; Fei-Long's EX States
;---------------------------------------------------------------------------
; Ultimate Combo - Lvl 1
[Statedef 4000]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 6,0
anim = 300

[State 4000, nhb]
type = NotHitBy
trigger1 = animelem = 2 || animelem = 6
value = , NA, AP
time = 30

[State 4000, 0]
type = Width
trigger1 = 1
value = 10,0

[State 4000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos =  20, -45 ;40, -80
anim = 100
time = 70
movetime = 60
sound = S3,4 ;20, 0
poweradd = -1000

[State 4000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 20, -45 ;40, -80
anim = S4000
time = 30
movetime = 0

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 14
channel = 0

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 13
channel = 0

[State 4000, Flash]
type = EnvColor
trigger1 = MoveHit
value = 250,250,250
ignorehitpause = 1
persistent = 0
under = 1
time = 1

[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage    = 20,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
priority = 1
pausetime = 5,0
sparkno = 2
sparkxy = 0,-70
hitsound   = S2,2 ;5,1
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 2
airguard.velocity = -4
air.type = High
air.velocity = -4,-2
air.juggle = 1
air.fall = 1

[State 4000, End]
type = ChangeState
triggerall = MoveHit
triggerall = P2StateType != A
trigger1 = AnimElem = 5
value = 4001

[State 4000, End]
type = ChangeState
trigger1 = AnimElem = 5
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ultimate Combo Lvl 1 - Attack
[Statedef 4001]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0

[State 4001, nhb]
type = NotHitBy
trigger1 = 1
value = , NA, AP
time = 30

[State 4000, 0]
type = Width
trigger1 =  Time = 0
value = 10,0

[State 4000, AfterImage]
type = AfterImage
trigger1 = Time = 0
palcontrast = 130,130,130
palbright = 0,0,0
paladd= 0,0,0
palmul= 1,1,1
trans = Add1
time = 1

[State 4000, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 4000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 4002

[State 4000, ChangeState]
type = ChangeState
trigger1 = MoveHit
value = 4001

[State 4000, Flash]
type = EnvColor
trigger1 = MoveHit
value = 250,250,250
ignorehitpause = 1
persistent = 0
under = 1
time = 1

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = 10, 13
channel = 0

;-----[Medium Punch]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage    = 20,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 5,0
sparkno = 1
sparkxy = 0,-60
hitsound   = S2,2 ;5,1
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;-----[Medium Punch]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
damage    = 20,10
animtype  = Medium
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 4,0
sparkno = 1
sparkxy = 0,-70
hitsound   = S2,2 ;5,1
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;-----[Light Punch]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
damage    = 20,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 4,0
sparkno = 0
sparkxy = 0,-70
hitsound   = S2,1 ;5,0
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;-----[Light Punch]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
damage    = 20,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 4,0
sparkno = 0
sparkxy = 0,-70
hitsound   = S2,1 ;5,0
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;-----[Strong Kick]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
damage    = 20,10
animtype  = Heavy
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 4,0
sparkno = 2
sparkxy = 0,-70
hitsound   = S2,6 ;5,3
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;-----[Strong Punch]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 28
attr = S, HA
damage    = 20,10
animtype  = Medium
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 4,0
sparkno = 2
sparkxy = 0,-50
hitsound   = S2,3 ;5,2
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = Low
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = Low
air.velocity = 0,0
air.juggle = 1

;-----[Strong Punch]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 33
attr = S, HA
damage    = 20,10
animtype  = Heavy
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 4,0
sparkno = 2
sparkxy = 0,-80
hitsound   = S2,3 ;5,2
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;-----[Light Kick]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 39
attr = S, HA
damage    = 20,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 4,0
sparkno = 0
sparkxy = 0,-30
hitsound   = S2,4 ;5,0
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = Low
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = Low
air.velocity = 0,0
air.juggle = 1

;-----[Medium Kick]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 45
attr = S, HA
damage    = 20,10
animtype  = Medium
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 4,0
sparkno = 0
sparkxy = 0,-80
hitsound   = S2,5 ;5,1
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;-----[Strong Kick]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 53
attr = S, HA
damage    = 20,10
animtype  = Heavy
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 4,0
sparkno = 2
sparkxy = 0,-80
hitsound   = S2,6 ;5,3
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;---------------------------------------------------------------------------
; Ultimate Combo - Uppercut
[Statedef 4002]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 221

[State 4002, nhb]
type = NotHitBy
trigger1 =  Time = 0
value = , NA, AP 

[State 4000, 0]
type = Width
trigger1 = Anim = 221
value = 10,0

[State 4000, Anim]
type = ChangeAnim
trigger1 = Time < 20
value = 221

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = Anim = 221
trigger1 = AnimElem = 2
value = 1, 3

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = Anim = 221
trigger1 = AnimElem = 2
value = 10, 2
channel = 0

[State 4000, VelSet]
type = VelSet
trigger1 = Anim = 221
trigger1 = AnimElem = 1,1
x = 10

[State 4000, VelSet]
type = VelSet
trigger1 = Anim = 221
trigger1 = AnimElem = 2
x = 0

[State 4000, Flash]
type = EnvColor
trigger1 = MoveHit
value = 250,250,250
ignorehitpause = 1
persistent = 0
under = 0
time = 2

[State 4000, Hit]
type = HitDef
trigger1 = Anim = 221
trigger1 = AnimElem = 3
attr = S, NA
damage = 100, 0
animtype = Up
hitflag = MAF
priority = 3, Hit
pausetime = 30, 30
sparkno = 3
sparkxy = -10, -80
hitsound = S2,8 ;5, 4
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -1,-20
airguard.velocity = -1,-5
air.type = High
air.velocity = -1,-20
fall.damage = 50
fall.recover = 0
air.hittime = 10
air.fall = 1
fall = 1
yaccel = .5
numhits = 0
envshake.time = 20
envshake.freq = 100
envshake.ampl = -6
envshake.phase = 10
fall.envshake.time = 20
fall.envshake.freq = 100
fall.envshake.ampl = -3
fall.envshake.phase = 10

[State 4000, Anim]
type = ChangeAnim
triggerall = P2StateNo = 5050
trigger1 = Anim = 221
trigger1 = AnimTime = 0
value = 180

[State 4000, PlaySnd]
type = PlaySnd
triggerall = Anim = 180
trigger1 = Time = 60
value = 10, 14
channel = 0

[State 4000, End]
type = ChangeState
trigger1 = Anim = 221
trigger1 = AnimTime = 0
trigger2 = time = 150
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ultimate Combo - Flame Punch
[Statedef 4003]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 3100

[State 4003, nhb]
type = NotHitBy
trigger1 =  Time = 0
value = , NA, AP

[State 4000, 0]
type = Width
trigger1 = 1
value = 20,0

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 10, 14
channel = 0

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 0

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 2
channel = 0

[State 4000, Flash]
type = EnvColor
trigger1 = MoveHit
value = 250,250,250
ignorehitpause = 1
persistent = 0
under = 0
time = 2

[State 4000, Flame]
type = Explod
trigger1 = Time = 31
id = 3100
anim = 3101
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 5
shadow = 100,100,100

[State 4000, Red]
type = HitDef
triggerall = PalNo < 7
trigger1 = AnimElem = 5
attr = S, HA
damage    = 200,20
animtype  = Medium
getpower  = 10
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 50,50
sparkno = 3
sparkxy = 0,-50
hitsound   = S2,8 ;5,3
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-1
airguard.velocity = -5   
air.type = Low
air.velocity = -10,-1
air.juggle = 1
air.fall = 1
palfx.time = 100
palfx.add = 100,0,-80
palfx.mul = 200,150,0
palfx.color = 0
palfx.sinadd = 40,20,20,10
envshake.time = 10
envshake.freq = 100
envshake.ampl = -5
envshake.phase = 5
air.fall = 1
fall.animtype = Medium
fall.xvelocity = 0
fall.yvelocity = 0
fall.recover = 0
fall = 1

[State 4000, Blue]
type = HitDef
triggerall = PalNo > 6
trigger1 = AnimElem = 5
attr = S, HA
damage    = 200,20
animtype  = Medium
getpower  = 10
givepower = 20
guardflag = MA
hitflag = MAF
pausetime = 50,50
sparkno = 3
sparkxy = 0,-50
hitsound   = S2,8 ;5,3
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-1
airguard.velocity = -5   
air.type = Low
air.velocity = -10,-1
air.juggle = 1
air.fall = 1
palfx.time = 100
palfx.add = -105,-30,80
palfx.color = 0
palfx.sinadd = 54,54,0,10
envshake.time = 10
envshake.freq = 100
envshake.ampl = -5
envshake.phase = 5
air.fall = 1
fall.animtype = Medium
fall.xvelocity = 0
fall.yvelocity = 0
fall.recover = 0
fall = 1

[State 4000, Flame]
type = Explod
trigger1 = numexplod(1140) < 3
trigger1 = MoveHit = 1
ignorehitpause = 1
anim = 1140
id = 1140
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
random = 50,50
bindtime = -1
sprpriority = 6
ownpal = 1
shadow = 100,100,100

[State 4000, Flame]
type = Explod
trigger1 = numexplod(1141) < 3
trigger1 = MoveHit = 1
ignorehitpause = 1
anim = 1141
id = 1141
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
random = 50,50
bindtime = -1
sprpriority = 6
ownpal = 1
shadow = 100,100,100

[State 4000, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ultimate Combo - End
[Statedef 4004]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 3000

[State 4004, nhb]
type = NotHitBy
trigger1 =  Time = 0
value = , NA, AP

[State 4000, 0]
type = Width
trigger1 = Anim = 3000
value = 20,0

[State 4000, 0]
type = Width
trigger1 = Anim = 221
value = 10,0

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 10, 14
channel = 0

[State 4000, Anim]
type = ChangeAnim
trigger1 = Time < 30
value = 3000

[State 4000, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 4000, PlaySnd]
type = PlaySnd
triggerall = Anim = 3000
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
value = 10, 13
channel = 0

[State 4000, 1]
type = HitDef
trigger1 = Anim = 3000
trigger1 = AnimElem = 3
attr = S, HA
damage = 20, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 2
sparkxy = -10, -70
hitsound = S2,3 ;5, 2
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0,-1
air.type = High
air.velocity = 0,-1
air.hittime = 10

[State 4000, 2]
type = HitDef
trigger1 = Anim = 3000
trigger1 = AnimElem = 6
attr = S, HA
damage = 20, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 2
sparkxy = -10, -50
hitsound = S2,3 ;5, 2
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0,-1
air.type = Low
air.velocity = 0,-1
air.hittime = 10

[State 4000, Anim]
type = ChangeAnim
trigger1 = Time >= 108
trigger1 = Time <= 112
value = 221

[State 4000, 0]
type = VarSet
trigger1 = 1
value = 1
v = 1

[State 4000, VelSet]
type = VelSet
trigger1 = Anim = 221
trigger1 = AnimElem = 1
x = 10

[State 4000, VelSet]
type = VelSet
trigger1 = Anim = 221
trigger1 = AnimElem = 2
x = 0

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = Anim = 221
trigger1 = AnimElem = 2
value = 10, 6
channel = 0

[State 4000, None]
type = HitDef
trigger1 = Anim = 221
trigger1 = AnimElem = 3
attr = S, HA
damage = 100, 10
animtype = Up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -80
hitsound = S2,3 ;5, 4
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -1.5,-7
airguard.velocity = -1,-3
air.type = High
fall.recover = 0
air.velocity = -1.5,-7
air.hittime = 10
air.fall = 1
yaccel = .2
fall = 1

[State 4000, State]
type = ChangeState
trigger1 = Anim = 221
trigger1 = AnimTime = 0
value = 4110

;---------------------------------------------------------------------------
; Ultimate Combo - Lvl 2
[Statedef 4010]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 6,0
anim = 300

[State 4010, nhb]
type = NotHitBy
trigger1 =  animelem = 2 || animelem = 6
value = , NA, AP
time = 30

[State 4010, 0]
type = Width
trigger1 = 1
value = 10,0

[State 4010, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 20, -45 ;40, -80
anim = 101
sound = S3,4 ;20, 0
time = 70
movetime = 60
poweradd = -2000

[State 4010, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 20, -45 ;40, -80
anim = S4000
time = 30
movetime = 0

[State 4010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 14
channel = 0

[State 4010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 13
channel = 0

[State 4010, Flash]
type = EnvColor
trigger1 = MoveHit
value = 250,250,250
ignorehitpause = 1
persistent = 0
under = 1
time = 1

[State 4010, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage    = 20,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 3,0
sparkno = 2
sparkxy = 0,-70
hitsound   = S2,2 ;5,1
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
airguard.velocity = -4
air.type = High
air.velocity = -4,-2
air.juggle = 1
air.fall = 1

[State 4010, End]
type = ChangeState
triggerall = MoveHit
triggerall = P2StateType != A
trigger1 = AnimElem = 5
value = 4011

[State 4010, End]
type = ChangeState
trigger1 = AnimElem = 5
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ultimate Combo Lvl 2 - Attack
[Statedef 4011]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0

[State 4010, 0]
type = Width
trigger1 = 1
value = 10,0

[State 4010, AfterImage]
type = AfterImage
trigger1 = Time = 0
palcontrast = 130,130,130
palbright = 0,0,0
paladd= 0,0,0
palmul= 1,1,1
trans = Add1
time = 1

[State 4010, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 4010, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 4003

[State 4010, ChangeState]
type = ChangeState
trigger1 = MoveHit
value = 4011

[State 4010, Flash]
type = EnvColor
trigger1 = MoveHit
value = 250,250,250
ignorehitpause = 1
persistent = 0
under = 1
time = 1

[State 4010, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = 10, 13
channel = 0

;-----[Medium Punch]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage    = 20,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 3,0
sparkno = 1
sparkxy = 0,-60
hitsound   = S2,2 ;5,1
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;-----[Medium Punch]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
damage    = 20,10
animtype  = Medium
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 3,0
sparkno = 1
sparkxy = 0,-70
hitsound   = S2,2 ;5,1
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;-----[Light Punch]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
damage    = 20,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 3,0
sparkno = 0
sparkxy = 0,-70
hitsound   = S2,1 ;5,0
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;-----[Light Punch]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
damage    = 20,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 3,0
sparkno = 0
sparkxy = 0,-70
hitsound   = S2,1 ;5,0
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;-----[Strong Kick]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
damage    = 20,10
animtype  = Heavy
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 3,0
sparkno = 2
sparkxy = 0,-70
hitsound   = S2,6 ;5,3
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;-----[Strong Punch]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 28
attr = S, HA
damage    = 20,10
animtype  = Medium
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 3,0
sparkno = 2
sparkxy = 0,-50
hitsound   = S2,3 ;5,2
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = Low
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = Low
air.velocity = 0,0
air.juggle = 1

;-----[Strong Punch]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 33
attr = S, HA
damage    = 20,10
animtype  = Heavy
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 3,0
sparkno = 2
sparkxy = 0,-80
hitsound   = S2,3 ;5,2
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;-----[Light Kick]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 39
attr = S, HA
damage    = 20,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 3,0
sparkno = 0
sparkxy = 0,-30
hitsound   = S2,4 ;5,0
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = Low
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = Low
air.velocity = 0,0
air.juggle = 1

;-----[Medium Kick]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 45
attr = S, HA
damage    = 20,10
animtype  = Medium
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 3,0
sparkno = 0
sparkxy = 0,-80
hitsound   = S2,5 ;5,1
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;-----[Strong Kick]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 53
attr = S, HA
damage    = 20,10
animtype  = Heavy
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 3,0
sparkno = 2
sparkxy = 0,-80
hitsound   = S2,6 ;5,3
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;---------------------------------------------------------------------------
; Ultimate Combo - Lvl 3
[Statedef 4020]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 6,0
anim = 300

[State 4020, nhb]
type = NotHitBy
trigger1 =  animelem = 2 || animelem = 6
value = , NA, AP
time = 30

[State 4020, 0]
type = Width
trigger1 = 1
value = 10,0

[State 4020, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 20, -45 ;40, -80
anim = 102
sound = S3,4 ;20, 0
time = 70
movetime = 60
poweradd = -3000

[State 4020, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 20, -45 ;40, -80
anim = S4000
time = 30
movetime = 0

[State 4020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 14
channel = 0

[State 4020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 13
channel = 0

[State 4020, Flash]
type = EnvColor
trigger1 = MoveHit
value = 250,250,250
ignorehitpause = 1
persistent = 0
under = 1
time = 1

[State 4020, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage    = 20,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 2,0
sparkno = 2
sparkxy = 0,-70
hitsound   = S2,2 ;5,1
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
airguard.velocity = -4
air.type = High
air.velocity = -4,-2
air.juggle = 1
air.fall = 1

[State 4020, End]
type = ChangeState
triggerall = MoveHit
triggerall = P2StateType != A
trigger1 = AnimElem = 5
value = 4021

[State 4020, End]
type = ChangeState
trigger1 = AnimElem = 5
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ultimate Combo Lvl 3 - Attack
[Statedef 4021]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0

[State 4020, 0]
type = Width
trigger1 = 1
value = 10,0

[State 4020, AfterImage]
type = AfterImage
trigger1 = Time = 0
palcontrast = 130,130,130
palbright = 0,0,0
paladd= 0,0,0
palmul= 1,1,1
trans = Add1
time = 1

[State 4020, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 4020, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 4004

[State 4020, ChangeState]
type = ChangeState
trigger1 = MoveHit
value = 4021

[State 4020, Flash]
type = EnvColor
trigger1 = MoveHit
value = 250,250,250
ignorehitpause = 1
persistent = 0
under = 1
time = 1

[State 4020, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = 10, 13
channel = 0

;-----[Medium Punch]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage    = 20,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 2,0
sparkno = 1
sparkxy = 0,-60
hitsound   = S2,2 ;5,1
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;-----[Medium Punch]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
damage    = 20,10
animtype  = Medium
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 2,0
sparkno = 1
sparkxy = 0,-70
hitsound   = S2,2 ;5,1
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;-----[Light Punch]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
damage    = 20,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 2,0
sparkno = 0
sparkxy = 0,-70
hitsound   = S2,1 ;5,0
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;-----[Light Punch]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
damage    = 20,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 2,0
sparkno = 0
sparkxy = 0,-70
hitsound   = S2,1 ;5,0
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;-----[Strong Kick]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
damage    = 20,10
animtype  = Heavy
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 2,0
sparkno = 2
sparkxy = 0,-70
hitsound   = S2,6 ;5,3
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;-----[Strong Punch]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 28
attr = S, HA
damage    = 20,10
animtype  = Medium
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 2,0
sparkno = 2
sparkxy = 0,-50
hitsound   = S2,3 ;5,2
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = Low
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = Low
air.velocity = 0,0
air.juggle = 1

;-----[Strong Punch]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 33
attr = S, HA
damage    = 20,10
animtype  = Heavy
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 2,0
sparkno = 2
sparkxy = 0,-80
hitsound   = S2,3 ;5,2
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;-----[Light Kick]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 39
attr = S, HA
damage    = 20,10
animtype  = Light
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 2,0
sparkno = 0
sparkxy = 0,-30
hitsound   = S2,4 ;5,0
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = Low
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = Low
air.velocity = 0,0
air.juggle = 1

;-----[Medium Kick]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 45
attr = S, HA
damage    = 20,10
animtype  = Medium
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 2,0
sparkno = 0
sparkxy = 0,-80
hitsound   = S2,5 ;5,1
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;-----[Strong Kick]-----
[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 53
attr = S, HA
damage    = 20,10
animtype  = Heavy
getpower  = 10
givepower = 20
guardflag = MA
pausetime = 2,0
sparkno = 2
sparkxy = 0,-80
hitsound   = S2,6 ;5,3
guardsound = S2,0 ;6,0
forcestand = 1
ground.type = High
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0
airguard.velocity = 0  
air.type = High
air.velocity = 0,0
air.juggle = 1

;---------------------------------------------------------------------------
; EX Rekka Ken
[Statedef 4100]
type    = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
velset = 0,0
anim = 3000

[State 4100, PlaySnd]
type = PlaySnd
triggerall = Anim = 3000
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
value = 10, 13
channel = 0

[State 4100, PlaySnd]
type = PlaySnd
triggerall = Anim = 221
trigger1 = AnimElem = 2
value = 10, 6
channel = 0

[State 4100, 1]
type = HitDef
trigger1 = Anim = 3000
trigger1 = AnimElem = 3
trigger2 = Anim = 221
trigger2 = AnimElem = 2
attr = S, SA
damage = 50, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -70
hitsound = S2,3 ;5, 2
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0
airguard.velocity = 0,-1
air.type = High
air.velocity = 0,-1
air.hittime = 10

[State 4100, 2]
type = HitDef
trigger1 = Anim = 3000
trigger1 = AnimElem = 6
attr = S, SA
damage = 50, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -50
hitsound = S2,3 ;5, 2
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0
airguard.velocity = 0,-1
air.type = Low
air.velocity = 0,-1
air.hittime = 10

[State 4100, 3]
type = HitDef
trigger1 = Anim = 221
trigger1 = AnimElem = 3
attr = S, SA
damage = 50, 10
animtype = Up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 15
sparkno = 3
sparkxy = -10, -80
hitsound = S2,8 ;5, 4
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -2,-10
airguard.velocity = -1,-5
air.type = High
air.velocity = -2,-10
air.hittime = 10
air.fall = 1
fall = 1
envshake.time = 10
envshake.freq = 100
envshake.ampl = -5
envshake.phase = 5

[State 4100, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 20
value = 221

[State 4100, VelSet]
type = VelSet
trigger1 = Anim = 221
trigger1 = AnimElem = 1,1
x = 10

[State 4100, VelSet]
type = VelSet
trigger1 = Anim = 221
trigger1 = AnimElem = 2
x = 0

[State 4100, End]
type = ChangeState
trigger1 = Anim = 221
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Dragon Kick - Special Motion
[Statedef 4110]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3103
ctrl = 0

[State 4000, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2


;[State 4000, SuperPause]
;type = SuperPause
;trigger1 = AnimElem = 1
;pos = 40, -80
;anim = 100
;time = 60
;movetime = 60
;sound = S3,4 ;20, 0
;poweradd = -500
;unhittable = 1

[State 4110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 14
channel = 0

[State 4110, PosAdd]
type = PosAdd
trigger1 = AnimElem = 10
x = 10

[State 4110, Anim]
type = ChangeState
trigger1 = AnimTime = 0
value = 4111

;---------------------------------------------------------------------------
; Dragon Kick
[Statedef 4111]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 3104
ctrl = 0
poweradd = -55

[State 4000, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2



[State 4110, 1]
type = VelAdd
triggerall = Time >= 5
trigger1 = Vel X > 0
x = -.2

[State 4110, 1]
type = VelAdd
trigger1 = Time >= 5
y = .5

[State 4110, 1]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 4110, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 10
y = -8

[State 4110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 12
channel = 0

[State 4110, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = -20,0
spacing = 3

[State 4110, None]
type = HitDef
trigger1 = Time = 0
triggerall = Var(1) <= 0
attr = A, SA
damage = 200, 50
animtype = Heavy
guardflag = L
hitflag = MA
priority = 3, Hit
pausetime = 30, 30
sparkno = 2
sparkxy = -10, -60
hitsound = S2,9 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -20,-1
airguard.velocity = -5,-2
air.type = High
air.velocity = -10,-3
fall.recover = 0
air.hittime = 10
air.fall = 1
envshake.time = 10
envshake.freq = 100
envshake.ampl = -10
envshake.phase = 10
fall = 1
fall.recover = 0


[State 4110, None]
type = HitDef
triggerall = Var(1) > 0
trigger1 = Time = 0
attr = A, HA
damage = 200, 50
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 30, 30
sparkno = 2
sparkxy = -10, -60
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -20,-1
airguard.velocity = -5,-2
air.type = High
air.velocity = -10,-3
fall.recover = 0
air.hittime = 10
air.fall = 1
envshake.time = 10
envshake.freq = 100
envshake.ampl = -10
envshake.phase = 10
fall = 1
fall.recover = 0

[State 4110, 5]
type = ChangeState
triggerall = Time > 10
trigger1 = Pos Y >= 0
value = 3105

;---------------------------------------------------------------------------
