[Statedef -3]
[State -3, Gametime Var]
type = varset
trigger1 = 1
var(58) = gametime
ignorehitpause = 1
[State -2, Throws Disallowed]
type = varset
triggerall = numenemy
trigger1 = enemynear, movetype != H
trigger1 = enemynear, stateno != 140
trigger1 = (enemynear, ctrl && enemynear, time >= 1) || (enemynear, time >=
trigger2 = enemynear, movetype = A
trigger3 = (enemynear, stateno != [0, 52]) && (enemynear, stateno != [120, 155]) && (enemynear, stateno != [5000, 5120])
var(38) = 0
[State -2, Throws Disallowed]
type = varset
triggerall = numenemy
trigger1 = enemynear, stateno = [150, 155]
trigger2 = (enemynear, stateno = 51 || enemynear, stateno = 140) && (enemynear, prevstateno = [150, 155])
trigger3 = enemynear, movetype = H && enemynear, statetype != A
trigger4 = (enemynear, stateno = [5020, 5040]) && enemynear, hitfall = 0
trigger5 = enemynear, stateno = 40 && enemynear, prevstateno != 52 && (enemynear, anim != [0, 29])
var(38) = 1
ignorehitpause = 1
[State -3, attackvarbyhits]
type = varadd
trigger1 = time = 1 && movetype = A
trigger1 = (stateno != [800, 899]) && stateno != 1300 && stateno != 4001 && stateno != 4101
trigger1 = (prevstateno = [200, 299])^^(stateno != [200, 299])
fvar(10) = ifelse((stateno = [3000, 4999]), 0.33, 0.1)
ignorehitpause = 1
[State -3, attackvarbyhits]
type = varset
trigger1 = fvar(10) > 0.9
fvar(10) = 0.9
ignorehitpause = 1
[State -3, attackvarbyhits]
type = varset
trigger1 = (enemynear, movetype != H)
fvar(10) = 0
ignorehitpause = 1
[State -3, dampener]
type = attackmulset
trigger1 = 1
value = ifelse(fvar(10) >= 0.5, 0.5, 1 -fvar(10)) + fvar(11)
ignorehitpause = 1
[State -3, Shadows]
type = afterimage
triggerall = time = 1
trigger1 = stateno = 50 && var(7) = 1
trigger2 = stateno = 105
time = 2
timegap = 1
framegap = 4
length = 9
palbright = 0, 0, 0
palcontrast = 128, 128, 128
palpostbright = 0, 0, 0
paladd = 0, 0, 0
palmul = 0.9, 0.9, 0.9
trans = add1
[State -3, SuperShadow]
type = afterimage
trigger1 = stateno = 3000 && animelem = 2
trigger2 = stateno = 3050 && animelem = 2
trigger3 = stateno = 3100 && anim = 3100 && animelemtime(1) = 3
trigger4 = stateno = 3200 && anim = 3200 && animelem = 2
trigger5 = stateno = 3220 && animelemtime(1) = 1
time = 2
timegap = 1
framegap = 10
length = 21
palbright = 0, 0, 0
palcolor = 0
palcontrast = 0, 0, 256
palpostbright = 0, 0, 0
paladd = 0, 0, 0
palmul = 0.75, 0.75, 0.75
trans = add1
[State -3, HyperShadow]
type = afterimage
trigger1 = stateno = 3020 && animelem = 5
trigger2 = stateno = 3060 && animelem = 2
trigger3 = stateno = 4100 && animelemtime(1) = 3
trigger4 = stateno = 4200 && anim = 4201 && animelem = 2
trigger5 = stateno = 4000 && time = 1
time = 2
timegap = 1
framegap = 10
length = 21
palbright = 0, 0, 0
palcolor = 0
palcontrast = 256, 0, 0
palpostbright = 0, 0, 0
paladd = 0, 0, 0
palmul = 0.75, 0.75, 0.75
trans = add1
[State -3, AfterImagePersist]
type = afterimagetime
trigger1 = stateno = 50 && var(7) = 1 && vel y < -1
trigger2 = stateno = 105
trigger3 = (stateno = [3000, 4999]) && anim != 4001
trigger4 = stateno = 1350
time = 2
[State -3, superchargebgpalfx]
type = bgpalfx
trigger1 = stateno = 3000 && animelem = 2
trigger2 = stateno = 3050 && animelem = 2
trigger3 = stateno = 3100 && anim = 3100 && animelemtime(1) = 3
trigger4 = stateno = 3200 && anim = 3200 && animelem = 2
trigger5 = stateno = 3220 && animelemtime(1) = 1
time = 45
invertall = 1
add = 100, 100, 100
sinadd = -533, -710, -355, 180
[State -3, hyperchargebgpalfx]
type = bgpalfx
trigger1 = stateno = 3020 && animelem = 5
trigger2 = stateno = 3060 && animelem = 2
trigger3 = stateno = 4100 && animelemtime(1) = 3
trigger4 = stateno = 4200 && anim = 4200 && animelem = 2
invertall = 1
time = 45
color = 0
add = -255, -255, -255
sinadd = 255, 0, 0, 180
[State -3, SuperPortrait]
type = explod
trigger1 = stateno = 3000 && animelem = 2
trigger2 = stateno = 3050 && animelem = 2
trigger3 = stateno = 3100 && anim = 3100 && animelemtime(1) = 3
trigger4 = stateno = 3200 && anim = 3200 && animelem = 2
trigger5 = stateno = 3020 && animelem = 5
trigger6 = stateno = 3060 && animelem = 2
trigger7 = stateno = 4100 && animelemtime(1) = 3
trigger8 = stateno = 4200 && anim = 4200 && animelem = 2
trigger9 = stateno = 3220 && animelemtime(1) = 1
anim = 6102
ID = 6102
postype = back
pos = -193, 0
bindtime = 1
removetime = -2
supermovetime = 180
vel = 6, 0
accel = -0.12, 0
sprpriority = -3
ownpal = 1
removeongethit = 1
[State -3, superKO]
type = helper
triggerall = winKO
triggerall = roundstate = 3 && !numhelper(6300)
trigger1 = (stateno = [3000, 4999]) && movehit
helpertype = normal
name = "KO FX"
ID = 6300
pos = 9999, 9999
stateno = 6300
pausemovetime = 9999
supermovetime = 9999
[State -3, Corner Push]
type = varset
trigger1 = fvar(5)
trigger1 = numtarget
trigger1 = target, hitover || (target, gethitvar(hitshaketime) > 0 && target, time <= 0)
fvar(5) = 0
[State -3, Corner Push]
type = varset
trigger1 = movecontact = 1 && numtarget
fvar(5) = target, gethitvar(xvel)
ignorehitpause = 1
[State -3, Corner Push]
type = posadd
triggerall = fvar(5)
triggerall = statetype != L && numtarget
triggerall = (target, statetype != L)
triggerall = !hitpausetime && target, gethitvar(hitshaketime) <= 0
trigger1 = target, frontedgebodydist <= abs(target, vel x)
trigger1 = (target, gethitvar(xvel) * target, facing) > 0
trigger2 = target, backedgebodydist <= abs(target, vel x)
trigger2 = (target, gethitvar(xvel) * target, facing) < 0
x = ifelse(target, frontedgebodydist <= 0, -1, 1) * (target, facing) * fvar(5)
[State -3, Corner Push]
type = varset
trigger1 = fvar(5)
trigger1 = abs(fvar(5)) < 1.0
fvar(5) = 0
[State -3, Corner Push]
type = varset
trigger1 = numtarget
trigger1 = target, gethitvar(hitshaketime) <= 0
fvar(5) = fvar(5) * 0.85
[State -3, Underground Juggle Prevention]
type = targetbind
trigger1 = movecontact = 1
trigger1 = numtarget && numenemy
trigger1 = (target, time = 0) && (target, ID = enemynear, ID)
trigger1 = !(target, hitshakeover) && (target, pos y > 0)
pos = ceil(p2dist x), ceil(-pos y)
ignorehitpause = 1
[State -3, GetHit Snd]
type = playsnd
triggerall = alive && time = 1
triggerall = stateno = 5000 || stateno = 5010
trigger1 = gethitvar(animtype) >= 2 && random < 500
trigger2 = gethitvar(animtype) = 1 && random < 375
trigger3 = gethitvar(animtype) = 0 && random < (250 * (AIlevel ** 2 / 64.0))
value = 5000, ceil(random / 250)
channel = 0
ignorehitpause = 1
[State -3, GetHit Snd]
type = playsnd
triggerall = alive && time = 1
trigger1 = (stateno = 5000 || stateno = 5010) && numenemy
trigger1 = gethitvar(fall) || (enemynear, hitdefattr = SCA, SA, HA)
trigger2 = (stateno = 5020 || stateno = 5070 || stateno = 5080)
trigger3 = (stateno = 5050 || stateno = 5100) && (prevstateno != [5000, 5199])
value = 5000, ceil(random / 250)
channel = 0
ignorehitpause = 1