;---------------------------------------------------------------------------
; Kououken A (starting)
[Statedef 2000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0
ctrl = 0
anim = 2000

[state haha]
type = nothitby
trigger1 = animelemno(0) = [1,8]
trigger1 = p2bodydist X = [-35, 35]
value = SCA, AA, AT
time = 2

[State 3000, 2]
type = AfterImage
trigger1 = Time = 0
time = 99999999
;TimeGap  = 1
;FrameGap = 4

[state haha]
type = playsnd
trigger1 = time = 1
value = S1,11
channel = 0

[state haha]
type = superpause
trigger1 = time = 1
time = 39
pos = 8,-55
sound = s0,18
poweradd = -1000
unhittable = 1

[State 234, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 2001

; Hop Punch A (flying)
[Statedef 2001]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 2001
juggle = 3

[state haha]
type = nothitby
trigger1 = animelemno(0) = [1,8]
trigger1 = p2bodydist X = [-35, 35]
value = SCA, AA, AT
time = 2

[state hehe]
type = velset
trigger1 = time = 3
x = 4.5
y = -6

[state haha]
type = null;playerpush
trigger1 = 1
value = 0

[State 234, Voice]
type = PlaySnd
trigger1 = animelem = 2
value = S1,12
channel = 0

[State 234, Gravity]
;type = gravity
;trigger1 = time >= 2
type = null;veladd
trigger1 = 1
y = .06 ;55

[state hah]
type = playsnd
trigger1 = animelem = 4
trigger2 = animelem = 8
value = s0,13
channel = 2

[state hah]
type = playsnd
trigger1 = animelem = 11
value = s0,14
channel = 2

[state hah]
type = velmul
;trigger1 = animelem = 13
trigger1 = time = 20
x = 0
y = 0

[state hah]
type = posfreeze
;trigger1 = animelemno(0) = 13
trigger1 = time = 20

[state hah]
type = veladd
;trigger1 = animelemno(0) = 13
trigger1 = time >= 21
y = .2

[State 234, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = animelem = 7
trigger3 = animelem = 11
attr = A, HA
damage = 45, 7
guard = 0
priority = 7
hitflag = AF
pausetime = 5,5
sparkno = 3          
guard.sparkno = 41  
sparkxy = -10,-85
hitsound   = S0,22
guardsound = S0,21
animtype = Back
ground.type = Low
ground.slidetime = 13
ground.hittime  = 13
ground.velocity = -8;,-6
guard.velocity = -12
;air.juggle = ifelse(var(1) = 0, 25, 0)
air.type = Low
air.animtype = Low
air.velocity = -3.3,-6.5
fall = 1
fall.recover = 0

[state haha]
type = playsnd
trigger1 = movehit
value = s0,5
channel = 3
ignorehitpause = 1
abspan = ceil(target, pos X)
;persistent = 0

[state haha]
type = movehitreset
trigger1 = movehit
ignorehitpause = 1


[State 234, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 2002

;---------------------------------------------------------------------------
; Landing Anim
[Statedef 2002]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 460

[state haha]
type = velset
trigger1 = time = 0
x = 0

[state haha]
type = gravity
trigger1 = 1

[state whee heh]
type = afterimagetime
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 0

[state hehe heh]
type = changestate
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52

;---------------------------------------------------------------------------
; Kououken B (starting)
[Statedef 2010]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0
ctrl = 0
anim = 2010

[state haha]
type = nothitby
trigger1 = animelemno(0) = [1,8]
;trigger2 = enemy, movetype = A
trigger1 = p2bodydist X = [-35, 35]
value = SCA, AA, AT
time = 2

[State 3000, 2]
type = AfterImage
trigger1 = Time = 0
time = 99999999
;TimeGap  = 1
;FrameGap = 4

[state haha]
type = playsnd
trigger1 = time = 1
value = S1,11
channel = 0

[state haha]
type = superpause
trigger1 = time = 1
time = 39
pos = 8,-55
sound = s0,18
poweradd = -2000
unhittable = 1

[State 234, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 2011

; Hop Punch B (flying)
[Statedef 2011]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 2011
juggle = 3

[state haha]
type = nothitby
trigger1 = animelemno(0) = [1,8]
trigger2 = enemy, movetype = A
value = SCA, AA, AT
time = 2

[state hehe]
type = velset
trigger1 = time = 3
x = 5
y = -6;7

[state haha]
type = null;playerpush
trigger1 = 1
value = 0

[State 234, Voice]
type = PlaySnd
trigger1 = animelem = 2
value = S1,12
channel = 0

[State 234, Gravity]
;type = gravity
;trigger1 = time >= 2
type = null;veladd
trigger1 = 1
y = .06 ;55

[state hah]
type = playsnd
trigger1 = animelem = 4
trigger2 = animelem = 8
value = s0,13
channel = 2

[state hah]
type = playsnd
trigger1 = animelem = 11
value = s0,14
channel = 2

[state hah]
type = velmul
;trigger1 = animelem = 13
trigger1 = time = 20
x = .50
y = 0

[state hah]
type = posfreeze
;trigger1 = animelem = 13
trigger1 = time = 20

[state hah]
type = veladd
;trigger1 = animelemno(0) = 13
trigger1 = time >= 21
y = .2

[State 234, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = animelem = 5
trigger3 = animelem = 7
trigger4 = animelem = 8
trigger5 = animelem = 11
attr = A, HA
damage    = 35, 10
guard = 0
hitflag = AF
priority = 7
pausetime = 5,5
sparkxy = -10,-85
sparkno = 3          
guard.sparkno = 41  
hitsound   = S0,22
guardsound = S0,21
animtype = Back
ground.type = Low
ground.slidetime = 13
ground.hittime  = 13
ground.velocity = -8;,-6
guard.velocity = -12
air.type = Low
air.animtype = Low
air.velocity = -3.3,-6.5
fall = 1
fall.recover = 0

[state haha]
type = playsnd
trigger1 = movehit
value = s0,5
channel = 3
ignorehitpause = 1
abspan = ceil(target, pos X)
;persistent = 0

[state haha]
type = movehitreset
trigger1 = movehit
ignorehitpause = 1

[State 234, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 2002

;---------------------------------------------------------------------------
; Kououken C (starting)
[Statedef 2020]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0
ctrl = 0
anim = 2010

[state haha]
type = nothitby
trigger1 = animelemno(0) = [1,8]
;trigger2 = enemy, movetype = A
trigger1 = p2bodydist X = [-35, 35]
value = SCA, AA, AT
time = 2

[State 3000, 2]
type = AfterImage
trigger1 = Time = 0
time = 99999999
;TimeGap  = 1
;FrameGap = 4

[state haha]
type = playsnd
trigger1 = time = 1
value = S1,11
channel = 0

[state haha]
type = superpause
trigger1 = time = 1
time = 39
pos = 8,-55
sound = s0,18
poweradd = -3000
unhittable = 1

[State 234, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 2021

; Hop Punch C (flying)
[Statedef 2021]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 2011
juggle = 3

[state haha]
type = nothitby
trigger1 = animelemno(0) = [1,8]
;trigger2 = enemy, movetype = A
trigger1 = p2bodydist X = [-35, 35]
value = SCA, AA, AT
time = 2

[state hehe]
type = velset
trigger1 = time = 3
x = 5.5
y = -6;7

[state haha]
type = null;playerpush
trigger1 = 1
value = 0

[State 234, Voice]
type = PlaySnd
trigger1 = animelem = 2
value = S1,12
channel = 0

[State 234, Gravity]
;type = gravity
;trigger1 = time >= 2
type = null;veladd
trigger1 = 1
y = .06 ;55

[state hah]
type = playsnd
trigger1 = animelem = 4
trigger2 = animelem = 8
value = s0,13
channel = 2

[state hah]
type = playsnd
trigger1 = animelem = 11
value = s0,14
channel = 2

[state hah]
type = velmul
;trigger1 = animelem = 13
trigger1 = time = 20
x = .50
y = 0

[state hah]
type = posfreeze
;trigger1 = animelem = 13
trigger1 = time = 20

[state hah]
type = veladd
;trigger1 = animelemno(0) = 13
trigger1 = time >= 21
y = .2

[State 234, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
trigger6 = animelem = 7
trigger7 = animelem = 8
trigger8 = animelem = 10
trigger9 = animelem = 11
trigger10 = animelem = 12
trigger11 = animelem = 13
attr = A, HA
damage    = 23, 10
guard = 0
hitflag = AF
pausetime = 5,5
priority = 7
sparkno = 3          
guard.sparkno = 41 
sparkxy = -10,-85
hitsound   = S0,22
guardsound = S0,21
animtype = Back
ground.type = Low
ground.slidetime = 13
ground.hittime  = 13
ground.velocity = -8,-8
guard.velocity = -12
air.type = Low
air.animtype = Low
air.velocity = -3.3,-8.5
fall = 1
fall.recover = 0

[state haha]
type = playsnd
trigger1 = movehit
value = s0,5
channel = 3
ignorehitpause = 1
abspan = ceil(target, pos X)
;persistent = 0

[state haha]
type = movehitreset
trigger1 = movehit
ignorehitpause = 1

[State 234, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 2002

;---------------------------------------------------------------------------
; Shinpikaibyaku X
[Statedef 2030]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0
ctrl = 0
anim = 2030

[state haha]
type = nothitby
trigger1 = animelemno(0) = [1,8]
;trigger2 = enemy, movetype = A
trigger1 = p2bodydist X = [-35, 35]
value = SCA, AA, AT
time = 2

[State 3000, 2]
type = AfterImage
trigger1 = Time = 0
time = 99999999
;TimeGap  = 1
;FrameGap = 4

[state haha]
type = playsnd
trigger1 = animelem = 1,2
value = S1,11
channel = 0

[state haha]
type = superpause
trigger1 = animelem = 1,2
time = 39
pos = 8,-55
sound = s0,18
poweradd = -1000
unhittable = 1

[state haha]
type = statetypeset
trigger1 = animelem = 2
physics = N

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 16
x = 15

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 17
x = 10

[state hehe]
type = veladd
trigger1 = animelemno(0) >= 17 && vel x >= 0 ;5
x = -.08

[State 234, ChangeState]
type = Velset
trigger1 = animelem = 2
x = 2

[state heh]
type = playsnd
trigger1 = animelem = 3
value = S1,14
channel = 0

[state heh]
type = playsnd
trigger1 = animelem = 14
value = S1,15
channel = 0

[state hah]
type = playsnd
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 9
trigger4 = animelem = 12
value = s0,13
channel = 2

[State 234, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
attr = S, HA
damage    = 30, 7
guardflag = M
priority = 7
pausetime = 2,2
sparkno = 3          
guard.sparkno = 41  
;guard.sparkno = S12000
;guard.pausetime = 12,12
sparkxy = -15,-60
hitsound   = S0,22
guardsound = S0,21
animtype = Hard
ground.type = High
ground.slidetime = 12;14
ground.hittime  = 12;14
ground.velocity = -5
guard.velocity = -9
air.animtype = Low
air.velocity = -7.5,-4
air.fall = 1
fall.recover = 0

[State 234, 3]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
attr = S, HA
damage    = 30, 7
priority = 7
guardflag = M
pausetime = 2,2
sparkno = 3          
guard.sparkno = 41  
;guard.sparkno = S12000
;guard.pausetime = 12,12
sparkxy = -15,-60
hitsound   = S0,22
guardsound = S0,21
animtype = Hard
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5
guard.velocity = -9
air.animtype = Low
air.velocity = -7.5,-4
air.fall = 1
fall.recover = 0

[State 233, 2]
type = HitDef
trigger1 = Animelem = 16
attr = S, HA
damage    = 20,7
guardflag = M
priority = 7
priority = 4, miss
sparkno = 3          
guard.sparkno = 41  
pausetime = 12,12
sparkxy = -15,-60
hitsound   = S0,22
guardsound = S0,21
animtype = Hard
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10.5
air.animtype = Low
air.velocity = -7,-4.5
guard.velocity = -10.5
fall.type = Low
fall = 1
air.fall = 1
fall.recover = 0

[state hah]
type = playsnd
trigger1 = animelem = 16
value = s0,14
channel = 2

[state haha]
type = afterimagetime
trigger1 = animtime = 0

[state haha]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Shinpikaibyaku Y
[Statedef 2031]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0
ctrl = 0
anim = 2031

[state haha]
type = nothitby
trigger1 = animelemno(0) = [1,8]
;trigger2 = enemy, movetype = A
trigger1 = p2bodydist X = [-35, 35]
value = SCA, AA, AT
time = 2

[State 3000, 2]
type = AfterImage
trigger1 = Time = 0
time = 99999999
;TimeGap  = 1
;FrameGap = 4

[state haha]
type = playsnd
trigger1 = animelem = 1,2
value = S1,11
channel = 0

[state haha]
type = superpause
trigger1 = animelem = 1,2
time = 39
pos = 8,-55
sound = s0,18
poweradd = -2000
unhittable = 1

[state haha]
type = statetypeset
trigger1 = animelem = 2
physics = N

[state hehe]
type = veladd
trigger1 = animelemno(0) >= 17 && vel x >= 0 ;5
x = -.08

[State 234, ChangeState]
type = Velset
trigger1 = animelem = 2
x = 2

[state heh]
type = playsnd
trigger1 = animelem = 3
value = S1,14
channel = 0

[state heh]
type = playsnd
trigger1 = animelem = 14
value = S1,15
channel = 0

[state hah]
type = playsnd
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 9
trigger4 = animelem = 12
trigger5 = animelem = 16
value = s0,13
channel = 2

[State 234, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
attr = S, HA
damage    = 32, 10
guardflag = M
pausetime = 3,3
priority = 7
;guard.pausetime = 12,12
sparkxy = -15,-60
sparkno = 3          
guard.sparkno = 41  
hitsound   = S0,22
guardsound = S0,21
animtype = Hard
ground.type = High
ground.slidetime = 12;14
ground.hittime  = 12;14
ground.velocity = -5
guard.velocity = -9
air.animtype = Low
air.velocity = -7.5,-4
air.fall = 1
fall.recover = 0

[State 234, 3]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
attr = S, HA
damage    = 32, 10
guardflag = M
pausetime = 3,3
priority = 7
;guard.pausetime = 12,12
sparkxy = -15,-60
hitsound   = S0,22
sparkno = 3          
guard.sparkno = 41  
guardsound = S0,21
animtype = Hard
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5
guard.velocity = -9
air.animtype = Low
air.velocity = -7.5,-4
fall.recover = 0
air.fall = 1
fall.recover = 0

[State 235, Posadd]
type = Posadd
trigger1 = Animelem = 13
x = 10

[State 235, Posadd]
type = Posadd
trigger1 = Animelem = 14
x = 7

[State 235, Posadd]
type = Posadd
trigger1 = Animelem = 15
x = 5

[State 235, Posadd]
type = Posadd
trigger1 = Animelem = 16
x = 8

[State 235, Posadd]
type = Posadd
trigger1 = Animelem = 20
x = 14

[state hah]
type = playsnd
trigger1 = animelem = 19
value = s0,14
channel = 2

[State 235, 4]
type = HitDef
trigger1 = animelem = 16
attr = S, HA
damage    = 22,10
guardflag = MA
animtype = Hard
sparkno = 3          
guard.sparkno = 41  
priority = 7
ground.type = Low
air.type = Low
pausetime = 4,4
sparkxy = -15,-15
hitsound   = S0,22
guardsound = S0,21
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -2.5
air.velocity = -1.4
air.juggle = 3
air.fall = 1
fall.recover = 0

[State 235, 4]
type = HitDef
trigger1 = animelem = 20
attr = S, HA
damage    = 22,10
guardflag = M
priority = 7
sparkno = 3          
guard.sparkno = 41  
getpower = 0,0
givepower = 0,0
animtype = Up
pausetime = 12,12
sparkxy = -15,-85
hitsound   = S0,22
guardsound = S0,21
ground.animtype = Up
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1.2,-10
air.animtype = Up
air.velocity = -1.2,-10.5
airguard.velocity = -4
yaccel = .55
fall = 1
air.fall = 1
fall.recover = 0

[state haha]
type = afterimagetime
trigger1 = animtime = 0

[state haha]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Shinpikaibyaku Z
[Statedef 2032]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0
ctrl = 0
anim = 2032

[state haha]
type = nothitby
trigger1 = animelemno(0) = [1,8]
;trigger2 = enemy, movetype = A
trigger1 = p2bodydist X = [-35, 35]
value = SCA, AA, AT
time = 2

[State 3000, 2]
type = AfterImage
trigger1 = Time = 0
time = 99999999
;TimeGap  = 1
;FrameGap = 4

[state haha]
type = playsnd
trigger1 = animelem = 1,2
value = S1,11
channel = 0

[state haha]
type = superpause
trigger1 = animelem = 1,2
time = 39
pos = 8,-55
sound = s0,18
poweradd = -3000
unhittable = 1

[state haha]
type = statetypeset
trigger1 = animelem = 2
physics = N

[state hehe]
type = posadd
trigger1 = animelem = 16
x = 15

[state hehe]
type = posadd
trigger1 = animelem = 17
x = 11

[state hehe]
type = posadd
trigger1 = animelem = 22
x = 15

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 26
x = 15

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 27
x = 10

[state hehe]
type = veladd
trigger1 = animelemno(0) >= 27 && vel x >= 0 ;5
x = -.08

[State 234, ChangeState]
type = Velset
trigger1 = animelem = 2
x = 2.5

[state heh]
type = playsnd
trigger1 = animelem = 3
value = S1,14
channel = 0

[state heh]
type = playsnd
trigger1 = animelem = 14
value = S1,15
channel = 0

[state hah]
type = playsnd
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 9
trigger4 = animelem = 12
trigger5 = animelem = 17
trigger6 = animelem = 22
value = s0,13
channel = 2

[State 234, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
trigger3 = AnimElem = 17
attr = S, HA
damage    = 32, 15
guardflag = M
pausetime = 4,4
priority = 7
;guard.pausetime = 12,12
sparkxy = -15,-60
sparkno = 3          
guard.sparkno = 41  
hitsound   = S0,22
guardsound = S0,21
animtype = Hard
ground.type = High
ground.slidetime = 12;14
ground.hittime  = 12;14
ground.velocity = -5
guard.velocity = -9
air.animtype = Low
air.velocity = -7.5,-4
air.fall = 1
fall.recover = 0

[State 234, 3]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
trigger3 = AnimElem = 22
attr = S, HA
damage    = 32, 15
guardflag = M
pausetime = 4,4
priority = 7
;guard.pausetime = 12,12
sparkxy = -15,-60
hitsound   = S0,22
guardsound = S0,21
sparkno = 3          
guard.sparkno = 41  
animtype = Hard
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5
guard.velocity = -9
air.animtype = Low
air.velocity = -7.5,-4
air.fall = 1
fall.recover = 0

[State 233, 2]
type = HitDef
trigger1 = Animelem = 27
attr = S, HA
damage    = 40,15
guardflag = M
priority = 7
pausetime = 12,12
sparkxy = -15,-60
hitsound   = S0,22
guardsound = S0,21
animtype = Hard
sparkno = 3          
guard.sparkno = 41  
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10.5
air.animtype = Low
air.velocity = -7,-4.5
guard.velocity = -10.5
fall.type = Low
fall = 1
air.fall = 1
fall.recover = 0

[state hah]
type = playsnd
trigger1 = animelem = 27
value = s0,14
channel = 2

[state haha]
type = afterimagetime
trigger1 = animtime = 0

[state haha]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ShinGurenKen
[Statedef 2040]
type    = S
movetype= A
physics = S
velset = 0
ctrl = 0
anim = 2040

[state haha]
type = nothitby
trigger1 = animelemno(0) = [1,8]
trigger2 = enemy, movetype = A
value = SCA, AA, AT
time = 2

[state haha]
type = velset
trigger1 = animelem = 4
trigger2 = animelem = 14
trigger3 = animelem = 23
x = 10

[State 3000, 2]
type = AfterImage
trigger1 = Time = 0
time = 99999999
;TimeGap  = 1
;FrameGap = 4

[state haha]
type = playsnd
trigger1 = animelem = 1,2
value = S1,11
channel = 0

[state haha]
type = superpause
trigger1 = animelem = 1,2
time = 39
pos = 8,-55
sound = s0,18
poweradd = -3000
unhittable = 1

[State 235, 4]
type = HitDef
trigger1 = animelem = 7
attr = S, HA
id = 2040
damage    = 60,15
priority = 7
guardflag = M
animtype = Hard
sparkno = 3          
guard.sparkno = 41 
type = Low
pausetime = 15,15
sparkxy = -15,-65
hitsound   = S0,22
guardsound = S0,21
ground.animtype = Hard
ground.type = Low
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -1
air.animtype = Hard
air.velocity = -1.2
airguard.velocity = -4


[state haha]
type = playsnd
trigger1 = animelem = 22
value = S1,16
channel = 0

[State 235, 4]
type = HitDef
trigger1 = animelem = 15
attr = S, HA
id = 2040
damage    = 50,15
priority = 7
guardflag = M
animtype = Hard
sparkno = 3          
guard.sparkno = 41  
type = Low
pausetime = 6,15
sparkxy = -15,-65
hitsound   = S0,22
guardsound = S0,21
ground.animtype = Hard
ground.type = Low
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -1
air.animtype = Hard
air.velocity = -1.2
airguard.velocity = -4

[State 235, 4]
type = HitDef
trigger1 = animelem = 17
attr = S, HA
id = 2040
damage    = 50,15
priority = 7
guardflag = M
hitflag = MAF
animtype = Up
sparkno = 3          
guard.sparkno = 41  
pausetime = 15,15
sparkxy = -15,-85
hitsound   = S0,22
guardsound = S0,21
ground.animtype = Up
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1,-9
air.animtype = Up
air.velocity = -1,-9
airguard.velocity = -4
yaccel = .55
fall = 1
fall.recover = 0


[State 235, 4]
type = HitDef
trigger1 = animelem = 21
attr = S, HA
id = 2040
damage    = 60,15
priority = 7
sparkno = 3          
guard.sparkno = 41  
guardflag = M
hitflag = MAF
animtype = Back
type = Low
pausetime = 25,25
sparkxy = -15,-55
hitsound   = S0,22
guardsound = S0,21
ground.animtype = Hard
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -10.2
guard.velocity = -22.2
air.animtype = Hard
air.type = Low
air.velocity = -10.2
airguard.velocity = -4
forcestand = 1
;fall = 1
fall.recover = 0

[state hah]
type = playsnd
trigger1 = animelem = 7
trigger2 = animelem = 16
value = s0,13
channel = 2

[state hah]
type = playsnd
trigger1 = animelem = 24
value = s0,14
channel = 2

[state haha]
type = afterimagetime
trigger1 = animtime = 0

[state haha]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ShinGurenKen
[Statedef 20401]
type    = S
movetype= A
physics = S
velset = 0
ctrl = 0
anim = 20401

[state haha]
type = nothitby
trigger1 = animelemno(0) = [1,8]
trigger2 = enemy, movetype = A
value = SCA, AA, AT
time = 2

[state haha]
type = velset
trigger1 = animelem = 4
;trigger2 = animelem = 14
;trigger3 = animelem = 23
x = 10

[State 3000, 2]
type = AfterImage
trigger1 = Time = 0
time = 99999999
;TimeGap  = 1
;FrameGap = 4

[state haha]
type = playsnd
trigger1 = animelem = 1,2
value = S1,11
channel = 0

[state haha]
type = superpause
trigger1 = animelem = 1,2
time = 39
pos = 8,-55
sound = s0,18
poweradd = -1000
unhittable = 1

[State 235, 4]
type = HitDef
trigger1 = animelem = 7
attr = S, HA
id = 2040
damage    = 131,16
priority = 7
guardflag = M
animtype = Hard
sparkno = 3          
guard.sparkno = 41  
type = Low
pausetime = 15,15
sparkxy = -15,-65
hitsound   = S0,22
guardsound = S0,21
ground.animtype = Hard
ground.type = Low
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -1
air.animtype = Hard
;air.velocity = -1.2
;airguard.velocity = -4
envshake.time = 20
envshake.freq = 100
envshake.ampl = -3
envshake.phase = 10
yaccel = .55
fall = 1
air.fall = 1
fall.recover = 0
airguard.velocity = -5   
air.type = Low
air.velocity = -5,-5
air.juggle = 1


[state haha]
type = playsnd
trigger1 = animelem = 22
value = S1,16
channel = 0



[state hah]
type = playsnd
trigger1 = animelem = 7
trigger2 = animelem = 16
value = s0,13
channel = 2

[state hah]
type = playsnd
trigger1 = animelem = 24
value = s0,14
channel = 2

[state haha]
type = afterimagetime
trigger1 = animtime = 0

[state haha]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ShinGurenKen
[Statedef 20402]
type    = S
movetype= A
physics = S
velset = 0
ctrl = 0
anim = 20402

[state haha]
type = nothitby
trigger1 = animelemno(0) = [1,8]
trigger2 = enemy, movetype = A
value = SCA, AA, AT
time = 2

[state haha]
type = velset
trigger1 = animelem = 4
trigger2 = animelem = 14
;trigger3 = animelem = 23
x = 10

[State 3000, 2]
type = AfterImage
trigger1 = Time = 0
time = 99999999
;TimeGap  = 1
;FrameGap = 4

[state haha]
type = playsnd
trigger1 = animelem = 1,2
value = S1,11
channel = 0

[state haha]
type = superpause
trigger1 = animelem = 1,2
time = 39
pos = 8,-55
sound = s0,18
poweradd = -2000
unhittable = 1

[State 235, 4]
type = HitDef
trigger1 = animelem = 7
attr = S, HA
id = 2040
damage    = 60,10
priority = 7
guardflag = M
animtype = Hard
sparkno = 3          
guard.sparkno = 41  
type = Low
pausetime = 15,15
sparkxy = -15,-65
hitsound   = S0,22
guardsound = S0,21
ground.animtype = Hard
ground.type = Low
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -1
air.animtype = Hard
air.velocity = -1.2
airguard.velocity = -4


[state haha]
type = playsnd
trigger1 = animelem = 22
value = S1,16
channel = 0

[State 235, 4]
type = HitDef
trigger1 = animelem = 15
attr = S, HA
id = 2040
damage    = 50,10
priority = 7
guardflag = M
animtype = Hard
sparkno = 3          
guard.sparkno = 41  
type = Low
pausetime = 6,15
sparkxy = -15,-65
hitsound   = S0,22
guardsound = S0,21
ground.animtype = Hard
ground.type = Low
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -1
air.animtype = Hard
air.velocity = -1.2
airguard.velocity = -4

[State 235, 4]
type = HitDef
trigger1 = animelem = 17
attr = S, HA
id = 2040
damage    = 50,10
priority = 7
guardflag = M
hitflag = MAF
animtype = Up
sparkno = 3          
guard.sparkno = 41  
pausetime = 15,15
sparkxy = -15,-85
hitsound   = S0,22
guardsound = S0,21
ground.animtype = Up
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1,-9
air.animtype = Up
air.velocity = -1,-9
airguard.velocity = -4
yaccel = .55
fall = 1
fall.recover = 0




[state hah]
type = playsnd
trigger1 = animelem = 7
trigger2 = animelem = 16
value = s0,13
channel = 2

[state hah]
type = playsnd
trigger1 = animelem = 24
value = s0,14
channel = 2

[state haha]
type = afterimagetime
trigger1 = animtime = 0

[state haha]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


