; _______________________________________
;| Edmond Honda by Phantom.of.the.Server |
; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
;==============================================================================================
;========================================<NORMAL MOVES>========================================
;==============================================================================================

;===========<Standing Light Punch>==========
[Statedef 200]
type=S
physics=S
movetype=A
anim=200
ctrl=0
velset=0,0
sprpriority=1
poweradd=0
facep2=1

[State 200, Snd]
type=playsnd
trigger1= animelem=1 && random<200
value= 4, ifelse(random<500, 0, 1)
channel=0
[State 200, Snd]
type=playsnd
trigger1= animelem=2
value=1,0
channel=1

[State 200, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=2
ID = 200*!var(20)
attr = S,NA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*42<7, 7, fvar(11)*42)), 0
getpower = 72*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 4, 8), ifelse(var(20), 4, 8)
guard.pausetime = ifelse(var(20), 4, 8), ifelse(var(20), 4, 8)
animtype = Light
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 12 + 2*var(29)
ground.slidetime = 12 + 2*var(29)
guard.hittime = 12
air.hittime = 120
ground.velocity = ifelse(var(20), -2.41, -4.49), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -2.41, -4.49)
guard.cornerpush.veloff = 0
air.velocity = -5.40, -5.65
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=0)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8010)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=86), var(36):=-58
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 200, Type]
type=statetypeset
trigger1= animelemtime(3)>=0
movetype=I
[State 200, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;===========<Standing Medium Punch>==========
[Statedef 210]
type=S
physics=S
movetype=A
anim=210
ctrl=0
velset=0,0
sprpriority=1
poweradd=18*!var(20)
facep2=1

[State 210, Snd]
type=playsnd
trigger1= animelem=2 && random<350
value= 4, ifelse(random<500, 1, 2)
channel=0
[State 210, Snd]
type=playsnd
trigger1= animelem=3
value=1,1
channel=1

[State 210, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=3
ID = 200*!var(20)
attr = S,NA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*76<7, 7, fvar(11)*76)), 0
getpower = ifelse(!var(13),144,72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
guard.pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
animtype = Medium
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 15 + 3*var(29)
ground.slidetime = 15 + 3*var(29)
guard.hittime = 15
air.hittime = 120
ground.velocity = ifelse(var(20), -3.66, -7.51), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -3.66, -7.51)
guard.cornerpush.veloff = 0
air.velocity = -6.48, -5.25
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=1)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8011)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=94), var(36):=-64
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 210, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=3 && prevstateno=700
ID = 200*!var(20)
attr = S,NA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*76<7, 7, fvar(11)*76)), 0
getpower = ifelse(!var(13),144,72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
guard.pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
animtype = Medium
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 15 + 3*var(29)
ground.slidetime = 15 + 3*var(29)
guard.hittime = 15
air.hittime = 120
ground.velocity = -6.48, -5.25
ground.cornerpush.veloff = 0
guard.velocity = -7.51
guard.cornerpush.veloff = 0
air.velocity = -6.48, -5.25
air.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=1)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8011)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=94), var(36):=-64
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 210, Type]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I
[State 210, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;===========<Standing Hard Punch>==========
[Statedef 220]
type=S
physics=S
movetype=A
anim=220
ctrl=0
velset=0,0
sprpriority=1
poweradd=18*!var(20)
facep2=1

[State 220, Snd]
type=playsnd
trigger1= animelem=2 && random<500
value= 4, ifelse(random<500, 2, 3)
channel=0
[State 220, Snd]
type=playsnd
trigger1= animelem=2
value=1,2
channel=1

[State 220, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=2
ID = 200*!var(20)
attr = S,NA
hitflag = MAF
guardflag = M
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*111<7, 7, fvar(11)*111)), 0
getpower = ifelse(!var(13), 216, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 18 + 4*var(29)
ground.slidetime = 18 + 4*var(29)
guard.hittime = 18
air.hittime = 120
ground.velocity = ifelse(var(20), -4.86, -10.52), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -4.86, -10.52)
guard.cornerpush.veloff = 0
air.velocity = -3.25, -7.73
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8012)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=53), var(36):=-98
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 220, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=3
trigger1= !movecontact && !movereversed
ID = 200*!var(20)
attr = S,NA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*104<7, 7, fvar(11)*104)), 0
getpower = ifelse(!var(13), 216, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 18 + 4*var(29)
ground.slidetime = 18 + 4*var(29)
guard.hittime = 18
air.hittime = 120
ground.velocity = ifelse(var(20), -4.86, -10.52), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -4.86, -10.52)
guard.cornerpush.veloff = 0
air.velocity = -3.25, -7.73
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8012)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=104), var(36):=-54
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 220, Type]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I
[State 220, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;===========<Standing Light Kick>==========
[Statedef 230]
type=S
physics=S
movetype=A
anim=230
ctrl=0
velset=0,0
sprpriority=1
poweradd=0
facep2=1

[State 230, Snd]
type=playsnd
trigger1= animelem=1 && random<200
value= 4, ifelse(random<500, 0, 1)
channel=0
[State 230, Snd]
type=playsnd
trigger1= animelem=2
value=1,3
channel=1

[State 230, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=2
ID = 200*!var(20)
attr = S,NA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*28<7, 7, fvar(11)*28)), 0
getpower = 72*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 4, 8), ifelse(var(20), 4, 8)
guard.pausetime = ifelse(var(20), 4, 8), ifelse(var(20), 4, 8)
animtype = Light
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 12 + 2*var(29)
ground.slidetime = 12 + 2*var(29)
guard.hittime = 12
air.hittime = 120
ground.velocity = ifelse(var(20), -2.41, -4.49), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -2.41, -4.49)
guard.cornerpush.veloff = 0
air.velocity = -4.32, -7.36
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=3)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8010)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=86), var(36):=-8
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 230, Type]
type=statetypeset
trigger1= animelemtime(3)>=0
movetype=I
[State 230, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;===========<Standing Far Medium Kick>==========
[Statedef 240]
type=S
physics=S
movetype=A
anim=240
ctrl=0
velset=0,0
sprpriority=1
poweradd=18*!var(20)
facep2=1

[State 240, Snd]
type=playsnd
trigger1= animelem=2 && random<350
value= 4, ifelse(random<500, 1, 2)
channel=0
[State 240, Snd]
type=playsnd
trigger1= animelem=2
value=1,4
channel=1

[State 240, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=2
ID = 200*!var(20)
attr = S,NA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*28<7, 7, fvar(11)*28)), 0
getpower = ifelse(!var(13),144,72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
guard.pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
animtype = Medium
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 15 + 3*var(29)
ground.slidetime = 15 + 3*var(29)
guard.hittime = 15
air.hittime = 120
ground.velocity = ifelse(var(20), -3.66, -7.51), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -3.66, -7.51)
guard.cornerpush.veloff = 0
air.velocity = -5.40, -5.65
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=4)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8011)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=46), var(36):=-39
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 240, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=3
ID = 200*!var(20)
attr = S,NA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*49<7, 7, fvar(11)*49)), 0
getpower = ifelse(!var(13),144,72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
guard.pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
animtype = Medium
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 15 + 3*var(29)
ground.slidetime = 15 + 3*var(29)
guard.hittime = 15
air.hittime = 120
ground.velocity = ifelse(var(20), -3.66, -7.51), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -3.66, -7.51)
guard.cornerpush.veloff = 0
air.velocity = -6.48, -5.25
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=4)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8011)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=87), var(36):=-62
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 240, Type]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I
[State 240, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;===========<Standing Close Medium Kick>==========
[Statedef 241]
type=S
physics=S
movetype=A
anim=241
ctrl=0
velset=0,0
sprpriority=1
poweradd=18*!var(20)
facep2=1

[State 241, Snd]
type=playsnd
trigger1= animelem=2 && random<350
value= 4, ifelse(random<500, 1, 2)
channel=0
[State 241, Snd]
type=playsnd
trigger1= animelem=3
value=1,4
channel=1

[State 241, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=3
ID = 200*!var(20)
attr = S,NA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*35<7, 7, fvar(11)*35)), 0
getpower = ifelse(!var(13),144,72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
guard.pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
animtype = Medium
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 15 + 3*var(29)
ground.slidetime = 15 + 3*var(29)
guard.hittime = 15
air.hittime = 120
ground.velocity = ifelse(var(20), -3.66, -7.51), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -3.66, -7.51)
guard.cornerpush.veloff = 0
air.velocity = -4.32, -7.36
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=4)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8011)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=50), var(36):=-69
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 241, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=4
ID = 200*!var(20)
attr = S,NA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*49<7, 7, fvar(11)*49)), 0
getpower = ifelse(!var(13),144,72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
guard.pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
animtype = Medium
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 15 + 3*var(29)
ground.slidetime = 15 + 3*var(29)
guard.hittime = 15
air.hittime = 120
ground.velocity = ifelse(var(20), -3.66, -7.51), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -3.66, -7.51)
guard.cornerpush.veloff = 0
air.velocity = -4.32, -7.36
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=4)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8011)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=50), var(36):=-86
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 241, Type]
type=statetypeset
trigger1= animelemtime(5)>=0
movetype=I
[State 241, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;===========<Standing Hard Kick>==========
[Statedef 250]
type=S
physics=S
movetype=A
anim=250
ctrl=0
velset=0,0
sprpriority=1
poweradd=18*!var(20)
facep2=1

[State 250, Snd]
type=playsnd
trigger1= animelem=2 && random<500
value= 4, ifelse(random<500, 2, 3)
channel=0
[State 250, Snd]
type=playsnd
trigger1= animelem=3
value=1,5
channel=1

[State 250, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=3
ID = 200*!var(20)
attr = S,NA
hitflag = MAF
guardflag = M
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*28<7, 7, fvar(11)*28)), 0
getpower = ifelse(!var(13), 216, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 18 + 4*var(29)
ground.slidetime = 18 + 4*var(29)
guard.hittime = 18
air.hittime = 120
ground.velocity = ifelse(var(20), -4.86, -10.52), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -4.86, -10.52)
guard.cornerpush.veloff = 0
air.velocity = -2.16, -8.00
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=5)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8012)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=59), var(36):=-49
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 250, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=4
ID = 200*!var(20)
attr = S,NA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*83<7, 7, fvar(11)*83)), 0
getpower = ifelse(!var(13), 216, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 18 + 4*var(29)
ground.slidetime = 18 + 4*var(29)
guard.hittime = 18
air.hittime = 120
ground.velocity = ifelse(var(20), -4.86, -10.52), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -4.86, -10.52)
guard.cornerpush.veloff = 0
air.velocity = -3.25, -7.73
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=5)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8012)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=87), var(36):=-91
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 250, Type]
type=statetypeset
trigger1= animelemtime(5)>=0
movetype=I
[State 250, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;===========<Harai-geri>==========
[Statedef 255]
type=S
physics=S
movetype=A
anim=255
ctrl=0
velset=0,0
sprpriority=1
poweradd=18*!var(20)
facep2=1

[State 255, Snd]
type=playsnd
trigger1= animelem=2 && random<500
value= 4, ifelse(random<500, 2, 3)
channel=0
[State 255, Snd]
type=playsnd
trigger1= animelem=3
value=1,5
channel=1

[State 255, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=4
attr = S,NA
hitflag = MAF
guardflag = L
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*90<7, 7, fvar(11)*90)), 0
getpower = ifelse(!var(13), 216, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Trip
air.type = Trip
ground.hittime = 18 + 4*var(29)
ground.slidetime = 18 + 4*var(29)
guard.hittime = 18
air.hittime = 120
ground.velocity = -1, -8.24
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -4.86, -10.52)
guard.cornerpush.veloff = 0
air.velocity = -1, -8.24
air.cornerpush.veloff = 0
yaccel = .677
fall = 1
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=5)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8012)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=140), var(36):=-12
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 255, Type]
type=statetypeset
trigger1= animelemtime(5)>=0
movetype=I
[State 255, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;===========<Crouching Light Punch>==========
[Statedef 400]
type=C
physics=C
movetype=A
anim=400
ctrl=0
velset=0,0
sprpriority=1
poweradd=0
facep2=1

[State 400, Snd]
type=playsnd
trigger1= animelem=1 && random<200
value= 4, ifelse(random<500, 0, 1)
channel=0
[State 400, Snd]
type=playsnd
trigger1= animelem=2
value=1,0
channel=1

[State 400, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=2
ID = 200*!var(20)
attr = C,NA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*35<7, 7, fvar(11)*35)), 0
getpower = 72*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 4, 8), ifelse(var(20), 4, 8)
guard.pausetime = ifelse(var(20), 4, 8), ifelse(var(20), 4, 8)
animtype = Light
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 12 + 2*var(29)
ground.slidetime = 12 + 2*var(29)
guard.hittime = 12
air.hittime = 120
ground.velocity = ifelse(var(20), -2.41, -4.49), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -2.41, -4.49)
guard.cornerpush.veloff = 0
air.velocity = -5.40, -5.65
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=0)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8010)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=99), var(36):=-41
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 400, Type]
type=statetypeset
trigger1= animelemtime(3)>=0
movetype=I
[State 400, End]
type=changestate
trigger1= !animtime
value=11
ctrl=1


;===========<Crouching Medium Punch>==========
[Statedef 410]
type=C
physics=C
movetype=A
anim=410
ctrl=0
velset=0,0
sprpriority=1
poweradd=18*!var(20)
facep2=1

[State 410, Snd]
type=playsnd
trigger1= animelem=2 && random<350
value= 4, ifelse(random<500, 1, 2)
channel=0
[State 410, Snd]
type=playsnd
trigger1= animelem=2
value=1,1
channel=1

[State 410, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=3
ID = 200*!var(20)
attr = C,NA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*69<7, 7, fvar(11)*69)), 0
getpower = ifelse(!var(13),144,72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
guard.pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
animtype = Medium
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 15 + 3*var(29)
ground.slidetime = 15 + 3*var(29)
guard.hittime = 15
air.hittime = 120
ground.velocity = ifelse(var(20), -3.66, -7.51), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -3.66, -7.51)
guard.cornerpush.veloff = 0
air.velocity = -6.48, -5.25
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=1)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8011)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=104), var(36):=-48
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 410, Type]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I
[State 410, End]
type=changestate
trigger1= !animtime
value=11
ctrl=1


;===========<Crouching Hard Punch>==========
[Statedef 420]
type=C
physics=C
movetype=A
anim=420
ctrl=0
velset=0,0
sprpriority=1
poweradd=18*!var(20)
facep2=1

[State 420, Snd]
type=playsnd
trigger1= animelem=1 && random<500
value= 4, ifelse(random<500, 2, 3)
channel=0
[State 420, Snd]
type=playsnd
trigger1= animelem=2
value=1,2
channel=1

[State 420, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=2
attr = C,NA
hitflag = MAF
guardflag = L
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*104<7, 7, fvar(11)*104)), 0
getpower = ifelse(!var(13), 216, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Trip
air.type = Trip
ground.hittime = 18 + 4*var(29)
ground.slidetime = 18 + 4*var(29)
guard.hittime = 18
air.hittime = 120
ground.velocity = -1, -8.24
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -4.86, -10.52)
guard.cornerpush.veloff = 0
air.velocity = -1, -8.24
air.cornerpush.veloff = 0
yaccel = .677
fall = 1
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=5)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8012)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=126), var(36):=-18
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 420, Type]
type=statetypeset
trigger1= animelemtime(3)>=0
movetype=I
[State 420, End]
type=changestate
trigger1= !animtime
value=11
ctrl=1


;===========<Crouching Light Kick>==========
[Statedef 430]
type=C
physics=C
movetype=A
anim=430
ctrl=0
velset=0,0
sprpriority=1
poweradd=0
facep2=1

[State 430, Snd]
type=playsnd
trigger1= animelem=1 && random<200
value= 4, ifelse(random<500, 0, 1)
channel=0
[State 430, Snd]
type=playsnd
trigger1= animelem=2
value=1,3
channel=1

[State 430, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=2
ID = 200*!var(20)
attr = C,NA
hitflag = MAF
guardflag = L
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*21<7, 7, fvar(11)*21)), 0
getpower = 72*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 4, 8), ifelse(var(20), 4, 8)
guard.pausetime = ifelse(var(20), 4, 8), ifelse(var(20), 4, 8)
animtype = Light
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 12 + 2*var(29)
ground.slidetime = 12 + 2*var(29)
guard.hittime = 12
air.hittime = 120
ground.velocity = ifelse(var(20), -2.41, -4.49), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -2.41, -4.49)
guard.cornerpush.veloff = 0
air.velocity = -4.32, -7.36
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=3)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8010)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=90), var(36):=-6
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 430, Type]
type=statetypeset
trigger1= animelemtime(3)>=0
movetype=I
[State 430, End]
type=changestate
trigger1= !animtime
value=11
ctrl=1


;===========<Crouching Medium Kick>==========
[Statedef 440]
type=C
physics=C
movetype=A
anim=440
ctrl=0
velset=0,0
sprpriority=1
poweradd=18*!var(20)
facep2=1

[State 440, Snd]
type=playsnd
trigger1= animelem=2 && random<350
value= 4, ifelse(random<500, 1, 2)
channel=0
[State 440, Snd]
type=playsnd
trigger1= animelem=2
value=1,4
channel=1

[State 440, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=2
ID = 200*!var(20)
attr = C,NA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*28<7, 7, fvar(11)*28)), 0
getpower = ifelse(!var(13),144,72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
guard.pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
animtype = Medium
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 15 + 3*var(29)
ground.slidetime = 15 + 3*var(29)
guard.hittime = 15
air.hittime = 120
ground.velocity = ifelse(var(20), -3.66, -7.51), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -3.66, -7.51)
guard.cornerpush.veloff = 0
air.velocity = -5.40, -5.65
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=4)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8011)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=53), var(36):=-29
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 440, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=3
ID = 200*!var(20)
attr = C,NA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*49<7, 7, fvar(11)*49)), 0
getpower = ifelse(!var(13),144,72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
guard.pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
animtype = Medium
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 15 + 3*var(29)
ground.slidetime = 15 + 3*var(29)
guard.hittime = 15
air.hittime = 120
ground.velocity = ifelse(var(20), -3.66, -7.51), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -3.66, -7.51)
guard.cornerpush.veloff = 0
air.velocity = -6.48, -5.25
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=4)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8011)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=85), var(36):=-54
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 440, Type]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I
[State 440, End]
type=changestate
trigger1= !animtime
value=11
ctrl=1


;===========<Crouching Hard Kick>==========
[Statedef 450]
type=C
physics=C
movetype=A
anim=450
ctrl=0
velset=0,0
sprpriority=1
poweradd=18*!var(20)
facep2=1

[State 450, Snd]
type=playsnd
trigger1= animelem=1 && random<500
value= 4, ifelse(random<500, 2, 3)
channel=0
[State 450, Snd]
type=playsnd
trigger1= animelem=2
value=1,5
channel=1

[State 450, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=2
attr = C,NA
hitflag = MAF
guardflag = L
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*97<7, 7, fvar(11)*97)), 0
getpower = ifelse(!var(13), 216, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Trip
air.type = Trip
ground.hittime = 18 + 4*var(29)
ground.slidetime = 18 + 4*var(29)
guard.hittime = 18
air.hittime = 120
ground.velocity = -1, -8.24
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -4.86, -10.52)
guard.cornerpush.veloff = 0
air.velocity = -1, -8.24
air.cornerpush.veloff = 0
yaccel = .677
fall = 1
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=5)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8012)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=89), var(36):=-7
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 450, Type]
type=statetypeset
trigger1= animelemtime(3)>=0
movetype=I
[State 450, End]
type=changestate
trigger1= !animtime
value=11
ctrl=1


;===========<Jumping Light Punch>==========
[Statedef 600]
type=A
physics=N
movetype=A
anim=600
ctrl=0
sprpriority=1
poweradd=0

[State 600, Snd]
type=playsnd
trigger1= animelem=1 && random<200
value= 4, ifelse(random<500, 0, 1)
channel=0
[State 600, Snd]
type=playsnd
trigger1= animelem=2
value=1,0
channel=1

[State 600, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=2
ID = 200*!var(20)
attr = A,NA
hitflag = MAF
guardflag = HA
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*49<7, 7, fvar(11)*49)), 0
getpower = 72*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 4, 8), ifelse(var(20), 4, 8)
guard.pausetime = ifelse(var(20), 4, 8), ifelse(var(20), 4, 8)
animtype = Light
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 12 + 2*var(29)
ground.slidetime = 12 + 2*var(29)
guard.hittime = 12
air.hittime = 120
airguard.ctrltime = 16
ground.velocity = ifelse(var(20), -2.41, -4.49), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -2.41, -4.49)
guard.cornerpush.veloff = 0
air.velocity = -5.40, -5.65
air.cornerpush.veloff = 0
airguard.velocity = -8, -1
airguard.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=0)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8010)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=81), var(36):=-55
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 600, Type]
type=statetypeset
trigger1= animelemtime(3)>=0
movetype=I

[State 600, Grav]
type=gravity
trigger1= 1
[State 600, End]
type=changestate
trigger1= pos y>-vel y
value=52


;===========<Jumping Medium Punch>==========
[Statedef 610]
type=A
physics=N
movetype=A
anim=610
ctrl=0
sprpriority=1
poweradd=18*!var(20)

[State 610, Snd]
type=playsnd
trigger1= animelem=2 && random<350
value= 4, ifelse(random<500, 1, 2)
channel=0
[State 610, Snd]
type=playsnd
trigger1= animelem=2
value=1,1
channel=1

[State 610, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=2
ID = 200*!var(20)
attr = A,NA
hitflag = MAF
guardflag = HA
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*76<7, 7, fvar(11)*76)), 0
getpower = ifelse(!var(13),144,72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
guard.pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
animtype = Medium
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = High
ground.hittime = 12 + 3*var(29)
ground.slidetime = 12 + 3*var(29)
guard.hittime = 15
air.hittime = 120
airguard.ctrltime = 16
ground.velocity = ifelse(var(20), -2.41, -4.49), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -3.66, -7.51)
guard.cornerpush.veloff = 0
air.velocity = -5.40, -5.65
air.cornerpush.veloff = 0
airguard.velocity = -8, -1
airguard.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=4)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8011)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=53), var(36):=-123
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 610, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=3
trigger1= !movecontact && !movereversed
ID = 200*!var(20)
attr = A,NA
hitflag = MAF
guardflag = HA
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*76<7, 7, fvar(11)*76)), 0
getpower = ifelse(!var(13),144,72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
guard.pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
animtype = Medium
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = High
ground.hittime = 12 + 3*var(29)
ground.slidetime = 12 + 3*var(29)
guard.hittime = 15
air.hittime = 120
airguard.ctrltime = 16
ground.velocity = ifelse(var(20), -2.41, -4.49), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -3.66, -7.51)
guard.cornerpush.veloff = 0
air.velocity = -6.48, -5.25
air.cornerpush.veloff = 0
airguard.velocity = -8, -1
airguard.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=4)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8011)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=95), var(36):=-86
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 610, Type]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I

[State 610, Grav]
type=gravity
trigger1= 1
[State 610, End]
type=changestate
trigger1= pos y>-vel y
value=52


;===========<Angled Jumping Hard Punch>==========
[Statedef 620]
type=A
physics=N
movetype=A
anim=620
ctrl=0
sprpriority=1
poweradd=18*!var(20)

[State 620, Snd]
type=playsnd
trigger1= animelem=2 && random<500
value= 4, ifelse(random<500, 2, 3)
channel=0
[State 620, Snd]
type=playsnd
trigger1= animelem=2
value=1,2
channel=1

[State 620, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<(1+hitcount) || var(20))
trigger1= animelem=3
ID = 200*!var(20)
attr = A,NA
hitflag = MAF
guardflag = HA
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*111<7, 7, fvar(11)*111)), 0
getpower = ifelse(!var(13), 216, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 12 + 4*var(29)
ground.slidetime = 12 + 4*var(29)
guard.hittime = 18
air.hittime = 120
airguard.ctrltime = 16
ground.velocity = ifelse(var(20), -2.41, -4.49), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -4.86, -10.52)
guard.cornerpush.veloff = 0
air.velocity = -4.32, -7.36
air.cornerpush.veloff = 0
airguard.velocity = -8, -1
airguard.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8012)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=72), var(36):=-56
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 620, Type]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I

[State 620, Grav]
type=gravity
trigger1= 1
[State 620, End]
type=changestate
trigger1= pos y>-vel y
value=52


;===========<Neutral Jumping Hard Punch>==========
[Statedef 621]
type=A
physics=N
movetype=A
anim=620
ctrl=0
sprpriority=1
poweradd=18*!var(20)

[State 621, Steer]
type=veladd
trigger1= vel x>0
x= ifelse(vel x>.125, -.125, -vel x)
[State 621, Steer]
type=velset
trigger1= animelem=2
x= 2.5

[State 621, Snd]
type=playsnd
trigger1= animelem=2 && random<500
value= 4, ifelse(random<500, 2, 3)
channel=0
[State 621, Snd]
type=playsnd
trigger1= animelem=2
value=1,2
channel=1

[State 621, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<(1+hitcount) || var(20))
trigger1= animelem=3
ID = 200*!var(20)
attr = A,NA
hitflag = MAF
guardflag = HA
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*111<7, 7, fvar(11)*111)), 0
getpower = ifelse(!var(13), 216, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 12 + 4*var(29)
ground.slidetime = 12 + 4*var(29)
guard.hittime = 18
air.hittime = 120
airguard.ctrltime = 16
ground.velocity = ifelse(var(20), -2.41, -4.49), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -4.86, -10.52)
guard.cornerpush.veloff = 0
air.velocity = -6.48, -5.25
air.cornerpush.veloff = 0
airguard.velocity = -8, -1
airguard.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8012)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=72), var(36):=-56
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 621, Type]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I

[State 621, Grav]
type=gravity
trigger1= 1
[State 621, End]
type=changestate
trigger1= pos y>-vel y
value=52


;===========<Jumping Light Kick>==========
[Statedef 630]
type=A
physics=N
movetype=A
anim=630
ctrl=0
sprpriority=1
poweradd=0

[State 630]
type=width
trigger1=animelemtime(3)<0
player=22,0
[State 0, PlayerPush]
type=playerpush
trigger1=animelemtime(3)<0
value=0

[State 630, Snd]
type=playsnd
trigger1= animelem=1 && random<200
value= 4, ifelse(random<500, 0, 1)
channel=0
[State 630, Snd]
type=playsnd
trigger1= animelem=2
value=1,3
channel=1

[State 630, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=2
ID = 200*!var(20)
attr = A,NA
hitflag = MAF
guardflag = HA
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*42<7, 7, fvar(11)*42)), 0
getpower = 72*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 4, 8), ifelse(var(20), 4, 8)
guard.pausetime = ifelse(var(20), 4, 8), ifelse(var(20), 4, 8)
animtype = Light
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 12 + 2*var(29)
ground.slidetime = 12 + 2*var(29)
guard.hittime = 12
air.hittime = 120
airguard.ctrltime = 16
ground.velocity = ifelse(var(20), -2.41, -4.49), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -2.41, -4.49)
guard.cornerpush.veloff = 0
air.velocity = -4.32, -7.36
air.cornerpush.veloff = 0
airguard.velocity = -8, -1
airguard.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=3)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8010)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=31), var(36):=-55
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 630, Type]
type=statetypeset
trigger1= animelemtime(3)>=0
movetype=I

[State 630, Grav]
type=gravity
trigger1= 1
[State 630, End]
type=changestate
trigger1= pos y>-vel y
value=52


;===========<Jumping Medium Kick>==========
[Statedef 640]
type=A
physics=N
movetype=A
anim=640
ctrl=0
sprpriority=1
poweradd=18*!var(20)

[State 640]
type=width
trigger1=animelemtime(4)<0
player=22,0
[State 640, PlayerPush]
type=playerpush
trigger1=animelemtime(4)<0
value=0

[State 640, Snd]
type=playsnd
trigger1= animelem=2 && random<350
value= 4, ifelse(random<500, 1, 2)
channel=0
[State 640, Snd]
type=playsnd
trigger1= animelem=3
value=1,4
channel=1

[State 640, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=3
ID = 200*!var(20)
attr = A,NA
hitflag = MAF
guardflag = HA
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*69<7, 7, fvar(11)*69)), 0
getpower = ifelse(!var(13),144,72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
guard.pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
animtype = Medium
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 12 + 3*var(29)
ground.slidetime = 12 + 3*var(29)
guard.hittime = 15
air.hittime = 120
airguard.ctrltime = 16
ground.velocity = ifelse(var(20), -2.41, -4.49), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -3.66, -7.51)
guard.cornerpush.veloff = 0
air.velocity = -5.40, -5.65
air.cornerpush.veloff = 0
airguard.velocity = -8, -1
airguard.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=4)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8011)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=31), var(36):=-41
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 640, Type]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I

[State 640, Grav]
type=gravity
trigger1= 1
[State 640, End]
type=changestate
trigger1= pos y>-vel y
value=52


;===========<Jumping Hard Kick>==========
[Statedef 650]
type=A
physics=N
movetype=A
anim=650
ctrl=0
sprpriority=1
poweradd=18*!var(20)

[State 650, Snd]
type=playsnd
trigger1= animelem=2 && random<500
value= 4, ifelse(random<500, 2, 3)
channel=0
[State 650, Snd]
type=playsnd
trigger1= animelem=3
value=1,5
channel=1

[State 650, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=3
ID = 200*!var(20)
attr = A,NA
hitflag = MAF
guardflag = HA
priority = 5, Hit
damage = ceil(ifelse(fvar(11)*97<7, 7, fvar(11)*97)), 0
getpower = ifelse(!var(13), 216, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 12 + 4*var(29)
ground.slidetime = 12 + 4*var(29)
guard.hittime = 18
air.hittime = 120
airguard.ctrltime = 16
ground.velocity = ifelse(var(20), -2.41, -4.49), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -4.86, -10.52)
guard.cornerpush.veloff = 0
air.velocity = -6.48, -5.25
air.cornerpush.veloff = 0
airguard.velocity = -8, -1
airguard.cornerpush.veloff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=5)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8012)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=97), var(36):=-38
palfx.time = 12*var(29)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 650, Type]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I

[State 650, Grav]
type=gravity
trigger1= 1
[State 650, End]
type=changestate
trigger1= pos y>-vel y
value=52


;===========<Throw Attempt>==========
[Statedef 800]
type=S
physics=S
movetype=A
anim=800
ctrl=0
velset=0,0
sprpriority=1
poweradd=18*!var(20)
facep2=1

[State 800, Button]
type=varset
trigger1= !time && var(59)<=0
var(10)= (command="kk")
[State 800, Button AI]
type=varset
trigger1= !time && var(59)>=1
var(10)= 1;(random<500)

[State 800, Escape]
type=varset
trigger1= 1
var(19)=0
[State 800, Escape]
type=varset
trigger1= numenemy
trigger1= (enemynear,stateno=[0,899]) && (enemynear,stateno!=[100,104]) && (enemynear,stateno!=[600,799])
var(19)=7

[State 800, Guard Dist]
type=attackdist
trigger1= 1
value=0

[State 800, Hit]
type=hitdef
trigger1= fvar(37)<=38
trigger1= animelemtime(2)>0 && animelemtime(3)<0
attr=S,NT
hitflag=M-
priority = 1, Miss
getpower=0,0
givepower=0,0
sparkno = -1 +0*(var(33):=0)
guard.sparkno = -1 +0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=40), var(36):=-50
hitsound = -1 +0*(var(31):=800)
guardsound = -1 +0*(var(32):=0)
fall=1
fall.recover=1
fall.xvelocity = -3.325
fall.yvelocity = -3.85
numhits=0
p1stateno=ifelse(command="holdback" || (var(59)>=1 && helper(ifelse(facing=1,22222,33333)),rootdist x<44 && helper(33333),var(59)>28), 810, 805)

[State 800, Hit]
type=hitdef
trigger1= fvar(37)<=38
trigger1= animelemtime(2)>0 && animelemtime(3)<0 && var(10)
attr=S,NT
hitflag=M-
priority = 1, Miss
getpower=0,0
givepower=0,0
sparkno = -1 +0*(var(33):=0)
guard.sparkno = -1 +0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=40), var(36):=-50
hitsound = -1 +0*(var(31):=800)
guardsound = -1 +0*(var(32):=0)
fall=1
fall.recover=1
fall.xvelocity = -3.325
fall.yvelocity = -3.85
numhits=0
p1stateno=ifelse(command="holdback" || (var(59)>=1 && helper(ifelse(facing=1,22222,33333)),rootdist x<44 && helper(33333),var(59)>28), 805, 820)

[State 800, Snd]
type=playsnd
trigger1= animelem=3
value=4,800
channel=0
[State 800, Snd]
type=playsnd
trigger1= animelem=3
value=1,0
channel=1

[State 800, Type]
type=statetypeset
trigger1= animelemtime(3)>=0 && movetype=A
movetype=I
[State 800, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;---PLAYER TURNS---
[Statedef 805]
type=S
movetype=A
physics=S
anim=805
ctrl=0
sprpriority=1

[State 805, Throw]
type=targetstate
trigger1= !time && numtarget
value=806
[State 805, Throw]
type=targetfacing
trigger1= !time && numtarget
value=-1

[State 805, Width]
type=width
trigger1= 1
edge=24,24

[State 805, Turn]
type=turn
trigger1= animelem=3
[State 805, facing]
type=targetfacing
trigger1= 1
value=-1

[State 805, Escape]
type=changestate
trigger1= numtarget && var(19)
trigger1= (target,command="holdfwd" || target,command="holdback")
trigger1= (target,command="b" || target,command="c" || target,command="y" || target,command="z")
value=890
[State 805, Escape]
type=varadd
trigger1= var(19)>0
var(19)=-1

[State 805, Bind 1]
type=targetbind
trigger1= animelemtime(2)<0 || animelemtime(4)>=0
pos= ceil(52 * const(size.xscale)), 0
[State 805, Bind 2]
type=targetbind
trigger1= animelemtime(2)>=0 && animelemtime(4)<0
pos= ceil(18 * const(size.xscale)), 0

[State 805, End]
type=changestate
trigger1= !numtarget
value=0
ctrl=1
[State 805, End]
type=changestate
trigger1= animelemtime(4)>=0
value=ifelse(var(10),820,810)


;---TARGET---
[Statedef 806]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=2

[State 806, NHB]
type=nothitby
trigger1= 1
value=SCA
time=1
[State 806, Camera]
type=screenbound
trigger1= 1
value=0
movecamera=1,1

[State 806, Anim]
type=changeanim2
trigger1= !time
value=806

[State 806, Safety]
type=selfstate
trigger1= time>=60
value= ifelse(pos y<0, 5040, 0)
ctrl=1


;===========<Tawara Nage>==========
[Statedef 810]
type=S
physics=N
movetype=A
anim=810
ctrl=0
velset=0,0
sprpriority=1

[State 810, Safety]
type=changestate
trigger1= !time && !numtarget
value=0
ctrl=1

[State 810, Escape]
type=changestate
trigger1= numtarget && var(19)
trigger1= (target,command="holdfwd" || target,command="holdback")
trigger1= (target,command="b" || target,command="c" || target,command="y" || target,command="z")
value=890
[State 810, Escape]
type=varadd
trigger1= var(19)>0
var(19)=-1

[State 810, Turn]
type=turn
trigger1= !time

[State 810, Throw]
type=targetstate
trigger1= !time && numtarget
value=815
[State 810, Throw]
type=targetfacing
trigger1= time<=1
value=-1

[State 810, Width]
type=width
trigger1= animelemtime(2)>=0 && animelemtime(3)<0
edge= ceil(32 * const(size.xscale)), 0
[State 810, Width]
type=width
trigger1= animelemtime(3)>=0 && animelemtime(4)<0
edge= ceil(48 * const(size.xscale)), 0
[State 810, Width]
type=width
trigger1= animelemtime(4)>=0 && animelemtime(6)<0
edge= ceil(121 * const(size.xscale)), 0

[State 810, Bind 1]
type=targetbind
trigger1= numtarget
trigger1= animelemtime(2)<0
pos= ceil(-32 * const(size.xscale)), ceil(-68 * const(size.yscale))
[State 810, Bind 2]
type=targetbind
trigger1= numtarget
trigger1= animelemtime(2)>=0 && animelemtime(3)<0
pos= ceil(10 * const(size.xscale)), ceil(-80 * const(size.yscale))
[State 810, Bind 3]
type=targetbind
trigger1= numtarget
trigger1= animelemtime(3)>=0 && animelemtime(4)<0
pos= ceil(36 * const(size.xscale)), ceil(-88 * const(size.yscale))
[State 810, Bind 4]
type=targetbind
trigger1= numtarget
trigger1= animelem=4
;pos= ceil(121 * const(size.xscale)), ceil(-3 * const(size.yscale))
pos= ceil(96 * const(size.xscale)), ceil(-3 * const(size.yscale))

[State 810, Damage]
type=targetlifeadd
trigger1= numtarget && animelem=4
value= floor(ifelse(139*fvar(11)<7, -7, -139*fvar(11)))
kill= 1

[State 810, Power]
type=targetpoweradd
trigger1= numtarget && animelem=4
value=36
[State 810, Power]
type=poweradd
trigger1= numtarget && animelem=4 && !var(20)
value=72

[State 810, Hit]
type=hitadd
trigger1= numtarget && animelem=4
value=1
[State 810, Hitcount]
type=varadd
trigger1= numtarget && animelem=4
var(13)=1

[State 810, Juggle]
type=varadd
trigger1= numtarget && animelem=4
var(15)=1
ignorehitpause=1
[State 810, Juggle]
type=varset
trigger1= numtarget && animelem=4
var(16)=1
ignorehitpause=1

[State 810, Throw]
type=targetstate
trigger1= numtarget && animelem=4
value=816

[State 810, Sound]
type=playsnd
trigger1= animelem=3
value=4,1
channel=0
[State 810, Sound]
type=playsnd
trigger1= animelem=3
value=1,5
channel=1

[State 810, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;---Target---
[Statedef 815]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=0
[State 815, Anim]
type=changeanim2
trigger1= !time
value=815
[State 815, Camera]
type=screenbound
trigger1= 1
value=0
movecamera=0,0


[Statedef 816]
type=A
physics=N
movetype=H
ctrl=0
velset=0,0
sprpriority=0

[State 816, Anim]
type=changeanim
trigger1= !time
value=5050
[State 816, Camera]
type=screenbound
trigger1= 1
value=1
movecamera=1,0

[State 816, Vel]
type=veladd
trigger1= 1
y= .6633375
[State 816, Vel]
type=velset
trigger1= !time
x= -9.31
y= 0

[State 816, Recover]
type=selfstate
trigger1= command="recovery"
trigger1= alive && canrecover
trigger1= vel y>-1 && pos y>=-20
value=5200

[State 816, Anim]
type=changeanim
trigger1= vel y>0
trigger1= pos y>=25
trigger1= selfanimexist(5051)
value=5051
[State 816, End]
type=selfstate
trigger1= vel y>0
trigger1= pos y>=25
value=5100


;===========<Saba Ori>==========
[Statedef 820]
type=S
physics=N
movetype=A
anim=820
ctrl=0
velset=0,0
sprpriority=1

[State 820, Safety]
type=changestate
trigger1= !time && !numtarget
value=0
ctrl=1

[State 820, Escape]
type=changestate
trigger1= numtarget && var(19)
trigger1= (target,command="holdfwd" || target,command="holdback")
trigger1= (target,command="b" || target,command="c" || target,command="y" || target,command="z")
value=890
[State 820, Escape]
type=varadd
trigger1= var(19)>0
var(19)=-1

[State 820, Throw]
type=targetstate
trigger1= !time && numtarget
value=827
[State 820, Throw]
type=targetfacing
trigger1= time<=1
value=-1

[State 820, Width]
type=width
trigger1= 1
edge= ceil(29 * const(size.xscale)), 0

[State 820, Bind 1]
type=targetbind
trigger1= numtarget
pos= ceil(64 * const(size.xscale)) - target,const(size.ground.back), ceil(-62 * const(size.yscale))

[State 820, End]
type=changestate
trigger1= !animtime
value=821


---Mashing---
[Statedef 821]
type=S
physics=N
movetype=A
anim=821
ctrl=0
velset=0,0
sprpriority=1

[State 821, Safety]
type=changestate
trigger1= !time && !numtarget
value=0
ctrl=1

[State 821, Escape]
type=changestate
trigger1= numtarget && var(19)
trigger1= (target,command="holdfwd" || target,command="holdback")
trigger1= (target,command="b" || target,command="c" || target,command="y" || target,command="z")
value=890
[State 821, Escape]
type=varadd
trigger1= var(19)>0
var(19)=-1

[State 821, Throw]
type=targetstate
trigger1= !time && numtarget
value=826
[State 821, Throw]
type=targetfacing
trigger1= time<=1
value=-1

[State 821, Width]
type=width
trigger1= 1
edge= ceil(29 * const(size.xscale)), 0

[State 821, Timer]
type=varset
trigger1= !time
var(2)= 135
[State 821, Timer]
type=varset
trigger1= roundstate!=2
var(2)= 0
[State 821, Timer]
type=varadd
trigger1= hitcount
var(2)= -1

[State 821, Timer]
type=varadd
triggerall= numtarget && hitcount
trigger1= target,command="x" || target,command="y" || target,command="z"
trigger2= target,command="a" || target,command="b" || target,command="c"
trigger3= target,command="up" || target,command="down" || target,command="back" || target,command="fwd"
var(2)=-1

[State 821, Mashing]
type=varset
trigger1= !time
var(42)=0
[State 821, Mashing]
type=varset
trigger1= !time
var(12)=0
[State 821, Mashing]
type=varset
triggerall= var(1)=0
trigger1= var(59)<=0 && (command="a" || command="b" || command="c" || command="x" || command="y" || command="z")
trigger2= var(59)<=0 && (command="up" || command="down" || command="back" || command="fwd")
trigger3= var(59)>=1; && random<800
var(1)=2
[State 821, Mashing]
type=varadd
trigger1= var(1)=2
var(12)=1
[State 821, Mashing]
type=varadd
trigger1= var(1)>0
var(1)=-1

[State 821, Anim Skip]
type=changeanim
triggerall= var(2)>0
trigger1= animelemtime(animelemno(0))>=0 && animelemtime(3)<0
trigger1= animelemtime(animelemno(0)+1)>=-var(12)
trigger1= 1 || var(12):=(var(12) + animelemtime(animelemno(0)+1))
value= 821
elem= animelemno(0)+1
[State 821, Anim Skip]
type=changeanim
triggerall= var(2)>0
trigger1= animelemtime(3)>0
trigger1= animelemtime(3)>=(8 - var(12))
trigger1= 1 || var(12):=(var(12) + 8 - animelemtime(3))
;trigger2= !animtime
value= 821
elem= 1

[State 821, Flash]
type=palfx
trigger1= var(59)<=0 && (command="a" || command="b" || command="c" || command="x" || command="y" || command="z")
trigger2= var(59)<=0 && (command="up" || command="down" || command="back" || command="fwd")
trigger3= var(59)>=1
time=1
add=32,32,32

[State 821, Throw]
type=targetstate
trigger1= numtarget
trigger1= animelemtime(2)<0 || animelemtime(3)>=0
value=826
[State 821, Throw]
type=targetstate
trigger1= numtarget
trigger1= animelemtime(2)>=0 && animelemtime(3)<0
value=827

[State 821, Bind 1]
type=targetbind
trigger1= numtarget
trigger1= animelemtime(2)<0 || animelemtime(3)>=0
;pos= ceil(32 * const(size.xscale)), ceil(-72 * const(size.yscale))
pos= ceil(50 * const(size.xscale)) - target,const(size.ground.back), ceil(-72 * const(size.yscale))
[State 821, Bind 2]
type=targetbind
trigger1= numtarget
trigger1= animelemtime(2)>=0 && animelemtime(3)<0
;pos= ceil(24 * const(size.xscale)), ceil(-84 * const(size.yscale))
pos= ceil(42 * const(size.xscale)) - target,const(size.ground.back), ceil(-84 * const(size.yscale))

[State 821, Damage]
type=targetlifeadd
trigger1= numtarget && animelem=2 && !hitcount
value= floor(ifelse(63*fvar(11)<7, -7, -63*fvar(11)))
kill= 1
[State 821, Damage]
type=targetlifeadd
trigger1= numtarget && animelem=2 && hitcount
value= floor(ifelse(14*fvar(11)<7, -7, -14*fvar(11)))
kill= 1

[State 821, Power]
type=targetpoweradd
trigger1= hitcount=1
trigger1= numtarget && animelem=2
value=36
[State 821, Power]
type=poweradd
trigger1= hitcount=1
trigger1= numtarget && animelem=2 && !var(20)
value=72

[State 821, Hit]
type=hitadd
trigger1= numtarget && animelem=2
value=1
[State 821, Hitcount]
type=varadd
trigger1= numtarget && animelem=2
var(13)=1

[State 821, Juggle]
type=varadd
trigger1= numtarget && animelem=2
var(15)=1
ignorehitpause=1
[State 821, Juggle]
type=varset
trigger1= numtarget && animelem=2
var(16)=1
ignorehitpause=1

[State 821, Sound]
type=playsnd
trigger1= animelem=2
value=4,5
channel=0

[State 821, Sound]
type=playsnd
trigger1= numtarget && animelem=2
value= 7,3
channel=2
[State 821, Spark]
type=helper
trigger1= numtarget && animelem=2
helpertype=normal
stateno=8013
ID=8000
name="Spark"
postype=p1
pos= ceil(28 * const(size.xscale)), ceil(-86 * const(size.yscale))
ownpal=1
pausemovetime=65535
supermovetime=65535
ignorehitpause=1

[State 821, End]
type=changestate
trigger1= var(2)<=0
trigger1= !animtime
trigger2= numtarget
trigger2= !(target,alive)
trigger3= time>=180
value=822


;---Release---
[Statedef 822]
type=S
physics=N
movetype=A
anim=822
ctrl=0
velset=0,0
sprpriority=1

[State 822, Throw]
type=targetstate
trigger1= numtarget
trigger1= animelemtime(2)<0
value= 826

[State 822, Width]
type=width
trigger1= 1
edge= ceil(29 * const(size.xscale)), 0

[State 821, Bind 1]
type=targetbind
trigger1= numtarget
trigger1= animelemtime(2)<0
pos= ceil(50 * const(size.xscale)) - target,const(size.ground.back), ceil(-72 * const(size.yscale))
[State 822, Bind 2]
type=targetbind
trigger1= numtarget
trigger1= animelem=2
pos= ceil(16 * const(size.xscale)), ceil(-32 * const(size.yscale))

[State 822, Damage]
type=targetlifeadd
trigger1= numtarget && animelem=2
value= floor(ifelse(14*fvar(11)<7, -7, -14*fvar(11)))
kill= 1

[State 822, Hit]
type=hitadd
trigger1= numtarget && animelem=2
value=1
[State 822, Hitcount]
type=varadd
trigger1= numtarget && animelem=2
var(13)=1

[State 822, Juggle]
type=varadd
trigger1= numtarget && animelem=2
var(15)=1
ignorehitpause=1
[State 822, Juggle]
type=varset
trigger1= numtarget && animelem=2
var(16)=1
ignorehitpause=1

[State 822, Throw]
type=targetstate
trigger1= numtarget && animelem=2
value= 828

[State 822, Sound]
type=playsnd
trigger1= animelem=2
value=4,5
channel=0

[State 822, Sound]
type=playsnd
trigger1= numtarget && animelem=2
value= 7,3
channel=2
[State 822, Spark]
type=helper
trigger1= numtarget && animelem=2
helpertype=normal
stateno=8013
ID=8000
name="Spark"
postype=p1
pos= ceil(28 * const(size.xscale)), ceil(-86 * const(size.yscale))
ownpal=1
pausemovetime=65535
supermovetime=65535
ignorehitpause=1

[State 822, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;---Target---
[Statedef 825]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=0
[State 825, Anim]
type=changeanim2
trigger1= !time
value=825
[State 825, Camera]
type=screenbound
trigger1= 1
value=0
movecamera=0,0


[Statedef 826]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=0
[State 826, Anim]
type=changeanim2
trigger1= !time
value=826
[State 826, Camera]
type=screenbound
trigger1= 1
value=0
movecamera=0,0

[State 826, Flash]
type=palfx
trigger1= command="a" || command="b" || command="c" || command="x" || command="y" || command="z"
trigger2= command="up" || command="down" || command="back" || command="fwd"
time=1
add=32,32,32


[Statedef 827]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=0
[State 827, Anim]
type=changeanim2
trigger1= !time
value=827
[State 827, Camera]
type=screenbound
trigger1= 1
value=0
movecamera=0,0

[State 827, Flash]
type=palfx
trigger1= command="a" || command="b" || command="c" || command="x" || command="y" || command="z"
trigger2= command="up" || command="down" || command="back" || command="fwd"
time=1
add=32,32,32


[Statedef 828]
type=A
physics=N
movetype=H
ctrl=0
velset=0,0
sprpriority=0

[State 828, Anim]
type=changeanim
trigger1= !time
value=5030
[State 828, Anim]
type=changeanim
trigger1= anim=5030 && !animtime
trigger1= selfanimexist(5035)
value=5035
[State 828, Anim]
type=changeanim
trigger1= anim!=5050 && !animtime
value=5050

[State 828, Camera]
type=screenbound
trigger1= 1
value=1
movecamera=1,0

[State 828, Vel]
type=veladd
trigger1= 1
y= .58
[State 828, Vel]
type=velset
trigger1= !time
x= -2.17
y= -5.25;84

[State 828, Recover]
type=selfstate
trigger1= command="recovery"
trigger1= alive && canrecover
trigger1= vel y>-1 && pos y>=-20
value=5200

[State 828, Anim]
type=changeanim
trigger1= vel y>0
trigger1= pos y>=25
trigger1= selfanimexist(5051)
value=5051
[State 828, End]
type=selfstate
trigger1= vel y>0
trigger1= pos y>=25
value=5100


;===========<Throw Attempt>==========
[Statedef 850]
type=A
physics=A
movetype=A
anim=850
ctrl=0
sprpriority=1
poweradd=18*!var(20)
facep2=1

[State 800, Guard Dist]
type=attackdist
trigger1= 1
value=0

[State 800, Hit]
type=hitdef
trigger1= fvar(37)<=38
trigger1= animelemtime(2)>0 && animelemtime(3)<0
attr=A,NT
hitflag=A-
priority = 1, Miss
getpower=0,0
givepower=0,0
sparkno = -1 +0*(var(33):=0)
guard.sparkno = -1 +0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=40), var(36):=-50
hitsound = -1 +0*(var(31):=800)
guardsound = -1 +0*(var(32):=0)
fall=1
fall.recover=0
fall.xvelocity = -3.325
fall.yvelocity = -3.85
numhits=0
p1stateno=851

[State 800, Snd]
type=playsnd
trigger1= animelem=3
value=4,800
channel=0
[State 800, Snd]
type=playsnd
trigger1= animelem=3
value=1,0
channel=1

[State 800, Type]
type=statetypeset
trigger1= animelemtime(3)>=0
movetype=I

[State 800, End]
type=changestate
trigger1= !animtime
value=50
ctrl=0

;---
[Statedef 851]
type=A
physics=N
movetype=A
anim=851
ctrl=0
velset=0,0
sprpriority=0

[State 851, 1]
type=targetstate
trigger1= !time
value=861

[State 851, turn]
type=turn
trigger1= !time

[State 200, Snd]
type=playsnd
trigger1= animelem=1
value= 4, ifelse(random<500, 0, 1)
channel=0

[State 851, 2]
type=targetbind
trigger1= animelem=1
pos=-30,-20
time=6
[State 851, 2]
type=targetbind
trigger1= animelem=2
pos=-15,-10
time=4
[State 851, 2]
type=targetbind
trigger1= animelem=3
pos=0,0
time=3

[State 851, target]
type=targetvelset
trigger1=animelemtime(4)=1
x=-6
y=3

[State 851, land]
type=statetypeset
trigger1= animelem=7
physics=A

[State 851]
type=targetlifeadd
trigger1=animelem=3
value=-150

[Statedef 861]
type=A
physics=N
movetype=H
sprpriority=1
ctrl=0
velset=0,0
anim=861

[State 861]
type=turn
trigger1=!time

[State 861]
type=gravity
trigger1=1

[State 861]
type=selfstate
trigger1=vel y>0 && pos y>=-vel y
value=5100
ctrl=0

;===========<Target Escaped>==========
[Statedef 890]
type=S
physics=N
movetype=I
anim=5945
ctrl=0
velset=0,0
sprpriority=1

[State 890, Bind]
type=targetbind
trigger1= !time && numtarget
pos= 0, 0
[State 890, p2state]
type=targetstate
trigger1= !time && numtarget
value=895
[State 890, Throw]
type=targetfacing
trigger1= !time && numtarget
value=-1

[State 890, Pos]
type=posadd
trigger1= !time
x=24

[State 890, NHB]
type=nothitby
trigger1= 1
value=SCA
time=1
[State 890, push]
type=playerpush
trigger1= 1
value=0

[State 890, Pos]
type=posset
trigger1= !time
y=0
[State 890, Vel]
type=velset
trigger1= 1
x=-1.425
y=0

[State 890, Snd]
type=playsnd
trigger1= animelem=2
value=5000,3
channel=0

[State 890, FX]
type=playsnd
trigger1= !time
value=3,0
[State 890, FX]
type=helper
trigger1= !time
helpertype=normal
stateno=8000
ID=8000
name="Spark"
postype=p1
pos= 0, -48
facing= -1
ownpal=1
size.xscale=.5
size.yscale=.5
pausemovetime=65535
supermovetime=65535

[State 890, End]
type=changestate
trigger1= time>=27
value=0
ctrl=1


;---TARGET---
[Statedef 895]
type=S
physics=N
movetype=I
ctrl=0
velset=0,0
sprpriority=1

[State 895, Anim]
type=changeanim
trigger1= !time
value=ifelse(selfanimexist(5945),5945,130)
[State 895, Anim]
type=changeanim
trigger1= !time && !selfanimexist(5945) && selfanimexist(5910)
value=5910
[State 895, Anim]
type=changeanim
trigger1= time>=20 && anim=130
value=140

[State 895, NHB]
type=nothitby
trigger1= 1
value=SCA
time=1
[State 895, push]
type=playerpush
trigger1= 1
value=0

[State 895, Pos]
type=posset
trigger1= !time
y=0
[State 895, Vel]
type=velset
trigger1= 1
x=-1.425
y=0

[State 895, End]
type=selfstate
trigger1= time>=27
value=0
ctrl=1


;===========<Target Escaped Midair>==========
[Statedef 892]
type=A
physics=N
movetype=I
anim=892
ctrl=0
velset=0,0
sprpriority=1

[State 892, Bind]
type=targetbind
trigger1= !time && numtarget
pos= 48, 0
[State 892, p2state]
type=targetstate
trigger1= !time && numtarget
value=897
[State 892, Throw]
type=targetfacing
trigger1= !time && numtarget
value=-1

[State 892, Pos]
type=posadd
trigger1= !time
x=24

[State 892, NHB]
type=nothitby
trigger1= 1
value=SCA
time=1
[State 892, push]
type=playerpush
trigger1= 1
value=0

[State 892, Freeze]
type=posfreeze
trigger1= time<18
value=1

[State 892, Vel]
type=velset
trigger1= time=18
x=-2
y=-4
[State 892, Vel]
type=veladd
trigger1= time>18
y=.5

[State 892, Snd]
type=playsnd
trigger1= animelem=2
value=5000,2
channel=0

[State 892, FX]
type=playsnd
trigger1= !time
value=3,0
[State 892, FX]
type=helper
trigger1= !time
helpertype=normal
stateno=8000
ID=8000
name="Spark"
postype=p1
pos= 24, -64
facing= -1
ownpal=1
size.xscale=.5
size.yscale=.5
pausemovetime=65535
supermovetime=65535

[State 892, End]
type=changestate
trigger1= vel y>0
trigger1= pos y>-vel y
value=52


;---TARGET---
[Statedef 897]
type=A
physics=N
movetype=I
ctrl=0
velset=0,0
sprpriority=1

[State 897, Anim]
type=changeanim
trigger1= !time
value= 152
[State 897, Anim]
type=changeanim
trigger1= time=18
value= 142

[State 897, NHB]
type=nothitby
trigger1= 1
value=SCA
time=1
[State 897, push]
type=playerpush
trigger1= 1
value=0

[State 897, Freeze]
type=posfreeze
trigger1= time<18
value=1

[State 897, Vel]
type=velset
trigger1= time=18
x=-2
y=-4
[State 897, Vel]
type=veladd
trigger1= time>=18
y=.5

[State 897, End]
type=selfstate
trigger1= vel y>0
trigger1= pos y>-vel y
value=52
