;---------------------------------------------------------------------------
; Shun Goku Satsu - Startup
[Statedef 4000]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 4000

[State 4000, PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = -3000

[State 4000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 50
anim = 102
sound = 20,0
pos = 0,-20
move = 1
darken = 1

[State 4000, ChangeState]
type = ChangeState
trigger1 = Time = 1
value = 4001
ctrl = 0

;---------------------------------------------------------------------------
; Shun Goku Satsu - Glide
[Statedef 4001]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 4001

[State 4001, AfterImage]
type = AfterImage
trigger1 = time = 0
time = -1
framegap = 6

[State 4001, AfterImage]
type = AfterImage
trigger1 = Time = 30
time = 0

[State 4001, VelSet]
type = VelSet
trigger1 = 1
x = 5

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

[State 4001, AssertSpecial]
type = AssertSpecial
trigger1 = time > 0
flag = unguardable

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4000,0

[State 4001, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,HT
hitflag = MAF
guardflag = MA
p1stateno = 4002
p2stateno = 4003
p2facing = 1
priority = 1,Miss
numhits = 0

[State 4001, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Shun Goku Satsu - Attack
[Statedef 4002]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 4002

[State 4002, TargetBind]
type = TargetBind
trigger1 = time = 0
pos = 30,0

[State 4002, AfterImage]
type = AfterImage
trigger1 = Time = 30
time = 1

[State 4002, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4000,2

[State 4002, Fade to Black]
type=allpalfx
trigger1= AnimElem = 3
time=30
sinadd=-255,-255,-255,120

[State 4002, Blackout]
type=envcolor
trigger1 = AnimElemTime(4) > 0 && AnimElemTime(22) < 0
time=4
value=0,0,0

[State 4002, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(4) > 0 && AnimElemTime(22) < 0
flag = nobardisplay

[State 4002, Super Sparks]
type = Explod
trigger1 = AnimElem =  4,=0 || AnimElem =  5,=0 || AnimElem =  6,=0
trigger2 = AnimElem =  7,=0 || AnimElem =  8,=0 || AnimElem =  9,=0
trigger3 = AnimElem = 10,=0 || AnimElem = 11,=0 || AnimElem = 12,=0
trigger4 = AnimElem = 13,=0 || AnimElem = 14,=0 || AnimElem = 15,=0
trigger5 = AnimElem = 16,=0 || AnimElem = 17,=0 || AnimElem = 18,=0
trigger6 = AnimElem = 19,=0 || AnimElem = 20,=0 || AnimElem = 21,=0
trigger7 = AnimElem = 22,=0
ID = 2006
sprpriority = 5
facing = 1
pos =0, -48
random=60,60
postype = P2
anim = F3
ontop = 1
ignorehitpause = 1

[State 4002, HitAdd]
type = HitAdd
trigger1 = AnimElem =  4,=0 || AnimElem =  5,=0 || AnimElem =  6,=0
trigger2 = AnimElem =  7,=0 || AnimElem =  8,=0 || AnimElem =  9,=0
trigger3 = AnimElem = 10,=0 || AnimElem = 11,=0 || AnimElem = 12,=0
trigger4 = AnimElem = 13,=0 || AnimElem = 14,=0 || AnimElem = 15,=0
trigger5 = AnimElem = 16,=0 || AnimElem = 17,=0 || AnimElem = 18,=0
trigger6 = AnimElem = 19,=0 || AnimElem = 20,=0 || AnimElem = 21,=0
trigger7 = AnimElem = 22,=0
value = 1

[State 4002,PlaySnd]
type = PlaySnd
trigger1 = AnimElem =  4,=0 || AnimElem =  5,=0 || AnimElem =  6,=0
trigger2 = AnimElem =  7,=0 || AnimElem =  8,=0 || AnimElem =  9,=0
trigger3 = AnimElem = 10,=0 || AnimElem = 11,=0 || AnimElem = 12,=0
trigger4 = AnimElem = 13,=0 || AnimElem = 14,=0 || AnimElem = 15,=0
trigger5 = AnimElem = 16,=0 || AnimElem = 17,=0 || AnimElem = 18,=0
trigger6 = AnimElem = 19,=0 || AnimElem = 20,=0 || AnimElem = 21,=0
trigger7 = AnimElem = 22,=0
value = F5,4

[State 4002,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem =  4,=0 || AnimElem =  5,=0 || AnimElem =  6,=0
trigger2 = AnimElem =  7,=0 || AnimElem =  8,=0 || AnimElem =  9,=0
trigger3 = AnimElem = 10,=0 || AnimElem = 11,=0 || AnimElem = 12,=0
trigger4 = AnimElem = 13,=0 || AnimElem = 14,=0 || AnimElem = 15,=0
trigger5 = AnimElem = 16,=0 || AnimElem = 17,=0 || AnimElem = 18,=0
trigger6 = AnimElem = 19,=0 || AnimElem = 20,=0 || AnimElem = 21,=0
value = -35
kill = 0

[State 4002,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 22,=0
value = -75

[State 4002, AssertSpecial]
type = AssertSpecial
trigger1 = time > 0
flag = nokoslow

[State 4002, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 4004
ctrl = 0

;---------------------------------------------------------------------------
; End
[Statedef 4004]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 4005

[State 4004, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3000,0

[State 4004, Playsnd]
type = PlaySnd
trigger1 = WinKO
trigger1 = time = 0
value = S4000, 3

[State 4004, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Custom State
[Statedef 4003]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 4003, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4003

[State 4003, PosAdd]
type = PosAdd
trigger1 = pos y < 0
y = 5

[State 4003, PosSet]
type = PosSet
trigger1 = pos y > 0
y = 0

[State 4003, ChangeState]
type = ChangeState
trigger1 = Time = 195
trigger1 = Alive
value = 4005
ctrl = 0

[State 0, SelfState]
type = SelfState
trigger1 = Time = 195
trigger1 = !Alive
value = 5150

;---------------------------------------------------------------------------
; Liedown
[Statedef 4005]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 4005, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4004

[State 4005, ChangeState]
type = SelfState
trigger1 = AnimTime = 0 && life != 0
value = 5120
ctrl = 0
