;---------------------------------------------------------------------------
---------------------------------------------------------------------
; Super X
[Statedef 800]
type = S
movetype= A
physics = S
ctrl = 0
poweradd = -1000
anim = 800
velset = 0,0,0

[State -3, Snd]
type = playsnd
trigger1 = ((winko = 1) && (p2life = 0))
trigger1 = roundstate = 3
ignorehitpause = 1
lowpriority = 1
value = S800, 1
persistent = 0
channel = 11

[State -3, Super effect]
type = Explod
triggerall = NumExplod(8500) = 0
trigger1 = ((winko = 1) && (p2life = 0))
ignorehitpause = 1
id = 8500
anim = 8500
postype = left
pos = 0,0
vel = 0,0
scale = 1.1,1.1
bindtime = -1
removetime = 60

[State 800 , afterimage]
type = AfterImage
trigger1 = Time = 1
time = 9000
palbright = 130,50,130

[State 800, Super B]
type = PlaySnd
trigger1 = Time = 0
value = S800, 0 ;Play fight sound of super
volume = 200

[State 800, Super]
type = SuperPause
trigger1 = Time = 0
pos = 50, -80
anim = S7000
time = 40
darken = 0

[State 800 , afterimage]
type = BGpalfx
trigger1 = Time = 0
time = 40
invertall = 1

[State 800, Super C]
type = AfterImage
trigger1 = Time = 0
time = 2

[State 800, Super D]
type = AfterImageTime
trigger1 = Time = [2,68]
time = 2

[State 800, Sound1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
value = S12, 2

[State 800, Sound2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S13, 4
volume = 200

[State 800, HitDef]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
attr = S, HA
animtype  = Hard
damage    = 70,5
getpower = 0,0
guardflag = MA
pausetime = 0,5
Sparkno = S7400
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = High
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0
air.velocity = 0,0
kill = 0

[State 800, HitDef]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
animtype  = Heavy
getpower = 0,0
damage    = 80,10
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -2.2,-3.2
fall = 1

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

---------------------------------------------------------------------
; Super X
[Statedef 802]
type = S
movetype= A
physics = S
ctrl = 0
anim = 702
velset = 0,0,0

[State 708, Width]
type = varadd
trigger1 = time = 0
v = 43
value = 1

[State 708, Width]
type = posadd
trigger1 = time = 6
x = 25

[State 708, Width]
type = posadd
trigger1 = time = 9
x = 35

[State -3, Snd]
type = playsnd
trigger1 = ((winko = 1) && (p2life = 0))
trigger1 = roundstate = 3
ignorehitpause = 1
lowpriority = 1
value = S800, 1
persistent = 0
channel = 11

[State -3, Super effect]
type = Explod
triggerall = NumExplod(8500) = 0
trigger1 = ((winko = 1) && (p2life = 0))
ignorehitpause = 1
id = 8500
anim = 8500
postype = left
pos = 0,0
vel = 0,0
scale = 1.1,1.1
bindtime = -1
removetime = 60

[State 800 , afterimage]
type = AfterImage
trigger1 = Time = 1
time = 9000
palbright = 130,50,130

[State 800, Super B]
type = PlaySnd
trigger1 = Time = 0
value = S800, 0 ;Play fight sound of super
volume = 200

[State 800, Super]
type = SuperPause
trigger1 = Time = 0
pos = 50, -80
anim = S7000
time = 40
darken = 0

[State 800 , afterimage]
type = BGpalfx
trigger1 = Time = 0
time = 40
invertall = 1

[State 800, Super C]
type = AfterImage
trigger1 = Time = 0
time = 2

[State 800, Super D]
type = AfterImageTime
trigger1 = Time = [2,68]
time = 2

[State 800, Sound1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
value = S12, 2

[State 800, Sound2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S13, 4
volume = 200

[State 800, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Hard
damage    = 500,5
getpower = 0,0
guardflag = MA
pausetime = 20,20
Sparkno = S7400
guard.sparkno = S7015
hitsound   = S15,2  
guardsound = S11,6
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2,-7
air.velocity = -2,-7
down.velocity = -2,-7
fall = 1
fall.animtype = hard

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

;---------------------------------------------------------------------------
; Super X 2
[Statedef 805]
type = S
movetype= A
ctrl = 0
anim = 805
velset = 0,0,0

[State 800, Sound2]
type = varset
trigger1 = Time = 0
v = 55
value = 0

[State 800, Sound2]
type = varset
trigger1 = Time = 0
v = 35
value = 0

[State 800, Sound2]
type = Poweradd
trigger1 = Time = 0
trigger1 = var(58) != 2
value = -1000

[State 800, Sound2]
type = Poweradd
trigger1 = Time = 0
trigger1 = var(58) = 2
value = -1500

[State 800, Sound2]
type = Poweradd
trigger1 = Time = 0
trigger1 = var(58) = 4
value = -3000

[State 800, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S800, 3
volume = 200

[state 805, Anim]
type = Changeanim
triggerall = anim = 805
triggerall = animelem = 5
trigger1 = command = "hold_a"
trigger2 = command = "hold_b"
trigger3 = command = "hold_c"
value = 806

[State 805, Snd]
type = playsnd
trigger1 = ((winko = 1) && (p2life = 0))
trigger1 = roundstate = 3
ignorehitpause = 1
lowpriority = 1
value = S800, 1
persistent = 0
channel = 11

[State 805, Super effect]
type = Explod
triggerall = NumExplod(8500) = 0
trigger1 = ((winko = 1) && (p2life = 0))
id = 8500
ignorehitpause = 1
anim = 8500
postype = left
pos = 0,0
vel = 0,0
scale = 1.1,1.1
bindtime = -1
removetime = 60

[State 805, Width]
type = Width
trigger1 = time >= 0
value = 25,0

[State 805, Super]
type = SuperPause
trigger1 = Time = 0
pos = 10, -70
anim = S7000
time = 40
darken = 0

[State 800 , afterimage]
type = BGpalfx
trigger1 = Time = 0
time = 40
invertall = 1

[State 805 , afterimage]
type = AfterImage
trigger1 = Time = 1
time = 9000
palbright = 130,50,130

[State 805, Vel]
type = Velset
trigger1 = animelem = 2
x = 6

[State 805, Vel]
type = Velset
trigger1 = animelem = 8
x = 0

[State 805, Vel]
type = Velset
trigger1 = animelem = 10
x = 2

[State 805, Vel]
type = Velset
trigger1 = animelem = 14
x = 0

[State 805, Super B]
type = PlaySnd
trigger1 = Time = 0
value = 800, 0 ;Play fight sound of super

[State 805, Super C]
type = AfterImage
trigger1 = Time = 0
time = 2

[State 805, Sound1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 14
value = S12, 2

[State 805, Sound2]
type = PlaySnd
triggerall = anim = 805
trigger1 = AnimElem = 3
value = S800, 2
volume = 400

[State 805, HitDef]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
attr = S, HA
animtype  = Hard
damage    = 70,5
getpower = 0,0
guardflag = MA
pausetime = 0,5
Sparkno = S7400
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -3
air.velocity = 0,0
kill = 0

[State 805, HitDef]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
animtype  = Heavy
getpower = 0,0
damage    = 80,10
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -2.2,-3.2
fall = 1

[State 805, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Super X 2
[Statedef 835]
type = S
movetype= A
ctrl = 0
poweradd = -1000
anim = 835
velset = 0,0,0

[State 800, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S800, 3
volume = 200

[state 835, Anim]
type = Changeanim
triggerall = anim = 835
triggerall = animelem = 4
trigger1 = command = "hold_a"
trigger2 = command = "hold_b"
trigger3 = command = "hold_c"
value = 836

[State -3, Snd]
type = playsnd
trigger1 = ((winko = 1) && (p2life = 0))
trigger1 = roundstate = 3
ignorehitpause = 1
lowpriority = 1
value = S800, 1
persistent = 0
channel = 11

[State -3, Super effect]
type = Explod
triggerall = NumExplod(8500) = 0
trigger1 = ((winko = 1) && (p2life = 0))
id = 8500
ignorehitpause = 1
anim = 8500
postype = left
pos = 0,0
vel = 0,0
scale = 1.1,1.1
bindtime = -1
removetime = 60

[State 835 , afterimage]
type = AfterImage
trigger1 = Time = 1
time = 9000
palbright = 130,50,130

[State 835, Width]
type = Width
trigger1 = time >= 0
value = 30,0

[State 835, Super]
type = SuperPause
trigger1 = Time = 0
pos = 10, -70
anim = S7000
time = 40
darken = 0

[State 800 , afterimage]
type = BGpalfx
trigger1 = Time = 0
time = 40
invertall = 1

[State 835, Vel]
type = Velset
trigger1 = animelem = 2
x = 6

[State 835, Vel]
type = Velset
trigger1 = animelem = 7
x = 0

[State 835, Vel]
type = Velset
trigger1 = animelem = 11
x = 2

[State 835, Vel]
type = Velset
trigger1 = animelem = 14
x = 0

[State 835, Super B]
type = PlaySnd
trigger1 = Time = 0
value = 800, 0 ;Play fight sound of super

[State 835, Super C]
type = AfterImage
trigger1 = Time = 0
time = 2

[State 835, Super D]
type = AfterImageTime
trigger1 = Time = [2,68]
time = 2

[State 835, Sound1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 14
value = S12, 2

[State 835, Sound2]
type = PlaySnd
triggerall = anim = 835
trigger1 = AnimElem = 3
value = S800, 2
volume = 200

[State 835, HitDef]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
attr = S, HA
animtype  = Hard
damage    = 70,5
getpower = 0,0
guardflag = MA
pausetime = 0,5
Sparkno = S7400
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -3
air.velocity = 0,0
kill = 0

[State 835, HitDef]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
animtype  = Heavy
getpower = 0,0
damage    = 80,10
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -2.2,-3.2
fall = 1

[State 835, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Super Y 2
[Statedef 845]
type = S
movetype= A
ctrl = 0
poweradd = -2000
anim = 845
velset = 0,0,0

[State 835, Super B]
type = PlaySnd
trigger1 = Time = 0
value = 800, 0 ;Play fight sound of super

[State 800, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S800, 3
volume = 200

[state 845, Anim]
type = Changeanim
triggerall = anim = 845
triggerall = animelem = 4
trigger1 = command = "hold_a"
trigger2 = command = "hold_b"
trigger3 = command = "hold_c"
value = 846

[state 845, Anim]
type = Changeanim
triggerall = anim != 847
triggerall = animelem = 7
trigger1 = command = "hold_a"
trigger2 = command = "hold_b"
trigger3 = command = "hold_c"
value = 847

[State -3, Snd]
type = playsnd
trigger1 = ((winko = 1) && (p2life = 0))
trigger1 = roundstate = 3
ignorehitpause = 1
lowpriority = 1
value = S800, 1
persistent = 0
channel = 11

[State -3, Super effect]
type = Explod
triggerall = NumExplod(8500) = 0
trigger1 = ((winko = 1) && (p2life = 0))
id = 8500
ignorehitpause = 1
anim = 8500
postype = left
pos = 0,0
vel = 0,0
scale = 1.1,1.1
bindtime = -1
removetime = 60

[State 845 , afterimage]
type = AfterImage
trigger1 = Time = 1
time = 9000
palbright = 130,50,130

[State 845, Width]
type = Width
trigger1 = time >= 0
value = 30,0

[State 845, Super]
type = SuperPause
trigger1 = Time = 0
pos = 10, -70
anim = S7000
time = 40
darken = 0

[State 800 , afterimage]
type = BGpalfx
trigger1 = Time = 0
time = 40
invertall = 1

[State 815, Vel]
type = Velset
trigger1 = animelem = 2
x = 6

[State 845, Vel]
type = Velset
trigger1 = animelem = 10
x = 0

[State 845, Vel]
type = Velset
trigger1 = animelem = 14
x = 2

[State 845, Vel]
type = Velset
trigger1 = animelem = 17
x = 0

[State 845, Super C]
type = AfterImage
trigger1 = Time = 0
time = 2

[State 845, Super D]
type = AfterImageTime
trigger1 = Time = [2,68]
time = 2

[State 845, Sound1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 9
trigger4 = AnimElem = 15
value = S12, 2

[State 845, Sound2]
type = PlaySnd
triggerall = anim = 845
trigger1 = AnimElem = 3
value = S800, 2
volume = 200

[State 845, HitDef]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 9
attr = S, HA
animtype  = Hard
damage    = 70,5
getpower = 0,0
guardflag = MA
pausetime = 0,5
Sparkno = S7400
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -3
air.velocity = 0,0
kill = 0

[State 845, HitDef]
type = HitDef
trigger1 = AnimElem = 17
attr = S, HA
animtype  = Heavy
getpower = 0,0
damage    = 80,10
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -2.2,-3.2
fall = 1

[State 845, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Super Y
[Statedef 810]
type = S
movetype= A
physics = S
ctrl = 0
poweradd = -2000
anim = 810
velset = 0,0,0

[State -3, Snd]
type = playsnd
trigger1 = ((winko = 1) && (p2life = 0))
trigger1 = roundstate = 3
ignorehitpause = 1
lowpriority = 1
value = S800, 1
persistent = 0
channel = 11

[State -3, Super effect]
type = Explod
triggerall = NumExplod(8500) = 0
trigger1 = ((winko = 1) && (p2life = 0))
id = 8500
ignorehitpause = 1
anim = 8500
postype = left
pos = 0,0
vel = 0,0
scale = 1.1,1.1
bindtime = -1
removetime = 60

[State 810 , afterimage]
type = AfterImage
trigger1 = Time = 1
time = 9000
palbright = 130,50,130

[State 810, Super]
type = SuperPause
trigger1 = Time = 0
pos = -20, -70
anim = S7000
time = 40
darken = 0

[State 800 , afterimage]
type = BGpalfx
trigger1 = Time = 0
time = 40
invertall = 1

[State 845, Super B]
type = PlaySnd
trigger1 = Time = 0
value = 800, 0 ;Play fight sound of super

[State 810, Super C]
type = AfterImage
trigger1 = Time = 0
time = 2

[State 810, Super D]
type = AfterImageTime
trigger1 = Time = [2,68]
time = 2

[State 800, Sound2]
type = PlaySnd
trigger1 = Animelem = 12
value = S800, 3
volume = 200
channel = 0

[State 810, Sound1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = anim != 810
trigger2 = AnimElem = 5
trigger3 = AnimElem = 8
trigger4 = AnimElem = 11
value = S12, 2

[State 810, Sound2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = anim != 810
trigger2 = AnimElem = 5
trigger3 = AnimElem = 8
trigger4 = AnimElem = 11
value = S13, 1
volume = 200

[State 810, HitDef]
type = HitDef
triggerall = anim = 810
trigger1 = AnimElem = 3
attr = S, HA
animtype  = Hard
damage    = 60,5
guardflag = MA
pausetime = 0,5
sparkno = S7500
snap = 80,0
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -0
air.velocity = 0,0
kill = 0
forcestand = 1

[State 810, HitDef]
type = HitDef
triggerall = anim = 811
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 9
attr = S, HA
animtype  = Hard
damage    = 60,5
getpower = 0,0
guardflag = MA
pausetime = 0,5
sparkno = S7500
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -0
air.velocity = 0,0
kill = 0
forcestand = 1

[State 810, HitDef]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
animtype  = Light
getpower = 0,0
damage    = 60,5
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -2.2,-3.2
fall = 1
forcestand = 1

[State 810, Change]
type = ChangeAnim
trigger1 = anim = 810
trigger1 = movehit
value = 811

[State 810, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Super Y 2
[Statedef 815]
type = S
movetype= A
ctrl = 0
poweradd = -2000
anim = 815
velset = 0,0,0

[State 800, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S800, 3
volume = 200

[state 815, Anim]
type = Changeanim
triggerall = anim = 815
triggerall = animelem = 5
trigger1 = command = "hold_a"
trigger2 = command = "hold_b"
trigger3 = command = "hold_c"
value = 816

[state 815, Anim]
type = Changeanim
triggerall = anim != 817
triggerall = animelem = 8
trigger1 = command = "hold_a"
trigger2 = command = "hold_b"
trigger3 = command = "hold_c"
value = 817

[State -3, Snd]
type = playsnd
trigger1 = ((winko = 1) && (p2life = 0))
trigger1 = roundstate = 3
ignorehitpause = 1
lowpriority = 1
value = S800, 1
persistent = 0
channel = 11

[State -3, Super effect]
type = Explod
triggerall = NumExplod(8500) = 0
trigger1 = ((winko = 1) && (p2life = 0))
id = 8500
ignorehitpause = 1
anim = 8500
postype = left
pos = 0,0
vel = 0,0
scale = 1.1,1.1
bindtime = -1
removetime = 60

[State 815 , afterimage]
type = AfterImage
trigger1 = Time = 1
time = 9000
palbright = 130,50,130

[State 815, Width]
type = Width
trigger1 = time >= 0
value = 30,0

[State 815, Super]
type = SuperPause
trigger1 = Time = 0
pos = 10, -70
anim = S7000
time = 40
darken = 0

[State 800 , afterimage]
type = BGpalfx
trigger1 = Time = 0
time = 40
invertall = 1

[State 815, Vel]
type = Velset
trigger1 = animelem = 2
x = 6

[State 815, Vel]
type = Velset
trigger1 = animelem = 11
x = 0

[State 815, Vel]
type = Velset
trigger1 = animelem = 15
x = 2

[State 815, Vel]
type = Velset
trigger1 = animelem = 18
x = 0

[State 815, Super B]
type = PlaySnd
trigger1 = Time = 0
value = 800, 0 ;Play fight sound of super

[State 815, Super C]
type = AfterImage
trigger1 = Time = 0
time = 2

[State 815, Super D]
type = AfterImageTime
trigger1 = Time = [2,68]
time = 2

[State 815, Sound1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 17
value = S12, 2

[State 815, Sound2]
type = PlaySnd
triggerall = anim = 815
trigger1 = AnimElem = 3
value = S800, 2
volume = 200

[State 815, HitDef]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
attr = S, HA
animtype  = Hard
damage    = 70,5
getpower = 0,0
guardflag = MA
pausetime = 0,5
Sparkno = S7400
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -3
air.velocity = 0,0
kill = 0

[State 815, HitDef]
type = HitDef
trigger1 = AnimElem = 18
attr = S, HA
animtype  = Heavy
getpower = 0,0
damage    = 80,10
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -2.2,-3.2
fall = 1

[State 815, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Super Z
[Statedef 820]
type = S
movetype= A
physics = S
ctrl = 0
poweradd = -3000
anim = 820
velset = 0,0,0

[State -3, Snd]
type = playsnd
trigger1 = ((winko = 1) && (p2life = 0))
trigger1 = roundstate = 3
ignorehitpause = 1
lowpriority = 1
value = S800, 1
persistent = 0
channel = 11

[State -3, Super effect]
type = Explod
triggerall = NumExplod(8500) = 0
trigger1 = ((winko = 1) && (p2life = 0))
id = 8500
ignorehitpause = 1
anim = 8500
postype = left
pos = 0,0
vel = 0,0
scale = 1.1,1.1
bindtime = -1
removetime = 60

[State 820 , afterimage]
type = AfterImage
trigger1 = Time = 1
time = 9000
palbright = 130,50,130

[State 820, Vel]
type = ChangeAnim
trigger1 = anim = 820
trigger1 = movehit
value = 822

[State 820, Super]
type = SuperPause
trigger1 = Time = 0
pos = -20, -70
anim = S7000
time = 40
darken = 0

[State 800 , afterimage]
type = BGpalfx
trigger1 = Time = 0
time = 40
invertall = 1

[State 820, Super B]
type = PlaySnd
trigger1 = Time = 0
value = S800, 0 ;Play fight sound of super

[State 820, Super C]
type = AfterImage
trigger1 = Time = 0
time = 2

[State 820, Super D]
type = AfterImageTime
trigger1 = Time = [2,68]
time = 2

[State 820, Sound1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = anim != 820
trigger2 = AnimElem = 4
trigger3 = AnimElem = 7
trigger4 = AnimElem = 13
trigger5 = AnimElem = 17
trigger6 = AnimElem = 23
value = S12, 2

[State 820, Sound2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger2 = anim != 820
trigger3 = AnimElem = 7
trigger4 = AnimElem = 13
trigger5 = AnimElem = 17
trigger6 = AnimElem = 23
value = S13, 1
volume = 200

[State 820, HitDef]
type = HitDef
triggerall = anim = 820
trigger1 = AnimElem = 3
attr = S, HA
animtype  = Medium
damage    = 60,5
getpower = 0,0
guardflag = MA
pausetime = 0,6
sparkno = S7600
snap = 70, 0
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
kill = 0
forcestand = 1

[State 820, HitDef]
type = HitDef
triggerall = anim = 822
trigger1 = AnimElem = 5
trigger2 = AnimElem = 14
attr = S, HA
animtype  = Medium
damage    = 60,5
getpower = 0,0
guardflag = MA
pausetime = 0,6
sparkno = S7600
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
kill = 0
forcestand = 1

[State 820, HitDef]
type = HitDef
triggerall = anim = 822
trigger1 = AnimElem = 3
trigger2 = AnimElem = 18
trigger3 = AnimElem = 8
attr = S, HA
animtype  = Medium
damage    = 60,5
getpower = 0,0
guardflag = MA
pausetime = 0,6
sparkno = S7600
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
kill = 0

[State 820, HitDef]
type = HitDef
trigger1 = AnimElem = 23
attr = S, HA
animtype  = Diagup
getpower = 0,0
damage    = 60,10
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3,-12
air.velocity = -3,-12
down.velocity = -3,-12
fall = 1
fall.animtype = hard

[State 820, Change]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = movehit
value = 821
ctrl = 1

[State 820, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Super Z 2
[Statedef 825]
type = S
movetype= A
ctrl = 0
anim = 825
velset = 0,0,0

[State 800, Sound2]
type = Poweradd
trigger1 = Time = 0
triggerall = var(40) = 0
triggerall = var(58) = 10
value = -1000

[State 800, Sound2]
type = Poweradd
trigger1 = Time = 0
triggerall = var(58) != 10
value = -3000

[State 800, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S800, 3
volume = 200

[state 825, Anim]
type = Changeanim
triggerall = anim = 825
triggerall = animelem = 5
trigger1 = command = "hold_a"
trigger2 = command = "hold_b"
trigger3 = command = "hold_c"
value = 826

[state 825, Anim]
type = Changeanim
triggerall = anim != 827
triggerall = animelem = 8
trigger1 = command = "hold_a"
trigger2 = command = "hold_b"
trigger3 = command = "hold_c"
value = 827

[state 825, Anim]
type = Changeanim
triggerall = anim != 828
triggerall = animelem = 11
trigger1 = command = "hold_a"
trigger2 = command = "hold_b"
trigger3 = command = "hold_c"
value = 828

[State -3, Snd]
type = playsnd
trigger1 = ((winko = 1) && (p2life = 0))
trigger1 = roundstate = 3
ignorehitpause = 1
lowpriority = 1
value = S800, 1
persistent = 0
channel = 11

[State -3, Super effect]
type = Explod
triggerall = NumExplod(8500) = 0
trigger1 = ((winko = 1) && (p2life = 0))
id = 8500
ignorehitpause = 1
anim = 8500
postype = left
pos = 0,0
vel = 0,0
scale = 1.1,1.1
bindtime = -1
removetime = 60

[State 825 , afterimage]
type = AfterImage
trigger1 = Time = 1
time = 9000
palbright = 130,50,130

[State 825, Width]
type = Width
trigger1 = time >= 0
value = 30,0

[State 825, Super]
type = SuperPause
trigger1 = Time = 0
pos = 10, -70
anim = S7000
time = 40
darken = 0

[State 800 , afterimage]
type = BGpalfx
trigger1 = Time = 0
time = 40
invertall = 1

[State 825, Vel]
type = Velset
trigger1 = animelem = 2
x = 6

[State 825, Vel]
type = Velset
trigger1 = animelem = 14
x = 0

[State 825, Vel]
type = Velset
trigger1 = animelem = 18
x = 2

[State 825, Vel]
type = Velset
trigger1 = animelem = 21
x = 0

[State 825, Super B]
type = PlaySnd
trigger1 = Time = 0
value = 800, 0 ;Play fight sound of super

[State 825, Super C]
type = AfterImage
trigger1 = Time = 0
time = 2

[State 825, Super D]
type = AfterImageTime
trigger1 = Time = [2,68]
time = 2

[State 825, Sound1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 13
trigger5 = AnimElem = 21
value = S12, 2

[State 825, Sound2]
type = PlaySnd
triggerall = anim = 825
trigger1 = AnimElem = 3
value = S800, 2
volume = 200

[State 825, HitDef]
type = HitDef
triggerall = var(58) = 10
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 13
attr = S, HA
animtype  = Hard
damage    = 50,5
getpower = 0,0
guardflag = MA
pausetime = 0,5
Sparkno = S7400
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = High
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0
air.velocity = 0,0
kill = 0

[State 825, HitDef]
type = HitDef
triggerall = var(58) = 10
trigger1 = AnimElem = 21
attr = S, HA
animtype  = Heavy
getpower = 0,0
damage    = 50,10
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -2.2,-3.2
fall = 1

[State 825, HitDef]
type = HitDef
triggerall = var(58) != 10
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 13
attr = S, HA
animtype  = Hard
damage    = 80,5
getpower = 0,0
guardflag = MA
pausetime = 0,5
Sparkno = S7400
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = High
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0
air.velocity = 0,0
kill = 0

[State 825, HitDef]
type = HitDef
triggerall = var(58) != 10
trigger1 = AnimElem = 21
attr = S, HA
animtype  = Heavy
getpower = 0,0
damage    = 80,10
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -2.2,-3.2
fall = 1

[State 825, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Super Z 2
[Statedef 855]
type = S
movetype= A
ctrl = 0
poweradd = -3000
anim = 855
velset = 0,0,0

[State 800, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S800, 3
volume = 200

[state 855, Anim]
type = Changeanim
triggerall = anim = 855
triggerall = animelem = 4
trigger1 = command = "hold_a"
trigger2 = command = "hold_b"
trigger3 = command = "hold_c"
value = 856

[state 855, Anim]
type = Changeanim
triggerall = anim != 857
triggerall = animelem = 7
trigger1 = command = "hold_a"
trigger2 = command = "hold_b"
trigger3 = command = "hold_c"
value = 857

[state 855, Anim]
type = Changeanim
triggerall = anim != 858
triggerall = animelem = 10
trigger1 = command = "hold_a"
trigger2 = command = "hold_b"
trigger3 = command = "hold_c"
value = 858

[State -3, Snd]
type = playsnd
trigger1 = ((winko = 1) && (p2life = 0))
trigger1 = roundstate = 3
ignorehitpause = 1
lowpriority = 1
value = S800, 1
persistent = 0
channel = 11

[State -3, Super effect]
type = Explod
triggerall = NumExplod(8500) = 0
trigger1 = ((winko = 1) && (p2life = 0))
id = 8500
ignorehitpause = 1
anim = 8500
postype = left
pos = 0,0
vel = 0,0
scale = 1.1,1.1
bindtime = -1
removetime = 60

[State 855 , afterimage]
type = AfterImage
trigger1 = Time = 1
time = 9000
palbright = 130,50,130

[State 855, Width]
type = Width
trigger1 = time >= 0
value = 20,0

[State 855, Super]
type = SuperPause
trigger1 = Time = 0
pos = 10, -70
anim = S7000
time = 40
darken = 0

[State 800 , afterimage]
type = BGpalfx
trigger1 = Time = 0
time = 40
invertall = 1

[State 855, Vel]
type = Velset
trigger1 = animelem = 2
x = 6

[State 855, Vel]
type = Velset
trigger1 = animelem = 13
x = 0

[State 855, Vel]
type = Velset
trigger1 = animelem = 17
x = 2

[State 855, Vel]
type = Velset
trigger1 = animelem = 20
x = 0

[State 855, Super B]
type = PlaySnd
trigger1 = Time = 0
value = 800, 0 ;Play fight sound of super

[State 855, Super C]
type = AfterImage
trigger1 = Time = 0
time = 2

[State 855, Super D]
type = AfterImageTime
trigger1 = Time = [2,68]
time = 2

[State 855, Sound1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 9
trigger4 = AnimElem = 12
trigger5 = AnimElem = 20
value = S12, 2

[State 855, Sound2]
type = PlaySnd
triggerall = anim = 855
trigger1 = AnimElem = 3
value = S800, 2
volume = 200

[State 855, HitDef]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 9
trigger4 = AnimElem = 12
attr = S, HA
animtype  = Hard
damage    = 80,5
getpower = 0,0
guardflag = MA
pausetime = 0,5
Sparkno = S7400
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = High
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0
air.velocity = 0,0
kill = 0

[State 855, HitDef]
type = HitDef
trigger1 = AnimElem = 20
attr = S, NA
animtype  = Heavy
getpower = 0,0
damage    = 80,10
guardflag = MA
pausetime = 11,11
sparkno = S7300
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -2.2,-3.2
fall = 1

[State 855, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Celebrate
[Statedef 821]
type = S
ctrl = 0
anim = 821
velset = 0,0,0

[State 821, Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = S12, 1

[State 181, Sound1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S180, 0
channel = 0
volume = 400

[State 821, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Super Punch
[Statedef 830]
type = S
movetype= A
ctrl = 0
poweradd = -1000
anim = 850
velset = 0,0,0

[State -3, Super effect]
type = Explod
trigger1 = animelem = 12
id = 7020
anim = 7020
pos = 0,0
vel = 0,0
bindtime = -1
removetime = 40

[State 106, 3]
type = MakeDust
trigger1 = AnimElem = 12
trigger2 = AnimElem = 14
trigger3 = AnimElem = 16
pos = -20,3
spacing = 1

[State -3, Snd]
type = playsnd
trigger1 = ((winko = 1) && (p2life = 0))
trigger1 = roundstate = 3
ignorehitpause = 1
lowpriority = 1
value = S800, 1
persistent = 0
channel = 11

[State -3, Super effect]
type = Explod
triggerall = NumExplod(8500) = 0
trigger1 = ((winko = 1) && (p2life = 0))
id = 8500
ignorehitpause = 1
anim = 8500
postype = left
pos = 0,0
vel = 0,0
scale = 1.1,1.1
bindtime = -1
removetime = 60

[State 830 , afterimage]
type = AfterImage
trigger1 = Time = 1
time = 9000
palbright = 130,50,130

[State 830, Width]
type = Width
trigger1 = time >= 0
value = 50,0

[State 830, Super]
type = SuperPause
trigger1 = Time = 0
movetime = 40
pos = -45, -55
anim = S7000
time = 40

[State 830, SuperSound]
type = PlaySnd
trigger1 = Time = 0
value = 800, 0

[State 830, SuperAfterImage]
type = AfterImage
trigger1 = Time = 0
time = 2

[State 830, SuperAITime]
type = AfterImageTime
trigger1 = Time = [2,68]
time = 2

[State 830, Sound1]
type = PlaySnd
trigger1 = AnimElem = 10
value = S13, 10
channel = 0
volume = 400

[State 830, SuperVel1]
type = Velset
trigger1 = AnimElem = 10
x = 6

[State 830, SuperVel2]
type = Velset
trigger1 = AnimElem = 28
x = 0

[State 830, HitDef]
type = HitDef
trigger1 = AnimElem = 17
trigger2 = AnimElem = 23
attr = S, HA
animtype  = Medium
damage    = 30,10
guardflag = MA
pausetime = 4,1
sparkxy = -10,-70
sparkno = S7300
guard.sparkno = S7015
hitsound   = S15,2  
guardsound = S11,6
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,0
air.type = High
air.velocity = 0,0
forcestand = 1
kill = 0

[State 830, HitDef]
type = HitDef
trigger1 = AnimElem = 20
trigger2 = AnimElem = 26
attr = S, HA
animtype  = Medium
damage    = 50,20
getpower = 0,0
guardflag = MA
pausetime = 4,1
sparkxy = -10,-70
sparkno = S7300
guard.sparkno = S7015
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,0
air.type = Low
air.velocity = 0,0
forcestand = 1
kill = 0

[State 830, HitDef]
type = HitDef
trigger1 = AnimElem = 39
attr = S, HA
animtype  = Hard
getpower = 0,0
damage    = 50,25
guardflag = MA
pausetime = 8,10
sparkno = S7300
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4,-8
air.velocity = -4,-8
p2stateno = 870

[State 830, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Super Punch
[Statedef 840]
type = S
movetype= A
ctrl = 0
poweradd = -2000
anim = 850
velset = 0,0,0

[State -3, Super effect]
type = Explod
trigger1 = animelem = 12
id = 7020
anim = 7020
pos = 0,0
vel = 0,0
bindtime = -1
removetime = 40

[State 106, 3]
type = MakeDust
trigger1 = AnimElem = 12
trigger2 = AnimElem = 14
trigger3 = AnimElem = 16
pos = -20,3
spacing = 1

[State -3, Snd]
type = playsnd
trigger1 = ((winko = 1) && (p2life = 0))
trigger1 = roundstate = 3
ignorehitpause = 1
lowpriority = 1
value = S800, 1
persistent = 0
channel = 11

[State -3, Super effect]
type = Explod
triggerall = NumExplod(8500) = 0
trigger1 = ((winko = 1) && (p2life = 0))
id = 8500
ignorehitpause = 1
anim = 8500
postype = left
pos = 0,0
vel = 0,0
scale = 1.1,1.1
bindtime = -1
removetime = 60

[State 840 , afterimage]
type = AfterImage
trigger1 = Time = 1
time = 9000
palbright = 130,50,130

[State 840, Width]
type = Width
trigger1 = time >= 0
value = 50,0

[State 840, Super]
type = SuperPause
trigger1 = Time = 0
movetime = 40
pos = -45, -55
anim = S7000
time = 40

[State 840, SuperSound]
type = PlaySnd
trigger1 = Time = 0
value = 800, 0

[State 840, SuperAfterImage]
type = AfterImage
trigger1 = Time = 0
time = 2

[State 840, SuperAITime]
type = AfterImageTime
trigger1 = Time = [2,68]
time = 2

[State 840, Sound1]
type = PlaySnd
trigger1 = AnimElem = 10
value = S13, 10
channel = 0
volume = 400

[State 840, SuperVel1]
type = Velset
trigger1 = AnimElem = 10
x = 6

[State 840, SuperVel2]
type = Velset
trigger1 = AnimElem = 28
x = 0

[State 840, HitDef]
type = HitDef
trigger1 = AnimElem = 17
trigger2 = AnimElem = 23
trigger3 = AnimElem = 29
attr = S, HA
animtype  = Medium
damage    = 40,30
guardflag = MA
pausetime = 4,1
sparkxy = -10,-70
sparkno = S7300
guard.sparkno = S7015
hitsound   = S15,2  
guardsound = S11,6
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,0
air.type = High
air.velocity = 0,0
forcestand = 1
kill = 0

[State 840, HitDef]
type = HitDef
trigger1 = AnimElem = 20
trigger2 = AnimElem = 26
trigger3 = AnimElem = 32
attr = S, HA
animtype  = Medium
damage    = 40,30
getpower = 0,0
guardflag = MA
pausetime = 4,1
sparkxy = -10,-70
sparkno = S7300
guard.sparkno = S7015
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,0
air.type = Low
air.velocity = 0,0
forcestand = 1
kill = 0

[State 840, HitDef]
type = HitDef
trigger1 = AnimElem = 39
attr = S, HA
animtype  = Hard
getpower = 0,0
damage    = 60,35
guardflag = MA
pausetime = 8,10
sparkno = S7300
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4,-8
air.velocity = -4,-8
p2stateno = 870

[State 840, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Super Punch
[Statedef 850]
type = S
movetype= A
ctrl = 0
anim = 850
velset = 0,0,0

[State 800, Sound2]
type = Poweradd
trigger1 = Time = 0
triggerall = var(40) = 0
triggerall = var(58) = 10
value = -1000

[State 800, Sound2]
type = Poweradd
trigger1 = Time = 0
triggerall = var(58) != 10
value = -3000

[State -3, Super effect]
type = Explod
triggerall = NumExplod(851) = 0
trigger1 = animelem = 13
ignorehitpause = 1
id = 851
anim = 851
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
shadow = -1
sprpriority = 2

[State 192, Remove Balrog 2]
type = removeExplod
triggerall = NumExplod(851) = 1
trigger1 = animelem = 49
id = 851

[State 1000, Sound1]
type = PlaySnd
trigger1 = Time = 0
value = S13, 3
volume = 255
channel = 0

[State -3, Super effect]
type = Explod
trigger1 = animelem = 12
id = 7020
anim = 7020
pos = 0,0
vel = 0,0
bindtime = -1
removetime = 60

[State -3, Super effect]
type = RemoveExplod
trigger1 = AnimTime = 0
id = 7020

[State -3, Snd]
type = playsnd
trigger1 = ((winko = 1) && (p2life = 0))
trigger1 = roundstate = 3
ignorehitpause = 1
lowpriority = 1
value = S800, 1
persistent = 0
channel = 11

[State -3, Super effect]
type = Explod
triggerall = NumExplod(8500) = 0
trigger1 = ((winko = 1) && (p2life = 0))
id = 8500
ignorehitpause = 1
anim = 8500
postype = left
pos = 0,0
vel = 0,0
scale = 1.1,1.1
bindtime = -1
removetime = 60

[State 850 , afterimage]
type = AfterImage
trigger1 = Time = 1
time = 9000
palbright = 130,50,130

[State 850, Width]
type = Width
trigger1 = time >= 0
value = 40,0

[State 850, SuperPause]
type = SuperPause
trigger1 = Time = 0
movetime = 46
pos = -45, -55
anim = S7000
time = 46
darken = 0

[State 800 , afterimage]
type = BGpalfx
trigger1 = Time = 0
time = 46
invertall = 1

[State 850, SuperSound]
type = PlaySnd
trigger1 = Time = 0
value = 800, 0

[State 850, SuperAfterImage]
type = AfterImage
trigger1 = Time = 0
time = 2

[State 850, SuperAITime]
type = AfterImageTime
trigger1 = Time = [2,60]
time = 2

[State 850, Sound1]
type = PlaySnd
trigger1 = AnimElem = 10
value = S13, 10
channel = 0
volume = 400

[State 850, SuperVel1]
type = Velset
trigger1 = AnimElem = 10
x = 8

[State 850, SuperVel2]
type = Velset
trigger1 = AnimElem = 39
x = 0

[State 106, 3]
type = MakeDust
trigger1 = AnimElem = 12
trigger2 = AnimElem = 14
trigger3 = AnimElem = 16
pos = -20,3
spacing = 1

[State 850, HitDef]
type = HitDef
triggerall = var(58) = 10
trigger1 = AnimElem = 13
trigger2 = AnimElem = 19
trigger3 = AnimElem = 25
trigger4 = AnimElem = 31
attr = S, HA
animtype  = Medium
damage    = 22,5
getpower = 0,0
guardflag = M
pausetime = 4,1
sparkxy = -10,-70
sparkno = S7300
guard.sparkno = S7015
hitsound   = S15,2  
guardsound = S11,6
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,0
air.type = High
air.velocity = 0,0
forcestand = 1
kill = 0

[State 850, HitDef]
type = HitDef
triggerall = var(58) = 10
trigger1 = AnimElem = 16
trigger2 = AnimElem = 22
trigger3 = AnimElem = 28
trigger4 = AnimElem = 34
attr = S, HA
animtype  = Medium
damage    = 22,5
getpower = 0,0
guardflag = M
pausetime = 4,1
sparkxy = -10,-70
sparkno = S7300
guard.sparkno = S7015
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,0
air.type = Low
air.velocity = 0,0
forcestand = 1
kill = 0

[State 850, HitDef]
type = HitDef
triggerall = var(58) != 10
trigger1 = AnimElem = 13
trigger2 = AnimElem = 19
trigger3 = AnimElem = 25
trigger4 = AnimElem = 31
attr = S, HA
animtype  = Medium
damage    = 45,5
getpower = 0,0
guardflag = M
pausetime = 4,1
sparkxy = -10,-70
sparkno = S7300
guard.sparkno = S7015
hitsound   = S15,2  
guardsound = S11,6
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,0
air.type = High
air.velocity = 0,0
forcestand = 1
kill = 0

[State 850, HitDef]
type = HitDef
triggerall = var(58) != 10
trigger1 = AnimElem = 16
trigger2 = AnimElem = 22
trigger3 = AnimElem = 28
trigger4 = AnimElem = 34
attr = S, HA
animtype  = Medium
damage    = 45,5
getpower = 0,0
guardflag = M
pausetime = 4,1
sparkxy = -10,-70
sparkno = S7300
guard.sparkno = S7015
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,0
air.type = Low
air.velocity = 0,0
forcestand = 1
kill = 0

;[State 850, HitDef]
;type = HitDef
;trigger1 = AnimElem = 17
;trigger2 = AnimElem = 23
;trigger3 = AnimElem = 29
;trigger4 = AnimElem = 35
;attr = S, HA
;animtype  = Hard
;damage    = 45,30
;guardflag = MA
;pausetime = 3,3
;sparkxy = -10,-70
;sparkno = S7300
;guard.sparkno = S7015
;hitsound   = S15,2  
;guardsound = S11,6
;ground.type = High
;ground.slidetime = 2
;ground.hittime  = 15
;ground.velocity = -2,-1
;air.type = High
;air.velocity = -2,-1
;forcestand = 1
;kill = 0

;[State 850, HitDef]
;type = HitDef
;trigger1 = AnimElem = 20
;trigger2 = AnimElem = 26
;trigger3 = AnimElem = 32
;trigger4 = AnimElem = 38
;attr = S, HA
;animtype  = Hard
;damage    = 45,30
;guardflag = MA
;pausetime = 3,3
;sparkxy = -10,-70
;sparkno = S7300
;guard.sparkno = S7015
;hitsound   = S15,2  
;guardsound = S11,6
;ground.type = Low
;ground.slidetime = 2
;ground.hittime  = 15
;ground.velocity = -2,-1
;air.type = Low
;air.velocity = -2,-1
;forcestand = 1
;kill = 0

[State 850, HitDef]
type = HitDef
triggerall = var(58) = 10
trigger1 = AnimElem = 35
attr = S, HA
animtype  = Hard
getpower = 0,0
damage    = 74,5
guardflag = M
pausetime = 3,5
sparkno = S7300
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4,-8
air.velocity = -4,-8
p2stateno = 870

[State 850, HitDef]
type = HitDef
triggerall = var(58) != 10
trigger1 = AnimElem = 35
attr = S, HA
animtype  = Hard
getpower = 0,0
damage    = 60,5
guardflag = M
pausetime = 3,5
sparkno = S7300
guard.sparkno = S7015
sparkxy = -10,-70
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4,-8
air.velocity = -4,-8
p2stateno = 870

[State 850, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hit by Super Punch
[Statedef 870]
type    = A
movetype= H
physics = N
velset = 0,0
anim = 5000

[State 870, End]
type = ChangeState
trigger1 = HitShakeOver = 1
;trigger1 = AnimTime = 0
value = 871

; Flying
[Statedef 871]
type    = A
movetype= H
physics = N
velset = 0,0

[State 871, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 871

[State 871, Gravity]
type = Gravity
trigger1 = time >= 0

[State 871, HitVelSet]
type = HitVelSet
trigger1 = Time = 0
x = 4
y = 1

[State 871, HitVelSet]
type = HitVelSet
trigger1 = Time = 10
y = 0
	
;[State 871, Angle 1]
;type = AngleSet
;trigger1 = Time = 0
;value = 0

;[State 871, Angle 2]
;type = AngleAdd
;trigger1 = Time >= 0
;value = 45 ;30

;[State 871, Angel 3]
;type = AngleDraw
;trigger1 = Pos Y <= 10

[State 871, End]
type = SelfState
Trigger1 = Vel Y > 0
trigger1 = Pos Y > 10
value = 5100