;通常技

;立A
[Statedef 200]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 200
poweradd = 20
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State -2, キャンセルフラグON]
type = VarSet
triggerAll = movecontact
trigger1 = AnimElem = 3, >= 0
var(15) = 1

[State 200, 音]
type = PlaySnd
trigger1 = Animelem = 3
value = 0, 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 3,Hit
damage = ceil(10 * fVar(13))
pausetime = 8, 8
sparkno = S10500
guard.sparkno = S10580
sparkxy = -20, -80
hitsound = S1, 0
guardsound = S1, 90
ground.type = High
ground.slidetime = 10
guard.slidetime = 10
ground.hittime = 10
air.hittime = 10
guard.ctrltime = 10
yaccel = .3 + fVar(11)
ground.velocity = -3, 0
guard.velocity = -3
air.velocity = -1.5, -3
down.velocity = -3, 0
sprpriority = 1
fall = 0
air.fall = ifelse(P2movetype = H,1,0)
fall.recover = 0
kill = 1
getpower = ifelse(var(36) > 0,0,10), ifelse(var(36) > 0,0,5)
givepower = 10, 0

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

;立B
[Statedef 210]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 210
poweradd = 30
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State -2, キャンセルフラグON]
type = VarSet
triggerAll = movecontact
trigger1 = AnimElem = 3, >= 0
var(15) = 1

[State 210, 音]
type = PlaySnd
trigger1 = Animelem = 3
value = 0, 1

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 3,Hit
damage = ceil(18 * fVar(13))
pausetime = 8, 8
sparkno = S10500
guard.sparkno = S10580
sparkxy = -20, -80
hitsound = S1, 1
guardsound = S1, 90
ground.type = Low
ground.slidetime = 12
guard.slidetime = 10
ground.hittime = 12
air.hittime = 14
guard.ctrltime = 10
yaccel = .3 + fVar(11)
ground.velocity = -3, 0
guard.velocity = -3
air.velocity = -1.5, -3
down.velocity = -3, 0
sprpriority = 1
fall = 0
air.fall = ifelse(P2movetype = H,1,0)
fall.recover = 0
kill = 1
getpower = ifelse(var(36) > 0,0,15), ifelse(var(36) > 0,0,5)
givepower = 15, 0

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

[StateDef 215]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 215
poweradd = 35
sprpriority = 2

[State 215, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = S0,1

[State 215, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 6

[State 215, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = ceil(22 * fVar(13))
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = S10500
guard.sparkno = S10580
sparkxy = -20, -80
hitsound = S1, 1
guardsound = S1, 90
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 215, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;立C
[Statedef 220]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 220
poweradd = 45
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State -2, キャンセルフラグON]
type = VarSet
triggerAll = movecontact
trigger1 = AnimElem = 4, >= 0
var(15) = 1

[State 220, 音]
type = PlaySnd
trigger1 = Animelem = 3
value = 0, 1

[State 220, 移動]
type = PosAdd
trigger1 = Animelem = 2
x = 14

[State 220, 移動]
type = PosAdd
trigger1 = Animelem = 3
x = 8

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 3,Hit
damage = ceil(26 * fVar(13))
pausetime = 10, 12
sparkno = S10500
guard.sparkno = S10580
sparkxy = -20, -80
hitsound = S1, 2
guardsound = S1, 91
ground.type = High
ground.slidetime = 11
guard.slidetime = 12
ground.hittime = 13
air.hittime = 14
guard.ctrltime = 12
yaccel = .3 + fVar(11)
ground.velocity = 0, 0
guard.velocity = 0
air.velocity = -1.5, -3
down.velocity = -3, 0
sprpriority = 1
fall = 0
air.fall = ifelse(P2movetype = H,1,0)
fall.recover = 0
kill = 1
getpower = 0, 0
givepower = 20, 0

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 3,Hit
damage = ceil(26 * fVar(13))
pausetime = 10, 11
sparkno = S10500
guard.sparkno = S10580
sparkxy = -20, -80
hitsound = S1, 2
guardsound = S1, 91
ground.type = High
ground.slidetime = 12
guard.slidetime = 12
ground.hittime = 12
air.hittime = 14
guard.ctrltime = 12
yaccel = .3 + fVar(11)
ground.velocity = -3, 0
guard.velocity = -3
air.velocity = -1.5, -3
down.velocity = -3, 0
sprpriority = 1
fall = 0
air.fall = ifelse(P2movetype = H,1,0)
fall.recover = 0
kill = 1
getpower = ifelse(var(36) > 0,0,20), ifelse(var(36) > 0,0,10)
givepower = 20, 0

[State 220, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 225]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 225
poweradd = 30
sprpriority = 2

[State 225, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,2

[State 225, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = ceil(24 * fVar(13))
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno = S10500
guard.sparkno = S10580
sparkxy = -10, -76
hitsound = S1, 2
guardsound = S1, 91
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1,-8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-4
air.hittime = 12
fall = 1
fall.recovertime = 36

[State 225, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;屈A
[Statedef 400]
type     = C
movetype = A
physics  = C
juggle   = 1
poweradd = 20
ctrl     = 0
anim     = 400
velset   = 0,0
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State -2, キャンセルフラグON]
type = VarSet
triggerAll = movecontact
trigger1 = AnimElem = 3, >= 1
var(15) = 1

[State 400, 音]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 0

[State 400, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
hitflag = MAF
guardflag = M
animtype = Light
priority = 3,Hit
damage = ceil(8 * fVar(13))
pausetime = 8, 8
sparkno = S10500
guard.sparkno = S10580
sparkxy = -20, -40
hitsound = S1, 0
guardsound = S1, 90
ground.type = High
ground.slidetime = 8
guard.slidetime = 8
ground.hittime = 8
air.hittime = 8
guard.ctrltime = 8
yaccel = .3 + fVar(11)
ground.velocity = -3, 0
guard.velocity = -3
air.velocity = -1.5, -3
down.velocity = -3, 0
sprpriority = 1
fall = 0
air.fall = ifelse(P2movetype = H,1,0)
fall.recover = 0
kill = 1
getpower = ifelse(var(36) > 0,0,10), ifelse(var(36) > 0,0,5)
givepower = 10, 0

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

;屈B
[Statedef 410]
type     = C
movetype = A
physics  = C
juggle   = 1
poweradd = 35
ctrl     = 0
anim     = 410
velset   = 0,0
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State -2, キャンセルフラグON]
type = VarSet
triggerAll = movecontact
trigger1 = AnimElem = 2, >= 0
var(15) = 1

[State 410, 音]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 1

[State 410, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
hitflag = MAF
guardflag = L
animtype = Light
priority = 3,Hit
damage = ceil(14 * fVar(13))
pausetime = 8, 8
sparkno = S10500
guard.sparkno = S10580
sparkxy = -20, -20
hitsound = S1, 1
guardsound = S1, 90
ground.type = High
ground.slidetime = 17
guard.slidetime = 14
ground.hittime = 17
air.hittime = 17
guard.ctrltime = 14
yaccel = .3 + fVar(11)
ground.velocity = -3, 0
guard.velocity = -3
air.velocity = -1.5, -3
down.velocity = -3, 0
sprpriority = 1
fall = 0
air.fall = ifelse(P2movetype = H,1,0)
fall.recover = 0
kill = 1
getpower = ifelse(var(36) > 0,0,15), ifelse(var(36) > 0,0,5)
givepower = 15, 0

[State 410, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;屈C
[Statedef 420]
type     = C
movetype = A
physics  = C
juggle   = 1
poweradd = 40
ctrl     = 0
anim     = 420
velset   = 0,0
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State 420, 音]
type = PlaySnd
trigger1 = Animelem = 3
value = 0, 2

[State 420, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
hitflag = MAF
guardflag = L
animtype = Light
priority = 3,Hit
damage = ceil(50 * fVar(13))
pausetime = 10, 11
sparkno = S10500
guard.sparkno = S10580
sparkxy = -20, -20
hitsound = S1, 2
guardsound = S1, 91
ground.type = High
ground.slidetime = 10
guard.slidetime = 5
ground.hittime = 10
air.hittime = 10
guard.ctrltime = 5
yaccel = .3 + fVar(11)
ground.velocity = -2, -1.4
guard.velocity = -3
air.velocity = -1.5, -3
down.velocity = -3, 0
sprpriority = 1
fall = 1
air.fall = 1
fall.recover = 0
kill = 1
getpower = ifelse(var(36) > 0,0,20), ifelse(var(36) > 0,0,10)
givepower = 20, 0

[State 420, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;空A
[Statedef 600]
type     = A
movetype = A
physics  = A
poweradd = 20
ctrl     = 0
anim     = 600
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State -2, キャンセルフラグON]
type = VarSet
triggerAll = movecontact
trigger1 = AnimElem = 3, >= 2
var(15) = 1

[State 600, 音]
type = PlaySnd
trigger1 = Animelem = 3
value = 0, 0

[State 600, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Light
priority = 3,Hit
damage = ceil(10 * fVar(13))
pausetime = 8, 8
sparkno = S10500
guard.sparkno = S10580
sparkxy = -20, -80
hitsound = S1, 0
guardsound = S1, 90
ground.type = High
ground.slidetime = 8
guard.slidetime = 8
ground.hittime = 8
air.hittime = 8
guard.ctrltime = 8
yaccel = .3 + fVar(11)
ground.velocity = -3, 0
guard.velocity = -3
air.velocity = -1.5, -3
down.velocity = -3, 0
sprpriority = 1
fall = 0
air.fall = ifelse(P2movetype = H,1,0)
fall.recover = 0
kill = 1
getpower = ifelse(var(36) > 0,0,10), ifelse(var(36) > 0,0,5)
givepower = 10, 0

[State 600, CtrlSet]
type = CtrlSet
trigger1 = Time = 10
value = 1

;空B
[Statedef 610]
type     = A
movetype = A
physics  = A
poweradd = 25
ctrl     = 0
anim     = 610
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State -2, キャンセルフラグON]
type = VarSet
triggerAll = movecontact
trigger1 = AnimElem = 3, >= 0
var(15) = 1

[State 610, 音]
type = PlaySnd
trigger1 = Animelem = 3
value = 0, 1

[State 610, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Light
priority = 3,Hit
damage = ceil(20 * fVar(13))
pausetime = 8, 8
sparkno = S10500
guard.sparkno = S10580
sparkxy = -20, -60
hitsound = S1, 1
guardsound = S1, 90
ground.type = High
ground.slidetime = 10
guard.slidetime = 10
ground.hittime = 10
air.hittime = 10
guard.ctrltime = 10
yaccel = .3 + fVar(11)
ground.velocity = -3, 0
guard.velocity = -3
air.velocity = -1.5, -3
down.velocity = -3, 0
sprpriority = 1
fall = 0
air.fall = ifelse(P2movetype = H,1,0)
fall.recover = 0
kill = 1
getpower = ifelse(var(36) > 0,0,15), ifelse(var(36) > 0,0,5)
givepower = 15, 0

[State 610, コントロール]
type = CtrlSet
trigger1 = AnimElem = 7, >= 0
value = 1

;空C
[Statedef 620]
type     = A
movetype = A
physics  = A
poweradd = 30
ctrl     = 0
anim     = 620
sprpriority = 2

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State 620, 音]
type = PlaySnd
trigger1 = Animelem = 3
value = 0, 1

[State 620, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Light
priority = 3,Hit
damage = ceil(35 * fVar(13))
pausetime = 10, 11
sparkno = S10500
guard.sparkno = S10580
sparkxy = -20, -30
hitsound = S1, 2
guardsound = S1, 91
ground.type = High
ground.slidetime = 15
guard.slidetime = 10
ground.hittime = 15
air.hittime = 15
guard.ctrltime = 10
yaccel = .3 + fVar(11)
ground.velocity = -3, 0
guard.velocity = -3
air.velocity = -1.5, -4
down.velocity = -3, 0
sprpriority = 1
fall = 0
air.fall = ifelse(P2movetype = H,1,0)
fall.recover = 0
kill = 1
getpower = ifelse(var(36) > 0,0,20), ifelse(var(36) > 0,0,10)
givepower = 20, 0

[State 620, コントロール]
type = CtrlSet
trigger1 = AnimElem = 10, >= 0
value = 1



;投げ
[Statedef 800]
type     = S
movetype = A
physics  = S
juggle   = 1
ctrl     = 0
anim     = 800
poweradd = 0
sprpriority = 2

[State 800, 後押し判定]
type = VarSet
trigger1 = time = 0
trigger1 = (command = "holdback")
v = 0
value = 1

[State 800, ヒット定義]
type = HitDef
trigger1 = p2movetype != H
trigger1 = AnimElem = 2
attr = S, NT
hitflag = M-
priority = 1,Miss
sparkno = -1
hitsound = S1, 80
sprpriority = 1
getpower = 30, 15
givepower = 15, 0
p2facing = ifelse(Var(0) = 1,-1,1)
p1stateno = 810
p2stateno = 820
guard.dist = 0

[State 800, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;地上投げ自分
[Statedef 810]
type     = S
movetype = A
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 810
poweradd = ifelse(var(36) > 0,0,60)
sprpriority = 2

[State 810, 裏周り]
type = Velset
triggerall = Var(0) = 1
trigger1 = time = 0
x = 8

[State 810, 裏周り]
type = Turn
triggerall = Var(0) = 1
trigger1 = time = 3

[State 810, 裏周り]
type = PlayerPush
triggerall = Var(0) = 1
trigger1 = time < 6
value = 0

[State 810, 裏周り終了]
type = Velset
triggerall = Var(0) = 1
trigger1 = time > 4
x = 0

[State 810, 幅]
type = Width
trigger1 = time = 0
edge = 50,50
player = 50,50

[State 810, 相手位置1]
Type = TargetBind
trigger1 = time <= 10
Pos = 40, 0

[State -2,燃焼補正増加]
type = VarAdd
trigger1 = Time = 15
trigger2 = Time = 20
trigger3 = Time = 25
fvar(13) = 0.1

[State -2, 燃焼エフェクト]
type = Helper
triggerall = NumHelper(20100) = 0
trigger1 = Time = 15
stateno = 20100
ID = 20100
keyctrl = 0
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
IgnoreHitPause = 1

[State 810, 燃焼音]
type = PlaySnd
trigger1 = Time = 15
trigger2 = Time = 20
trigger3 = Time = 25
trigger4 = Time = 30
trigger5 = Time = 35
value = 0, 11
freqmul = 1

[State 810, 燃焼音]
type = PlaySnd
trigger1 = Time = 15
trigger2 = Time = 20
trigger3 = Time = 25
trigger4 = Time = 30
trigger5 = Time = 35
value = 0, 11
freqmul = 0.75

[State 810, エフェクト]
type = Explod
trigger1 = Time = 15
trigger2 = Time = 20
trigger3 = Time = 25
anim = 10102
pos = 40, -60
random = 30, 50
postype = p1
scale = 1, 1
facing = 1
vfacing = 1
removetime = -2
bindtime = -1
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 810, エフェクト]
type = Explod
trigger1 = Time = 50
anim = 10106
pos = 40, -60
postype = p1
scale = 1.5, 1.5
facing = 1
vfacing = 1
removetime = -2
bindtime = -1
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 810, 音]
type = PlaySnd
trigger1 = Time = 50
value = 0, 13
freqmul = 1

[State 810, ダメージ]
type = TargetLifeAdd
trigger1 = Time = 50
value = IfElse(Var(36) > 0,-114,-88)
kill = 1

[State 810, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;地上投げ相手
[Statedef 820]
type     = S
movetype = H
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
poweradd = 30
sprpriority = 2

[State 820, 幅]
type = Width
trigger1 = time = 0
edge = 50,50
player = 50,50

[State 820, アニメ変更]
Type = ChangeAnim2
trigger1 = time = 0
value = 820

[State 820, 点滅]
type = palfx
trigger1 = time >= 15
time = 1
add = 40,-70,-200
sinadd = 92,92,92,12
color = 0
invertall = 1

[State 820, ステート変更]
type = ChangeState
trigger1 = Time >= 50
value = 821

[Statedef 821]
type     = A
movetype = H
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
poweradd = 0
sprpriority = 2

[State 821, アニメ変更]
Type = ChangeAnim2
trigger1 = time = 0
value = 5030

[State 821, 点滅]
type = palfx
trigger1 = time = 0
time = 60
add = 40,-70,-200
sinadd = 92,92,92,12
color = 0
invertall = 1

[State 821, 動き]
type = Velset
trigger1 = time = 0
x = -2
y = -3

[State 821, 重力]
type = veladd
trigger1 = 1
Y = 0.3

[State 821, バウンド]
type = selfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100









