hehe pior q é sim cara te passar aki um state de combo
[StateDef 6682]
type = S
movetype= A
physics = S
juggle = 1
velset = 5,0
ctrl =0
anim =6682
poweradd = -1
[State 0, EnvShake]
type = EnvShake
trigger1 =movehit
time = 10
freq = 60
ampl = -2
phase = 90
[State 0, Explod]
type = Explod
trigger1 =mOVEHIT=1
anim =3232
ID =1111
pos = 44, -45
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 99999999
vel = 0,0
accel = 0,0
random = 0,0
removetime =24
supermove
pausemove
scale = .5,.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
sprpriority = 2
[State 0]
type = ReversalDef
trigger1= ((AnimElem =1) || (AnimElem =2)) && (Random <= 9) && (Var(31) != 2)
reversal.attr = SCA, AA, AP, AT
p1stateno = 2009
p2stateno =5300
[State 2000, BGPalFX]
type = BGPalFX
trigger1 =movehit=1
time = 5
add = 100,100,100
mul = 256,256,256
sinadd = -80,-80,-80,10
color =0
invertall=1
[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=1
value = 1,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =
[State 220, 1]
type = HitDef
trigger1 = AnimElem =1
trigger2 = AnimElem =2
trigger3 = AnimElem =3
trigger4 = AnimElem =4
trigger5 = AnimElem =5
trigger6 = AnimElem =6
trigger7 = AnimElem =7
trigger8 = AnimElem =8
trigger9= AnimElem =9
trigger10 = AnimElem =10
trigger11 = AnimElem =11
attr = S, NA
damage = 90
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 20
sparkno = S39
guard.sparkno = -1
sparkxy = -38,-45
hitsound = s200,1
guardsound = 6, 0
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0
airguard.velocity = 0
air.type = High
air.velocity = 0
air.hittime = 0
[State 220, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1