; Just Defend
[Statedef 121]
anim = 124
ctrl = 0
velset = 0, 0

[State 121, Sound1]
type = poweradd
trigger1 = Time = 0
trigger1 = var(57) != 1
value = 150

[State 121, Sound1]
type = lifeadd
trigger1 = Time = 0
value = 20

[State 121, Sound1]
type = PlaySnd
trigger1 = Time = 0
value = S900, 0
channel = 3

[State 121, 1]
type = Explod
trigger1 = Time = 0
id = 123
anim = 123
postype = left
pos = 20,50
removetime = 40
bindtime = -1

[State 121, 0]
type = ChangeState
triggerall = Time = 7
trigger1 = command = "holdback"
trigger1 = p2movetype = A
value = 151

[State 121, 0]
type = ChangeState
triggerall = Time = 11
trigger1 = command != "holdback"
trigger1 = p2movetype = A
trigger2 = p2movetype != A
value = 0
ctrl = 1

; Parry Stand
[Statedef 122]
anim = 124
ctrl = 0
velset = 0, 0

[State -3, Super effect]
type = Explod
triggerall = NumExplod(903) = 0
trigger1 = time = 0
ignorehitpause = 1
id = 903
anim = 903
postype = p1
pos = 30,-38
vel = 0,0
scale = 1.2,1.2
bindtime = 1
removetime = 30
sprpriority = 5
pausemovetime = -1

[State 122, Sound1]
type = PlaySnd
trigger1 = Time = 0
value = S900, 0
channel = 3

[State 122, 1]
type = Explod
trigger1 = Time = 0
id = 125
anim = 125
postype = left
pos = 20,50
removetime = 40
pausemovetime = -1
bindtime = -1

[State 122, Sound1]
type = Pause
trigger1 = Time = 0
time = 11
movetime = 11

[State 122, 0]
type = ChangeState
trigger1 = Time = 13
value = 0
ctrl = 1

;Parry Crouch
[Statedef 123]
anim = 126
ctrl = 0
velset = 0, 0

[State -3, Super effect]
type = Explod
triggerall = NumExplod(903) = 0
trigger1 = time = 0
ignorehitpause = 1
id = 903
anim = 903
postype = p1
pos = 30,-38
vel = 0,0
scale = 1.2,1.2
bindtime = 1
removetime = 30
sprpriority = 5
pausemovetime = -1

[State 123, Sound1]
type = PlaySnd
trigger1 = Time = 0
value = S900, 0
channel = 3

[State 123, 1]
type = Explod
trigger1 = Time = 0
id = 125
anim = 125
postype = left
pos = 20,50
removetime = 40
pausemovetime = -1
bindtime = -1

[State 122, Sound1]
type = Pause
trigger1 = Time = 0
time = 11
movetime = 11

[State 123, 0]
type = ChangeState
trigger1 = Time = 13
value = 0
ctrl = 1

;Parry Air
[Statedef 124]
anim = 127
ctrl = 0
velset = 0, 0

[State -3, Super effect]
type = Explod
triggerall = NumExplod(903) = 0
trigger1 = time = 0
ignorehitpause = 1
id = 903
anim = 903
postype = p1
pos = 30,0
vel = 0,0
scale = 1.2,1.2
bindtime = 1
removetime = 30
sprpriority = 5
pausemovetime = -1

[State 124, Sound1]
type = PlaySnd
trigger1 = Time = 0
value = S900, 0
channel = 3

[State 124, 0]
type = varset
trigger1 = Time = 0
v = 8
value = Vel X

[State 124, 0]
type = varset
trigger1 = Time = 0
v = 9
value = Vel Y

[State 124, 0]
type = velset
trigger1 = Time = 0
X = 0
y = 0

[State 124, 1]
type = Explod
trigger1 = Time = 0
id = 125
anim = 125
postype = left
pos = 20,50
removetime = 40
pausemovetime = -1
bindtime = -1

[State 124, 0]
type = velset
trigger1 = Time = 13
X = var(8)
y = var(9)

[State 122, Sound1]
type = Pause
trigger1 = Time = 0
time = 11
movetime = 11

[State 124, 0]
type = ChangeState
trigger1 = Time = 13
value = 50
ctrl = 1

;-------------------------------------
[Statedef 125]
ctrl = 0
velset = 0, 0

[State 3000, afterimage]
type = AfterImage
trigger1 = Time = 0
time = 100
length = 10
trans = add1

[State 124, 0]
type = ChangeState
trigger1 = Time = 30
value = 5120


;-------------------------------------
[Statedef 126]
ctrl = 0
velset = -1, 0
anim = 128

[State 126, 1]
type = Explod
trigger1 = Time = 0
id = 4601
anim = 4601
postype = left
pos = 20,50
removetime = 40
pausemovetime = -1
bindtime = -1

[State 126, 0]
type = Nothitby
trigger1 = time = 0
time = 9
value = SCA

[State 126, 0]
type = ChangeState
trigger1 = animtime = 0
value = 12

; RUN_BACK
[Statedef 127]
type    = A
physics = A
ctrl = 0
anim = 129
sprpriority = 1
power = -1000

[State 126, 1]
type = Explod
trigger1 = Time = 0
id = 4602
anim = 4602
postype = left
pos = 20,50
removetime = 40
pausemovetime = -1
bindtime = -1

[State 127, 10]
type = PlaySnd
trigger1 = time = 0
value = S100, 0
channel = 0
volume = 255

[State 127, afterimage]
type = AfterImage
trigger1 = Time = 0
time = 28
length = 10
trans = add1
palbright = 80,0,80

[State 127, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 127, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;Parry Crouch
[Statedef 4605]
anim = 126
ctrl = 0
velset = 0, 0

[State 121, Sound1]
type = poweradd
trigger1 = Time = 0
trigger1 = var(57) != 1
value = 150

[State 121, Sound1]
type = lifeadd
trigger1 = Time = 0
value = 20

[State 121, Sound1]
type = PlaySnd
trigger1 = Time = 0
value = S900, 0
channel = 3

[State 121, 1]
type = Explod
trigger1 = Time = 0
id = 123
anim = 123
postype = left
pos = 20,50
removetime = 40
bindtime = -1

[State 121, 0]
type = ChangeState
triggerall = Time = 7
trigger1 = command = "holdback"
trigger1 = p2movetype = A
value = 153

[State 121, 0]
type = ChangeState
triggerall = Time = 11
trigger1 = command != "holdback"
trigger1 = p2movetype = A
trigger2 = p2movetype != A
value = 11
ctrl = 1

;Parry Air
[Statedef 4606]
anim = 127
ctrl = 0
velset = 0, 0

[State 121, Sound1]
type = poweradd
trigger1 = Time = 0
trigger1 = var(57) != 1
value = 150

[State 121, Sound1]
type = lifeadd
trigger1 = Time = 0
value = 20

[State 121, Sound1]
type = PlaySnd
trigger1 = Time = 0
value = S900, 0
channel = 3

[State 121, 1]
type = Explod
trigger1 = Time = 0
id = 123
anim = 123
postype = left
pos = 20,50
removetime = 40
bindtime = -1

[State 124, 0]
type = varset
trigger1 = Time = 0
v = 8
value = Vel X

[State 124, 0]
type = varset
trigger1 = Time = 0
v = 9
value = Vel Y

[State 124, 0]
type = velset
trigger1 = Time = 0
X = 0
y = 0

[State 124, 0]
type = velset
trigger1 = Time = 13
X = var(8)
y = var(9)

[State 121, 0]
type = ChangeState
triggerall = Time = 7
trigger1 = command = "holdback"
trigger1 = p2movetype = A
value = 154

[State 121, 0]
type = ChangeState
triggerall = Time = 11
trigger1 = command != "holdback"
trigger1 = p2movetype = A
trigger2 = p2movetype != A
value = 50
ctrl = 1
;-------------------------------------

;---------------------------------------------------------------------------
; STAND_X
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
poweradd = 0

[State -1]
type = Varadd
trigger1 = time = 0
v = 11
value = 1

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6200

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 200

[State 200, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 0
volume = 200
channel = 5

[State 200, Sound2]
type = PlaySnd
triggerall = Random < 300
trigger1 = Time = 2
value = S13, 0
volume = 200

[State 200, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 21,0
getpower = (Var(35)=1)* 0,0
getpower = (Var(58)=6)* 0,0
getpower = (Var(54)=1)* 0,0
getpower = (Var(40)=1)* 0,0
animtype = Light
guardflag = MA
pausetime = 10,8
sparkno = S7400
sparkxy = -5,-80
guard.sparkno = S7005
hitsound = S15,0
guardsound = S11,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
fall.recovertime = 14
air.hittime = 8

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

;---------------------------------------------------------------------------
; STAND_Y
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6210

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 210

[State -1, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 40

[State 210, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 1
volume = 200
channel = 5

[State 210, Sound2]
type = PlaySnd
triggerall = Random < 300
trigger1 = Time = 2
value = S13, 0
volume = 200

[State 210, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = Medium
damage    = 83,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
guardflag = MA
pausetime = 11,11
sparkno = S7500
guard.sparkno = S7005
sparkxy = -5,-68
hitsound   = S15,1  
guardsound = S11,6
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

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

;---------------------------------------------------------------------------
; STAND_Y
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6211

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 211

[State -1, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 40

[State 210, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 1
volume = 200
channel = 5

[State 210, Sound2]
type = PlaySnd
triggerall = Random < 300
trigger1 = Time = 2
value = S13, 0
volume = 200

[State 210, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = Medium
damage    = 83,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
guardflag = MA
pausetime = 11,11
sparkno = S7500
guard.sparkno = S7005
sparkxy = -5,-68
hitsound   = S15,1  
guardsound = S11,6
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

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

;---------------------------------------------------------------------------
; STAND_Z
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6220

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 220

[State -1, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 60

[State 220, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2
volume = 200
channel = 5

[State 220, Sound2]
type = PlaySnd
triggerall = Random < 300
trigger1 = Time = 2
value = S13, 1
volume = 200

[State 220, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = Hard
damage    = 104,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
guardflag = MA
pausetime = 11,11
sparkno = S7600
guard.sparkno = S7005
sparkxy = -5,-68
hitsound   = S15,2  
guardsound = S11,6
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2
air.fall = 0
fall = 0
fall.recover = 1
fall.recovertime = 60

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

;---------------------------------------------------------------------------
; STAND_Z
[Statedef 221]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6221

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 221

[State 707, Width]
type = Width
trigger1 = time >= 0
value = 15

[State -1, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 60

[State 220, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 2
volume = 200
channel = 5

[State 220, Sound2]
type = PlaySnd
triggerall = Random < 300
trigger1 = Time = 2
value = S13, 1
volume = 200

[State 220, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = Hard
damage    = 104,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
guardflag = MA
pausetime = 11,11
sparkno = S7600
guard.sparkno = S7005
sparkxy = -5,-68
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -8
air.velocity = -2.2,-3.2
air.fall = 0
fall = 0
fall.recover = 1
fall.recovertime = 60

[State 220, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; STAND_A
[Statedef 230]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 4                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
poweradd = 0

[State -1]
type = Varadd
trigger1 = time = 0
v = 11
value = 1

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6230

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 230

[State 230, Sound1]
type = PlaySnd
trigger1 = Time = 2
value = S13, 0
volume = 200
channel = 5


[State 230, Sound2]
type = PlaySnd
trigger1 = Time = 2
value = S12, 0

[State 230, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage    = 21,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
animtype = Light
guardflag = MA
pausetime = 7,8
sparkno = S7400
guard.sparkno = S7005
sparkxy = -5,-68
hitsound = S15,0
guardsound = S11,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
air.hittime = 8

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

;---------------------------------------------------------------------------
; STAND_B
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6240

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 240

[State -1, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 60

[State 240, Sound1]
type = PlaySnd
trigger1 = Time = 2
value = S12, 1
volume = 200
channel = 5

[State 240, Sound2]
type = PlaySnd
triggerall = Random < 600
trigger1 = Time = 2
value = S13, 0
volume = 200

[State 240, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = Medium
damage    = 83,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
guardflag = MA
pausetime = 11,11
sparkno = S7500
guard.sparkno = S7005
sparkxy = -5,-55
hitsound   = S15,1
guardsound = S11,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

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

;---------------------------------------------------------------------------
; STAND_B
[Statedef 241]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6241

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 241

[State -1, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 60

[State 240, Sound1]
type = PlaySnd
trigger1 = Time = 2
value = S12, 1
volume = 200
channel = 5

[State 240, Sound2]
type = PlaySnd
triggerall = Random < 600
trigger1 = Time = 2
value = S13, 0
volume = 200

[State 240, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = Medium
damage    = 83,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
guardflag = MA
pausetime = 11,11
sparkno = S7500
guard.sparkno = S7005
sparkxy = -5,-55
hitsound   = S15,1
guardsound = S11,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

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

;---------------------------------------------------------------------------
; STAND_B
[Statedef 242]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6241

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 241

[State -1, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 60

[State 240, Sound1]
type = PlaySnd
trigger1 = Time = 2
value = S12, 1
volume = 200
channel = 5

[State 240, Sound2]
type = PlaySnd
trigger1 = Time = 0
value = S13, 4
volume = 200
channel = 0

[State 240, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = medium
damage    = 83,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
pausetime = 11,11
sparkno = S7500
guard.sparkno = S7005
sparkxy = -5,-55
hitsound   = S15,2
guardsound = S11,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -4.2,-3.2
fall = 1
fall.animtype = Hard
air.type = Hard
hitonce = 1

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

;---------------------------------------------------------------------------
; STAND_C
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 7
ctrl = 0
velset = 0,0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6250

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 250

[State -1, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 80

[State 250, Sound1]
type = PlaySnd
trigger1 = Time = 2
value = S12, 2
volume = 200
channel = 5

[State 250, Sound2]
type = PlaySnd
triggerall = Random < 300
trigger1 = Time = 2
value = S13, 1
volume = 200

[State 250, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = Hard
damage    = 104,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
guardflag = MA
pausetime = 11,11
sparkno = S7600
guard.sparkno = S7005
sparkxy = -5,-68
hitsound   = S15,2  
guardsound = S11,6
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

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

;---------------------------------------------------------------------------
; STAND_C
[Statedef 251]
type    = S
movetype= A
physics = S
juggle  = 7
ctrl = 0
velset = 0,0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6241

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 251

[State -1, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 80

[State 250, Sound1]
type = PlaySnd
trigger1 = Time = 2
value = S12, 2
volume = 200
channel = 5

[State 250, Sound2]
type = PlaySnd
triggerall = Random < 300
trigger1 = Time = 2
value = S13, 1
volume = 200

[State 250, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = Hard
damage    = 104,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
guardflag = MA
pausetime = 11,11
sparkno = S7600
guard.sparkno = S7005
sparkxy = -5,-68
hitsound   = S15,2  
guardsound = S11,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 250, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;CROUCH_X
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 6
ctrl = 0
poweradd = 0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6400

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 400

[State 400, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 0

[State 400, Sound2]
type = PlaySnd
trigger1 = Time = 2
value = S13, 0
volume = 200

[State 400, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage    = 28,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAF
guardflag = L
pausetime = 7,5
sparkno = S7400
guard.sparkno = S7005
sparkxy = -2,-41
hitsound   = S15,0
guardsound = S11,6
ground.type = Low
ground.slidetime = 4
ground.hittime  = 11
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20

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

;---------------------------------------------------------------------------
;CROUCH_Y
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 7
ctrl = 0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6410

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 410

[State -1, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 70

[State 410, Sound1]
type = PlaySnd
trigger1 = Time = 1
value = S12, 1

[State 410, Sound2]
type = PlaySnd
trigger1 = Time = 2
value = S13, 1
volume = 200

[State 410, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage    = 76,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
animtype  = Medium
getpower  = 40
givepower = 40
hitflag = MAF
guardflag = L
pausetime = 10,10
sparkno = S7500
guard.sparkno = S7005
sparkxy = -2,-41
hitsound   = S15,1
guardsound = S11,6
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 15

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

;---------------------------------------------------------------------------
;CROUCH_Z
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 7
ctrl = 0
velset = 0,0,0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6420

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 420

[State -1, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 70

[State 420, Sound1]
type = PlaySnd
trigger1 = Time = 2
value = S12, 2

[State 420, Sound2]
type = PlaySnd
trigger1 = Time = 2
value = S13, 1
volume = 200

[State 420, HitDef]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = prevstateno = 410
attr = C, NA   
damage    = 50,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
animtype = DiagUp
guardflag = MA
hitflag = MA
;priority = 4, Hit
pausetime = 2,8
sparkno = S7600
guard.sparkno = S7005
sparkxy = -20,-60
hitsound = S15,2
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,-9
air.velocity = -1,-9
down.velocity = -1,-9
fall = 1
fall.animtype = hard

[State 420, HitDef]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = prevstateno != 410
attr = C, NA   
damage    = 90,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = S7600
guard.sparkno = S7005
sparkxy = -20,-60
hitsound = S15,2
guardsound = S11,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
air.hittime = 24
ground.velocity = -8
air.velocity = -4,-5
guard.velocity = -6
airguard.velocity = -3,-6
fall.recover = 0

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

;---------------------------------------------------------------------------
;CROUCH_A
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 6
ctrl = 0
poweradd = 0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6400

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 430

[State 430, Sound1]
type = PlaySnd
trigger1 = Time = 2
value = S12, 0

[State 430, Sound2]
type = PlaySnd
trigger1 = Time = 2
value = S13, 0
volume = 200

[State 430, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage    = 28,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAF
guardflag = L
pausetime = 7,5
sparkno = S7400
guard.sparkno = S7005
sparkxy = -2,-41
hitsound   = S15,0
guardsound = S11,6
ground.type = Low
ground.slidetime = 4
ground.hittime  = 11
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20

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

;---------------------------------------------------------------------------
;CROUCH_B
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 7
ctrl = 0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6440

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 440

[State -1, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 70

[State 440, Sound1]
type = PlaySnd
trigger1 = Time = 2
value = S12, 1

[State 440, Sound2]
type = PlaySnd
trigger1 = Time = 2
value = S13, 0
volume = 200

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage    = 76,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
animtype  = Medium
getpower  = 40
givepower = 40
hitflag = MAF
guardflag = L
pausetime = 10,10
sparkno = S7500
guard.sparkno = S7005
sparkxy = -2,-41
hitsound   = S15,1
guardsound = S11,6
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 15

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

;---------------------------------------------------------------------------
;CROUCH_C
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 7
ctrl = 0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6450

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 450

[State -1, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 80

[State 450, Sound1]
type = PlaySnd
trigger1 = Time = 2
value = S12, 2

[State 450, Sound2]
type = PlaySnd
trigger1 = Time = 2
value = S13, 1
volume = 200

[State 450, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage    = 90,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
animtype  = Hard
getpower  = 40
givepower = 40
hitflag = MAF
guardflag = L
pausetime = 15,10
sparkno = S7600
guard.sparkno = S7005
sparkxy = -5,-15
hitsound   = S15,2
guardsound = S11,6
ground.type = Trip
air.type = Trip
ground.slidetime = 5
ground.hittime = 5
air.hittime = 5
ground.velocity = -2, -4
air.velocity = -2,-4
guard.velocity = -3
airguard.velocity = -3
air.fall = 1
fall = 1

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

;---------------------------------------------------------------------------
;JUMP_X
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
ctrl = 0
poweradd = 0

[State 620, Change]
type = ChangeAnim
trigger1 = vel x = 0
triggerall = var(50) = 1
trigger1 = time = 0
value = 6600

[State 620, Change]
type = ChangeAnim
trigger1 = vel x != 0
triggerall = var(50) = 1
trigger1 = time = 0
value = 6601

[State 620, Change]
type = ChangeAnim
trigger1 = vel x = 0
triggerall = var(50) != 1
trigger1 = time = 0
value = 600

[State 620, Change]
type = ChangeAnim
trigger1 = vel x != 0
triggerall = var(50) != 1
trigger1 = time = 0
value = 601


[State 600, Sound1]
type = PlaySnd
trigger1 = Time = 2
value = S12, 0

[State 600, Sound2]
type = PlaySnd
trigger1 = Time = 2
value = S13, 0
volume = 210

[State 600, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A, NA
damage    = 21,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = S7400
guard.sparkno = S7005
sparkxy = -10,-51
hitsound   = S15,0
guardsound = S11,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

;---------------------------------------------------------------------------
;JUMP_Y
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 3
ctrl = 0

[State 620, Change]
type = ChangeAnim
trigger1 = vel x = 0
triggerall = var(50) = 1
trigger1 = time = 0
value = 6610

[State 620, Change]
type = ChangeAnim
trigger1 = vel x != 0
triggerall = var(50) = 1
trigger1 = time = 0
value = 6601

[State 620, Change]
type = ChangeAnim
trigger1 = vel x = 0
triggerall = var(50) != 1
trigger1 = time = 0
value = 610

[State 620, Change]
type = ChangeAnim
trigger1 = vel x != 0
triggerall = var(50) != 1
trigger1 = time = 0
value = 601

[State -1, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 55

[State 610, Sound1]
type = PlaySnd
trigger1 = Time = 2
value = S12, 1

[State 610, Sound2]
type = PlaySnd
trigger1 = Time = 2
value = S13, 1
volume = 210

[State 610, HitDef]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = prevstateno = 600
attr = A, NA
damage    = 30,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = S7500
guard.sparkno = S7005
sparkxy = -10,-51
hitsound   = S15,1
guardsound = S11,6
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 610, HitDef]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = prevstateno != 600
attr = A, NA
damage    = 83,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = S7500
guard.sparkno = S7005
sparkxy = -10,-51
hitsound   = S15,1
guardsound = S11,6
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 610, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_Z
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 3
ctrl = 0

[State 620, Change]
type = ChangeAnim
trigger1 = vel x = 0
triggerall = var(50) = 1
trigger1 = time = 0
value = 6610

[State 620, Change]
type = ChangeAnim
trigger1 = vel x != 0
triggerall = var(50) = 1
trigger1 = time = 0
value = 6650

[State 620, Change]
type = ChangeAnim
trigger1 = vel x = 0
triggerall = var(50) != 1
trigger1 = time = 0
value = 620

[State 620, Change]
type = ChangeAnim
trigger1 = vel x != 0
triggerall = var(50) != 1
trigger1 = time = 0
value = 650

[State -1, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 55

[State 620, Sound1]
type = PlaySnd
trigger1 = Time = 2
value = S12, 2

[State 620, Sound2]
type = PlaySnd
trigger1 = Time = 2
value = S13, 1
volume = 210

[State 620, HitDef]
type = HitDef
trigger1 = PrevStateNo = 610
trigger1 = AnimElem = 1
attr = A, NA
animtype = Hard
damage    = 50,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = S7600
guard.sparkno = S7005
sparkxy = -10,-51
hitsound   = S15,2
guardsound = S11,6
ground.type = Trip
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,8

[State 620, HitDef]
type = HitDef
triggerall = PrevStateNo != 610
trigger1 = AnimElem = 1
attr = A, NA
animtype = Hard
damage    = 97,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = S7600
guard.sparkno = S7005
sparkxy = -10,-51
hitsound   = S15,2
guardsound = S11,6
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 620, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_A
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 2
ctrl = 0
poweradd = 0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6600

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 630

[State 630, Sound1]
type = PlaySnd
trigger1 = Time = 2
value = S12, 0

[State 630, Sound2]
type = PlaySnd
trigger1 = Time = 2
value = S13, 0
volume = 210

[State 630, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A, NA
damage    = 21,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = S7400
guard.sparkno = S7005
sparkxy = -10,-51
hitsound   = S15,0
guardsound = S11,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 630, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

;---------------------------------------------------------------------------
;JUMP_B
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 3
ctrl = 0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6600

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 640

[State -1, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 55

[State 640, Sound1]
type = PlaySnd
trigger1 = Time = 2
value = S12, 1

[State 640, Sound2]
type = PlaySnd
trigger1 = Time = 2
value = S13, 0
volume = 210

[State 640, HitDef]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = prevstateno = 610
attr = A, NA
damage    = 30,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = S7500
guard.sparkno = S7005
sparkxy = -10,-51
hitsound   = S15,2
guardsound = S11,6
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 640, HitDef]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = prevstateno != 610
attr = A, NA
damage    = 83,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = S7500
guard.sparkno = S7005
sparkxy = -10,-51
hitsound   = S15,2
guardsound = S11,6
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 640, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_C
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 3
ctrl = 0

[State 0, 1]
type = ChangeAnim
triggerall = var(50) = 1
trigger1 = time = 0
value = 6650

[State 0, 1]
type = ChangeAnim
triggerall = var(50) != 1
trigger1 = time = 0
value = 650

[State -1, V-IsmLosePower]
type = PowerAdd
trigger1 = var(35) != 1
trigger1 = var(58) != 6
trigger1 = var(54) != 1
trigger1 = Time = 0
value = 55

[State 650, Sound1]
type = PlaySnd
trigger1 = Time = 2
value = S12, 2

[State 650, Sound2]
type = PlaySnd
trigger1 = Time = 2
value = S13, 1
volume = 210

[State 650, HitDef]
type = HitDef
triggerall = prevstateno = 640
trigger1 = AnimElem = 1
attr = A, NA
damage    = 50,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = S7600
guard.sparkno = S7005
sparkxy = -10,-51
hitsound   = S15,2
guardsound = S11,6
ground.type = Trip
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,8

[State 650, HitDef]
type = HitDef
triggerall = prevstateno != 640
trigger1 = AnimElem = 1
attr = A, NA
damage    = 97,0
getpower = (Var(40)=1)* 0,0
getpower = (Var(35)=1)*  0,0
getpower = (Var(58)=6)*  0,0
getpower = (Var(54)=1)*  0,0
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = S7600
guard.sparkno = S7005
sparkxy = -10,-51
hitsound   = S15,2
guardsound = S11,6
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 650, Change]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1