 2000

[State 300,]
type = AfterImage
trigger1 = time = 0
time = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,17

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 31
value = s12,5
channel = 4

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = command != "holdy"
trigger1 = time = [31,53]
value = 3055

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = command != "holdy"
trigger1 = time = [54,76]
value = 3060

[State 3000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = command != "holdy"
trigger1 = time >= 77
trigger2 = time = 118
value = 3065

;---------------------------------------------------------------------------
; Minima potencia

[Statedef 3055]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 2

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

[State 3000]
type = explod
trigger1 = AnimElem = 5
anim = 2110
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 2015
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,18

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,6

[State -2,]
type = StopSnd
trigger1 = AnimElem = 4
channel = 4

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 2000
projanim = 3000
projremove = 1
projpriority = 3
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 2035
projremanim = 2035
projstagebound = 60
projhits = 1
getpower = 0
ownpal = 0
offset = 50, 0
velocity = 10, 0
attr = S, HP
animtype = Hard
damage = 400 ,44
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 2,10
sparkno = S4070
sparkxy = 20,-70
guard.sparkno = S4130
ground.type = High
ground.hittime = 22
ground.slidetime = 22
ground.velocity = -6, -6
guard.velocity = -11
air.velocity = -6, -6
air.juggle = 8
fall = 1
fall.recover = 0

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Potencia media

[Statedef 3060]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 2

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

[State 3000]
type = explod
trigger1 = AnimElem = 5
anim = 2110
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 2020
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,18

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,6

[State -2,]
type = StopSnd
trigger1 = AnimElem = 4
channel = 4

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 2000
projanim = 3005
projremove = 1
projpriority = 4
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 2045
projremanim = 2045
projstagebound = 60
projhits = 1
getpower = 0
ownpal = 0
offset = 50, 0
velocity = 10, 0
attr = S, HP
animtype = up
damage = 450 ,46
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 2,10
sparkno = S4070
sparkxy = 20,-70
guard.sparkno = S4130
ground.type = High
ground.hittime = 22
ground.slidetime = 22
ground.velocity = -6, -6
guard.velocity = -11
air.velocity = -6, -6
air.juggle = 8
fall = 1
fall.recover = 0

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Al maximo

[Statedef 3065]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 2

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

[State 3000]
type = explod
trigger1 = AnimElem = 5
anim = 2110
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1
anim = 2025
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,18

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,6

[State -2,]
type = StopSnd
trigger1 = AnimElem = 4
channel = 4

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 2000
projanim = 3010
projremove = 1
projpriority = 5
projsprpriority = 10
projshadow = 0,0,0
projhitanim = 2055
projremanim = 2055
projstagebound = 60
projhits = 1
getpower = 0
ownpal = 0
offset = 50, 0
velocity = 10, 0
attr = S, HP
animtype = Diagup
damage = 500 ,48
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 2,10
sparkno = S4070
sparkxy = 20,-70
guard.sparkno = S4130
ground.type = High
ground.hittime = 22
ground.slidetime = 22
ground.velocity = -7, -7
guard.velocity = -12
air.velocity = -7, -7
air.juggle = 8
fall = 1
fall.recover = 0

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; MAXアンリミテッドデザイア

[Statedef 3100]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
anim     = 2150
ctrl     = 0
sprpriority = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 40,0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 48

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
darken = 0
poweradd = -1000
movetime = 30
time = 30

[State 3800, KillMAX]
type = VarSet
trigger1 = time = 2
v = 17
value = 0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 4020
pos = -5,-85
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 4030
pos = -5,-85
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,7

[State 1000, ]
type = Velset
trigger1 = AnimElemTime(4) >= 0
x = 8.5

[State 300,]
type = AfterImage
trigger1 = time = 0
time = 80
TimeGap  = 1
FrameGap = 4
Trans = Add1

[State 3000]
type = explod
trigger1 = AnimElem = 4
anim = 2110
pos = 0,0
postype = p1
sprpriority = 10
ownpal = 1

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 10,10
sparkno = S4070
sparkxy = -30,-70
hitsound = s1,1
guardsound = s2,1
guard.sparkno = S4130
guard.velocity = -5
ground.type = High
ground.slidetime = 22
ground.hittime = 22
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p1stateno = 3110
p2stateno = 2130

[State 1000, ステート変更]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = time = 64
trigger2 = Moveguarded
value = 2105
ctrl = 0

;---------------------------------------------------------------------------
; MAXアンリミテッドデザイア　発動

[Statedef 3110]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2115
ctrl     = 0
sprpriority = 5

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 60,0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 29
trigger3 = AnimElem = 46
value = s10,7

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 14
trigger2 = AnimElem = 63
value = s10,8

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 14
trigger3 = AnimElem = 24
trigger4 = AnimElem = 30
trigger5 = AnimElem = 38
trigger6 = AnimElem = 47
trigger7 = AnimElem = 56
trigger8 = AnimElem = 64
value = s0,4

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 24
trigger4 = AnimElem = 29
trigger5 = AnimElem = 36
trigger6 = AnimElem = 45
trigger7 = AnimElem = 55
trigger8 = AnimElem = 63
x = 4

[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(64) < 0
pos = 60,0

[State 300,]
type = AfterImage
trigger1 = time = 0
time = 250
TimeGap  = 1
FrameGap = 4
Trans = Add1

[State 3000]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 24
trigger4 = AnimElem = 29
trigger5 = AnimElem = 36
trigger6 = AnimElem = 45
trigger7 = AnimElem = 55
trigger8 = AnimElem = 63
anim = 1110
pos = 0,0
postype = p1
sprpriority = -5
ownpal = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
getpower = 0
damage = 30,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S4070
sparkxy = -25,-70
hitsound = s1,3
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2130
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 15
attr = S, HA
getpower = 0
damage = 30,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S4070
sparkxy = -25,-60
hitsound = s1,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2130
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 25
attr = S, HA
getpower = 0
damage = 30,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S4070
sparkxy = -20,-85
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2120
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 30
attr = S, HA
getpower = 0
damage = 30,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S4070
sparkxy = -20,-90
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2120
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 38
attr = S, HA
getpower = 0
damage = 30,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S4070
sparkxy = -25,-40
hitsound = s1,3
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2130
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 47
attr = S, HA
getpower = 0
damage = 30,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S4070
sparkxy = -20,-60
hitsound = s1,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2130
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 57
attr = S, HA
getpower = 0
damage = 30,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S4070
sparkxy = -20,-90
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2120
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 64
attr = S, HA
getpower = 0
damage = 30,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S4070
sparkxy = -25,-90
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2120
kill = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 80

[State 52, 4]
type = ChangeState
trigger1 = Animtime = 0
value = 3115

;---------------------------------------------------------------------------
;我が生涯に一片の悔いなし

[Statedef 3115]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1750
sprpriority = 2

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

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = Time = 0
trigger1 = p2stateno != [120,159]
attr = S, ST
hitflag = MAF
numhits = 0
pausetime = 0,0
priority = 1, Miss
sparkno = 4090
sparkxy = -20,-60
p1sprpriority = 1     ;攻撃が当たった時に自分の画像表示優先度を1にします
p2sprpriority = 0     ;攻撃が当たった時に相手の画像表示優先度を0にします
p2facing = 1
p1stateno = 3120
p2stateno = 1720
guard.dist = 0

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;投げ１・投げている（自分）
[Statedef 3120]
type    = S
movetype= A
physics = N
anim = 3100

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 40,0

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(5) < 0
value = 0

[State 810, 3]
type = SprPriority
Trigger1 = AnimElem = 2
value = -1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 2
anim = 4090
postype = P1
pos = 50, -65
sprpriority = 15
ownpal = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
value = s0,4

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
value = s12,8

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s1,9

[State 810, 1]
type = Posadd
Triggerall = BackEdgeDist < 60
Trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3 | AnimElem = 4
x = 15

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 50, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 50, -70

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
pos = 5, -40

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0
pos = -50, -70

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) = 0
pos = -70, -25

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 240,0
getpower = 0
animtype = Diagup
guardflag = -1
hitflag = MAF
priority = 3, Hit
pausetime = 11,4
sparkno = -1
guard.sparkno = s4120
sparkxy = -10, -150
hitsound = -1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 1,-18
air.velocity = 1,-18
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 8
envshake.freq = 80
palfx.time = 140
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
p2stateno = 3125

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 10
anim = 3105
postype = P1
pos = 0, 0
sprpriority = -15
ownpal = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 11
anim = 3110
postype = P1
pos = 0, 0
sprpriority = 20
ownpal = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 11
anim = 1420
postype = P1
pos = 10, 0
sprpriority = -5
ownpal = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 11
anim = 1425
postype = P1
pos = 10, 0
sprpriority = 15
ownpal = 0

[State 1800,]
type = Turn
Trigger1 = Animtime = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 3125]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1715

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 2100, 移動]
type = Posadd
trigger1 = time = 0
y = -20

[State 2100, 移動]
type = Posadd
trigger1 = AnimElem = 12
y = 20

[State 2100, 移動]
type = VelSet
trigger1 = AnimElem = 12
x = 1
y = -20

[State 2100, 移動]
type = Veladd
trigger1 = AnimElemtime(12) >= 0
y = .5

[State 820, 1]
type = SelfState
triggerall = AnimElemtime(13) >= 0
trigger1 = Pos Y >= 50
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
; MAXギガティックサイクロン

[Statedef 3200]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3200
ctrl     = 0
sprpriority = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 70,0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 31

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 30
darken = 0
time = 30

[State 3200, KillMAX]
type = VarSet
trigger1 = time = 2
v = 17
value = 0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 4020
pos = -3,-95
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 4030
pos = -3,-95
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = p2stateno != [120,159]
trigger1 = prevstateno != [2000,2999]
attr = S, HT
hitflag = M
pausetime = 0,0
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 3210
p2stateno = 2220
guard.dist = 0
fall = 1
numhits = 0

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = p2stateno != [120,159]
trigger1 = prevstateno = [2000,2999]
attr = S, HT
hitflag = MAF
pausetime = 0,0
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 3210
p2stateno = 2220
guard.dist = 0
fall = 1
numhits = 0

[State 2000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;投げ１・投げている（自分）

[Statedef 3210]
type    = S
movetype= A
physics = N
anim = 3205

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 3200, KillMAX]
type = VarSet
trigger1 = time = 2
v = 17
value = 0

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = A

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(70) < 0
value = 0

[State 810, ]
type = Posset
trigger1 = time = 0
y = 0

[State 810, ]
type = Velset
trigger1 = AnimElemtime(8) >= 1 && AnimElemtime(70) < 0
y = -3

[State 810, ]
type = Velset
trigger1 = Pos Y <= -30
y = 0

[State 810, ]
type = Veladd
trigger1 = AnimElemtime(71) >= 0
y = .2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,19

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s10,20

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 16
trigger3 = AnimElem = 24
trigger4 = AnimElem = 32
trigger5 = AnimElem = 40
trigger6 = AnimElem = 48
trigger7 = AnimElem = 56
trigger8 = AnimElem = 64
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 14
trigger3 = AnimElem = 18
trigger4 = AnimElem = 22
trigger5 = AnimElem = 26
trigger6 = AnimElem = 30
trigger7 = AnimElem = 34
trigger8 = AnimElem = 38
trigger9 = AnimElem = 42
trigger10 = AnimElem = 46
trigger11 = AnimElem = 50
trigger12 = AnimElem = 54
trigger13 = AnimElem = 58
trigger14 = AnimElem = 62
trigger15 = AnimElem = 66
value = s1,1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 70
value = s1,4

[State 1000, 音を鳴らす]
type = HitAdd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 14
trigger3 = AnimElem = 18
trigger4 = AnimElem = 22
trigger5 = AnimElem = 26
trigger6 = AnimElem = 30
trigger7 = AnimElem = 34
trigger8 = AnimElem = 38
trigger9 = AnimElem = 42
trigger10 = AnimElem = 46
trigger11 = AnimElem = 50
trigger12 = AnimElem = 54
trigger13 = AnimElem = 58
trigger14 = AnimElem = 62
trigger15 = AnimElem = 66
trigger16 = AnimElem = 70
value = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 8
anim = 3210
pos = 0,0
sprpriority = 3
bindtime = -1
removetime = -1
ownpal = 1
supermove = 1
ID = 3200

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 8
name = "GS"
stateno = 2250
ID = 2200
helpertype = normal
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 1001,]
type = RemoveExplod
trigger1 = AnimElem = 71
ID = 3200

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 16
trigger3 = AnimElem = 24
trigger4 = AnimElem = 32
trigger5 = AnimElem = 40
trigger6 = AnimElem = 48
trigger7 = AnimElem = 56
trigger8 = AnimElem = 64
anim = 4070
postype = P1
pos = 0, -135
sprpriority = 5
ownpal = 1
ontop = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 12
trigger2 = AnimElem = 20
trigger3 = AnimElem = 28
trigger4 = AnimElem = 36
trigger5 = AnimElem = 44
trigger6 = AnimElem = 52
trigger7 = AnimElem = 60
trigger8 = AnimElem = 68
anim = 4070
postype = P1
pos = 10, -85
sprpriority = 5
ownpal = 1
ontop = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 14
trigger2 = AnimElem = 22
trigger3 = AnimElem = 30
trigger4 = AnimElem = 38
trigger5 = AnimElem = 46
trigger6 = AnimElem = 54
trigger7 = AnimElem = 62
trigger8 = AnimElem = 70
anim = 4070
postype = P1
pos = 70, -120
sprpriority = 5
ownpal = 1
ontop = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 18
trigger3 = AnimElem = 26
trigger4 = AnimElem = 34
trigger5 = AnimElem = 42
trigger6 = AnimElem = 50
trigger7 = AnimElem = 58
trigger8 = AnimElem = 66
anim = 4070
postype = P1
pos = -70, -105
sprpriority = 5
ownpal = 1
ontop = 1

[State 170, ]
type = TargetState
trigger1 = AnimElem = 8
value = 2225

[State 170, ]
type = TargetState
trigger1 = AnimElem = 71
value = 2230

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) = 0
pos = 65, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
pos = 45, -5

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(8) >= 0 && AnimElemtime(9) < 0
Trigger2 = AnimElemtime(16) >= 0 && AnimElemtime(17) < 0
Trigger3 = AnimElemtime(24) >= 0 && AnimElemtime(25) < 0
Trigger4 = AnimElemtime(32) >= 0 && AnimElemtime(33) < 0
Trigger5 = AnimElemtime(40) >= 0 && AnimElemtime(41) < 0
Trigger6 = AnimElemtime(48) >= 0 && AnimElemtime(49) < 0
Trigger7 = AnimElemtime(56) >= 0 && AnimElemtime(57) < 0
Trigger8 = AnimElemtime(64) >= 0 && AnimElemtime(65) < 0
pos = 5, -50

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(10) < 0
Trigger2 = AnimElemtime(17) >= 0 && AnimElemtime(18) < 0
Trigger3 = AnimElemtime(25) >= 0 && AnimElemtime(26) < 0
Trigger4 = AnimElemtime(33) >= 0 && AnimElemtime(34) < 0
Trigger5 = AnimElemtime(41) >= 0 && AnimElemtime(42) < 0
Trigger6 = AnimElemtime(49) >= 0 && AnimElemtime(50) < 0
Trigger7 = AnimElemtime(57) >= 0 && AnimElemtime(58) < 0
Trigger8 = AnimElemtime(65) >= 0 && AnimElemtime(66) < 0
pos = -35, -45

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(11) < 0
Trigger2 = AnimElemtime(18) >= 0 && AnimElemtime(19) < 0
Trigger3 = AnimElemtime(26) >= 0 && AnimElemtime(27) < 0
Trigger4 = AnimElemtime(34) >= 0 && AnimElemtime(35) < 0
Trigger5 = AnimElemtime(42) >= 0 && AnimElemtime(43) < 0
Trigger6 = AnimElemtime(50) >= 0 && AnimElemtime(51) < 0
Trigger7 = AnimElemtime(58) >= 0 && AnimElemtime(59) < 0
Trigger8 = AnimElemtime(66) >= 0 && AnimElemtime(67) < 0
pos = -75, -40

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(12) < 0
Trigger2 = AnimElemtime(19) >= 0 && AnimElemtime(20) < 0
Trigger3 = AnimElemtime(27) >= 0 && AnimElemtime(28) < 0
Trigger4 = AnimElemtime(35) >= 0 && AnimElemtime(36) < 0
Trigger5 = AnimElemtime(43) >= 0 && AnimElemtime(44) < 0
Trigger6 = AnimElemtime(51) >= 0 && AnimElemtime(52) < 0
Trigger7 = AnimElemtime(59) >= 0 && AnimElemtime(60) < 0
Trigger8 = AnimElemtime(67) >= 0 && AnimElemtime(68) < 0
pos = -50, -15

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(13) < 0
Trigger2 = AnimElemtime(20) >= 0 && AnimElemtime(21) < 0
Trigger3 = AnimElemtime(28) >= 0 && AnimElemtime(29) < 0
Trigger4 = AnimElemtime(36) >= 0 && AnimElemtime(37) < 0
Trigger5 = AnimElemtime(44) >= 0 && AnimElemtime(45) < 0
Trigger6 = AnimElemtime(52) >= 0 && AnimElemtime(53) < 0
Trigger7 = AnimElemtime(60) >= 0 && AnimElemtime(61) < 0
Trigger8 = AnimElemtime(68) >= 0 && AnimElemtime(69) < 0
pos = 0, 10

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(13) >= 0 && AnimElemtime(14) < 0
Trigger2 = AnimElemtime(21) >= 0 && AnimElemtime(22) < 0
Trigger3 = AnimElemtime(29) >= 0 && AnimElemtime(30) < 0
Trigger4 = AnimElemtime(37) >= 0 && AnimElemtime(38) < 0
Trigger5 = AnimElemtime(45) >= 0 && AnimElemtime(46) < 0
Trigger6 = AnimElemtime(53) >= 0 && AnimElemtime(54) < 0
Trigger7 = AnimElemtime(61) >= 0 && AnimElemtime(62) < 0
Trigger8 = AnimElemtime(69) >= 0 && AnimElemtime(70) < 0
pos = 40, -5

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(14) >= 0 && AnimElemtime(15) < 0
Trigger2 = AnimElemtime(22) >= 0 && AnimElemtime(23) < 0
Trigger3 = AnimElemtime(30) >= 0 && AnimElemtime(31) < 0
Trigger4 = AnimElemtime(38) >= 0 && AnimElemtime(39) < 0
Trigger5 = AnimElemtime(46) >= 0 && AnimElemtime(47) < 0
Trigger6 = AnimElemtime(54) >= 0 && AnimElemtime(55) < 0
Trigger7 = AnimElemtime(62) >= 0 && AnimElemtime(63) < 0
pos = 55, -15

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(15) >= 0 && AnimElemtime(16) < 0
Trigger2 = AnimElemtime(23) >= 0 && AnimElemtime(24) < 0
Trigger3 = AnimElemtime(31) >= 0 && AnimElemtime(32) < 0
Trigger4 = AnimElemtime(39) >= 0 && AnimElemtime(40) < 0
Trigger5 = AnimElemtime(47) >= 0 && AnimElemtime(48) < 0
Trigger6 = AnimElemtime(55) >= 0 && AnimElemtime(56) < 0
Trigger7 = AnimElemtime(63) >= 0 && AnimElemtime(64) < 0
pos = 40, -35

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(70) = 0
pos = 80, -35

[State 810,]
type = EnvShake
trigger1 = AnimElem = 70
ampl = 5
freq = 80
time = 10

[State 1000,]
type = TargetLifeadd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 14
trigger3 = AnimElem = 18
trigger4 = AnimElem = 22
trigger5 = AnimElem = 26
trigger6 = AnimElem = 30
trigger7 = AnimElem = 34
trigger8 = AnimElem = 38
trigger9 = AnimElem = 42
trigger10 = AnimElem = 46
trigger11 = AnimElem = 50
trigger12 = AnimElem = 54
trigger13 = AnimElem = 58
trigger14 = AnimElem = 62
trigger15 = AnimElem = 66
value = -32
kill = 0

[State 1000,]
type = TargetLifeadd
trigger1 = AnimElem = 70
value = -60

[State 810, 1]
type = ChangeState
Trigger1 = AnimElemtime(71) > 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 2215