;---------------------------------------------------------------------------
;Blazing Flips
[Statedef 3000]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 2
facep2 = 1

[State 3000, 1]
type = SuperPause
trigger1 = !Time
anim = -1
time = 32
sound = F8020, 0
darken = 0
poweradd = -1000
movetime = 1

[State 3000, 2]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = ceil(-1*const(size.xscale)),ceil(-41*const(size.xscale))
postype = p1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 3000, 3]
type = Explod
trigger1 = !Time
anim = F6003
ID = 6002
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 32
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = -990
ownpal = 1
removeongethit = 1

[State 3000, 4]
type = HitDef
trigger1 = AnimElemTime(1) = 0 || !AnimTime
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
getpower = 0,0
givepower = 60, 30
priority = 4,Hit
damage = ceil(60*Fvar(20)),15
pausetime = 10,10
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-45*const(size.xscale))
hitsound = F5,3
guardsound = F6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 27
guard.hittime = 18
ground.velocity = -0.4*const(size.xscale), -5.4*const(size.yscale)
guard.velocity = -3.8*const(size.xscale)
air.type = High
air.hittime = 100
air.velocity = -0.2*const(size.xscale), -4.2*const(size.yscale)
fall = 1
fall.recover = 0
fall.recovertime = 1
yaccel = .35*const(size.yscale)
id = 3000
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3000, 5]
type = VarAdd
trigger1 = NumTarget && MoveHit && HitCount = 1 && Fvar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3000, 6]
type = NotHitBy
trigger1 = Time <= 11
value = SCA
time = 1

[State 3000, 7]
type = AssertSpecial
trigger1 = Time > 2 && Time <= 11 && !(GameTime % 2)
flag = invisible

[State 3000, 8]
type = PosAdd
trigger1 = AnimElem = 3
x = 18*const(size.xscale)

[State 3000, 9]
type = VelSet
trigger1 = AnimElem = 5
x = 0.5*const(size.xscale)
y = -2.5*const(size.yscale)

[State 3000, 10]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype = A

[State 3000, 11]
type = StateTypeSet
trigger1 = HitPauseTime = 1
movetype = I
ignorehitpause = 1

[State 3000, 12]
type = StateTypeSet
trigger1 = AnimElem = 2 || !AnimTime
movetype = A

[State 3000, 13]
type = PlaySnd
trigger1 = AnimElem = 4 || !AnimTime
value = S1100,0
channel = 3

[State 3000, 14]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 2 && TeamSide = 1
anim = 8036
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 3000, 15]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 2 && TeamSide = 2
anim = 8036
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 3000, 16]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1000,0

[State 3000, 17]
type = PlaySnd
trigger1 = AnimElem = 10
value = S1000,1
channel = 5

[State 3000, 18]
type = ChangeState
trigger1 = Time = 44
value = 3001

;---------------------------------------------------------------------------
;Blazing Flips
[Statedef 3001]
type    = A
movetype= A
physics = A
velset = 1.3*const(size.xscale),Vel Y
anim = 3001
ctrl = 0
sprpriority = 2
hitcountpersist = 1

[State 3001, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A,HA
hitflag = MAF
guardflag = HA
animtype = Hard
priority = 4,Hit
damage = ceil(60*Fvar(20)),15
pausetime = 18,18
sparkno = S6001
guard.sparkno = -1
sparkxy = -9, -55*floor(const(size.yscale))
hitsound = F5,3
guardsound = F6,0
ground.type = High
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 18
guard.hittime = 18
ground.velocity = -4.3*const(size.xscale)
air.type = High
air.hittime = 100
air.velocity = -4.1*const(size.xscale), 18*const(size.yscale)
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = 1
yaccel = .44*const(size.yscale)
id = 3000
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 0,0
givepower = 40,20

[State 3001, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && HitCount = 1 && Fvar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3001, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = F0, 0

[State 3001, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = F0, 3

[State 3001, 5]
type = RemoveExplod
trigger1 = AnimElem = 4
id = 8030

[State 3001, 6]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 3002
;---------------------------------------------------------------------------
;Rising Flip Kick
[Statedef 3002]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 3002
ctrl = 0
sprpriority = 2

[State 1101, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 1101, 2]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1101, 4]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Lightning Leg
[Statedef 3050]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 3050
ctrl = 0
sprpriority = 2
facep2 = (Pos Y >= 0)

[State 3050, 1]
type = SuperPause
trigger1 = !Time
anim = -1
time = 32
sound = F8020, 0
darken = 0
poweradd = -1000
movetime = 1

[State 3050, 2]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = ceil(-1*const(size.xscale)),ceil(-23*const(size.yscale))
postype = p1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 3050, 3]
type = Explod
trigger1 = !Time
anim = F6003
ID = 6002
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 32
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = -990
ownpal = 1
removeongethit = 1

[State 3050, 4]
type = HitDef
trigger1 = !Time
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
getpower = 0,0
givepower = 40,20
priority = 4,Hit
damage = ceil(60*Fvar(20)),15
pausetime = 1,1
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = F5,3
guardsound = F6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 27
guard.hittime = 25
ground.velocity = -0.4*const(size.xscale), -5.4*const(size.yscale)
guard.velocity = -5.8*const(size.xscale)
air.type = High
air.hittime = 100
air.velocity = -0.2*const(size.xscale), -4.2*const(size.yscale)
fall = 1
fall.recover = 0
fall.recovertime = 1
id = 3050
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3050, 5]
type = VarAdd
trigger1 = NumTarget && MoveHit && HitCount = 1 && Fvar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3050, 6]
type = VelSet
trigger1 = AnimElem = 2 || AnimElem = 3
x = (8+(2*AnimElem = 3))*const(size.xscale)

[State 3050, 7]
type = NotHitBy
trigger1 = NumTarget && MoveHit
value = SCA
time = 10

[State 3050, 8]
type = ChangeState
trigger1 = NumTarget && MoveHit
value = 3051
ignorehitpause = 1

[State 3050, 9]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1050,0
channel = 3

[State 3050, 10]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 2 && TeamSide = 1
anim = 8037
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 3050, 11]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 2 && TeamSide = 2
anim = 8037
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 3050, 12]
type = PosSet
trigger1 = AnimElem = 2 && Pos Y = 0
y = -20

[State 3050, 13]
type = ChangeState
trigger1 = Time = 24
value = 3052
;---------------------------------------------------------------------------
;Lightning Leg (Hit)
[Statedef 3051]
type    = A
movetype= A
physics = N
velset = .4*const(size.xscale),0
anim = 3051
ctrl = 0
sprpriority = 2

[State 3051, 1]
type = VelSet
trigger1 = Time = 40
x = 0
y = 0

[State 3051, 2]
type = EnvColor
trigger1 = !Time || Time = 50
value = 255,255,255
time = 1

[State 3051, 3]
type = PosSet
trigger1 = Time = 1
x = ifelse(target,BackEdgeDist > 20, target,Pos X + ((40*Facing)), target,Pos X)

[State 3051, 4]
type = TargetState
triggerall = NumTarget
trigger1 = !Time
value = 3055
ignorehitpause = 1

[State 3051, 5]
type = Explod
trigger1 = Time = 1
anim = 6001
ID = 3050
pos = 0,ceil(-33*const(size.yscale))
postype = p2
facing = 1
removetime = -2
sprpriority = 3
ownpal = 1

[State 3051, 6]
type = Helper
trigger1 = Time = 50
name = "Lightning"
ID = 3050
stateno = 3053
pos = 0,0
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 3051, 7]
type = ChangeAnim
trigger1 = Time = 100
value = 1051

[State 4004, 8]
type = VarSet
trigger1 = WinKO && RoundState = 3
var(28) = 305

[State 3051, 9]
type = VarSet
trigger1 = !Time
var(5) = 10

[State 3051, 10]
type = RemoveExplod
trigger1 = Anim = 1051 && AnimElem = 3
id = 8030

[State 3051, 11]
type = VelAdd
trigger1 = Anim = 1051 && AnimElemTime(3) >= 0
y = .4

[State 3051, 12]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 3002
;---------------------------------------------------------------------------
;Soaring Kick (End)
[Statedef 3052]
type    = A
movetype= I
physics = N
anim = 1051
ctrl = 0
sprpriority = 2
hitdefpersist = 1
hitcountpersist = 1

[State 1056, 1]
type = VelSet
trigger1 = AnimElem = 1 || AnimElem = 2 || AnimElem = 3
x = (6-(2*AnimElem = 2)-(6*AnimElem = 3))*const(size.xscale)

[State 1056, 2]
type = StateTypeSet
trigger1 = Time = 13
physics = A

[State 1056, 3]
type = StateTypeSet
trigger1 = AnimElem = 2
movetype = I

[State 1056, 4]
type = RemoveExplod
trigger1 = Time = 13
id = 8030

[State 1056, 5]
type = ChangeState
trigger1 = MoveGuarded
value = 1057
ignorehitpause = 1

[State 1056, 6]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 3002
;---------------------------------------------------------------------------
;Lightning Bolt
[Statedef 3053]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 3053
ctrl = 0
sprpriority = 2

[State 3053, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 3053, 2]
type = PosSet
trigger1 = !Time
y = 0

[State 3053, 3]
type = HitDef
trigger1 = !Time
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 4,Hit
getpower = 0,0
givepower = 25,13
damage = ceil(200*root,Fvar(20)),50
pausetime = 1,1
sparkno = -1
guard.sparkno = -1
sparkxy = -9,ceil(-49*const(size.xscale))
hitsound = F5,3
guardsound = F6,0
ground.type = High
ground.slidetime = 16
ground.hittime = 21
guard.hittime = 3
ground.velocity = 1.1*const(size.xscale),-22*const(size.yscale)
air.type = High
air.hittime = 100
air.velocity = 1.1*const(size.xscale),-22*const(size.yscale)
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 1
yaccel = .55*const(size.yscale)
id = 3050
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3053, 4]
type = ParentVarSet
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(5) = 10
ignorehitpause = 1

[State 3053, 5]
type = TargetState
triggerall = NumTarget && MoveHit
trigger1 = !(target,Time)
value = 5450
ignorehitpause = 1

[State 3035, 6]
type = ParentVarSet
triggerall = NumTarget && RoundState = 3
trigger1 = WinKO
var(28) = 305
ignorehitpause = 1

[State 3053, 7]
type = PlaySnd
trigger1 = !Time
value = S725,0
channel = 4

[State 3053, 8]
type = StopSnd
trigger1 = Time = 70 
channel = 4

[State 3053, 9]
type = DestroySelf
trigger1 = Time = 70 

;---------------------------------------------------------------------------
;Hit By Lightning Leg
[Statedef 3055]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 3055, 1]
type = ChangeAnim2
trigger1 = !Time
value = 5030

[State 3055, 2]
type = ScreenBound
trigger1 = 1
value = 0

;---------------------------------------------------------------------------
;Pulse Wave
[Statedef 3100]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 3100
ctrl = 0
sprpriority = 2
facep2 = 1

[State 3100, 1]
type = SuperPause
trigger1 = !Time
anim = -1
time = 32
sound = F8020, 0
darken = 0
poweradd = -1000
movetime = 32

[State 3100, 2]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = ceil(-12*const(size.xscale)),ceil(-72*const(size.xscale))
postype = p1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 3100, 4]
type = Explod
trigger1 = !Time
anim = F6003
ID = 6002
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 32
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = -990
ownpal = 1
removeongethit = 1

[State 3100, 5]
type = Helper
trigger1 = Time = 46
name = "Pulse Wave"
ID = 3000
stateno = 3101
pos = ceil(53*const(size.xscale)),ceil(-50*const(size.xscale))
postype = p1
facing = 1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 3100, 6]
type = Helper
trigger1 = Time = 24
name = "Orb"
ID = 3001
stateno = 3103
pos = ceil(-12*const(size.xscale)),ceil(-72*const(size.xscale))
postype = p1
facing = 1
ownpal = 1
supermovetime = 999
pausemovetime = 999
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000, 4]
type = VarAdd
trigger1 = Time = 46
var(37) = 1

[State 3100, 7]
type = StateTypeSet
trigger1 = Time = 45
movetype = A

[State 3100, 8]
type = StateTypeSet
trigger1 = Time = 47
movetype = I

[State 3100, 9]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 33 && TeamSide = 1
anim = 8038
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 65
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 3100, 10]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 33 && TeamSide = 2
anim = 8038
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 65
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 3100, 11]
type = PlaySnd
trigger1 = Time = 46
value = S3100,0

[State 3100, 13]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Pulse Wave
[Statedef 3101]
type    = S
movetype= A
physics = N
anim = 3101
velset = 8*const(size.xscale)
ctrl = 0
sprpriority = 3

[State 3101, 1]
type = HitDef
trigger1 = !NumTarget
attr = S,HP
hitflag = MAF
guardflag = MA
getpower = 0,0
animtype = Hard
priority = 4,Hit
getpower = 0,0
givepower = 200,100
damage = ceil(220*root,Fvar(20)),20
pausetime = 12,12
sparkno = S6001
sparkxy = -1,ceil(-1*const(size.xscale))
hitsound = F5,3
guardsound = F6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.hittime = 20
ground.velocity = -6.5*const(size.xscale),-3.8*const(size.yscale)
guard.velocity = -3*const(size.xscale)
ground.cornerpush.veloff = 0
air.velocity = -4.9*const(size.xscale),-2.6*const(size.yscale)
fall = 1
fall.recover = 0
fall.recovertime = 1
yaccel = .35*const(size.yscale)
id = 3100
chainID = -1
nochainID = -1
numhits = 1
hitonce = 0

[State 3101, 2]
type = ParentVarAdd
trigger1 = NumTarget && MoveHit && root,Fvar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3101, 3]
type = ParentVarAdd
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(5) = 10
ignorehitpause = 1

[State 3101, 4]
type = ParentVarSet
triggerall = NumTarget && RoundState = 3
trigger1 = WinKO
var(28) = 310
ignorehitpause = 1

[State 3101, 5]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 3101, 6]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 3101, 7]
type = ChangeState
trigger1 = FrontEdgeDist < -80
value = 1003
;---------------------------------------------------------------------------
;Orb
[Statedef 3103]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 1004
ctrl = 0
sprpriority = 3

[State 3103, 1]
type = PosAdd
trigger1 = Time = 18 
x = 28*const(size.xscale)
y = (-24*(1-(root,StateNo = 1010)))*const(size.yscale)

[State 3103, 2]
type = PosAdd
trigger1 = Time = 20
x = 20*const(size.xscale)
y = (24*(1-(root,StateNo = 1010)))*const(size.yscale)

[State 3103, 3]
type = PosAdd
trigger1 = Time = 22
x = 16*const(size.xscale)
y = (24*(1-(root,StateNo = 1010)))*const(size.yscale)

[State 3103, 4]
type = PlaySnd
trigger1 = !Time
value = S800,0

[State 3103, 5]
type = DestroySelf
trigger1 = root,StateNo = 3100 && root,AnimElem = 5
trigger2 = root,StateNo != 3100
;---------------------------------------------------------------------------
;Sky High Kick
[Statedef 4000]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2
facep2 = 1

[State 4000, 1]
type = SuperPause
trigger1 = !Time
anim = -1
time = 40
sound = F8020, 1
darken = 0
poweradd = -3000
movetime = 5

[State 4000, 2]
type = Helper
trigger1 = !Time
helpertype = normal
name = "Super Helper"
ID = 6002
stateno = 6002
pos = ceil(-1*const(size.xscale)),ceil(-27*const(size.xscale))
postype = p1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 4000, 3]
type = Explod
trigger1 = !Time
anim = F6003
ID = 6002
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 40
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = -990
ownpal = 1
removeongethit = 1

[State 4000, 4]
type = VelSet
trigger1 = Time = 6 || AnimElem = 2 || AnimElem = 3
x = (4+(2*AnimElem = 2)+(4*AnimElem = 3))*const(size.xscale)

[State 4000, 5]
type = HitDef
trigger1 = !Time
attr = S,HA
hitflag = MAF
guardflag = L
animtype = Hard
getpower = 0,0
givepower = 150, 75
priority = 4,Hit
damage = ceil(60*Fvar(20)),15
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-20*const(size.xscale))
hitsound = F5,2
guardsound = F6,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 21
guard.hittime = 17
ground.velocity = 0
ground.cornerpush.veloff = 0
air.type = Low
air.hittime = 100
air.velocity = -.1*const(size.xscale), -2.8*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 4000
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 4000, 6]
type = VarAdd
trigger1 = NumTarget && MoveHit && HitCount = 1 && Fvar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 4000, 7]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 6 && TeamSide = 1
anim = 8039
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 4000, 8]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 6 && TeamSide = 2
anim = 8039
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 4000, 9]
type = PlaySnd
trigger1 = !Time
value = S1050,0

[State 4000, 10]
type = NotHitBy
trigger1 = !Time
value = SCA
time = 16

[State 4000, 11]
type = AssertSpecial
trigger1 = Time > 5 && Time <= 16 && (GameTime % 2) = 0
flag = invisible

[State 4000, 12]
type = ChangeState
trigger1 = Time = 28
value = 1051

[State 4004, 13]
type = VarSet
trigger1 = WinKO
var(4) = 1

[State 4000, 14]
type = ChangeState
triggerall = NumTarget && MoveHit
trigger1 = HitShakeOver
value = 4001
;---------------------------------------------------------------------------
;Sky High Kick (Kick Flip)
[Statedef 4001]
type    = S
movetype= A
physics = S
anim = 4001
velset = Vel X/2,0
ctrl = 0
sprpriority = 2

[State 4001, 1]
type = HitDef
triggerall = (!HitCount && Var(5) < 6) || HitCount
trigger1 = AnimElem = 4
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Up
getpower = 0,0
givepower = 150, 75
priority = 4,Hit
damage = ceil(60*Fvar(20)),15
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-57*const(size.xscale))
hitsound = F5,3
guardsound = F6,0
ground.type = High
ground.slidetime = 8
ground.hittime = 10
ground.velocity = 0*const(size.xscale), -17*const(size.yscale)
air.type = High
air.hittime = 100
air.velocity = 0, -17*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
id = 4000
chainID = -1
nochainID = -1
hitonce = 0
kill = 0
guard.kill = 0
fall.kill =0
numhits = 1

[State 4001, 2]
type = StateTypeSet
trigger1 = AnimElem = 8
movetype = I

[State 4001, 3]
type = Null
trigger1 = AnimElem = 2
x = 18*const(size.xscale)

[State 4001, 4]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1100,0
channel = 3

[State 4001, 5]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 4001, 6]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 0, TargetState]
type = TargetState
triggerall = NumTarget && HitCount
trigger1 = MoveHit && HitPauseTime = 12
value = 4009
ignorehitpause = 1

[State 0, TargetBind]
type = Null
triggerall = Cond(NumTarget,(target,StateNo = 4009 || target,StateNo = 4010),0)
trigger1 = HitPauseTime = 12
time = 1
pos = abs(Pos X - target, Pos X),-5
ignorehitpause = 1

[State 4001, 7]
type = Null
trigger1 = !AnimTime
id = 8030

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Cond(NumTarget,(target,StateNo = 4009 || target,StateNo = 4010),0)
value = SCA
time = 1
ignorehitpause = 1

[State 4001, 8]
type = ChangeState
triggerall = NumTarget && HitCount
trigger1 = AnimElem = 13 && target,Alive
value = 4002

[State 4001, 9]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Sky High Kick  (BEGIN TO COPTER)
[Statedef 4002]
type    = A
movetype= I
physics = N
anim = 4002
ctrl = 0
sprpriority = 2

[State 4002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S800,0

[State 4002, 2]
type = VelAdd
trigger1 = Time >= 74
y = -.1*const(size.yscale)

[State 4002, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = S800,0

[State 4002, 4]
type = Null
trigger1 = (AnimElem = 8 || AnimElem = 9 || AnimElem = 10 || AnimElem = 11 || AnimElem = 12) && !HitCount
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
getpower = 0,0
givepower = 0,0
priority = 4,Hit
damage = 8
pausetime = 2,2
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-29*const(size.xscale))
hitsound = S5,1
guardsound = S6,0
ground.type = Low
ground.slidetime = 11
ground.hittime = 21
guard.hittime = 14
ground.velocity = 0 ,-5.4*const(size.yscale)
ground.cornerpush.veloff = 0
air.type = Low
air.hittime = 100
air.velocity = 0, -5.4*const(size.yscale)
fall = 1
fall.recover = 0
yaccel = .5*const(size.yscale)
id = 1050
chainID = -1
nochainID = -1
hitonce = 0
kill = 0
guard.kill = 1
fall.kill = 1
numhits = 1

[State 4002, 5]
type = Null
trigger1 = AnimElem = 16
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
getpower = 0,0
givepower = 0,0
priority = 4,Hit
damage = 8
pausetime = 2,2
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-29*const(size.xscale))
hitsound = S5,1
guardsound = S6,0
ground.type = Low
ground.slidetime = 11
ground.hittime = 21
guard.hittime = 14
ground.velocity = 0 ,-5.4*const(size.yscale)
ground.cornerpush.veloff = 0
air.type = Low
air.hittime = 100
air.velocity = 0, -5.4*const(size.yscale)
fall = 1
fall.recover = 0
yaccel = .5*const(size.yscale)
id = 1050
chainID = -1
nochainID = -1
hitonce = 0
kill = 0
guard.kill = 1
fall.kill = 1
numhits = 1

[State 4002, 6]
type = Null
trigger1 = (AnimElem = 20 || AnimElem = 24 || AnimElem = 28 || AnimElem = 32 || AnimElem = 36 || !AnimTime)
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
getpower = 0,0
givepower = 0,0
priority = 4,Hit
damage = 5
pausetime = 2,2
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-35*const(size.xscale))
hitsound = S5,1
guardsound = S6,0
ground.type = Low
ground.slidetime = 11
ground.hittime = 21
guard.hittime = 14
ground.velocity = 0, -5.6*const(size.yscale)
ground.cornerpush.veloff = 0
air.type = Low
air.hittime = 100
air.velocity = 0, -5.6*const(size.yscale)
fall = 1
fall.recover = 0
yaccel = .4*const(size.yscale)
id = 1050
chainID = -1
nochainID = -1
hitonce = 0
kill = 0
guard.kill = 1
fall.kill = 1
numhits = 1

[State 4002, 7]
type = TargetState
triggerall = NumTarget
trigger1 = (AnimElemTime(11) = 2 || AnimElem = 16 || AnimElem = 20 || AnimElem = 24 || AnimElem = 28 || AnimElem = 32 || AnimElem = 36 || !AnimTime) && (target,StateNo = 4009 || target,StateNo = 4010)
value = 4010
ID = -1
ignorehitpause = 1

[State 4002, 8]
type = PlaySnd
triggerall = NumTarget
trigger1 = (AnimElemTime(11) = 2 || AnimElem = 16 || AnimElem = 20 || AnimElem = 24 || AnimElem = 28 || AnimElem = 32 || AnimElem = 36 || !AnimTime) && (target,StateNo = 4009 || target,StateNo = 4010)
value = F5,1

[State 4002, 9]
type = Explod
triggerall = NumTarget
trigger1 = (AnimElemTime(11) = 2 || AnimElem = 16 || AnimElem = 20 || AnimElem = 24 || AnimElem = 28 || AnimElem = 32 || AnimElem = 36 || !AnimTime) && (target,StateNo = 4009 || target,StateNo = 4010)
anim = 6001
ID = 6001
pos = ceil(P2Dist X - 9),ceil(-35*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
ontop = 0
ownpal = 1
removeongethit = 1
pausemovetime = 999

[State 4002, 10]
type = StateTypeSet
trigger1 = Time = 150
movetype = I

[State 4002, 11]
type = VelSet
trigger1 = Time = 150
y = 0

[State 4002, 12]
type = TargetBind
trigger1 = Time >= 150 && (TeamMode != Simul && target,TeamMode != Simul)
pos = 0,-100*const(size.yscale)

[State 4002, 13]
type = AllPalFX
trigger1 = Time = 150 && (TeamMode != Simul && target,TeamMode != Simul)
time = 5
mul = 128,128,128

[State 4002, 14]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 || !AnimTime
value = S1100,0
ignorehitpause = 1

[State 4002, 15]
type = TargetLifeAdd
trigger1 = (AnimElemTime(11) = 2 || AnimElem = 16 || AnimElem = 20 || AnimElem = 24 || AnimElem = 28 || AnimElem = 32 || AnimElem = 36)
value = ceil((-8+(3*(AnimElemTime(17) > 0)))*FVar(20))
kill = 0

[State 4002, 16]
type = HitAdd
trigger1 = (AnimElemTime(11) = 2 || AnimElem = 16 || AnimElem = 20 || AnimElem = 24 || AnimElem = 28 || AnimElem = 32 || AnimElem = 36)
value = NumTarget

[State 4002, 17]
type = TargetVelSet
trigger1 = (AnimElemTime(11) = 2 || AnimElem = 16 || AnimElem = 20 || AnimElem = 24 || AnimElem = 28); || AnimElem = 32 || AnimElem = 36)
y = -4.8*const(size.yscale)

[State 4002, 17]
type = TargetVelSet
trigger1 = AnimElem = 32 || AnimElem = 36
y = -8.8*const(size.yscale)

[State 4002, 18]
type = TargetVelAdd
trigger1 = AnimElemTime(11) >= 2 && AnimElemTime(20) < 0
y = .5*const(size.yscale)

[State 4002, 19]
type = TargetVelAdd
trigger1 = AnimElemTime(20) >= 0
y = .5*const(size.yscale)

[State 4002, 20]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 0, TargetVelSet]
type = TargetVelSet
triggerall = NumTarget && (target,StateNo = 4009 || target,StateNo = 4010)
trigger1 = target,P2Dist X < 10
x = -2

[State 0, TargetVelSet]
type = TargetVelSet
triggerall = NumTarget && (target,StateNo = 4009 || target,StateNo = 4010)
trigger1 = target,P2Dist X >= 10
x = 0

[State 4002, 21]
type = VarSet
trigger1 = !Time
fvar(10) = Pos X

[State 4002, 22]
type = ChangeState
trigger1 = Time = 155
value = 4003

;---------------------------------------------------------------------------
;Sky High Kick (COPTER)
[Statedef 4003]
type    = A
movetype= I
physics = N
anim = 4003
velset = 0,0
ctrl = 0
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 = !Time && (TeamMode != Simul && target,TeamMode != Simul)
anim = F3001
ID = 4000
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
pausemovetime = -1
scale = 2,2
sprpriority = -3
ontop = 0
ownpal = 1
removeongethit = 0

[State 4003, 1]
type = BGPalFX
trigger1 = (TeamMode != Simul && target,TeamMode != Simul)
time = 1
mul = 0,0,0
ignorehitpause = 1

[State 4003, 2]
type = AssertSpecial
trigger1 = (TeamMode != Simul && target,TeamMode != Simul) 
flag = nobardisplay
flag2 = nomusic
ignorehitpause = 1

[State 4003, 7]
type = VarSet
trigger1 = (TeamMode != Simul && target,TeamMode != Simul) 
var(30) = 1
ignorehitpause = 1

[State 4003, 4]
type = TargetState
trigger1 = !Time
value = 4014
ID = -1

[State 4003, 5]
type = TargetState
triggerall = NumTarget
trigger1 = !Time
value = 4014
ID = -1
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = NumTarget
trigger1 = !Time
var(12) = 14

[State 0, VarSet]
type = VarAdd
triggerall = NumTarget
trigger1 = AnimElem = 2 || AnimElem = 5
var(12) = 1

[State 4003, 6]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 4003, 8]
type = Null
trigger1 = !Time
x = 0
y = 350*const(size.yscale)

[State 4010, 5]
type = PosSet
trigger1 = !Time && (TeamMode != Simul && target,TeamMode != Simul) 
y = (((ScreenPos Y*const(size.yscale)) - (450))* -1)

[State 4003, 9]
type = TargetBind
trigger1 = !Time && (TeamMode != Simul && target,TeamMode != Simul)
time = 1
pos = 20*const(size.xscale),-35*const(size.yscale)

[State 4003, 10]
type = VelSet
trigger1 = AnimElemTime(2) = 0 || AnimElemTime(6) = 0
y = 0

[State 4003, 10]
type = VelSet
trigger1 = AnimElem = 1 || AnimElemTime(2) = 2 || AnimElemTime(6) = 2
y = -7*const(size.yscale)

[State 0, TargetVelSet]
type = TargetVelSet
trigger1 = AnimElemTime(2) = 0 || AnimElemTime(6) = 0
y = -5.8*const(size.yscale)

[State 0, TargetVelAdd]
type = TargetVelAdd
trigger1 = 1
y = .4*const(size.yscale)

[State 4003, 5]
type = Null
trigger1 =  AnimElem = 32 || AnimElem = 36 || !AnimTime
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
getpower = 0,0
givepower = 0,0
priority = 4,Hit
damage = 5
pausetime = 2,2
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,-35*floor(const(size.yscale))
hitsound = S5,1
guardsound = S6,0
ground.type = Low
ground.slidetime = 11
ground.hittime = 21
guard.hittime = 14
ground.velocity = 0, -5.4*const(size.yscale)
ground.cornerpush.veloff = 0
air.type = Low
air.hittime = 100
air.velocity = 0, -5.4*const(size.yscale)
fall = 1
fall.recover = 0
yaccel = .4*const(size.yscale)
id = 1050
chainID = -1
nochainID = -1
hitonce = 0
kill = 0
guard.kill = 1
fall.kill = 1
numhits = 1

[State 4003, 6]
type = PlaySnd
trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 || !AnimTime
value = S1100,0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = NumTarget
trigger1 = AnimElem = 2 || AnimElem = 5
value = F5,1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2 || AnimElem = 5
anim = 6001
ID = 6001
pos = ceil(P2Dist X - 9),ceil(-35*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 10
ontop = 1
ownpal = 1
removeongethit = 1
pausemovetime = 999
supermovetime = 999999

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 2 || AnimElem = 5
value = ceil(-5*Fvar(20))
kill = 0

[State 0, HitAdd]
type = HitAdd
trigger1 = AnimElem = 2 || AnimElem = 5
value = NumTarget

[State 4003, 7]
type = Null
trigger1 = !Time
id = 8030

[State 4003, 8]
type = ChangeState
trigger1 = var(12) = 35
value = 4004

;---------------------------------------------------------------------------
;Sky High Kick (Reposition)
[Statedef 4004]
type    = A
movetype= I
physics = N
anim = 4004
velset = 0,0
ctrl = 0
sprpriority = 9

[State 4004, 1]
type = BGPalFX
trigger1 = (TeamMode != Simul && target,TeamMode != Simul) 
time = 1
mul = 0,0,0
ignorehitpause = 1

[State 4004, 2]
type = AssertSpecial
trigger1 = (TeamMode != Simul && target,TeamMode != Simul)  
flag = nobardisplay
flag2 = nomusic
ignorehitpause = 1

[State 4004, 3]
type = VarSet
trigger1 = 1
var(30) = 1
ignorehitpause = 1

[State 4004, 4]
type = TargetState
trigger1 = !Time
value = 4011
ID = -1

[State 4004, 5]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 4003, 9]
type = Null
trigger1 = !Time
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
getpower = 0,0
givepower = 10, 30
priority = 4,Hit
damage = 10
pausetime = 2,2
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,-20*floor(const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 11
ground.hittime = 21
guard.hittime = 14
ground.velocity = 0, -5.4
ground.cornerpush.veloff = 0
air.type = Low
air.hittime = 100
air.velocity = 0, -5.4
fall = 1
fall.recover = 0
id = 1050
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 4003, 10]
type = VelSet
trigger1 = !Time
x = 2.6*const(size.xscale)

[State 4003, 11]
type = VelAdd
trigger1 = Time < 10
y = -1*const(size.yscale)

[State 4003, 12]
type = VelSet
trigger1 = Time = 10
x = 0
y = 0

[State 4003, 11]
type = VelAdd
trigger1 = Time > 10 && Time < 41
y = -.02*const(size.yscale)

[State 4003, 12]
type = VelSet
trigger1 = Time = 41
y = 16*const(size.yscale)

[State 4003, 13]
type = PlaySnd
trigger1 = Time = 42
value = F5,4

[State 4003, 14]
type = Explod
trigger1 = Time = 42
anim = 6001
ID = 4000
pos = 0,0
postype = p1
facing = 1
removetime = -2
scale = 1,1
sprpriority = 10
ontop = 1
ownpal = 1

[State 4003, 15]
type = TargetState
trigger1 = Time = 42
value = 4012

[State 4003, 16]
type = TargetBind
trigger1 = Time >= 42
time = 1
pos = 6*const(size.xscale),-10*const(size.yscale)

[State 4003, 17]
type = HitAdd
trigger1 = Time = 42
value = NumTarget

[State 4003, 18]
type = TargetLifeAdd
trigger1 = Time = 42
value = ceil(-40*Fvar(20))
kill = 0

[State 4003, 19]
type = PlaySnd
trigger1 = Time = 42
value = S1050,0
ignorehitpause = 1

[State 4003, 20]
type = PlaySnd
trigger1 = !Time
value = S40,0
ignorehitpause = 1

[State 4003, 21]
type = ChangeState
trigger1 = Time = 55
value = 4005

;---------------------------------------------------------------------------
;Sky High Kick (Kick Down)
[Statedef 4005]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 4005, 1]
type = AllPalFX
trigger1 = !Time
time = 2
add = 255,255,255
ignorehitpause = 1

[State 4005, 2]
type = BGPalFX
trigger1 = !Time
time = 2
add = 255,255,255
ignorehitpause = 1

[State 4005, 3]
type = RemoveExplod
trigger1 = !Time
id = 4010 

[State 4005, 3]
type = AssertSpecial
trigger1 = Time < 2 && (TeamMode != Simul && target,TeamMode != Simul) 
flag = nobardisplay
flag2 = nomusic
ignorehitpause = 1

[State 4005, 4]
type = VarSet
trigger1 = Time < 2 
var(30) = 1
ignorehitpause = 1

[State 4005, 4]
type = VarSet
trigger1 = Time = 2
var(30) = 0
ignorehitpause = 1

[State 4005, 5]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 4005, 6]
type = RemoveExplod
trigger1 = !Time
id = 4000

[State 4005, 7]
type = PosSet
trigger1 = !Time && (TeamMode != Simul && target,TeamMode != Simul) 
;x = FVar(11)
y = -500*const(size.yscale)

[State 4005, 8]
type = TargetBind
trigger1 = 1
time = 1
pos = 6*const(size.xscale),-10*const(size.yscale)

[State 4005, 9]
type = VelSet
trigger1 = !Time
y = 22*const(size.yscale)

[State 4005, 10]
type = VelAdd
trigger1 = 1
y = .44*const(size.yscale)

[State 4005, 11]
type = Null
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 6 && TeamSide = 1
anim = 8039
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -3
ownpal = 1
removeongethit = 1

[State 4005, 12]
type = Null
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 6 && TeamSide = 2
anim = 8039
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -3
ownpal = 1
removeongethit = 1

[State 4005, 13]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 4006
 
;---------------------------------------------------------------------------
;Sky High Kick (Stomp)
[Statedef 4006]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 4006
ctrl = 0
sprpriority = 2

[State 0, PosAdd]
type = PosSet
trigger1 = !Time
y = 0

[State 4006, 2]
type = VelSet
trigger1 = AnimElem = 2
x = -2.8*const(size.xscale)
y = -4.3*const(size.yscale)

[State 4006, 3]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = .44*const(size.yscale)

[State 4006, 4]
type = PlaySnd
trigger1 = !Time
value = F7,2

[State 4006, 5]
type = Explod
trigger1 = !Time
anim = 6001
ID = 4000
pos = 0,0
postype = p1
facing = 1
removetime = -2
scale = 1,1
sprpriority = 3
ownpal = 1

[State 4006, 6]
type = EnvShake
trigger1 = !Time
time = 56
freq = 120
ampl = -15

[State 4006, 7]
type = TargetState
trigger1 = NumTarget && !Time
value = 4013

[State 4006, 8]
type = HitAdd
trigger1 = !Time
value = NumTarget

[State 4006, 9]
type = PlaySnd
trigger1 = !Time
value = S4000,0

[State 4006, 10]
type = Null
trigger1 = AnimElem = 2
id = 8030

[State 4006, 11]
type = TargetLifeAdd
trigger1 = !Time
value = ceil(-130*Fvar(20))
kill = 1

[State 4004, 12]
type = VarSet
trigger1 = WinKO && RoundState = 3
var(28) = 400

[State 4006, 13]
type = VarSet
trigger1 = WinKO
var(4) = 1

[State 4006, 14]
type = VarSet
trigger1 = !Time
var(5) = 10

[State 4006, 15]
type = ChangeState
trigger1 = AnimElemTime(2) >= 0 && Vel Y > 0 && Pos Y >= 0
value = 52
;---------------------------------------------------------------------------
;P2 Getting Hit
[Statedef 4009]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 4010, 1]
type = ChangeAnim
trigger1 = Time < 11
value = 5051

[State 4010, 1]
type = ChangeAnim
trigger1 = Anim = 5051 && Vel Y > 0 && SelfAnimExist(5061)
value = 5061

[State 4010, 3]
type = ScreenBound
trigger1 = 1
value = 0 
movecamera = 0,0
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = Time = 11
x = GetHitVar(xvel)
y = GetHitVar(yvel)

[State 4010, 4]
type = VelAdd
trigger1 = Time >= 11
y = GetHitVar(yaccel)

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5810

;---------------------------------------------------------------------------
;P2 Getting Hit
[Statedef 4010]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = -2

[State 4010, 1]
type = ChangeAnim
trigger1 = !Time
value = 5030

[State 4010, 3]
type = ScreenBound
trigger1 = 1
value = 0 
movecamera = 0,0
ignorehitpause = 1

[State 4010, 4]
type = Null
trigger1 = !Time
;x = GetHitVar(xvel)
y = -5.4*const(size.yscale)

[State 4010, 2]
type = Null
trigger1 = 1
y = .4*const(size.yscale)

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
;P2 Lie Down
[Statedef 4011]
type    = L
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 8

[State 4011, 1]
type = ChangeAnim
trigger1 = !Time
value = 5030

[State 4011, 2]
type = VelAdd
trigger1 = 1
y = -.002

[State 4011, 3]
type = ScreenBound
trigger1 = 1
value = 0 
movecamera = 0,0

[State 4011, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;----------...-----------------------------------------------------------------
;P2 Hit Up
[Statedef 4012]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 8

[State 4012, 1]
type = ChangeAnim2
trigger1 = !Time
value = 4012

[State 4012, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4003, 6]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

;------------------------------------------------------------------------------
;P2 Hit Up
[Statedef 4013]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 4013, 1]
type = ChangeAnim2
trigger1 = !Time
value = 4012

[State 4012, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4013, 3]
type = SelfState
trigger1 = Time = 56
value = 5810
;---------------------------------------------------------------------------
;P2 Getting Hit
[Statedef 4014]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 8

[State 4010, 1]
type = ChangeAnim
trigger1 = !Time
value = 5030

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

[State 4010, 3]
type = ScreenBound
trigger1 = 1
value = 0 
movecamera = 0,0
ignorehitpause = 1

[State 4010, 4]
type = Null
trigger1 = !Time
;x = GetHitVar(xvel)
y = -5.4*const(size.yscale)

[State 4010, 2]
type = Null
trigger1 = 1
y = .4*const(size.yscale)

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

