; Fei-Long's States
;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win Pose
[Statedef 180]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 180, 0]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,30

[State 180, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 180, 2]
type = PlaySnd
trigger1 = Time = 20
value = 10, 14
channel = 0

[State 180, 3]
type = ChangeState
triggerall = Var(0) = [15,30]
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; Win Pose
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 8
value = 10, 13
channel = 0

[State 181, 3]
type = PlaySnd
trigger1 = AnimElem = 16
value = 10, 5
channel = 0

[State 181, 4]
type = PlaySnd
trigger1 = AnimElem = 26
value = 10, 14
channel = 0

;[State 181, 5]
;type = AssertSpecial
;trigger1 = time < 200
;flag = RoundNotOver

[State 181, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; Introduction
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 190, 5]
type = ChangeState
trigger1 = P2Name = "Gen"
trigger1 = Facing = 1
value = 191

[State 190, 5]
type = ChangeState
trigger1 = P2Name = "Ken"
trigger1 = Facing = 1
value = 192

[State 190, 5]
type = ChangeState
trigger1 = P2Name = "M.Bison"
trigger1 = Facing = 1
value = 193

[State 190, 5]
type = ChangeState
trigger1 = P2Name = "Vega"
trigger1 = Facing = 1
value = 194

[State 190, 5]
type = ChangeState
trigger1 = P2Name = "Kim"
trigger1 = Facing = 1
value = 197

[State 190, 5]
type = ChangeState
triggerall = Time = 0
trigger1  = P2Name != "Gen" && P2Name != "Ken" && P2Name != "M.Bison" && P2Name !="Vega" && P2Name !="Kim"
value = 199


[State 190, 5] ;Freeze animation until PreIntro is over
type = ChangeState
triggerall = Random < 350
trigger1 = AnimTime = 0
value = 199



[State 190, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0


[Statedef 199]
type = S
ctrl = 0
anim = 196
velset = 0,0

[State 199, 5] ;Freeze animation until PreIntro is over
type = ChangeState
triggerall = Random < 450
trigger1 = Time = 0
value = 180

[State 199, 1] ;Freeze animation until PreIntro is over
type = ChangeState
triggerall = Random > 550
trigger1 = Time = 0
value = 181

[State 199, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

;[State 199, 2]
;type = PlaySnd
;triggerall = Anim = 181
;trigger1 = AnimElem = 2
;trigger2 = AnimElem = 8
;value = 10, 13
;channel = 0

;[State 199, 1]
;type = ChangeAnim
;triggerall = PalNo > 6
;trigger1 = Anim = 181
;trigger1 = AnimElem = 24
;value = 196

;[State 199, 3]
;type = PlaySnd
;trigger1 = Anim = 181
;trigger1 = AnimElem = 16
;value = 10, 5
;channel = 0

[State 199, 4]
type = PlaySnd
trigger1 = Anim = 196
trigger1 = AnimElem = 2
value = 10, 14
channel = 0

[State 199, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;=======================================================
;GEN
[Statedef 191]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State 191, 3]
type = Explod
trigger1 = Time = 0
anim = 8000 ;LightSpeed BG
pos = 0,30
postype = left
persistent = 0
sprpriority = 9
removetime = 1800
pausemovetime = 1800
scale = 1.09,1.09
ownpal = 1
ontop = 1


[State 191, 4]
type = PlaySnd
trigger1 = Time = 0 && Time != 1800
value = 11000
channel = 1
loop = 1

[State 191, 5]
type = StopSnd
trigger1 = Time = 1800
value = 11000
channel = 1

[State 191, 6]
type = ChangeState
trigger1 = Time = 1800
value = 195

;=======================================================
;=======================================================
;KEN
[Statedef 192]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 192, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, 2]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State 192, 3]
type = Explod
trigger1 = Time = 0
anim = 8001 ;LightSpeed BG
pos = 0,30
postype = left
persistent = 0
sprpriority = 9
removetime = 2160
pausemovetime = 2160
scale = 1.09,1.09
ownpal = 1
ontop = 1


[State 192, 4]
type = PlaySnd
trigger1 = Time = 0 && Time != 2160
value = 11000
channel = 1
loop = 1

[State 192, 5]
type = StopSnd
trigger1 = Time = 2160
value = 11000
channel = 1

[State 192, 6]
type = ChangeState
trigger1 = Time = 2160
value = 0

;=======================================================
;=======================================================
;BISON
[Statedef 193]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 193, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 193, 2]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State 193, 3]
type = Explod
trigger1 = Time = 0
anim = 8002 ;LightSpeed BG
pos = 0,30
postype = left
persistent = 0
sprpriority = 9
removetime = 1980
pausemovetime = 1980
scale = 1.09,1.09
ownpal = 1
ontop = 1


[State 193, 4]
type = PlaySnd
trigger1 = Time = 0 && Time != 1980
value = 11100
channel = 1
loop = 1

[State 193, 5]
type = StopSnd
trigger1 = Time = 1980
value = 11100
channel = 1

[State 193, 6]
type = ChangeState
trigger1 = Time = 1980
value = 180

;=======================================================
;=======================================================
;VEGA
[Statedef 194]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 194, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 194, 2]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State 194, 3]
type = Explod
trigger1 = Time = 0
anim = 8004 ;LightSpeed BG
pos = 0,30
postype = left
persistent = 0
sprpriority = 9
removetime = 2520
pausemovetime = 2520
scale = 1.09,1.09
ownpal = 1
ontop = 1


[State 194, 4]
type = PlaySnd
trigger1 = Time = 0 && Time != 2520
value = 11000
channel = 1
loop = 1

[State 194, 5]
type = StopSnd
trigger1 = Time = 2520
value = 11000
channel = 1

[State 194, 6]
type = ChangeState
trigger1 = Time = 2520
value = 180

;=======================================================
;=======================================================
;KIM
[Statedef 197]
type = S
ctrl = 0
anim = 8006
velset = 0,0

[State 197, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 197, 2]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State 197, 3]
type = Explod
trigger1 = Time = 0
anim = 8003 ;LightSpeed BG
pos = 0,30
postype = left
persistent = 0
sprpriority = 9
removetime = 1800
pausemovetime = 1800
scale = 1.09,1.09
ownpal = 1
ontop = 1


[State 197, 4]
type = ChangeAnim
trigger1 =  Var(49) = 6
value = 190

[State 197, 4]
type = PlaySnd
trigger1 = Time = 0 && Time != 1800
value = 11000
channel = 1
loop = 1

[State 197, 5]
type = StopSnd
trigger1 = Time = 1800
value = 11000
channel = 1

[State 197, 6]
type = ChangeState
trigger1 = Time = 1800
value = 181
;=======================================================
; Taunt
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, 1]
type = ChangeAnim
triggerall = PalNo > 6
trigger1 = Time = 0
value = 196

[State 195, PlaySnd]
type = PlaySnd
triggerall = PalNo > 6
trigger1 = Anim = 196
trigger1 = AnimElem = 2
value = 10, 14
channel = 0

[State 195, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2

[State 200, 0]
type = ChangeAnim
triggerall = Time = 0
trigger1 = PalNo < 7
trigger1 = P2BodyDist X < 20
trigger2 = PalNo > 6
trigger2 = command = "holdback"
value = 201

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = 0, -75
hitsound = S2,1 ;5, 0
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -2,-1
air.type = High
air.velocity = -2,-3
air.hittime = 10

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
anim = 210
velset = 0,0

[State 210, 0]
type = ChangeAnim
triggerall = Time = 0
trigger1 = PalNo < 7
trigger1 = P2BodyDist X < 20
trigger2 = PalNo > 6
trigger2 = command = "holdback"
value = 211

[State 210, 0]
type = Width
triggerall = Anim = 210
trigger1 = Time < 20
value = 10,0

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = 0, -70
hitsound = S2,2 ;5, 1
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -6
airguard.velocity = -3,-1
air.type = High
air.velocity = -3,-3
air.hittime = 10

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Punch
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
anim = 220
ctrl = 0
velset = 0,0

[State 220, 0]
type = Width
triggerall = Anim = 220
trigger1 = Time < 20
value = 20,0

[State 220, 0]
type = ChangeAnim
triggerall = Time = 0
trigger1 = PalNo < 7
trigger1 = P2BodyDist X < 20
trigger2 = PalNo > 6
trigger2 = command = "holdback"
value = 221

[State 220, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 220, PlaySnd]
type = PlaySnd
trigger1 = Anim = 220
trigger1 = AnimElem = 2
value = 10, 0
channel = 0

[State 220, PlaySnd]
type = PlaySnd
trigger1 = Anim = 221
trigger1 = AnimElem = 2
value = 10, 2
channel = 0

[State 220, 1]
type = HitDef
trigger1 = Anim = 220
trigger1 = AnimElem = 3
attr = S, NA
damage = 60, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 10
sparkno = 2
sparkxy = 0, -60
hitsound = S2,3 ;5, 2
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -8
airguard.velocity = -4,-2
air.type = Low
air.velocity = -4,-4
air.hittime = 10

[State 220, 1]
type = HitDef
trigger1 = Anim = 221
trigger1 = AnimElem = 2
attr = S, NA
damage = 60, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -80
hitsound = S2,3 ;5, 2
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -8
airguard.velocity = -4,-2
air.type = High
air.velocity = -4,-4
air.hittime = 10

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Kick
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 20
ctrl = 0
velset = 0,0
anim = 230

[State 230, 0]
type = ChangeAnim
triggerall = Time = 0
trigger1 = PalNo < 7
trigger1 = P2BodyDist X < 20
trigger2 = PalNo > 6
trigger2 = command = "holdback"
value = 231

[State 230, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 0

[State 230, 1]
type = HitDef
triggerall = Anim = 230
trigger1 = AnimElem = 3
attr = S, NA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = 0, -30
hitsound = S2,4 ;5, 0
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0
airguard.velocity = -2,-1
air.type = Low
air.velocity = -2,-3
air.hittime = 10

[State 230, 1]
type = HitDef
triggerall = Anim = 231
trigger1 = AnimElem = 2
attr = S, NA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = 0, -50
hitsound = S2,4 ;5, 0
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0
airguard.velocity = -2,-1
air.type = Low
air.velocity = -2,-3
air.hittime = 10

[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 40
ctrl = 0
velset = 0,0
anim = 240

[State 240, 0]
type = ChangeAnim
triggerall = Time = 0
trigger1 = PalNo < 7
trigger1 = P2BodyDist X < 20
trigger2 = PalNo > 6
trigger2 = command = "holdback"
value = 241

[State 240, 0]
type = Width
triggerall = Anim = 240
trigger1 = Time < 20
value = 10,0

[State 240, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 2

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = 0, -70
hitsound = S2,5 ;5, 1
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -2
airguard.velocity = -3,-1
air.type = High
air.velocity = -3,-3
air.hittime = 10

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Medium Hop Kick
[Statedef 242]
type    = A
movetype= A
physics = N
juggle  = 5
poweradd= 40
ctrl = 0
velset = 0,0
anim = 242

[State 240, VelSet]
type = VelSet
trigger1 = AnimElem = 2
y = -3

[State 240, 1]
type = VelAdd
trigger1 = Time > 2
y = .3

[State 240, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 3
channel = 0

[State 240, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1, 2

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 40, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = 0, -50
hitsound = S2,5 ;5, 1
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -8
airguard.velocity = -4,-1
air.type = High
air.velocity = -4,-2
air.hittime = 10

[State 240, 5]
type = ChangeState
trigger1 = Pos Y > 10
value = 243

;---------------------------------------------------------------------------
; Medium Hop Kick Land
[Statedef 243]
type    = S
physics = S
ctrl = 0
anim = 10

[State 240, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 240, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 4]
type = ChangeState
trigger1 = Time = 2
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Kick
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 60
ctrl = 0
velset = 0,0
anim = 250

[State 250, 0]
type = ChangeAnim
triggerall = Time = 0
trigger1 = PalNo < 7
trigger1 = P2BodyDist X < 20
trigger2 = PalNo > 6
trigger2 = command = "holdback"
value = 251

[State 250, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 250, PlaySnd]
type = PlaySnd
trigger1 = Anim = 250
trigger1 = AnimElem = 3
trigger2 = Anim = 251
trigger2 = AnimElem = 2
value = 1, 3

[State 250, PlaySnd]
type = PlaySnd
trigger1 = Anim = 250
trigger1 = AnimElem = 3
value = 10, 4
channel = 0

[State 250, PlaySnd]
type = PlaySnd
trigger1 = Anim = 251
trigger1 = AnimElem = 2
value = 10, 0
channel = 0

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 60, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 10
sparkno = 2
sparkxy = -10, -80
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -8
airguard.velocity = -4,-2
air.type = High
air.velocity = -4,-4
air.hittime = 10

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Strong Hop Kick
[Statedef 252]
type    = A
movetype= A
physics = N
juggle  = 5
poweradd= 40
velset = 4,-3
ctrl = 0
anim = 252

[State 250, 1]
type = VelAdd
trigger1 = 1
y = .4

[State 250, 1]
type = Width
trigger1 = Time < 15
value = -10,0

[State 250, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 3

[State 250, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 70, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -50
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -8
airguard.velocity = -4,-2
air.type = High
air.velocity = -4,-4
air.hittime = 10

[State 250, 5]
type = ChangeState
trigger1 = Pos Y > 0
trigger2 = AnimElem = 5
value = 253

;---------------------------------------------------------------------------
; Strong Hop Kick Land
[Statedef 253]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0

[State 250, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 250, 2]
type = PosAdd
trigger1 = Time = 0
x = 20

[State 250, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 6
channel = 0

[State 250, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 70, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -70
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -8
airguard.velocity = -4,-2
air.type = High
air.velocity = -4,-4
air.hittime = 10

[State 250, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 20
ctrl = 0
anim = 400

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 0

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 5, 0
animtype = Light
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 3, 3
sparkno = 0
sparkxy = 0, -40
hitsound = S2,1 ;5, 0
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 22
ground.velocity = -2
airguard.velocity = -2,-1
air.type = Low
air.velocity = -2,-3
air.hittime = 10

[State 400, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;===================================================================
; Crouching Light Punch
[Statedef 44400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 20
ctrl = 0
anim = 44400

[State 44400, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 0

[State 44400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 5, 0
animtype = Light
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 3, 3
sparkno = 0
sparkxy = 0, -40
hitsound = S2,1 ;5, 0
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 22
ground.velocity = -2
airguard.velocity = -2,-1
air.type = Low
air.velocity = -2,-3
air.hittime = 10

[State 44400, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;====================================================================
;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 40
ctrl = 0
anim = 410

[State 410, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 410, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 40, 0
animtype = Medium
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = 0, -40
hitsound = S2,2 ;5, 1
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -6
airguard.velocity = -3,-1
air.type = Low
air.velocity = -3,-3
air.hittime = 10

[State 410, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 60
ctrl = 0
anim = 420

[State 420, 0]
type = Width
trigger1 = Time < 20
value = 30,0

[State 420, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 420, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 5
channel = 0

[State 420, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 60, 0
animtype = Heavy
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = 0, -40
hitsound = S2,3 ;5, 2
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -8
airguard.velocity = -4,-2
air.type = Low
air.velocity = -4,-4
air.hittime = 10

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Kick
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 20
ctrl = 0
anim = 430

[State 430, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 0

[State 430, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 20, 0
animtype = Light
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = 0, -20
hitsound = S2,4 ;5, 0
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -2,-1
air.type = Low
air.velocity = -2,-3
air.hittime = 10

[State 430, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Kick
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 40
ctrl = 0
anim = 440

[State 440, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 440, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 2

[State 440, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 40, 0
animtype = Medium
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = 0, -10
hitsound = S2,5 ;5, 1
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -6
airguard.velocity = -3,-1
air.type = Low
air.velocity = -3,-3
air.hittime = 10

[State 440, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch Strong Kick
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 60
ctrl = 0
anim = 450

[State 450, 0]
type = Width
trigger1 = Time < 20
value = 30,0

[State 450, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3

[State 450, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 6
channel = 0

[State 450, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 80, 0
animtype = Light
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 1, 5
sparkno = 2
sparkxy = 0, -20
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = Trip
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 2
airguard.velocity = -2,-2
air.type = Trip
air.velocity = -3,-3
air.hittime = 10
air.fall = 1
fall = 1
fall.recover= 0


[State 450, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;====================================================================
; Crouch Strong Kick
[Statedef 44450]
type    = C
movetype= A
physics = C
juggle  = 15
poweradd= 60
ctrl = 0
anim = 44450

[State 44450, 0]
type = Width
trigger1 = Time < 20
value = 30,0

[State 44450, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3

[State 44450, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 6
channel = 0

[State 44450, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 80, 0
animtype = Light
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 1, 5
sparkno = 2
sparkxy = 0, -20
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = Trip
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 2
airguard.velocity = -2,-2
air.type = Trip
air.velocity = -3,-3
air.hittime = 10
air.fall = 1
fall = 1
fall.recover= 0


[State 44450, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;================================================================
;---------------------------------------------------------------------------
; Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0

[State 600, 5]
type = ChangeAnim
triggerall = Vel X = 0
trigger1 = Time = 0
value = 600

[State 600, 5]
type = ChangeAnim
triggerall = Vel X != 0
trigger1 = Time = 0
value = 601

[State 600, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 0

[State 600, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = 0, -60
hitsound = S2,1 ;5, 0
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -2,-1
air.type = High
air.velocity = -2,-3
air.hittime = 10

[State 600, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Medium Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 40
ctrl = 0

[State 610, 5]
type = ChangeAnim
triggerall = Vel X = 0
trigger1 = Time = 0
value = 610

[State 610, 5]
type = ChangeAnim
triggerall = Vel X != 0
trigger1 = Time = 0
value = 611

[State 610, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 610, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 40, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = 0, -60
hitsound = S2,2 ;5, 1
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -6
airguard.velocity = -3,-1
air.type = High
air.velocity = -3,-3
air.hittime = 10

[State 610, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Strong Punch
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 60
ctrl = 0

[State 620, 5]
type = ChangeAnim
triggerall = Vel X = 0
trigger1 = Time = 0
value = 620

[State 620, 5]
type = ChangeAnim
triggerall = Vel X != 0
trigger1 = Time = 0
value = 621

[State 620, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 2

[State 620, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 60, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -60
hitsound = S2,3 ;5, 2
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -8
airguard.velocity = -4,-2
air.type = High
air.velocity = -4,-4
air.hittime = 10

[State 620, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Light Kick
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0

[State 630, 5]
type = ChangeAnim
triggerall = Vel X = 0
trigger1 = Time = 0
value = 630

[State 630, 5]
type = ChangeAnim
triggerall = Vel X != 0
trigger1 = Time = 0
value = 631

[State 630, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 0

[State 630, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = 0, -60
hitsound = S2,4 ;5, 0
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -2,-1
air.type = High
air.velocity = -2,-3
air.hittime = 10

[State 630, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Medium Kick
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 40
ctrl = 0

[State 640, 5]
type = ChangeAnim
triggerall = Vel X = 0
trigger1 = Time = 0
value = 640

[State 640, 5]
type = ChangeAnim
triggerall = Vel X != 0
trigger1 = Time = 0
value = 641

[State 640, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 2

[State 640, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 40, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = 0, -60
hitsound = S2,5 ;5, 1
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -6
airguard.velocity = -3,-1
air.type = High
air.velocity = -3,-3
air.hittime = 10

[State 640, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Strong Kick
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 60
anim = 650
ctrl = 0

[State 650, 5]
type = ChangeAnim
triggerall = PalNo < 7
triggerall = Vel X = 0
trigger1 = Time = 0
value = 650

[State 650, 5]
type = ChangeAnim
triggerall = PalNo < 7
triggerall = Vel X != 0
trigger1 = Time = 0
value = 651

[State 650, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 650, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 60, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -60
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -8
airguard.velocity = -4,-2
air.type = High
air.velocity = -4,-4
air.hittime = 10

[State 650, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Throw - Attempt
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 7
channel = 0

[State 800, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
ground.hittime  = 20
p1facing = ifelse (command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 801
p2stateno = 805
forcestand = 1
numhits = 0
snap = 50,0

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Attack
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
poweradd = 60

[State 800, Anim]
type = ChangeAnim
triggerall = PalNo > 6
trigger1 = Time = 0
value = 803

[State 800, 0]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP
time = 2

[State 800, Bind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 800, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 800, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NT
damage = 50, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 2
sparkno = 0
sparkxy = 0, -70
hitsound = S2,2 ;5, 1
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 10
forcestand = 1
kill = 0

[State 800, 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, NT
damage = 50, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 2
sparkno = 1
sparkxy = 0, -70
hitsound = S2,2 ;5, 1
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 10
forcestand = 1
kill = 0

[State 800, 1]
type = HitDef
triggerall = PalNo < 7
trigger1 = AnimElem = 14
attr = S, NT
damage = 100, 0
animtype = DiagUp
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -80
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -6,-3
airguard.velocity = -4,-2
air.type = High
air.velocity = -6,-3
air.hittime = 10
air.fall = 1
fall = 1

[State 800, 1]
type = HitDef
triggerall = PalNo > 6
trigger1 = AnimElem = 13
attr = S, NT
damage = 50, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 2
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
kill = 0

[State 800, 2]
type = HitDef
triggerall = PalNo > 6
trigger1 = AnimElem = 17
attr = S, NT
damage = 50, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 2
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
kill = 0

[State 800, 1]
type = HitDef
triggerall = PalNo > 6
trigger1 = AnimElem = 21
attr = S, NT
damage = 50, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 2
sparkno = 2
sparkxy = -10, -70
hitsound = S2,3 ;5, 4
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
kill = 0

[State 800, 1]
type = HitDef
triggerall = PalNo > 6
trigger1 = AnimElem = 25
attr = S, NT
damage = 50, 0
animtype = DiagUp
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -80
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -6,-3
airguard.velocity = -4,-2
air.type = High
air.velocity = -6,-3
air.hittime = 10
air.fall = 1
fall = 1

[State 800, PlaySnd]
type = null ;PlaySnd
triggerall = PalNo > 6
trigger1 = AnimElem = 13
value = 10, 1
channel = 0

[State 800, PlaySnd]
type = PlaySnd
trigger1 = PalNo < 7
trigger1 = AnimElem = 14
;trigger2 = PalNo > 6
;trigger2 = AnimElem = 17
trigger2 = PalNo > 6
trigger2 = AnimElem = 25
value = 10, 4
channel = 0

[State 800, PlaySnd]
type = null ;PlaySnd
triggerall = PalNo > 6
trigger1 = AnimElem = 21
value = 10, 5
channel = 0

[State 800, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw - Attempt
[Statedef 810]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 7
channel = 0

[State 810, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
ground.hittime  = 20
ground.velocity = -4,-4
p1facing = ifelse (command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 811
p2stateno = 815
numhits = 0
snap = 40,0
fall = 1

[State 810, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw
[Statedef 811]
type    = S
movetype= A
physics = N
anim = 802
poweradd = 60

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 810, 1]
type = Width
trigger1 = 1
edge = 30,0

[State 810, 2]
type = Bindtotarget
Trigger1 = Time = 0
pos = 0,-80
time = 20

[State 810, 2]
type = Bindtotarget
Trigger1 = AnimElem = 5
pos = -80,0
time = 1

[State 810, 3]
type = PosAdd
trigger1 = AnimElem = 5
x = 20

[State 810, 4]
type = TargetBind
Trigger1 = AnimElem = 5
pos = -40,-80
time = 1

[State 810, 4]
type = TargetBind
Trigger1 = AnimElem = 6
pos = 20,-40
time = 1

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = 10, 12
channel = 0

[State 810, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;========================================================================
;A.I.HELPERS
;---------------------------------------------------------------------------
;=========================================================================
; Crouching Light Kick
[Statedef 44430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 20
ctrl = 0
anim = 44430

[State 44430, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 0

[State 44430, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 20, 0
animtype = Light
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = 0, -20
hitsound = S2,4 ;5, 0
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -2,-1
air.type = Low
air.velocity = -2,-3
air.hittime = 10

[State 44430, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Kick
[Statedef 44440]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 40
ctrl = 0
anim = 44440

[State 44440, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 44440, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 2

[State 44440, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 40, 0
animtype = Medium
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = 0, -10
hitsound = S2,5 ;5, 1
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -6
airguard.velocity = -3,-1
air.type = Low
air.velocity = -3,-3
air.hittime = 10

[State 44440, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


; Standing Light Punch
[Statedef 11200]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 11200
poweradd = 20
sprpriority = 2

[State 11200, 0]
type = ChangeAnim
triggerall = Time = 0
trigger1 = PalNo < 7
trigger1 = P2BodyDist X < 20
trigger2 = PalNo > 6
trigger2 = command = "holdback"
value = 11201

[State 11200, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 0

[State 11200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = 0, -75
hitsound = S2,1 ;5, 0
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -2,-1
air.type = High
air.velocity = -2,-3
air.hittime = 10

[State 11200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
[Statedef 11210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
anim = 11210
velset = 0,0

[State 11210, 0]
type = ChangeAnim
triggerall = Time = 0
trigger1 = PalNo < 7
trigger1 = P2BodyDist X < 20
trigger2 = PalNo > 6
trigger2 = command = "holdback"
value = 11211

[State 11210, 0]
type = Width
triggerall = Anim = 11210
trigger1 = Time < 20
value = 10,0

[State 11210, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 11210, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = 0, -70
hitsound = S2,2 ;5, 1
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -6
airguard.velocity = -3,-1
air.type = High
air.velocity = -3,-3
air.hittime = 10

[State 11210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Punch
[Statedef 11220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
anim = 11220
ctrl = 0
velset = 0,0

[State 11220, 0]
type = Width
triggerall = Anim = 11220
trigger1 = Time < 20
value = 20,0

[State 11220, 0]
type = ChangeAnim
triggerall = Time = 0
trigger1 = PalNo < 7
trigger1 = P2BodyDist X < 20
trigger2 = PalNo > 6
trigger2 = command = "holdback"
value = 11221

[State 11220, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 11220, PlaySnd]
type = PlaySnd
trigger1 = Anim = 11220
trigger1 = AnimElem = 2
value = 10, 0
channel = 0

[State 11220, PlaySnd]
type = PlaySnd
trigger1 = Anim = 221
trigger1 = AnimElem = 2
value = 10, 2
channel = 0

[State 11220, 1]
type = HitDef
trigger1 = Anim = 11220
trigger1 = AnimElem = 3
attr = S, NA
damage = 60, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 10
sparkno = 2
sparkxy = 0, -60
hitsound = S2,3 ;5, 2
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -8
airguard.velocity = -4,-2
air.type = Low
air.velocity = -4,-4
air.hittime = 10

[State 11220, 1]
type = HitDef
trigger1 = Anim = 11221
trigger1 = AnimElem = 2
attr = S, NA
damage = 60, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -80
hitsound = S2,3 ;5, 2
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -8
airguard.velocity = -4,-2
air.type = High
air.velocity = -4,-4
air.hittime = 10

[State 11220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Kick
[Statedef 11230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 20
ctrl = 0
velset = 0,0
anim = 11230

[State 11230, 0]
type = ChangeAnim
triggerall = Time = 0
trigger1 = PalNo < 7
trigger1 = P2BodyDist X < 20
trigger2 = PalNo > 6
trigger2 = command = "holdback"
value = 11231

[State 11230, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 0

[State 11230, 1]
type = HitDef
triggerall = Anim = 11230
trigger1 = AnimElem = 3
attr = S, NA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = 0, -30
hitsound = S2,4 ;5, 0
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0
airguard.velocity = -2,-1
air.type = Low
air.velocity = -2,-3
air.hittime = 10

[State 11230, 1]
type = HitDef
triggerall = Anim = 11231
trigger1 = AnimElem = 2
attr = S, NA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = 0, -50
hitsound = S2,4 ;5, 0
guardsound = S2,0 ;6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0
airguard.velocity = -2,-1
air.type = Low
air.velocity = -2,-3
air.hittime = 10

[State 11230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick
[Statedef 11240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 40
ctrl = 0
velset = 0,0
anim = 11240

[State 11240, 0]
type = ChangeAnim
triggerall = Time = 0
trigger1 = PalNo < 7
trigger1 = P2BodyDist X < 20
trigger2 = PalNo > 6
trigger2 = command = "holdback"
value = 11241

[State 11240, 0]
type = Width
triggerall = Anim = 11240
trigger1 = Time < 20
value = 10,0

[State 11240, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 2

[State 11240, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = 0, -70
hitsound = S2,5 ;5, 1
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -2
airguard.velocity = -3,-1
air.type = High
air.velocity = -3,-3
air.hittime = 10

[State 11240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Medium Hop Kick
[Statedef 11242]
type    = A
movetype= A
physics = N
juggle  = 5
poweradd= 40
ctrl = 0
velset = 0,0
anim = 11242

[State 11240, VelSet]
type = VelSet
trigger1 = AnimElem = 2
y = -3

[State 11240, 1]
type = VelAdd
trigger1 = Time > 2
y = .3

[State 11240, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 3
channel = 0

[State 11240, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1, 2

[State 11240, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 40, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = 0, -50
hitsound = S2,5 ;5, 1
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -8
airguard.velocity = -4,-1
air.type = High
air.velocity = -4,-2
air.hittime = 10

[State 11240, 5]
type = ChangeState
trigger1 = Pos Y > 10
value = 243

;---------------------------------------------------------------------------
; Medium Hop Kick Land
[Statedef 11243]
type    = S
physics = S
ctrl = 0
anim = 10

[State 11240, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 11240, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 4]
type = ChangeState
trigger1 = Time = 2
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Kick
[Statedef 11250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 60
ctrl = 0
velset = 0,0
anim = 11250

[State 11250, 0]
type = ChangeAnim
triggerall = Time = 0
trigger1 = PalNo < 7
trigger1 = P2BodyDist X < 20
trigger2 = PalNo > 6
trigger2 = command = "holdback"
value = 251

[State 11250, 0]
type = Width
trigger1 = Time < 20
value = 20,0

[State 11250, PlaySnd]
type = PlaySnd
trigger1 = Anim = 11250
trigger1 = AnimElem = 3
trigger2 = Anim = 251
trigger2 = AnimElem = 2
value = 1, 3

[State 11250, PlaySnd]
type = PlaySnd
trigger1 = Anim = 11250
trigger1 = AnimElem = 3
value = 10, 4
channel = 0

[State 11250, PlaySnd]
type = PlaySnd
trigger1 = Anim = 11251
trigger1 = AnimElem = 2
value = 10, 0
channel = 0

[State 11250, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 60, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 10
sparkno = 2
sparkxy = -10, -80
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -8
airguard.velocity = -4,-2
air.type = High
air.velocity = -4,-4
air.hittime = 10

[State 11250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Strong Hop Kick
[Statedef 11252]
type    = A
movetype= A
physics = N
juggle  = 5
poweradd= 40
velset = 4,-3
ctrl = 0
anim = 11252

[State 11250, 1]
type = VelAdd
trigger1 = 1
y = .4

[State 11250, 1]
type = Width
trigger1 = Time < 15
value = -10,0

[State 11250, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 3

[State 11250, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 70, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -50
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -8
airguard.velocity = -4,-2
air.type = High
air.velocity = -4,-4
air.hittime = 10

[State 11250, 5]
type = ChangeState
trigger1 = Pos Y > 0
trigger2 = AnimElem = 5
value = 253

;---------------------------------------------------------------------------
; Strong Hop Kick Land
[Statedef 11253]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0

[State 11250, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 11250, 2]
type = PosAdd
trigger1 = Time = 0
x = 20

[State 11250, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 6
channel = 0

[State 11250, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 70, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -70
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -8
airguard.velocity = -4,-2
air.type = High
air.velocity = -4,-4
air.hittime = 10

[State 11250, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;======================================================================================