[StateDef 3500] type = A movetype= A physics = A juggle = 1 velset = 0,0 ctrl = 0 anim = 3500 poweradd = 20 sprpriority = 2
;------------------------------------------------------------------------ ;---|max helper|--------------------------------------------------------- ;------------------------------------------------------------------------
[State -2, Helper] type = Helper triggerall = !numhelper(40001) trigger1 = time = 6 helpertype = normal name = "HSDM" ID = 40001 stateno = 40001 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1
[State -2, Helper] type = Helper triggerall = !numhelper(40003) trigger1 = time = 6 helpertype = normal name = "H.Port" ID = 40003 stateno = 40003 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1
[State -2, Helper] type = Helper triggerall = !numhelper(40004) trigger1 = time = 6 helpertype = normal name = "Player 1" ID = 40004 stateno = 40004 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1
[State 0, VelSet] type = VelSet trigger1 = Time = [0,30] x = 0 y = 0 ;ignorehitpause = ;persistent =
[State 0, VelSet] type = VelSet trigger1 = animelem = 2 x = 7 y = 2 ;ignorehitpause = ;persistent =
[State 2000, ’´•KŽE‹Z”“®‚ÌŽžŠÔ’âŽ~] type = SuperPause trigger1 = time = 0 anim = -1 poweradd = -3000 movetime = 30 time = 30
[State 2000] type = AssertSpecial trigger1 = Time = [0,30] flag = NoFG flag2 = NOBG ignorehitpause = 1
[State 2000] type = Explod trigger1 = AnimElem = 1 anim = 7020 pos = 5,-80 sprpriority = -3 ownpal = 1 bindtime = 1 supermove = 1
[State 2000] type = Explod trigger1 = AnimElem = 1 anim = 7030 pos = 5,-80 sprpriority = 20 ownpal = 1 bindtime = 1 supermove = 1
[State 1000, ‰¹‚ð–‚炷] type = PlaySnd trigger1 = AnimElem = 1 value = s100,4
[State 3500, 1] type = HitDef trigger1 = AnimElem = 3 ID = 3500 attr = S, NA damage = 40 animtype = Light guardflag = MA hitflag = MAFD priority = 3, Hit pausetime = 13, 13 sparkno=3 guard.sparkno=42 sparkxy=0,-60 hitsound=S100,9 guardsound=S100,22 ground.type = trip ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4, -4 airguard.velocity = -1.9,-.8 air.type = trip air.velocity = -1.4,-5 air.hittime = 12 p1stateno = 3510
[StateDef 3510] type = A movetype= A physics = A juggle = 1 velset = 0,0 ctrl = 0 anim = 3510 sprpriority = 2
[State 0, VelSet] type = VelSet trigger1 = time >= 1 && Timemod = 3, 2 && time <= 54 x = 4 y = -1 ;ignorehitpause = ;persistent =
[State 3510, 1] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 4 trigger3 = AnimElem = 7 trigger4 = AnimElem = 10 trigger5 = AnimElem = 13 ID = 3501 attr = S, NA damage = 245 animtype = up guardflag = MA hitflag = MAFD+ priority = 3, Hit pausetime = 13, 14 sparkno=3 guard.sparkno=42 sparkxy=0,-60 hitsound=S100,9 guardsound=S100,22 ground.type = trip ground.slidetime = 0 ground.hittime = 12 ground.velocity = -2, -2 airguard.velocity = -1.9,-.8 air.type = trip air.velocity = -2,-3 air.hittime = 12
[State 3510, 1] type = HitDef trigger1 = AnimElem = 16 ID = 3502 attr = S, NA damage = 450 animtype = diagup guardflag = MA hitflag = MAFD+ priority = 3, Hit pausetime = 12, 20 sparkno=3 guard.sparkno=42 sparkxy=0,-60 hitsound=S100,9 guardsound=S100,22 ground.type = trip ground.slidetime = 0 ground.hittime = 12 ground.velocity = -2, -2 airguard.velocity = -1.9,-.8 air.type = trip air.velocity = -2,-4 air.hittime = 12
[State 3202,3] type=ChangeState trigger1=AnimTime=0 value=3520
[StateDef 3520] type = A movetype= A physics = A juggle = 1 velset = 0,0 ctrl = 0 anim = 3520 poweradd = 20 sprpriority = 2
[State 1010,0] type=PlaySnd trigger1 = animelem = 2 trigger2 = AnimElem = 8 value=S400,1
[State 3203,1] type=PlaySnd trigger1 = AnimElem = 14 value=S400,3
[State 0, Explod] type = Explod trigger1 = animelem = 2 trigger2 = AnimElem = 8 trigger3 = AnimElem = 14 anim = 1005 ID = 3500 pos = 30,-100 postype = p1 ;p2,front,back,left,right removetime = -2 supermove sprpriority = 9 removeongethit = 1 ;ignorehitpause = ;persistent =
[State 0, VelSet] type = VelSet trigger1 = animelem = 2 trigger2 = AnimElem = 8 trigger3 = AnimElem = 14 x = 1 y = -6 ;ignorehitpause = ;persistent =
[State 3520, 1] type = HitDef trigger1=AnimElem = 2 trigger2=AnimElem = 3 trigger3=AnimElem = 8 trigger4=AnimElem = 9 trigger5=AnimElem = 14 ID = 3503 attr = S, NA damage = 120 animtype = Heavy guardflag = MA hitflag = MAFD+ priority = 3, Hit pausetime = 12, 12 sparkno=3 guard.sparkno=42 sparkxy=0,-60 hitsound=S100,9 guardsound=S100,22 ground.type = high ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = trip air.velocity = 0,-4 air.hittime = 12
[State 0, HitDef] type = HitDef trigger1 = animelem= 15 ID = 3504 attr = S,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT hitflag = MAFD+ ;HLAFD+- guardflag = MA ;HLA animtype = Heavy ;light,medium,hard,back,up,diagup damage = 240 Pausetime = 33, 35 sparkno=3 guard.sparkno=42 sparkxy=0,-60 hitsound=S100,9 guardsound=S100,22 ground.type = High ;Low,Trip,None air.hittime = 20 ground.velocity = 0,0 air.velocity = -3,-7 sprpriority = 1 p1getp2facing = 0 fall = 1 fall.yvelocity = -4.5 fall.recover = 1 fall.recovertime = 4 fall.damage = 0 down.bounce = 0
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