[StateDef 9000]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3
poweradd = 0
sprpriority = 2

[State 0, PowerAdd]
type = PowerAdd
triggerall = time = 0
trigger1 = var(11) = 0
value = -1500
;ignorehitpause =
;persistent =

[State 0, PowerAdd]
type = PowerAdd
triggerall = time = 0
trigger1 = var(11) > 0
value = -750
;ignorehitpause =
;persistent =


[State 200, 1]
type = HitDef
trigger1 = animelem = 1
trigger1 = anim = 3
attr = S, NA
damage = 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = S346457467465
sparkxy = -10, -76
hitsound = S45674678475, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12000
ground.velocity = 0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 12


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animelem = 5
trigger1 = time <= 59
value = 3
elem = 5
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 60
value = 4
elem = 1

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "ef"
ID = 2000
stateno = 2000
pos = 160,-90
postype = back
bindtime = 60
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
size.xscale = 1
size.yscale = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 4
triggerall = anim = 3
value = S120,0
volume = 330
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0



[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 60
value = S310,0
volume = 9990
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0



[State 0, Helper]
type = Helper
trigger1 = time = 60
helpertype = normal ;player
name = "black"
ID = 90001
stateno = 90001
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
trigger1 = anim = 4
value = 0
ctrl = 1

[StateDef 90001]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 90001
poweradd = 0
sprpriority = -3

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 90002
ID = 90002
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 44444444444444444444
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 200, 1]
type = HitDef
trigger1 = time != 0
attr = S, NA
damage = 2
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = S346457467465
sparkxy = -10, -76
hitsound = S45674678475, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 12

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =


[StateDef 787]
type = A
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 787
poweradd = 0
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = time >= 3
trigger1 = timemod = 3,0
helpertype = normal ;player
name = "down1"
ID = 8901
stateno = 8901
pos = 10,-40
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, VelAdd]
type = posadd
trigger1 = time >= 3
x = -1
y = -1
;ignorehitpause =
;persistent =


[State 0, Helper]
type = Helper
trigger1 = time >= 3
trigger1 = timemod = 3,0
helpertype = normal ;player
name = "down1"
ID = 8903
stateno = 8903
pos = 10,-40
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove



[State 0, Helper]
type = Helper
trigger1 = time >= 3
trigger1 = timemod = 3,0
helpertype = normal ;player
name = "down1"
ID = 8903
stateno = 8903
pos = 10,-40
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, EnvShake]
type = EnvShake
trigger1 = time >= 6
trigger1 = command = "holdc"
trigger1 = timemod = 5,0
time = 5
freq = 20
ampl = -6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time >= 3
trigger1 = timemod = 6,0
value = S14,2
volume = 990
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PowerAdd]
type = PowerAdd
trigger1 = timemod = 1,0
value = -25
;ignorehitpause =
;persistent =



[State 0, ChangeState]
type = ChangeState
trigger1 = command != "holdc"
trigger1 = time >= 10
trigger2 = time = 40
trigger3 = power = 0
value = 43
ctrl = 0
;anim =
;ignorehitpause =
;persistent =




[Statedef 8901]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 10
ctrl = 0
velset = 0,0
anim = 8901
sprpriority = 8

[State 1001, 1];←とりあえず加速させてる
type = VelAdd
Trigger1 = 1
x = 4
y = 4

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 1001, 4]
type = SprPriority
trigger1 = 1
value = 4

[State 1001, 3]
type = ScreenBound
trigger1 = 1
value =  0
;movecamera =


[State 1001,***]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 8901,***]
type = HitDef
trigger1 = Time = 0
attr = A, NP                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
damage = 10                  ;ダメージ量（左が当たった時、右はガードした時）
animtype = Light                 ;当てた時の相手のポーズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
hitflag = MAF                    ;当てる事のできる条件
priority = 3, Hit                ;攻撃の優先権（0弱い　4通常　7強い
pausetime = 0, 0                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = S875764747564786                      ;ヒットエフェクトのスプライトステート（無ければ0）
sparkxy = -5, -25               ;ヒットエフェクトを表示する場所（相手の座標で）
hitsound = S200, 9798237492734752                  ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guardsound = 6, 0                ;ガードした時の音（同上）
ground.type = High               ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 5             ;相手が後にすべる時間
ground.hittime  = 20             ;コンボが繋がる時間（高くしすぎない事）
ground.velocity = -4             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
airguard.velocity = -1.9,-.8     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.type = High                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -1.4,-3           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.hittime = 12                 ;空中でコンボが繋がる時間
envshake.time = 20
envshake.freq = 30
envshake.ampl = -6




[State 1001, Override]
type = HitOverride
triggerall = alive
trigger1 = 1
attr = SCA,AP,AA
slot = 7
time = -1


[State 1001, NotHitby]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 0, ChangeState]
type = ChangeState
trigger1 = pos Y > -50
value = 7987
ctrl = 0

[State 1001, 3]
type = destroyself
trigger1 = time = 40
;---------------------------------------------------------------------------

[Statedef 8902]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 10
ctrl = 0
velset = 0,0
anim = 8901
sprpriority = 8

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 1001, 1];←とりあえず加速させてる
type = VelAdd
Trigger1 = 1
x = 3
y = 4

[State 1001, 4]
type = SprPriority
trigger1 = 1
value = 4

[State 1001, 3]
type = ScreenBound
trigger1 = 1
value =  0
;movecamera =


[State 1001,***]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 8902,***]
type = HitDef
trigger1 = Time = 0
attr = A, NP                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
damage = 10                  ;ダメージ量（左が当たった時、右はガードした時）
animtype = Light                 ;当てた時の相手のポーズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
hitflag = MAF                    ;当てる事のできる条件
priority = 3, Hit                ;攻撃の優先権（0弱い　4通常　7強い
pausetime = 0, 0                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = S875764747564786                      ;ヒットエフェクトのスプライトステート（無ければ0）
sparkxy = -5, -25               ;ヒットエフェクトを表示する場所（相手の座標で）
hitsound = S200, 9798237492734752                  ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guardsound = 6, 0                ;ガードした時の音（同上）
ground.type = High               ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 5             ;相手が後にすべる時間
ground.hittime  = 20             ;コンボが繋がる時間（高くしすぎない事）
ground.velocity = -4             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
airguard.velocity = -1.9,-.8     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.type = High                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -1.4,-3           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.hittime = 12                 ;空中でコンボが繋がる時間
envshake.time = 20
envshake.freq = 30
envshake.ampl = -6





[State 1001, Override]
type = HitOverride
triggerall = alive
trigger1 = 1
attr = SCA,AP,AA
slot = 7
time = -1


[State 1001, NotHitby]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 0, ChangeState]
type = ChangeState
trigger1 = pos Y > -50
value = 7987
ctrl = 0

[State 1001, 3]
type = destroyself
trigger1 = time = 40
;--------------

[Statedef 8903]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 10
ctrl = 0
velset = 0,0
anim = 8901
sprpriority = 8

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 1001, 1];←とりあえず加速させてる
type = VelAdd
Trigger1 = 1
x = 5
y = 4

[State 1001, 4]
type = SprPriority
trigger1 = 1
value = 4

[State 1001, 3]
type = ScreenBound
trigger1 = 1
value =  0
;movecamera =


[State 1001,***]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 8903,***]
type = HitDef
trigger1 = Time = 0
attr = A, NP                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
damage = 10                  ;ダメージ量（左が当たった時、右はガードした時）
animtype = Light                 ;当てた時の相手のポーズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
hitflag = MAF                    ;当てる事のできる条件
priority = 3, Hit                ;攻撃の優先権（0弱い　4通常　7強い
pausetime = 0, 0                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = S875764747564786                      ;ヒットエフェクトのスプライトステート（無ければ0）
sparkxy = -5, -25               ;ヒットエフェクトを表示する場所（相手の座標で）
hitsound = S14, 2                  ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guardsound = 6, 0                ;ガードした時の音（同上）
ground.type = High               ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 5             ;相手が後にすべる時間
ground.hittime  = 20             ;コンボが繋がる時間（高くしすぎない事）
ground.velocity = -4             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
airguard.velocity = -1.9,-.8     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.type = High                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -1.4,-3           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.hittime = 12                 ;空中でコンボが繋がる時間
envshake.time = 20
envshake.freq = 30
envshake.ampl = -6





[State 1001, Override]
type = HitOverride
triggerall = alive
trigger1 = 1
attr = SCA,AP,AA
slot = 7
time = -1


[State 1001, NotHitby]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 0, ChangeState]
type = ChangeState
trigger1 = pos Y > -50
value = 7987
ctrl = 0

[State 1001, 3]
type = destroyself
trigger1 = time = 40

[StateDef 43]
type = A
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 43
poweradd = 0
sprpriority = 2

[State 0, VelAdd]
type = VelAdd
trigger1 = time <= 1
x = -1
y = -2
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = time = 2
x = -1
y = -1
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = time >= 2
trigger1 = time <= 3
x = -1
y = 0
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = time >= 4
trigger1 = time <= 6
x = -1
y = 1
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 6
value = 50
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[StateDef 720]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 720
poweradd = -30
sprpriority = 2

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 3
x = (p2bodydist x) + 60
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = animelem = 3
y = 0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S190,0
volume = 44440
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Turn]
type = Turn
trigger1 = animelem = 3
;ignorehitpause =
;persistent =


[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;anim =
;ignorehitpause =
;persistent =

[StateDef 7588]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 33
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S654,2
volume = 220
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =



[State 0, PowerAdd]
type = PowerAdd
trigger1 = timemod = 1,0
value = 6
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = command != "hz"
value = 0
ctrl = 1
;anim =
;ignorehitpause =
;persistent =

;-mangekyou sharigan

[StateDef 9]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 33
poweradd = -3000
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S12,2
volume = 2200
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "efct"
ID = 6611
stateno = 6611
pos = -165,-20
postype = front    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
size.xscale = 1.2
size.yscale = 1.2
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =



[State 0, Explod]
type = Explod
trigger1 = time = 10
anim = 9
ID = 9
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10000
vel = 0,0
accel = 0,0
random = 0,0
removetime = 50
supermove
pausemove
scale = 2.2,2.2
sprpriority = 999999999999999999999999
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 200, 1]
type = HitDef
trigger1 = animelem = 1
trigger1 = anim = 33
attr = S, NA
damage = 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = S346457467465
sparkxy = -10, -76
hitsound = S45674678475, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 65
ground.velocity = 0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 60

[State 0, VarAdd]
type = Varset
trigger1 = time = 62
var(11) = 1000

[State 0, Explod]
type = Explod
trigger1 = time = 62
anim = 9
ID = 929
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 0
vfacing = 1
bindtime = 1000
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1000
supermove
pausemove
scale = 2,2
sprpriority = 9999999999999999999999
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 63
value = 0
ctrl = 1
;anim =
;ignorehitpause =
;persistent =


[StateDef 6611]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 6611
poweradd = 0
sprpriority = 2

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =



[StateDef 7987]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 13
poweradd = 0
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 11
y = 0
;ignorehitpause =
;persistent =


[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =



