; Karin's constants. Much better than sakura's but masked pantyshots.
; HEHAHAHAHHAHAH!!

; Var1 = Mode Identifier. When 1, it enables crossover Karin. When 0, it
;        maintains classic Karin.
; Var2 = WinPose Randomizer
; Var3 = Determines what winpose extension to execute
; Var4 = Taunt limit, activated when taunt done and var(1) = 0
;        Always at constant 0 when in X-Ism mode.
; Var5 = Knee throw kick animation booster
; Var6 = AI
; Var7 = Hurt Sound Randomizer
; Var8 = Hop Jump Manager. Active in Crossover Karin only.
; Var9 = ISM Identifier. 0 is Z, 1 is Z, and 2 is V. (unimplemented)_
; Var10 = Stores p2's anim captured by Yasha Gaeshi. When
;         guarding, and P2 has this anim, she can guard cancel without
;         any power meter requirement. SImilar to Chaka's Forget Me Not,
;         but limited.
; Var11 = Tells if the command HoldBack was done in throws.
; Var12 = Kick throw counter. When at 7, releases enemy from kicking.

; FVar1 = Last X velocity in air.
; FVar2 = Last Y velocity in air.

[Data]
life = 1000          ;Amount of life to start with
attack = 100          ;100% attack power (more is stronger)
defence = 100        ;100% defensive power (more is stronger)
fall.defence_up = 50  ;Def goes up by 50% everytime player is hit on ground
                     ;Omitted due to irregularity it causes.
liedown.time = 60    ;Time player takes before getting up from HIT_LIEDOWN
airjuggle = 25       ;Can do 15 points of juggling
sparkno = 2          ;Default spark number
guard.sparkno = 40   ;Default guard spark number
KO.echo = 0          ;1 to enable echo on KO
volume = 255         ;Volume offset (negative for softer)
intpersistindex = 1  ; Stores the var values even in succeeding rounds.
floatpersistindex = 1 ; same specs as intpersistindex.

[Size]
xscale = 1             ;Horizontal scaling factor.
yscale = 1             ;Vertical scaling factor.
ground.back = 25       ;Player width (back, ground)
ground.front = 26      ;Player width (front, ground)
air.back = 12          ;Player width (back, air)
air.front = 13         ;Player width (front, air)
z.width = 3            ;Player width (into and out)
attack.width = 4,4     ;Default attack width: back, front
attack.dist = 160      ;Default attack distance
proj.attack.dist = 90  ;Default attack distance for projectiles
head.pos = 0, -72      ;Approximate position of head
mid.pos = -8, -49      ;Approximate position of midsection

[Velocity]
walk.fwd  = 3.6           ;Walk forward
walk.back = -3            ;Walk backward
jump.neu = 0,-8.7         ;Neutral jumping velocity (x, y)
jump.back = -3.2,-8.6     ;Jump back Speed (x, y)
jump.fwd = 3.2,-8.6       ;Jump forward Speed (x, y)

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
yaccel = .49         ;Vertical acceleration
stand.friction = .8  ;Friction coefficient when standing
crouch.friction = .8 ;Friction coefficient when crouching

[Quotes]
victory1 = "All you need is victory!" That is the motto of my family!
victory2 = How rude! You lack both manners and fighting ability!
victory3 = If you expected me to lose out of generosity, I'm truly sorry!
victory4 = It went as I expected. Thank you for making it nice and quick!
victory5 = Someone of your breeding could never stand a chance against me!
victory6 = To defeat an opponent is to get to know them intimately...
victory7 = Would you like to be my servant? You may start right now!
victory8 = You had your chance... Now it's time to pay up!!!
;---------------------------------------------------------------------------

; PREINTRO
[Statedef 190]
type = S
ctrl = 0
velset = 0,0
anim = 190
;poweradd = 3000

[State 190, 1]
type = ChangeAnim
trigger1 = roundstate = 0
value = 190

[State 190, 9]
type = ChangeState
triggerall = facing = -1
triggerall = TeamMode =  single
trigger1 = p2name = "Sakura"
value = 10000

[State 190, 9]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Ken"
value = 10001

[State 190, 9]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Sakura"
value = 10002

[State 190, 9]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Birdie"
value = 10003

[State 190, 9]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Balrog"
value = 10004

[State 190, 9]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Karin"
value = 10005


[State 190, 2] ;Go straight to intro.
type = ChangeState
trigger1 = Time = 0
value = 191

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10005]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10000, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 130
value = 0

[State 191, PlaySnd]
type = Playsnd
trigger1 = time = 2
value = s1,0
channel = 0


[State 10005, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 880
flag = Intro

[State 10005, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510646
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10005, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F100001121
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10005, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 880
value = 0


;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10000]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10000, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 130
value = 0

[State 191, PlaySnd]
type = Playsnd
trigger1 = time = 2
value = s1,0
channel = 0


[State 10000, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1320
flag = Intro

[State 10000, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9610
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10000, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10019
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10000, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1320
value = 0

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10001]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10001, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 130
value = 0

[State 191, PlaySnd]
type = Playsnd
trigger1 = time = 2
value = s1,0
channel = 0


[State 10001, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1320
flag = Intro

[State 10001, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9610
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10001, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10021
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10001, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1320
value = 0

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10002]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10002, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 130
value = 0

[State 191, PlaySnd]
type = Playsnd
trigger1 = time = 2
value = s1,0
channel = 0


[State 10002, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro

[State 10002, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10002, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10022
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10002, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0

;------------------------------------------------------------
; Introduction Against M. Bison

[Statedef 10003]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10003, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 130
value = 0

[State 191, PlaySnd]
type = Playsnd
trigger1 = time = 2
value = s1,0
channel = 0


[State 10003, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro

[State 10003, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10003, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10023
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10003, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0

[Statedef 10004]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P4Name = "Dan Hibiki"
trigger2 = P3Name = "Dan Hibiki"
value = 0

[State 10004, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 130
value = 0

[State 191, PlaySnd]
type = Playsnd
trigger1 = time = 2
value = s1,0
channel = 0


[State 10004, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1320
flag = Intro

[State 10004, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9610
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10004, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10024
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10004, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1320
value = 0

;---------------------------------------------------------------------------
; INTRO
[Statedef 191]
type = S
physics = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 191, 1] ;Intro not yet over
type = AssertSpecial
trigger1 = 1 ;Time = [0,200]
flag = Intro

[State 191, PlaySnd]
type = Playsnd
trigger1 = animelem = 3
value = s1,0
channel = 0

[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; WIN
[Statedef 180]
type = S
physics = S
ctrl = 0

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,3

[State 180, 2] ;Choose win1
type = Changestate
trigger1 = Command = "hold_x"
value = 181

[State 180, 3] ;Choose win2
type = changestate
trigger1 = Command = "hold_y"
value = 182

[State 180, 4] ;Choose win3
type = changestate
trigger1 = Command = "hold_z"
value = 183

[State 180, 8]
type = ChangeState
trigger1 = time = 1
value = 180 + var(2)

; WIN
[Statedef 181]
type = S
physics = S
anim = 181
ctrl = 0

[State 181, 1]
type = Assertspecial
trigger1 = Time = [0, 200]
flag = roundnotover

[State 191, PlaySnd]
type = Playsnd
trigger1 = animelem = 3
value = s1,0
channel = 0

; WIN
[Statedef 182]
type = S
physics = S
anim = 182
ctrl = 0

[State 181, 1]
type = Assertspecial
trigger1 = Time = [0, 200]
flag = roundnotover

[State 191, PlaySnd]
type = Playsnd
trigger1 = animelem = 1
value = s1,2
channel = 0

; WIN
[Statedef 183]
type = S
physics = S
anim = 183
ctrl = 0

[State 181, 1]
type = Assertspecial
trigger1 = Time = [0, 200]
flag = roundnotover

;---------------------------------------------------------------------------
; TAUNT
[Statedef 195]
type = S
physics = S
ctrl = 0
velset = 0,0
anim = 195
poweradd = 200

[State 191, PlaySnd]
type = Playsnd
trigger1 = animelem = 3;4
value = s1,0
channel = 0

[state hehe]
type = varset
trigger1 = var(1) = 0 && animtime = 0
var(4) = 1

[State 195, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_A
[Statedef 200]
type    = S
movetype= A
physics = S
velset = 0
juggle  = 7
ctrl = 0
anim = 200
;poweradd = 20

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 2
value = s0,12
channel = 3  ; for movements

[State 200, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 17, 1
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 9,9
animtype = Light
hitflag = MAF
sparkno = 0          
guard.sparkno = 40  
sparkxy = -20,-70
hitsound   = S0,0
guardsound = S0,21
ground.type = Low
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -7
air.velocity = -5,-3

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STANDING MEDIUM PUNCH
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 7
;poweradd = 20
velset = 0
ctrl = 0
anim = 210

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 2
value = s0,13

[State 201, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 38,2
getpower = 40,14
givepower = 20,12
animtype = Medium
hitflag = MAF
guardflag = MA
pausetime = 10,10
sparkno = 1          
guard.sparkno = 40  
sparkxy = -5,-60
hitsound   = S0,1
guardsound = S0,21
ground.type = Low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -8.2
air.velocity = -7,-3

[State 201, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STANDING HIGH PUNCH
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 7
;poweradd= 15
ctrl = 0
anim = 220

[State 1010, 4]
type = PlaySnd
trigger1 = time = 0
value = S3,1
channel = 0

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 2
value = s0,14
channel = 2

[State 200, Posadd]
type = posadd
trigger1 = animelem = 2
x = 21

[State 200, Posadd]
type = posadd
trigger1 = animelem = 3
x = 8

[State 200, Posadd]
type = posadd
trigger1 = animelem = 4
x = 6

[State 200, Posadd]
type = posadd
trigger1 = animelem = 9
x = -22

[State 200, Posadd]
type = posadd
trigger1 = animelem = 10
x = -11

[State 202, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage    = 59,3
getpower = 60,16
givepower = 30,22
animtype = Hard
guardflag = MA
pausetime = 11,11
air.pausetime = 11,11
sparkno = 2          
guard.sparkno = 40  
hitflag = MAF
sparkxy = -20,-70
hitsound   = S0,2
guardsound = S0,21
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -11
air.velocity = -7.3,-3

[State 202, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Low Kick
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 7
;poweradd= 15
ctrl = 0
anim = 230

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 2
value = s0,12

[State 203, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 23,1
getpower = 25,12
givepower = 12,6
guardflag = MA
hitflag = MAF
pausetime = 11,11
sparkxy = -20,-58
sparkno = 0          
guard.sparkno = 40  
hitsound   = S0,3
guardsound = S0,21
ground.type = Low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -6
air.velocity = -4.3,-3

[State 210, Changestate]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 7
ctrl = 0
anim = 240
;poweradd = 40
velset = 0,0

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 3
value = s0,13

[State 204, 4]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 44,2
getpower = 40,14
givepower = 20,12
guardflag = MA
hitflag = MAF
animtype = Medium
pausetime = 10,10
sparkno = 1         
guard.sparkno = 40  
sparkxy = -20,-60
hitsound   = S0,4
guardsound = S0,21
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8
air.velocity = -6,-3

[State 204, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Overhead Kick
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 7
;poweradd = 30
velset = 0
ctrl = 0
anim = 245

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = S1,1
channel = 0

[State 210, 1.1]
type = PlaySnd
trigger1 = animelem = 7
value = S0,14
channel = 2

[State 210, 2]
type = PosAdd
trigger1 = animelem = 2
x = 15

[State 210, 2]
type = PosAdd
trigger1 = animelem = 3
x = 27

[State 210, 2]
type = PosAdd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
x = 2

[State 210, 2]
type = PosAdd
trigger1 = animelem = 9
x = 10

[State 210, 2]
type = PosAdd
trigger1 = animelem = 11
x = -9

[State 210, 2]
type = PosAdd
trigger1 = animelem = 12
x = -9

[State 210, 2]
type = PosAdd
trigger1 = animelem = 13
x = -37

[State 210, 2]
type = PosAdd
trigger1 = animelem = 14
trigger2 = animelem = 15
x = -6

[state heh]
type = velset
trigger1 = animelemno(0) = [3,7]
x = .5

[State 210, 4]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 68,3
getpower = 60,16
givepower = 30,22
guardflag = H
hitflag = MA
Animtype = Hard
pausetime = 12,12
sparkno = 2          
guard.sparkno = 40  
sparkxy = -20,-65
hitsound   = S0,5
guardsound = S0,21
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -10
air.velocity = -8.3,-3

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


;---------------------------------------------------------------------------
; Standing Overhead Kick
[Statedef 245888]
type    = S
movetype= A
physics = S
juggle  = 7
;poweradd = 30
velset = 0
ctrl = 0
anim = 245888

;[State 210, 1]
;type = PlaySnd
;trigger1 = animelem = 4
;value = S1,1
;channel = 0

[State 210, 1.1]
type = PlaySnd
trigger1 = animelem = 4
value = S0,14
channel = 2




[State 210, 4]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 57,3
getpower = 60,16
givepower = 30,22
guardflag = H
hitflag = MAF
Animtype = Hard
pausetime = 12,12
sparkno = 2          
guard.sparkno = 40  
sparkxy = -20,-35
hitsound   = S0,5
guardsound = S0,21
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -10
air.velocity = -8.3,-3

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

;---------------------------------------------------------------------------
; Standing Overhead Kick
[Statedef 245886]
type    = S
movetype= A
physics = S
juggle  = 7
;poweradd = 30
velset = 0
ctrl = 0
anim = 245886

;[State 210, 1]
;type = PlaySnd
;trigger1 = animelem = 4
;value = S1,1
;channel = 0

[State 210, 1.1]
type = PlaySnd
trigger1 = animelem = 4
value = S0,14
channel = 2




[State 210, 4]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 63,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MA
Animtype = Hard
pausetime = 12,12
sparkno = 2          
guard.sparkno = 40  
sparkxy = -20,-65
hitsound   = S0,5
guardsound = S0,21
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -10
air.velocity = -8.3,-3

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

;---------------------------------------------------------------------------
; Standing High Kick
[Statedef 250]
type    = S
movetype= A
physics = N
juggle  = 7
;poweradd = 30
velset = 0
ctrl = 0
anim = 250

[State 1010, 4]
type = PlaySnd
trigger1 = animelem = 3
value = S3,2
channel = 0

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 2
value = s0,14
channel = 2

[State 200, Posadd]
type = Posadd
trigger1 = Animelem = 1
x = 32

[State 200, Posadd]
type = Posadd
trigger1 = Animelem = 2
x = -19

[state haha]
type = velset
trigger1 = animelem = 2
x = 3

[state haha]
type = statetypeset
trigger1 = animelem = 2, 3
physics = S

[state haha]
type = velset
trigger1 = animelem = 2, 3
x = 0

[State 200, Posadd]
type = Posadd
trigger1 = Animelem = 3
x = 14

[State 200, Posadd]
type = Posadd
trigger1 = Animelem = 4
x = 7

[State 200, Posadd]
type = Posadd
trigger1 = Animelem = 5
x = 2

[State 200, Posadd]
type = Posadd
trigger1 = Animelem = 6
x = 3

[State 200, Posadd]
type = Posadd
trigger1 = Animelem = 9
x = -10

[State 200, Posadd]
type = Posadd
trigger1 = Animelem = 10
x = -28

[State 200, Posadd]
type = Posadd
trigger1 = Animelem = 11
x = -14

[State 200, Posadd]
type = Posadd
trigger1 = Animelem = 12
x = -6

[State 211, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 63,3
getpower = 60,16
givepower = 30,22
priority  = 3
animtype = Hard
guardflag = MA
hitflag = MA
pausetime = 12,12
sparkno = 2          
guard.sparkno = 40  
sparkxy = -20,-46
hitsound   = S0,5
guardsound = S0,21
ground.type = Low
ground.slidetime = 13
ground.hittime  = 14
ground.velocity = -12
air.velocity = -8.3,-3

[State 211, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------
; Punch Throw
[Statedef 260]
type    = S
movetype= A
physics = S
juggle  = 2
;poweradd = 30
velset = 0
ctrl = 0
anim = 260

[state haha]
type = nothitby
trigger1 = p2bodydist x <= 35 && enemy, hitdefattr = SC, AA, AT
value = SCA, AA, AT
time = 2

[state haha]
type = varset
trigger1 = time >= 1 && command = "holdback"
var(11) = 1

[State 1010, 4]
type = PlaySnd
trigger1 = animelem = 4
value = S1,6
channel = 0

[State 212, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NT
damage = 0
numhits = 0
guard = 0
numhits = 0
hitflag = M
pausetime = 0,0
sparkno = -1
hitsound   = S0,7
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
p1stateno = 261
p2stateno = 265
fall = 1
fall.recover = 0

[State 211, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------
; Punch Throw Success
[Statedef 261]
type    = S
movetype= A
physics = S
velset = 0
ctrl = 0
anim = 261

[state hehe]
type = turn
trigger1 = animelem = 3 && var(11) = 1

[state haha]
type = targetstate
triggerall = numtarget = 1
trigger1 = animelem = 3 && var(11) = 1
value = 266

[state hehe]
;type = bindtotarget
type = targetbind
triggerall = numtarget = 1
trigger1 = animelem = 2 && target, const(size.head.pos.y) <= -90
pos = 0 + ifelse(target, const(size.head.pos.y) > -90, ((-80 - target, const(size.head.pos.y)) * -1), 0) ,0
time = 1
ignorehitpause = 1

[state haha, Orochi Herman]
type = targetbind
;type = bindtotarget
triggerall = numtarget = 1
trigger1 = animelem = 2 && target, const(size.head.pos.y) >= -89
pos = 0 + ifelse(target, const(size.head.pos.y) > -90, ((-80 - target, const(size.head.pos.y)) * -1), 0), ifelse(target, const(size.head.pos.y) > -90, (-90 - target, const(size.head.pos.y)), 0)
;pos = 0, ifelse(target, const(size.head.pos.y) > -90, (-90 - target, const(size.head.pos.y)), 0)
time = 1
ignorehitpause = 1

[state hehe]
type = targetbind
triggerall = numtarget = 1
trigger1 = animelem = 5
pos = 0,0
time = 1

[State 1010, 4]
type = PlaySnd
trigger1 = animelem = 6
value = S1,5
channel = 0

[State 212, 2]
type = TargetLifeAdd
triggerall = numtarget = 1
trigger1 = animelem = 6
value = -80
absolute = 1
persistent = 0

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 60

[State 212, 2]
type = PlaySnd
trigger1 = animelem = 6
value = S0,8

[State 212, 2]
type = PlaySnd
trigger1 = animelem = 6
value = S0,11

[State 942, 4]
type = EnvShake
Trigger1 = animelem = 6
time = 15
ampl = -5
freq = 90
phase = 90

[State 2000, Waves]
type        = explod
trigger1    = animelem = 6
anim        = F62
pos         = 20,0
postype     = p1
sprpriority = 5
scale = 1.5,1.5

[state haha]
type = varset
trigger1 = animtime = 0
var(11) = 0

[State 211, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------
; Punch Throw Victim
[Statedef 265]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 60

[state haha]
type = screenbound
trigger1 = 1
value = 0
movecamera = 1,0

[state he]
type = changeanim2
trigger1 = 1 ;time = 0
value = 265
persistent = 0

[State 211, 7]
type = SelfState
trigger1 = AnimTime = 0
value = ifelse(!alive, 5150, 5120)

;--------------------------------------
; Punch Throw Victim
[Statedef 266]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
;facep2 = 1

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 60

[state haha]
type = screenbound
trigger1 = 1
value = 0
movecamera = 1,0

[state he]
type = turn
trigger1 = 1 ;time = 0
persistent = 0

[State 211, 7]
type = SelfState
trigger1 = AnimTime = 0
value = ifelse(!alive, 5150, 5120)

;--------------------------------------
; Kick Throw
[Statedef 270]
type    = S
movetype= A
physics = S
juggle  = 2
;poweradd = 30
velset = 0,0
ctrl = 0
anim = 260

[state haha]
type = varset
trigger1 = time = 0
var(12) = 0

[state haha]
type = nothitby
trigger1 = p2bodydist x <= 35 && enemy, hitdefattr = SC, AA, AT
value = SCA, AA, AT
time = 2

[State 1010, 4]
type = PlaySnd
trigger1 = animelem = 4
value = S1,6
channel = 0

[State 212, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NT
damage = 0
id = 270
numhits = 0
guard = 0
hitflag = M
pausetime = 0,0
sparkno = -1
hitsound = S0 + ifelse(var(1) = 1, 0, 99), 7
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -2,-4
air.velocity = -2,-4
p1stateno = 271
p2stateno = 275
p2facing = 1
fall = 1
fall.recover = 0
hitonce = 1
;snap = 30

[State 211, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------
; Kick Throw Success
[Statedef 271]
type    = S
movetype= A
physics = S
juggle = 7
poweradd = 30
velset = 0,0
;anim = 270
ctrl = 0


[state haha, Orochi Herman]
type = targetbind
trigger1 = time = 0
pos = 30 + ifelse(target, const(size.head.pos.y) > -90, ((-80 - target, const(size.head.pos.y)) * -1), 0), ifelse(target, const(size.head.pos.y) > -90, (-90 - target, const(size.head.pos.y)), 0)
time = 1
ignorehitpause = 1

[state haha]
type = varset
triggerall = var(13) = 0
trigger1 = command = "a" 
trigger2 = command = "b" 
trigger3 = command = "c"
var(13) = 1

[state haha]
type = changeanim
triggerall = var(12) = [0,4];6]
trigger1 = time = 0 
trigger2 = (anim = [270,271]) && animtime = 0
value = 270 + var(13)

[state haha]
type = varset
trigger1 = animelemtime(1) = 1
var(13) = 0

[state haha]
type = targetstate
trigger1 = animelemtime(1) = 0 && var(12) = [1,4];6]
value = 275 + (anim % 10)

[state hah]
type = varset
trigger1 = time = 0
var(12) = 0

[state hah]
type = varadd
trigger1 = animelem = 5 && var(12) = [0,5];7]
var(12) = 1

[state haha]
type = playsnd
trigger1 = animelem = 2
value = s3,4
channel = 0

[state haha]
type = hitadd
trigger1 = animelem = 3
value = 1

[state haha]
type = playsnd
trigger1 = animelem = 3
trigger2 = animelem = 5 && var(12) = 5
value = s0,5
channel = 1

[State 2000, Waves]
type        = explod
trigger1    = animelem = 3
anim        = F2
pos         = 41,-58
postype     = p1
sprpriority = 4

[state haha]
type = targetlifeadd
triggerall = var(12) = [0,5];7]
trigger1 = animelem = 3
value = -20
absolute = 1

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 60

[state haha]
type = targetstate
trigger1 = animelemtime(4) >= 0 && var(12) >= 5;7
value = 277
ignorehitpause = 1
persistent = 0

[state haha]
type = changestate
trigger1 = animtime = 0 && var(12) >= 5;7
value = 0
ctrl = 1

;--------------------------------------
; Kick Throw victim, slow
[Statedef 275]
type    = S
movetype= H
physics = S
velset = 0
ctrl = 0

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 60


[state haha]
type = screenbound
trigger1 = 1
value = 0
movecamera = 1,0
ignorehitpause = 1

[state haha]
type = changeanim2
trigger1 = 1
value = 275
persistent = 0

; Kick Throw victim, fast
[Statedef 276]
type    = S
movetype= H
physics = S
velset = 0
ctrl = 0

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 60

[state haha]
type = screenbound
trigger1 = 1
value = 0
movecamera = 1,0
ignorehitpause = 1

[state haha]
type = changeanim2
trigger1 = 1
value = 276
persistent = 0

; Kick Throw victim, released
[Statedef 277]
type    = A
movetype= H
physics = N
velset = -6
ctrl = 0

[state haha]
type = nothitby
trigger1 = time = 0
value = SCA
time = 80

[state haha]
type = selfstate
trigger1 = time = 0
value = 5030

; Guard Cancel!
[Statedef 280]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 280
poweradd = -500

[State , Explod0]
type = Explod
trigger1 = time = 0
anim = 281
;ID = 
pos = -83, -224
postype = P1
facing = 1
;vfacing = 1
;bindtime = 
;vel = 0, 0
;accel = 0, 0
;random = 0, 0
;removetime = -2
;supermovetime = 0
pausemovetime = -1
scale = 1, 1.2
;sprpriority = 0
ontop = 1
;shadow = 0,0,0
ownpal = 1
;removeongethit = 0

[State , Explod1]
type = Explod
trigger1 = animelem = 2
anim = 282
pos = 43, -72
postype = P1
supermovetime = -1
pausemovetime = -1
sprpriority = 3

[State , Pause0]
type = Pause
trigger1 = 1
time = 3
movetime = 3

[State , HitDef0]
type = HitDef
trigger1 = animelemno(0) = 2
attr = S, SA
hitflag = MAF
guardflag = M
p2stateno = 285
ignorehitpause = 1

[state hehe]
type = reversaldef
trigger1 = animelemno(0) = 2
hitsound = s0,21
sparkxy = -20,-50
pausetime = 0,0
reversal.attr = SCA, NA, SA, HA;, NP, SP, HP
;p1stateno = 1065
p2stateno = 285
;hitonce = 1 ; omitted due to irregularity.
ignorehitpause = 1

[state haha]
type = playsnd
trigger1 = time = 0
value = s0,23
abspan = 0

[state haha]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state haha]
type = Changestate
triggerall = animtime = 0
trigger1 = p2statetype = S || p2statetype = A
value = 281

[state haha]
type = Changestate
triggerall = animtime = 0
trigger1 = p2statetype = C
value = 282

;---------------------------------------------------------------------------
; High guard Cancel
[Statedef 281]
type    = S
movetype= A
physics = S
juggle  = 3
;poweradd= 15
ctrl = 0
anim = 221

[state haha]
type = nothitby
trigger1 = 1 && p2bodydist X = [-45, 45]
value = SCA
time = 2
ignorehitpause = 1

[State 1010, 4]
type = PlaySnd
trigger1 = time = 0
value = S3,1
channel = 0

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 2
value = s0,14
channel = 2

[State 200, Posadd]
type = posadd
trigger1 = animelem = 2
x = 21

[State 200, Posadd]
type = posadd
trigger1 = animelem = 3
x = 8

[State 200, Posadd]
type = posadd
trigger1 = animelem = 4
x = 6

[State 200, Posadd]
type = posadd
trigger1 = animelem = 9
x = -22

[State 200, Posadd]
type = posadd
trigger1 = animelem = 10
x = -11

[State 202, 2]
type = HitDef
trigger1 = animelem = 3 && p2bodydist X = [-45, 45]
attr = S, SA
damage    = 57,3
getpower = 60,16
givepower = 30,22
animtype = Hard
guardflag = M
pausetime = 11,11
priority = 7
air.pausetime = 11,11
sparkxy = -20,-70
hitsound   = S0,2
guardsound = S0,21
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -11
air.velocity = -7.3,-3
p2stateno = 286

[State , Explod0]
type = Explod
trigger1 = movehit
anim = 286
ID = 286
postype = P2
facing = 1
bindtime = (p2stateno = 286) * -1
removetime = (p2stateno = 286) * -1
sprpriority = 3
ownpal = 0
persistent = 0
ignorehitpause = 1

[State 202, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Low Guard Cancel
[Statedef 282]
type    = C
movetype= A
physics = C
;poweradd = 50
velset = 0
ctrl = 0
anim = 350

[state haha]
type = nothitby
trigger1 = 1 && p2bodydist X = [-45, 45]
value = SCA
time = 2
ignorehitpause = 1

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 3
value = s0,14

[State 221, 2]
type = HitDef
trigger1 = AnimElem = 4 ;&& p2bodydist X = [-45, 45]
attr = C, SA
damage    = 67,2
getpower = 60,16
givepower = 30,22
guardflag = L
priority = 7
pausetime = 13,13
hitflag = MA
sparkxy = -20,-8
hitsound   = S0,5
guardsound = S0,21
animtype = Hard
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -.7,-4.5
air.velocity = -.7,-4.5
fall = 1
fall.recover = 0
p2stateno = 286

[State , Explod0]
type = Explod
trigger1 = movehit
anim = 286
ID = 286
postype = P2
facing = 1
bindtime = (p2stateno = 286) * -1
removetime = (p2stateno = 286) * -1
sprpriority = 3
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 221, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Freeze
[Statedef 285]
type    = U
movetype= H
physics = U
velset = 0,0
ctrl = 0

[State -2, 1]
type = AfterImageTime
trigger1 = Movetype = H
time = 0
ignorehitpause = 1

[state hahaha]
type = nothitby
trigger1 = time = 0
value = SCA
time = 1

[state haha]
type = changeanim
trigger1 = 1
value = anim
elem = animelemno(0)

[state selfstate]
type = selfstate
trigger1 = time >= 100
value = 5050

;---------------------------------------------------------------------------
; Spinning
[Statedef 286]
type    = A
movetype= H
physics = N
velset = -4,-12
ctrl = 0

[State -2, 1]
type = AfterImageTime
trigger1 = Movetype = H
time = 0
ignorehitpause = 1

[state haha]
type = posadd
trigger1 = time = 0
y = -30

[State , Gravity0]
type = veladd ;Gravity
trigger1 = 1
y = .6

[state haha]
type = changeanim2
trigger1 = 1
value = 285
persistent = 0

[state selfstate]
type = selfstate
trigger1 = pos Y >= -15 && vel Y > 0
value = 5100

;---------------------------------------------------------------------------
; Crouching Low Punch
[Statedef 300]
type    = C
movetype= A
physics = C
juggle  = 7
;poweradd= 1
ctrl = 0
anim = 300

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 2
value = s0,12
channel = 2

[State 212, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 16,1
getpower = 25,12
givepower = 12,6
guardflag = L
hitflag = MAF
pausetime = 9,9
sparkno = 0          
guard.sparkno = 40  
sparkxy = -20,-41
hitsound   = S0,0
guardsound = S0,21
ground.type = Low
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -6.3
air.velocity = -3.5,-3

[State 212, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 310]
type    = C
movetype= A
physics = C
;poweradd= 5
ctrl = 0
juggle  = 13
anim = 310

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 3
value = s0,13
channel = 2

[State 213, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 37,2
getpower = 40,14
givepower = 20,12
guardflag = L
hitflag = MA
animtype = Medium
pausetime = 12,12
sparkno = 1         
guard.sparkno = 40  
sparkxy = -20,-18
hitsound   = S0,1
guardsound = S0,21
ground.type = Low
ground.slidetime = 7
ground.hittime  = 10
ground.velocity = -9.5
air.velocity = -3.6,-3.2

[state 310, changestate]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching High Punch
[Statedef 320]
type    = C
movetype= A
physics = C
juggle  = 2
;poweradd = 30
velset = 0
ctrl = 0
anim = 320

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 3
value = s0,14

[State 200, Posadd]
type = posadd
trigger1 = Animelem = 2 ;1
x = 18

[state hehe]
type = width
trigger1 = animelemno(0) = [2,8]
value = 0,18

[State 200, Posadd]
type = posadd
trigger1 = Animelem = 9
x = -18

[State 214, 2]
type = HitDef
trigger1 = animelem = 3
attr = C, NA
damage    = 58,3
getpower = 60,16
givepower = 30,22
animtype = Hard
guardflag = L
hitflag = MAF
pausetime = 12,12
sparkno = 2          
guard.sparkno = 40  
sparkxy = -20,-56
hitsound   = S0,2
guardsound = S0,21
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -11
air.velocity = -7.3,-3
air.juggle = 2

[State 214, 7]
type = ChangeState
trigger1 = MoveHit
trigger1 = command = "holdup"
value = 40
ctrl = 1

[State 214, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Low Kick
[Statedef 330]
type    = C
movetype= A
physics = C
;poweradd = 1
juggle  = 10
velset = 0
ctrl = 0
anim = 330

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 3
value = s0,12
channel = 2

[State 215, 6]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage    = 20,1
getpower = 25,12
givepower = 12,6
guardflag = L
hitflag = MA
pausetime = 10,10
sparkno = 0          
guard.sparkno = 40  
sparkxy = -20,0
hitsound   = S0,3
guardsound = S0,21
ground.type = Low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -8
air.animtype = Back
air.velocity = -6.3,-3

[State 215, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Kick
[Statedef 340]
type    = C
movetype= A
physics = C
;poweradd= 40
velset = 0
juggle  = 10
ctrl = 0
anim = 340

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 3
value = s0,13
channel = 2

[State 220, 4]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage = 42,2
getpower = 40,14
givepower = 20,12
animtype  = Medium
guardflag = L
hitflag = MA
sparkno = 1          
guard.sparkno = 40  
pausetime = 10,10
sparkxy = -20,-10
hitsound   = S0,4
guardsound = S0,21
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -9
air.velocity = -6,-2
airguard.velocity = -4     

[State 220, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching High Kick
[Statedef 350]
type    = C
movetype= A
physics = C
;poweradd = 50
velset = 0
ctrl = 0
anim = 350

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 3
value = s0,14

[State 221, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage    = 62,3
getpower = 60,16
givepower = 30,22
guardflag = L
pausetime = 13,13
hitflag = MA
sparkxy = -20,-8
sparkno = 2         
guard.sparkno = 40  
hitsound   = S0,5
guardsound = S0,21
animtype = Hard
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -.7,-4.5
air.velocity = -.7,-4.5
fall = 1
fall.recover = 0

[State 221, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Dakusokubarai or sumthin...
[Statedef 351]
type    = C
movetype= A
physics = N
;poweradd = 50
velset = 2,0
ctrl = 0
anim = 1080

[state hehe]
type = veladd
trigger1 = animelemno(0) >= 6 && vel x > .01
x = -.09

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 3
value = s0,14
channel = 2

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 1
value = s0,6

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 2
value = s3,4
channel = 0

[State 221, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = C, SA
damage    = 65,3
getpower = 60,16
givepower = 30,22
guardflag = L
pausetime = 11,11
hitflag = MA
sparkxy = -20,-8
hitsound   = S0,5
guardsound = S0,21
animtype = Hard
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -.7,-2.5
air.velocity = -.7,-2.5
fall = 1
fall.recover = 0

[State 221, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Dakusokubarai or sumthin...
[Statedef 352]
type    = C
movetype= A
physics = N
;poweradd = 50
velset = 2.5,0
ctrl = 0
anim = 1081

[state hehe]
type = veladd
trigger1 = animelemno(0) >= 6 && vel x > .01
x = -.1

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 3
value = s0,14
channel = 2

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 1
value = s0,6

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 2
value = s3,4
channel = 0

[State 221, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = C, SA
damage    = 65,3
getpower = 60,16
givepower = 30,22
guardflag = L
pausetime = 11,11
hitflag = MA
sparkxy = -20,-8
hitsound   = S0,5
guardsound = S0,21
animtype = Hard
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -.7,-2.5
air.velocity = -.7,-2.5
fall = 1
fall.recover = 0

[State 221, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Dakusokubarai or sumthin...
[Statedef 353]
type    = C
movetype= A
physics = N
;poweradd = 50
velset = 3,0
ctrl = 0
anim = 1082

[state hehe]
type = veladd
trigger1 = animelemno(0) >= 6 && vel x > .01
x = -.12

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 3
value = s0,14
channel = 2

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 1
value = s0,6

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 2
value = s3,4
channel = 0

[State 221, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = C, SA
damage    = 65,3
getpower = 60,16
givepower = 30,22
guardflag = L
pausetime = 11,11
hitflag = MA
sparkxy = -20,-8
hitsound   = S0,5
guardsound = S0,21
animtype = Hard
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -.7,-2.5
air.velocity = -.7,-2.5
fall = 1
fall.recover = 0

[State 221, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

; Learned attack cancel
[Statedef 360]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 280

[State 500, 6]
type = CtrlSet
trigger1 = animelemtime(2) >= 3
value = 1

[State , Explod1]
type = Explod
trigger1 = animelem = 2
anim = 282
pos = 43, -72
postype = P1
supermovetime = -1
pausemovetime = -1
sprpriority = 3

[State , Pause0]
type = Pause
trigger1 = 1
time = 3
movetime = 3

[state haha]
type = playsnd
trigger1 = time = 0
value = s0,23
abspan = 0

[state haha]
type = nothitby
trigger1 = 1
value = SCA
time = 20

[state haha]
type = Changestate
trigger1 = animtime = 0
value = 361

; Learned attack counterstrike
[Statedef 361]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 360 ;1065

[state haha]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 234, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 65, 3
getpower = 60,16
givepower = 30,22
guard = 0
hitflag = MA
pausetime = 2,11
sparkxy = -20,-60
hitsound   = S0,5 ;2
guardsound = S0,21
animtype = Back
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -2,-8
air.animtype = Low
air.velocity = -2.5,-8
p2stateno = 1068
fall = 1


[State haha]
type = changestate
trigger1 = animtime = 0
trigger2 = time >= 60
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Air Low Punch
[Statedef 400]
type    = A
movetype= A
physics = A
juggle  = 7
;poweradd= 60
ctrl = 0
anim = 400

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 2
value = s0,12

[State 222, 2]
type = HitDef
trigger1 = animelem = 2
attr = A, NA
damage    = 19,1
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 9,9
sparkno = 0          
guard.sparkno = 40  
sparkxy = -20,-100
hitsound   = S0,0
guardsound = S0,21
animtype = High
ground.type = Low
ground.slidetime = 3
ground.hittime  = 4
ground.velocity = -7.5
air.type = High
air.velocity = -5.6,-3.5

[State 222, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 460

;---------------------------------------------------------------------------
;Jumping Medium Punch
[Statedef 410]
type    = A
movetype= A
physics = A
juggle  = 7
;poweradd= 65
ctrl = 0
anim = 410

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 2
value = s0,13

[State 223, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 39,2
getpower = 40,14
givepower = 20,12
guardflag = HA
pausetime = 11,11
sparkno = 1          
guard.sparkno = 40  
sparkxy = -20,-75
hitsound   = S0,1
guardsound = S0,21
animtype = Med
ground.type = High
ground.slidetime = 3
ground.hittime  = 5
ground.velocity = -7
air.velocity = -5,-3.1

[State 222, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 460
;ctrl = 1

;---------------------------------------------------------------------------
; Jumping High Punch
[Statedef 420]
type    = A
movetype= A
physics = A
juggle  = 7
;poweradd= 24
ctrl = 0
anim = 420

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 2
value = s0,14

[State 224, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 64,3
getpower = 60,16
givepower = 30,22
guardflag = HA
animtype = Hard
sparkno = 2          
guard.sparkno = 40  
pausetime = 12,12
sparkxy = -20,-50
hitsound   = S0,2
guardsound = S0,21
ground.type = High
ground.slidetime = 4
ground.hittime  = 5
ground.velocity = -7
air.velocity = -5,-5.5

[State 222, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 460
;ctrl = 1

;---------------------------------------------------------------------------
; Jumping High Punch
[Statedef 42000]
type    = A
movetype= A
physics = A
juggle  = 7
;poweradd= 24
ctrl = 0
anim = 42000

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 3
value = s1,6
channel = 2

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 2
value = s0,14

[State 224, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 59,3
getpower = 60,16
givepower = 30,22
guardflag = HA
animtype = Hard
sparkno = 2          
guard.sparkno = 40  
pausetime = 12,12
sparkxy = -20,-50
hitsound   = S0,2
guardsound = S0,21
ground.type = High
ground.slidetime = 4
ground.hittime  = 5
ground.velocity = -7
air.velocity = -5,-5.5

[State 222, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 460
;ctrl = 1
;---------------------------------------------------------------------------
; Air Low Kick
[Statedef 430]
type    = A
movetype= A
physics = A
juggle  = 4
;poweradd= 60
;velset = 0
ctrl = 0
anim = 430

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 2
value = s0,12

[State 230, 5]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 25,1
getpower = 25,12
givepower = 12,6
animtype  = Light
guardflag = MA
pausetime = 8,8
sparkno = 0          
guard.sparkno = 40  
sparkxy = -20,-10
hitsound   = S0,3
guardsound = S0,21
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8.5
air.velocity = -6, -3

[State 222, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 460
;ctrl = 1

;---------------------------------------------------------------------------
; Air Medium Kick
[Statedef 440]
type    = A
movetype= A
physics = A
juggle  = 6
;poweradd= 65
ctrl = 0
anim = 440

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 2
value = s0,13

[State 231, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 44,2
getpower = 40,14
givepower = 20,12
animtype = Medium
guardflag = MA
pausetime = 11,11
sparkno = 1          
guard.sparkno = 40  
sparkxy = -20,-55
hitsound   = S0,4
guardsound = S0,21
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -7
air.animtype = Back
air.velocity = -5.4,-3

[State 231, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 460

;---------------------------------------------------------------------------
; Jumping High Kick
[Statedef 450]
type    = A
movetype= A
physics = A
juggle  = 7
;poweradd= 70
ctrl = 0
anim = 450

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 2
value = s0,14

[State 232, 2]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage    = 69,3
getpower = 60,16
givepower = 30,22
guardflag = HA
animtype = Hard
pausetime = 13,13
sparkno = 2          
guard.sparkno = 40  
sparkxy = -20,-48
hitsound   = S0,5
guardsound = S0,21
animtype = Hard
ground.type = High
ground.slidetime = 4
ground.hittime  = 5
ground.velocity = -7.5
air.animtype = Back
air.velocity = -5,-4.5

[State 231, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 460

;---------------------------------------------------------------------------
; Jumping High Kick
[Statedef 45000]
type    = A
movetype= A
physics = A
juggle  = 7
;poweradd= 70
ctrl = 0
anim = 440554

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 2
value = s0,14

[State 232, 2]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage    = 64,3
getpower = 60,16
givepower = 30,22
guardflag = HA
animtype = Hard
pausetime = 13,13
sparkno = 2          
guard.sparkno = 40  
sparkxy = -20,-88
hitsound   = S0,5
guardsound = S0,21
animtype = Hard
ground.type = High
ground.slidetime = 4
ground.hittime  = 5
ground.velocity = -7.5
air.animtype = Back
air.velocity = -5,-4.5

[State 231, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 460

;---------------------------------------------------------------------------
; Landing Anim
[Statedef 460]
type    = A
movetype= A
physics = A
ctrl = 0

[state hee]
type = changeanim
trigger1 = time = 0
value = 460

;---------------------------------------------------------------------------
; Air throw Attempt
[Statedef 470]
type    = A
movetype= A
physics = A
juggle  = 9
;poweradd= 70
ctrl = 0
anim = 470

[State 1010, 4]
type = PlaySnd
trigger1 = animelem = 4
value = S1,6
channel = 0

[State 212, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NT
damage = 0
numhits = 0
guard = 0
numhits = 0
hitflag = AF
pausetime = 0,0
sparkno = -1
hitsound   = S0,7
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
p1stateno = 471
p2stateno = 475
fall = 1
fall.recover = 0

;--------------------------------------
; Auir Punch Throw Success
[Statedef 471]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 471

[state hehe]
type = posfreeze
trigger1 = animelemno(0) = [1,4]

[state haha]
type = velset
trigger1 = animelem = 5
x = fvar(1)
y = fvar(2)

[state haha]
type = gravity
trigger1 = animelemno(0) >= 5

[state hehe]
;type = bindtotarget
type = targetbind
triggerall = numtarget = 1
trigger1 = animelem = 2 && target, const(size.head.pos.y) <= -90
pos = 0 + ifelse(target, const(size.head.pos.y) > -90, ((-80 - target, const(size.head.pos.y)) * -1), 0) ,0
time = 1
ignorehitpause = 1

[state haha, Orochi Herman]
type = targetbind
;type = bindtotarget
triggerall = numtarget = 1
trigger1 = animelem = 2 && target, const(size.head.pos.y) >= -89
pos = 0 + ifelse(target, const(size.head.pos.y) > -90, ((-80 - target, const(size.head.pos.y)) * -1), 0), ifelse(target, const(size.head.pos.y) > -90, (-90 - target, const(size.head.pos.y)), 0)
;pos = 0, ifelse(target, const(size.head.pos.y) > -90, (-90 - target, const(size.head.pos.y)), 0)
time = 1
ignorehitpause = 1

[state hehe]
type = targetbind
triggerall = numtarget = 1
trigger1 = animelemno(0) >= 5
pos = 0,0
time = 1

[state hehe]
type = changestate
trigger1 = pos y >= 0 && vel Y > 0
value = 472

; Auir Punch Throw Success landed
[Statedef 472]
type    = C
movetype= A
physics = C
velset = 0,0
ctrl = 0
anim = 472

[state haha]
type = posset
trigger1 = time = 0
y = 0

[state haha]
type = targetstate
trigger1 = time = 0
value = 476

[State 1010, 4]
type = PlaySnd
trigger1 = animelem = 1
value = S1,5
channel = 0

[State 212, 2]
type = TargetLifeAdd
triggerall = numtarget = 1
trigger1 = animelem = 1
value = -150
absolute = 1
persistent = 0

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 60

[State 212, 2]
type = PlaySnd
trigger1 = animelem = 1
value = S0,8

[State 212, 2]
type = PlaySnd
trigger1 = animelem = 1
value = S0,11

[State 942, 4]
type = EnvShake
Trigger1 = animelem = 1
time = 15
ampl = -5
freq = 90
phase = 90

[State 2000, Waves]
type        = explod
trigger1    = animelem = 1
anim        = F61
pos         = 0,0
postype     = p1
sprpriority = -5
scale = 1.5,1.5

[State 211, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------
; Punch Throw Victim
[Statedef 475]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1

[state haha]
type = screenbound
trigger1 = 1
value = 0
movecamera = 1,0

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 60

[state he]
type = changeanim2
trigger1 = 1 ;time = 0
value = 475
persistent = 0

;[state hehe]
;type = changestate
;trigger1 = pos y >= -10 && vel Y > 0
;value = 476

;--------------------------------------
; Punch Throw Victim
[Statedef 476]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 60

[state hehe]
type = posset
trigger1 = time = 0
y = 0

[state haha]
type = screenbound
trigger1 = 1
value = 0
movecamera = 1,0

[state he]
type = changeanim2
trigger1 = 1 ;time = 0
value = 476
persistent = 0

[State 211, 7]
type = SelfState
trigger1 = AnimTime = 0
value = ifelse(!alive, 5150, 5120)


;---------------------------------------------------------------------------
; Charge Anim!
;[Statedef 500]
;type    = S
;movetype= I
;physics = S
;ctrl = 0
;anim = 500

;[state haha]
;type = playsnd
;;trigger1 = animelem = 1
;value = s1,13
;channel = 0

;[state haha]
;type = playsnd
;trigger1 = animelem = 1
;value = s0,19
;channel = 4

;[state haha]
;type = PowerAdd
;;trigger1 = animelemno(0) >= 3
;value = 5

;[State 2000, Waves]
;type        = explod
;trigger1    = animelem = 3
;id          = 130
;anim        = f130
;pos         = 20,0
;postype     = p1
;sprpriority = 3
;removetime  = -1
;bindtime    = -1
;removeongethit = 1
;persistent = 0

;[state hee]
;type = changestate
;trigger1 = power >= 3000
;trigger2 = command != "charge"
;value = 501

;---------------------------------------------------------------------------
; Charge Anim!
[Statedef 501]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 501

[state haha]
type = stopsnd
trigger1 = animelem = 1
channel = 0

[state haha]
type = Playsnd
trigger1 = time = 0
trigger1 = power >= 3000
value = s0,20

[state haha]
type = stopsnd
trigger1 = animelem = 1
channel = 4

[state haha]
type = removeexplod
trigger1 = time = 0
id = 130

[state heh]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ho Shou
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
anim = 1000

[State 233, 1]
type = PlaySnd
trigger1 = time = 0
value = S1, 3
channel = 0

[State 233, 1.1]
type = PlaySnd
trigger1 = animelem = 4
value = s0,14
channel = 2

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 4
x = 15

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 5
x = 10

;[State 233, 1.1]
;type = Posadd
;trigger1 = animelem = 10
;x = -18

;[State 233, 1.1]
;type = Posadd
;trigger1 = animelem = 11
;x = -55

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 12
x = -10

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 13
x = -4

[State 233, 2]
type = HitDef
trigger1 = Animelem = 4
attr = S, SA
damage    = 170,32
guardflag = M
priority = 4, miss
pausetime = 12,12
sparkxy = -20,-60
hitsound   = S0,5;2
guardsound = S0,21
animtype = Hard
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -7.5
air.animtype = Low
air.velocity = -7,-4.5
fall.type = Low
fall = 1
air.fall = 1
forcestand = 1

[State 231, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ho Shou Y
[Statedef 1001]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
anim = 1001

[State 233, 1]
type = PlaySnd
trigger1 = time = 0
value = S1, 3
channel = 0

[State 233, 1.1]
type = PlaySnd
trigger1 = animelem = 4
value = s0,14
channel = 2

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 4
x = 15

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 5
x = 10

;[State 233, 1.1]
;type = Posadd
;trigger1 = animelem = 10
;x = -18

;[State 233, 1.1]
;type = Posadd
;trigger1 = animelem = 11
;x = -55

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 12
x = -10

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 13
x = -4

[State 233, 2]
type = HitDef
trigger1 = Animelem = 4
attr = S, SA
damage    = 170, 32
guardflag = M
priority = 4, miss
pausetime = 12,12
sparkxy = -20,-60
hitsound   = S0,5;2
guardsound = S0,21
animtype = Hard
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -7.5
air.animtype = Low
air.velocity = -7,-4.5
fall.type = Low
fall = 1
air.fall = 1
forcestand = 1

[State 231, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ho Shou Z
[Statedef 1002]
type    = S
movetype= A
physics = S
juggle  = 7
;poweradd= 65
ctrl = 0
anim = 1002

[State 233, 1]
type = PlaySnd
trigger1 = time = 0
value = S1, 3
channel = 0

[State 233, 1.1]
type = PlaySnd
trigger1 = animelem = 4
value = s0,14
channel = 2

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 4
x = 15

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 5
x = 10

;[State 233, 1.1]
;type = Posadd
;trigger1 = animelem = 10
;x = -18

;[State 233, 1.1]
;type = Posadd
;trigger1 = animelem = 11
;x = -55

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 12
x = -10

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 13
x = -4

[State 233, 2]
type = HitDef
trigger1 = Animelem = 4
attr = S, SA
damage    = 66, 3
getpower = 60,16
givepower = 30,22
guardflag = M
priority = 4, miss
pausetime = 12,12
sparkxy = -20,-60
hitsound   = S0,5;2
guardsound = S0,21
animtype = Hard
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -7.5
air.animtype = Low
air.velocity = -7,-4.5
fall.type = Low
fall = 1
air.fall = 1
forcestand = 1

[State 231, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ho Shou
[Statedef 1003]
type    = S
movetype= A
physics = N
juggle  = 4
;poweradd= 65
velset = 2,0
ctrl = 0
anim = 1003

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

[State 233, 1]
type = PlaySnd
trigger1 = time = 0
value = S1, 3
channel = 0

[State 233, 1.1]
type = PlaySnd
trigger1 = animelem = 4
value = s0,14
channel = 2

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 4
x = 15

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 5
x = 10

;[State 233, 1.1]
;type = Posadd
;trigger1 = animelem = 10
;x = -18

;[State 233, 1.1]
;type = Posadd
;trigger1 = animelem = 11
;x = -55

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 12
x = -10

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 13
x = -4

[State 233, 2]
type = HitDef
trigger1 = Animelem = 4
attr = S, SA
damage    = 10,32
getpower = 25,12
givepower = 12,6
guardflag = M
priority = 4, miss
pausetime = 12,12
sparkxy = -20,-60
hitsound   = S0,5;2
guardsound = S0,21
animtype = Hard
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -7.5
air.animtype = Low
air.velocity = -7,-4.5
fall.type = Low
fall = 1
air.fall = 1
forcestand = 1

[State 231, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ho Shou Y
[Statedef 1004]
type    = S
movetype= A
physics = N
velset = 2.5,0
juggle  = 4
;poweradd= 65
ctrl = 0
anim = 1001

[state hehe]
type = veladd
trigger1 = animelemno(0) >= 5 && vel x >= 0
x = -.09

[State 233, 1]
type = PlaySnd
trigger1 = time = 0
value = S1, 3
channel = 0

[State 233, 1.1]
type = PlaySnd
trigger1 = animelem = 4
value = s0,14
channel = 2

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 4
x = 15

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 5
x = 10

;[State 233, 1.1]
;type = Posadd
;trigger1 = animelem = 10
;x = -18

;[State 233, 1.1]
;type = Posadd
;trigger1 = animelem = 11
;x = -55

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 12
x = -10

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 13
x = -4

[State 233, 2]
type = HitDef
trigger1 = Animelem = 4
attr = S, SA
damage    = 20,32
getpower = 25,12
givepower = 12,6
guardflag = M
priority = 4, miss
pausetime = 12,12
sparkxy = -20,-60
hitsound   = S0,5;2
guardsound = S0,21
animtype = Hard
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -7.5
air.animtype = Low
air.velocity = -7,-4.5
fall.type = Low
fall = 1
air.fall = 1
forcestand = 1

[State 231, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ho Shou Z
[Statedef 1005]
type    = S
movetype= A
physics = N
velset  = 3,0
juggle  = 4
poweradd= 65
ctrl = 0
anim = 1002

[state hehe]
type = veladd
trigger1 = animelemno(0) >= 5 && vel x > .01
x = -.1

[State 233, 1]
type = PlaySnd
trigger1 = time = 0
value = S1, 3
channel = 0

[State 233, 1.1]
type = PlaySnd
trigger1 = animelem = 4
value = s0,14
channel = 2

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 4
x = 15

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 5
x = 10

;[State 233, 1.1]
;type = Posadd
;trigger1 = animelem = 10
;x = -18

;[State 233, 1.1]
;type = Posadd
;trigger1 = animelem = 11
;x = -55

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 12
x = -10

[State 233, 1.1]
type = Posadd
trigger1 = animelem = 13
x = -4

[State 233, 2]
type = HitDef
trigger1 = Animelem = 4
attr = S, SA
damage    = 30,32
getpower = 25,12
givepower = 12,6
guardflag = M
priority = 4, miss
pausetime = 12,12
sparkxy = -20,-60
hitsound   = S0,5;2
guardsound = S0,21
animtype = Hard
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -7.5
air.animtype = Low
air.velocity = -7,-4.5
fall.type = Low
fall = 1
air.fall = 1
forcestand = 1

[State 231, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Mujin Kyaku (low)
[Statedef 1010]
type    = S
movetype= A
physics = N
juggle  = 15
;poweradd= 80
ctrl = 0
anim = 1010
velset = 1.3,0,0

[state heh]
type = velset
trigger1 = animelem = 7
x = 1

[State 235, Posadd]
type = Posadd
triggerall = anim = 1001
trigger1 = Animelem = 2
x = 7

[State 235, Posadd]
type = Posadd
triggerall = anim = 1001
trigger1 = Animelem = 3
x = 5

[State 235, Posadd]
type = Posadd
triggerall = anim = 1001
trigger1 = Animelem = 4
x = 8

[State 235, Posadd]
type = Posadd
triggerall = anim = 1001
trigger1 = Animelem = 8
x = 14

;[State 235, Velocity add]
;type = VelAdd
;triggerall = anim = 1001
;trigger1 = Animelem = 9
;x = .1236

;[State 235, Velocity Multiplier]
;type = Velmul
;trigger1 = anim = 1001
;trigger1 = Animelem = 13
;x = 0

;[State 235, Velocity add]
;type = Velmul
;trigger1 = anim = 1001
;trigger1 = Animelem = 10
;x = .0003

[State 235, Voice]
type = Playsnd
trigger1 = Animelem = 1
value = s1,4
channel = 0

[State 235, Low Movement SFX]
type = PlaySnd
trigger1 = Animelem = 4
value = S0,12
chanel = 2

[State 235, High Movement SFX]
type = Playsnd
trigger1 = animelem = 7
value = s0,14
chanel = 2

[State 235, 4]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
damage    = 35,4
getpower = 90,60
givepower = 60,44
guardflag = M
animtype = Hard
ground.type = Low
air.type = Low
pausetime = 4,4
sparkxy = -20,-15
hitsound   = S0,5
guardsound = S0,21
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -2.5
air.velocity = -1.4
;air.juggle = 3
forcestand = 1

[State 235, 4]
type = HitDef
trigger1 = animelem = 8
attr = S, SA
damage    = 35,4
getpower = 90,60
givepower = 60,44
guardflag = M
animtype = Up
pausetime = 12,12
sparkxy = -20,-85
hitsound   = S0,5
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 = .53;5
fall = 1
;air.juggle = 30

[State 235, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Mujin Kyaku (medium)
[Statedef 1011]
type    = S
movetype= A
physics = N
juggle  = 15
;poweradd= 80
velset = 1.5,0,0
anim = 1011
ctrl = 0

[state heh]
type = velset
trigger1 = animelem = 7
x = 1

[State 235, Posadd]
type = Posadd
trigger1 = Animelem = 2
x = 7

[State 235, Posadd]
type = Posadd
trigger1 = Animelem = 3
x = 5

[State 235, Posadd]
type = Posadd
trigger1 = Animelem = 4
x = 8

[State 235, Posadd]
type = Posadd
trigger1 = Animelem = 8
x = 14

[State 235, Voice]
type = Playsnd
trigger1 = Animelem = 1
value = s1,4
channel = 0

[State 235, Low Movement SFX]
type = PlaySnd
trigger1 = Animelem = 4
value = S0,12
channel = 2

[State 235, High Movement SFX]
type = Playsnd
Trigger1 = animelem = 7
value = s0,14
channel = 2

[State 235, 4]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
damage    = 45,5
getpower = 90,60
givepower = 60,44
guardflag = M
animtype = Hard
ground.type = Low
air.type = Low
pausetime = 4,4
sparkxy = -20,-15
hitsound   = S0,5
guardsound = S0,21
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -2.5
air.velocity = -1.4
;air.juggle = 3
forcestand = 1

[State 235, 4]
type = HitDef
trigger1 = animelem = 8
attr = S, SA
damage    = 45,5
getpower = 90,60
givepower = 60,44
guardflag = M
animtype = Up
pausetime = 12,12
sparkxy = -20,-85
hitsound   = S0,5
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 = .53;5
fall = 1
;air.juggle = 3

[State 235, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Mujin Kyaku (hard)
[Statedef 1012]
type    = S
movetype= A
physics = N
juggle = 15 ;12
;poweradd= 80
anim = 1012
velset = 3,0,0
ctrl = 0

[state heh]
type = velset
trigger1 = animelem = 7
x = 1

[State 235, Posadd]
type = Posadd
trigger1 = Animelem = 2
x = 7

[State 235, Posadd]
type = Posadd
trigger1 = Animelem = 3
x = 5

[State 235, Posadd]
type = Posadd
trigger1 = Animelem = 4
x = 8

[State 235, Posadd]
type = Posadd
trigger1 = Animelem = 8
x = 14

[State 235, Voice]
type = Playsnd
trigger1 = Animelem = 1
value = s1,4
channel = 0

[State 235, Low Movement SFX]
type = PlaySnd
trigger1 = Animelem = 4
value = S0,12
channel = 2

[State 235, High Movement SFX]
type = Playsnd
Trigger1 = animelem = 7
value = s0,14
channel = 2

[State 235, 4]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
damage    = 55,6
getpower = 90,60
givepower = 60,44
guardflag = M
animtype = Hard
ground.type = Low
air.type = Low
pausetime = 4,4
sparkxy = -20,-15
hitsound   = S0,5
guardsound = S0,21
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -2.5
air.velocity = -1.4
;air.juggle = 3
forcestand = 1

[State 235, 4]
type = HitDef
trigger1 = animelem = 8
attr = S, SA
damage    = 55,6
getpower = 90,60
givepower = 60,44
guardflag = M
animtype = Up
pausetime = 12,12
sparkxy = -20,-85
hitsound   = S0,5
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 = .53;5
fall = 1
;air.juggle = 3

[State 235, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hop Punch A (starting)
[Statedef 1020]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0
ctrl = 0
anim = 1020

[State 234, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1021

; Hop Punch A (flying)
[Statedef 1021]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 5.5,-7.8
ctrl = 0
anim = 1021

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

[State 234, Voice]
type = PlaySnd
trigger1 = Time = 1
value = S1,5
channel = 0

[State 234, Gravity]
;type = gravity
;trigger1 = 1
type = veladd
trigger1 = 1
y = .6 ;55

[state hah]
type = playsnd
trigger1 = animelem = 3
value = s0,13
channel = 2

[State 234, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 35, 4
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 11,11
sparkxy = -8,-65
hitsound   = S0,2
guardsound = S0,21
animtype = High
ground.type = High
ground.slidetime = 13
ground.hittime  = 13
ground.velocity = -8;,-3
guard.velocity = -12
air.type = Low
air.animtype = Up
air.velocity = -8.3,-2.5
air.fall = 1
fall.recover = 0

[State 234, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1022

; Hop Punch A (landing)
[Statedef 1022]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1022

[state hehe]
type = posset
trigger1 = time = 0
y = 0

[state heh]
type = playsnd
trigger1 = time = 0
value = s0,16

[state hah]
type = playsnd
trigger1 = animelem = 1
value = s0,13
channel = 2

[State 234, Voice]
type = Playsnd
;trigger1 = anim = 4004
trigger1 = animelem = 1
value = S3,2
channel = 0

[State 234, 3]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 35, 4
getpower = 90,60
givepower = 60,44
guardflag = HA
pausetime = 11,11
sparkxy = -20,-60
hitsound   = S0,2
guardsound = S0,21
animtype = Hard
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6,-4
guard.velocity = -12
air.animtype = Low
air.velocity = -6.5,-4
fall = 1
fall.recover = 0

[State 234, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hop Punch B (starting)
[Statedef 1030]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0
ctrl = 0
anim = 1030

[State 234, ChangeState]
type = ChangeState
trigger1 = Time = 7
value = 1031

; Hop Punch B (flying)
[Statedef 1031]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 6,-7.8
ctrl = 0
anim = 1031

[State 234, Voice]
type = PlaySnd
trigger1 = Time = 1
value = S1,5
channel = 0

[State 234, Gravity]
type = veladd
trigger1 = 1
y = .6

[state hah]
type = playsnd
trigger1 = animelem = 3
value = s0,13
channel = 2

[State 234, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 45, 5
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 11,11
sparkxy = -8,-65
hitsound   = S0,2
guardsound = S0,21
animtype = High
ground.type = High
ground.slidetime = 13
ground.hittime  = 13
ground.velocity = -8;,-3
guard.velocity = -12
air.type = Low
air.animtype = Up
air.velocity = -8.3,-2.5
air.fall = 1
fall.recover = 0

[State 234, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1032

; Hop Punch B (landing)
[Statedef 1032]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1032

[state hehe]
type = posset
trigger1 = time = 0
y = 0

[state heh]
type = playsnd
trigger1 = time = 0
value = s0,16

[state hah]
type = playsnd
trigger1 = animelem = 1
value = s0,13
channel = 2

[State 234, Voice]
type = Playsnd
;trigger1 = anim = 4004
trigger1 = animelem = 1
value = S3,2
channel = 0

[State 234, 3]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 45, 5
getpower = 90,60
givepower = 60,44
guardflag = HA
pausetime = 12,12
sparkxy = -20,-60
hitsound   = S0,2
guardsound = S0,21
animtype = Hard
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -7    
air.animtype = Back
air.velocity = -3.5,-4
fall = 1
fall.recover = 0

[State 234, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hop Punch C (starting)
[Statedef 1040]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0
ctrl = 0
anim = 1040

[State 234, ChangeState]
type = ChangeState
trigger1 = Time = 8
value = 1041

; Hop Punch C (flying)
[Statedef 1041]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 8,-8;.8
ctrl = 0
anim = 1041

[State 234, Voice]
type = PlaySnd
trigger1 = Time = 0
value = S1,5
channel = 0

[State 234, Gravity]
type = veladd
trigger1 = 1
y = .6

[state hah]
type = playsnd
trigger1 = animelem = 3
value = s0,13
channel = 2

[State 234, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 55, 6
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 11,11
sparkxy = -8,-65
hitsound   = S0,2
guardsound = S0,21
animtype = High
ground.type = High
ground.slidetime = 13
ground.hittime  = 13
ground.velocity = -8;,-3
guard.velocity = -12
air.type = Low
air.animtype = Up
air.velocity = -8.3,-2.5
air.fall = 1
fall.recover = 0

[State 234, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1042

; Hop Punch C (landing)
[Statedef 1042]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1042

[state hehe]
type = posset
trigger1 = time = 0
y = 0

[state heh]
type = playsnd
trigger1 = time = 0
value = s0,16

[state hah]
type = playsnd
trigger1 = animelem = 1
value = s0,13
channel = 2

[State 234, Voice]
type = Playsnd
;trigger1 = anim = 4004
trigger1 = animelem = 1
value = S3,2
channel = 0

[State 234, 3]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 55, 5
getpower = 90,60
givepower = 60,44
guardflag = HA
pausetime = 11,11
sparkxy = -20,-60
hitsound   = S0,2
guardsound = S0,21
animtype = Hard
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6,-4
guard.velocity = -12
air.animtype = Low
air.velocity = -6.5,-4
fall = 1
fall.recover = 0

[State 234, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Ressen Chou (jab)
[Statedef 1050]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 2,0
ctrl = 0
anim = 1050

[state hehe]
type = veladd
trigger1 = animelemno(0) >= 7 && vel x >= 0
x = -.09

[state hehe]
type = posadd
trigger1 = animelem = 4
x = 15

[state hehe]
type = Width
trigger1 = animelemno(0) = 4
value = 0,15

[state hehe]
type = posadd
trigger1 = animelem = 5
x = 11

[state hehe]
type = Width
trigger1 = animelemno(0) = [5,8]
value = 0,11

[state hehe]
type = Width
trigger1 = animelemno(0) = 9
value = 0,9

[state hehe]
type = Width
trigger1 = animelemno(0) = 10
value = 0,7

[state hehe]
type = Width
trigger1 = animelemno(0) = 11
value = 0,5

[state hehe]
type = Width
trigger1 = animelemno(0) = 12
value = 0,3

[state hehe]
type = Width
trigger1 = animelemno(0) = 13
value = 0,1

;[state hehe]
;type = velset
;
;x = 1

[state heh]
type = playsnd
trigger1 = animelem = 4
value = s0,14
channel = 2

;[state hah]
;type = playsnd
;trigger1 = animelem = 1
;value = s0,13
;channel = 2

[State 234, Voice]
type = Playsnd
trigger1 = animelem = 1
value = S3,4
channel = 0

[State 234, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage    = 20, 4
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 12,12
sparkxy = -20,-60
hitsound   = S0,2
guardsound = S0,21
animtype = Hard
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -8
guard.velocity = -12
air.animtype = Low
air.velocity = -7.5,-4

[state heh]
type = changestate
trigger1 = command = "x"
trigger1 = animelemno(0) = [6,9]
value = 1055

[state heh]
type = changestate
trigger1 = command = "y"
trigger1 = animelemno(0) = [6,9]
value = 1056

[state heh]
type = changestate
trigger1 = command = "z"
trigger1 = animelemno(0) = [6,9]
value = 1057

[State haha]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; Ressen Chou (short)
[Statedef 1051]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 2.5,0
ctrl = 0
anim = 1051

[state hehe]
type = veladd
trigger1 = animelemno(0) >= 7 && vel x >= 0
x = -.12

[state hehe]
type = posadd
trigger1 = animelem = 4
x = 15

[state hehe]
type = Width
trigger1 = animelemno(0) = 4
value = 0,15

[state hehe]
type = posadd
trigger1 = animelem = 5
x = 11

[state hehe]
type = Width
trigger1 = animelemno(0) = [5,8]
value = 0,11

[state hehe]
type = Width
trigger1 = animelemno(0) = 9
value = 0,9

[state hehe]
type = Width
trigger1 = animelemno(0) = 10
value = 0,7

[state hehe]
type = Width
trigger1 = animelemno(0) = 11
value = 0,5

[state hehe]
type = Width
trigger1 = animelemno(0) = 12
value = 0,3

[state hehe]
type = Width
trigger1 = animelemno(0) = 13
value = 0,1

[state heh]
type = playsnd
trigger1 = animelem = 4
value = s0,14
channel = 2

[State 234, Voice]
type = Playsnd
trigger1 = animelem = 1
value = S3,4
channel = 0

[State 234, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage    = 30, 5
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 12,12
sparkxy = -20,-60
hitsound   = S0,2
guardsound = S0,21
animtype = Hard
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -8
guard.velocity = -12
air.animtype = Low
air.velocity = -7.5,-4

[state heh]
type = changestate
trigger1 = command = "x"
trigger1 = animelemno(0) = [6,9]
value = 1055

[state heh]
type = changestate
trigger1 = command = "y"
trigger1 = animelemno(0) = [6,9]
value = 1056

[state heh]
type = changestate
trigger1 = command = "z"
trigger1 = animelemno(0) = [6,9]
value = 1057

[State haha]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; Ressen Chou (fierce)
[Statedef 1052]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 3,0
ctrl = 0
anim = 1052

[state hehe]
type = veladd
trigger1 = animelemno(0) >= 6 && vel x > .01
x = -.1

[state hehe]
type = posadd
trigger1 = animelem = 4
x = 15

[state hehe]
type = Width
trigger1 = animelemno(0) = 4
value = 0,15

[state hehe]
type = posadd
trigger1 = animelem = 5
x = 11

[state hehe]
type = Width
trigger1 = animelemno(0) = [5,8]
value = 0,11

[state hehe]
type = Width
trigger1 = animelemno(0) = 9
value = 0,9

[state hehe]
type = Width
trigger1 = animelemno(0) = 10
value = 0,7

[state hehe]
type = Width
trigger1 = animelemno(0) = 11
value = 0,5

[state hehe]
type = Width
trigger1 = animelemno(0) = 12
value = 0,3

[state hehe]
type = Width
trigger1 = animelemno(0) = 13
value = 0,1

;[state hehe]
;type = velset
;
;x = 1

[state heh]
type = playsnd
trigger1 = animelem = 4
value = s0,14
channel = 2

;[state hah]
;type = playsnd
;trigger1 = animelem = 1
;value = s0,13
;channel = 2

[State 234, Voice]
type = Playsnd
trigger1 = animelem = 1
value = S3,4
channel = 0

[State 234, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage    = 40, 6
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 12,12
sparkxy = -20,-60
hitsound   = S0,2
guardsound = S0,21
animtype = Hard
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -8
guard.velocity = -12
air.animtype = Low
air.velocity = -7.5,-4

[state heh]
type = changestate
trigger1 = command = "x"
trigger1 = animelemno(0) = [6,9]
value = 1055

[state heh]
type = changestate
trigger1 = command = "y"
trigger1 = animelemno(0) = [6,9]
value = 1056

[state heh]
type = changestate
trigger1 = command = "z"
trigger1 = animelemno(0) = [6,9]
value = 1057

[State haha]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; Ressen Chou 2 (jab)
[Statedef 1055]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 2,0
ctrl = 0
anim = 1055

[state hehe]
type = veladd
trigger1 = animelemno(0) >= 6 && vel x >= 0
x = -.09

[state heh]
type = playsnd
trigger1 = animelem = 4
value = s0,13
channel = 2

[State 234, Voice]
type = Playsnd
trigger1 = animelem = 1
value = S1,5
channel = 0

[state hehe]
type = posadd
trigger1 = animelem = 4
x = 15

[state hehe]
type = Width
trigger1 = animelemno(0) = 4
value = 0,15

[state hehe]
type = Width
trigger1 = animelemno(0) = [5,7]
value = 0,15

[state hehe]
type = Width
trigger1 = animelemno(0) = 8
value = 0,9

[state hehe]
type = Width
trigger1 = animelemno(0) = 19
value = 0,7

[state hehe]
type = Width
trigger1 = animelemno(0) = 10
value = 0,5

[state hehe]
type = Width
trigger1 = animelemno(0) = 11
value = 0,3

[state hehe]
type = Width
trigger1 = animelemno(0) = 12
value = 0,1

[State 234, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 10, 6
guardflag = MA
pausetime = 11,11
sparkxy = -20,-60
hitsound   = S0,2
guardsound = S0,21
animtype = Back
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -8
guard.velocity = -12
air.animtype = Low
air.velocity = -7.5,-4
fall = 1

[State haha]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; Ressen Chou 2 (short)
[Statedef 1056]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 2.5,0
ctrl = 0
anim = 1056

[state hehe]
type = veladd
trigger1 = animelemno(0) >= 6 && vel x >= 0
x = -.12

[state heh]
type = playsnd
trigger1 = animelem = 4
value = s0,13
channel = 2

[State 234, Voice]
type = Playsnd
trigger1 = animelem = 1
value = S1,5
channel = 0

[state hehe]
type = posadd
trigger1 = animelem = 4
x = 15

[state hehe]
type = Width
trigger1 = animelemno(0) = 4
value = 0,15

[state hehe]
type = Width
trigger1 = animelemno(0) = [5,7]
value = 0,15

[state hehe]
type = Width
trigger1 = animelemno(0) = 8
value = 0,9

[state hehe]
type = Width
trigger1 = animelemno(0) = 19
value = 0,7

[state hehe]
type = Width
trigger1 = animelemno(0) = 10
value = 0,5

[state hehe]
type = Width
trigger1 = animelemno(0) = 11
value = 0,3

[state hehe]
type = Width
trigger1 = animelemno(0) = 12
value = 0,1

[State 234, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 20, 7
guardflag = MA
pausetime = 11,11
sparkxy = -20,-60
hitsound   = S0,2
guardsound = S0,21
animtype = Back
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -8
guard.velocity = -12
air.animtype = Low
air.velocity = -7.5,-4
fall = 1

[State haha]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; Ressen Chou 2 (short)
[Statedef 1057]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 3,0
ctrl = 0
anim = 1057

[state hehe]
type = veladd
trigger1 = animelemno(0) >= 6 && vel x >= 0
x = -.1

[state heh]
type = playsnd
trigger1 = animelem = 4
value = s0,13
channel = 2

[State 234, Voice]
type = Playsnd
trigger1 = animelem = 1
value = S1,5
channel = 0

[state hehe]
type = posadd
trigger1 = animelem = 4
x = 15

[state hehe]
type = Width
trigger1 = animelemno(0) = 4
value = 0,15

[state hehe]
type = Width
trigger1 = animelemno(0) = [5,7]
value = 0,15

[state hehe]
type = Width
trigger1 = animelemno(0) = 8
value = 0,9

[state hehe]
type = Width
trigger1 = animelemno(0) = 19
value = 0,7

[state hehe]
type = Width
trigger1 = animelemno(0) = 10
value = 0,5

[state hehe]
type = Width
trigger1 = animelemno(0) = 11
value = 0,3

[state hehe]
type = Width
trigger1 = animelemno(0) = 12
value = 0,1

[State 234, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 30, 8
guardflag = MA
pausetime = 11,11
sparkxy = -20,-60
hitsound   = S0,2
guardsound = S0,21
animtype = Back
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -8
guard.velocity = -12
air.animtype = Low
air.velocity = -7.5,-4
fall = 1

[State haha]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; Yasha gaeshi (high version)
[Statedef 1060]
type    = S
movetype= I
physics = U
velset = 0,0
ctrl = 0
anim = 1060

[state hehe]
type = reversaldef
trigger1 = animelem = 2
id = 1060
hitsound = s0,21
sparkno = 40
sparkxy = 10,10
pausetime = 0,0
reversal.attr = SA, NA, SA, HA
p1stateno = 1065
p2stateno = 1066
;hitonce = 1 ; omitted due to irregularity.
ignorehitpause = 1

[state hm]
type = nothitby
trigger1 = animelemno(0) = [2,4]
trigger1 = enemynear, hitdefattr = SA, NA, SA
trigger2 = movehit
value = S
time = 1
ignorehitpause = 1

[State haha]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; Yasha gaeshi (high version)
[Statedef 1061]
type    = C
movetype= I
physics = U
velset = 0,0
ctrl = 0
anim = 1061

[state hehe]
type = reversaldef
trigger1 = animelem = 2
id = 1060
hitsound = s0,21
pausetime = 0,0
sparkno = 40
sparkxy = 10,-30
reversal.attr = C, NA, SA, HA
p1stateno = 1065
p2stateno = 1066
;hitonce = 1
ignorehitpause = 1

[state hm]
type = nothitby
trigger1 = animelemno(0) = [2,4]
trigger1 = enemynear, hitdefattr = C, NA, SA
trigger2 = movehit
value = C
time = 1
ignorehitpause = 1

[State haha]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; Yasha gaeshi (high cancel version)
[Statedef 1062]
type    = S
movetype= I
physics = U
velset = .5,0
ctrl = 0
anim = 1060

[state hehe]
type = reversaldef
trigger1 = animelem = 2
id = 1060
hitsound = s0,21
sparkno = 40
sparkxy = 10,10
pausetime = 0,0
reversal.attr = SA, NA, SA, HA
p1stateno = 1065
p2stateno = 1066
;hitonce = 1 ; omitted due to irregularity.
ignorehitpause = 1

[state hm]
type = nothitby
trigger1 = animelemno(0) = [2,4]
trigger1 = enemynear, hitdefattr = SA, NA, SA
trigger2 = movehit
value = S
time = 1
ignorehitpause = 1

[State haha]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; Yasha gaeshi (low counter version)
[Statedef 1063]
type    = C
movetype= I
physics = U
velset = .5,0
ctrl = 0
anim = 1061

[state hehe]
type = reversaldef
trigger1 = animelem = 2
id = 1060
hitsound = s0,21
pausetime = 0,0
sparkno = 40
sparkxy = 10,-30
reversal.attr = C, NA, SA, HA
p1stateno = 1065
p2stateno = 1066
;hitonce = 1
ignorehitpause = 1

[state hm]
type = nothitby
trigger1 = animelemno(0) = [2,4]
trigger1 = enemynear, hitdefattr = C, NA, SA
trigger2 = movehit
value = C
time = 1
ignorehitpause = 1

[State haha]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; Yasha Gaeshi Counter
[Statedef 1065]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1065

[state hehehe]
type = varrandom
trigger1 = time = 0
v = 2
range = 3

[state heh]
type = playsnd
trigger1 = animelem = 3
value = s0,13
channel = 2

[state hm]
type = nothitby
trigger1 = 1
value = SCA
time = 2
ignorehitpause = 1

[State 234, Voice]
type = Playsnd
trigger1 = animelem = 2
value = S1,7 + var(2)
channel = 0

[state heh]
type = varset
trigger1 = animelem = 2
var(10) = target, anim

[State 234, 3]
type = HitDef
trigger1 = AnimElem = 3
chainid = 1060
attr = S, SA
damage    = 75, 18
guard = 0
hitflag = MA+
pausetime = 2,11
sparkno = 2
sparkxy = -20,-70
hitsound   = S0,5 ;2
guardsound = S0,21
animtype = Back
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -2,-8
air.animtype = Low
air.velocity = -2.5,-8
p2stateno = 1068
fall = 1


[state haha]
type = targetstate
trigger1 = animelemno(0) >= 5 && !MoveHit
value = 1067
persistent = 0

[state punishment for non-clsn2ed chars]
type = targetlifeadd
trigger1 = animelemno(0) >= 5 && !MoveHit
trigger1 = target, stateno = 1067
value = (target, life) * -1
absolute = 1
persistent = 0

[State haha]
type = changestate
trigger1 = animtime = 0
trigger2 = time >= 60
value = 0
ctrl = 1

; Yasha Gaeshi Victim
[Statedef 1066]
type    = U
movetype= H
physics = U
velset = 0,0
ctrl = 0

[state haha]
type = posfreeze
trigger1 = 1
ignorehitpause = 1

[state haha]
type = changeanim
trigger1 = 1
value = anim
elem = animelemno(0)

[state haha]
type = hitby
trigger1 = 1
value = SC,SA
time = 1

[state hehe]
type = selfstate
trigger1 = time >= 120
value = 5030

; Yasha Gaeshi Victim
[Statedef 1068]
type    = A
movetype= H
physics = N
velset = -2,-8
anim = 5030
ctrl = 0

[state hehe]
type = changeanim
trigger1 = hitshakeover = 0
value = anim

[state heh]
type = posfreeze
trigger1 = hitshakeover = 0

[state haha]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state heh]
type = gravity
trigger1 = hitshakeover = 1

[state hehe]
type = selfstate
trigger1 = vel Y > 0
value = 5050

; Yasha Gaeshi Victim
[Statedef 1067]
type    = A
movetype= H
physics = N
velset = -2,-8
ctrl = 0

[state heh]
type = assertspecial
trigger1 = ishelper
flag = invisible
ignorehitpause = 1

[state haha]
type = posfreeze
trigger1 = 1 && ishelper

[state hehe]
type = gravity
trigger1 = 1

[state haha]
type = changeanim
trigger1 = 1 && ishelper = 0
value = 5030

[state haha]
type = hitby
trigger1 = 1
value = SC,SA
time = 1

[state hehe]
type = selfstate
trigger1 = time = 16 && ishelper = 0
value = 5050

[state haha]
type = destroyself
trigger1 = time = 20006 && ishelper

; Guren Ken 1 (jab)
[Statedef 1070]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 2.5,0
ctrl = 0
anim = 1070

[state hehe]
type = veladd
trigger1 = animelemno(0) >= 5 && vel x >= 0 ;5
x = -.09

[state heh]
type = playsnd
trigger1 = animelem = 3
value = s0,14
channel = 2

[State 234, Voice]
type = Playsnd
trigger1 = animelem = 1
value = S3,5
channel = 0

[State 234, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage    = 20, 4
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 1,12
;guard.pausetime = 12,12
sparkxy = -20,-60
hitsound   = S0,2
guardsound = S0,21
animtype = Hard
ground.type = Low
ground.slidetime = 12;14
ground.hittime  = 12;14
ground.velocity = -8
guard.velocity = -12
air.animtype = Low
air.velocity = -7.5,-4

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x"
value = 1075

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "y"
value = 1076

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "z"
value = 1077

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdback"
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 1062

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdback"
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
value = 1063

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = (command = "holddownforward" || command = "holddown")
trigger1 = command = "x"
value = 1050

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = (command = "holddownforward" || command = "holddown")
trigger1 = command = "y"
value = 1051

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = (command = "holddownforward" || command = "holddown")
trigger1 = command = "z"
value = 1052

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdfwd"
triggerall = command != "holddownforward"
trigger1 = command = "x"
value = 1003

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdfwd"
triggerall = command != "holddownforward"
trigger1 = command = "y"
value = 1004

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdfwd"
triggerall = command != "holddownforward"
trigger1 = command = "z"
value = 1005

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdup"
trigger1 = command = "a"
value = 1020

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdup"
trigger1 = command = "b"
value = 1030

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdup"
trigger1 = command = "c"
value = 1040

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
trigger1 = command = "a"
value = 1010

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
trigger1 = command = "b"
value = 1011

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
trigger1 = command = "c"
value = 1012

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holddown"
triggerall = command != "holddownforward"
triggerall = command != "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "a"
value = 351

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holddown"
triggerall = command != "holddownforward"
triggerall = command != "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "b"
value = 352

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holddown"
triggerall = command != "holddownforward"
triggerall = command != "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "c"
value = 353

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdfwd"
triggerall = command != "holddownforward"
trigger1 = command = "y"
value = 1004

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdfwd"
triggerall = command != "holddownforward"
trigger1 = command = "z"
value = 1005

[State haha]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; Guren Ken (short)
[Statedef 1071]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 3,0
ctrl = 0
anim = 1071

[state hehe]
type = veladd
trigger1 = animelemno(0) >= 5 && vel x >= 0
x = -.12

[state heh]
type = playsnd
trigger1 = animelem = 3
value = s0,14
channel = 2

[State 234, Voice]
type = Playsnd
trigger1 = animelem = 1
value = S3,5
channel = 0

[State 234, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 40, 5
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 1,12
sparkxy = -20,-60
hitsound   = S0,2
guardsound = S0,21
animtype = Hard
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -9
guard.velocity = -12
air.animtype = Low
air.velocity = -7.5,-4

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x"
value = 1075

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "y"
value = 1076

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "z"
value = 1077

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdback"
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 1062

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdback"
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
value = 1063

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = (command = "holddownforward" || command = "holddown")
trigger1 = command = "x"
value = 1050

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = (command = "holddownforward" || command = "holddown")
trigger1 = command = "y"
value = 1051

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = (command = "holddownforward" || command = "holddown")
trigger1 = command = "z"
value = 1052

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdfwd"
triggerall = command != "holddownforward"
trigger1 = command = "x"
value = 1003

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdfwd"
triggerall = command != "holddownforward"
trigger1 = command = "y"
value = 1004

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdfwd"
triggerall = command != "holddownforward"
trigger1 = command = "z"
value = 1005

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdup"
trigger1 = command = "a"
value = 1020

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdup"
trigger1 = command = "b"
value = 1030

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdup"
trigger1 = command = "c"
value = 1040

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
trigger1 = command = "a"
value = 1010

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
trigger1 = command = "b"
value = 1011

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
trigger1 = command = "c"
value = 1012

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holddown"
triggerall = command != "holddownforward"
triggerall = command != "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "a"
value = 351

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holddown"
triggerall = command != "holddownforward"
triggerall = command != "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "b"
value = 352

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holddown"
triggerall = command != "holddownforward"
triggerall = command != "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "c"
value = 353

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdfwd"
triggerall = command != "holddownforward"
trigger1 = command = "y"
value = 1004

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdfwd"
triggerall = command != "holddownforward"
trigger1 = command = "z"
value = 1005

[State haha]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; Guren Ken (fierce)
[Statedef 1072]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 3.5,0
ctrl = 0
anim = 1072

[state hehe]
type = veladd
trigger1 = animelemno(0) >= 4 && vel x > .01
x = -.1

[state heh]
type = playsnd
trigger1 = animelem = 3
value = s0,14
channel = 2

[State 234, Voice]
type = Playsnd
trigger1 = animelem = 1
value = S3,5
channel = 0

[State 234, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 60, 6
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 1,12
sparkxy = -20,-60
hitsound   = S0,2
guardsound = S0,21
animtype = Hard
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -10
guard.velocity = -12
air.animtype = Low
air.velocity = -7.5,-4

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x"
value = 1075

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "y"
value = 1076

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "z"
value = 1077

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdback"
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 1062

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdback"
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
value = 1063

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = (command = "holddownforward" || command = "holddown")
trigger1 = command = "x"
value = 1050

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = (command = "holddownforward" || command = "holddown")
trigger1 = command = "y"
value = 1051

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = (command = "holddownforward" || command = "holddown")
trigger1 = command = "z"
value = 1052

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdfwd"
triggerall = command != "holddownforward"
trigger1 = command = "x"
value = 1003

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdfwd"
triggerall = command != "holddownforward"
trigger1 = command = "y"
value = 1004

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdfwd"
triggerall = command != "holddownforward"
trigger1 = command = "z"
value = 1005

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdup"
trigger1 = command = "a"
value = 1020

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdup"
trigger1 = command = "b"
value = 1030

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdup"
trigger1 = command = "c"
value = 1040

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
trigger1 = command = "a"
value = 1010

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
trigger1 = command = "b"
value = 1011

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
trigger1 = command = "c"
value = 1012

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holddown"
triggerall = command != "holddownforward"
triggerall = command != "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "a"
value = 351

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holddown"
triggerall = command != "holddownforward"
triggerall = command != "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "b"
value = 352

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holddown"
triggerall = command != "holddownforward"
triggerall = command != "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "c"
value = 353

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdfwd"
triggerall = command != "holddownforward"
trigger1 = command = "y"
value = 1004

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdfwd"
triggerall = command != "holddownforward"
trigger1 = command = "z"
value = 1005

[State haha]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; Guren Ken 2 (jab)
[Statedef 1075]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 2.5,0
ctrl = 0
anim = 1075

[state hehe]
type = veladd
trigger1 = animelemno(0) >= 5 && vel x >= 0 ;5
x = -.09

[state heh]
type = playsnd
trigger1 = animelem = 3
value = s0,14
channel = 2

[State 234, Voice]
type = Playsnd
trigger1 = animelem = 1
value = S3,1;5
channel = 0

[State 234, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage    = 10, 4
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 1,12
sparkxy = -20,-60
hitsound   = S0,2
guardsound = S0,21
animtype = Hard
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -8
guard.velocity = -12
air.animtype = Low
air.velocity = -7.5,-4

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdback"
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 1062

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdback"
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
value = 1063

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = (command = "holddownforward" || command = "holddown")
trigger1 = command = "x"
value = 1050

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = (command = "holddownforward" || command = "holddown")
trigger1 = command = "y"
value = 1051

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = (command = "holddownforward" || command = "holddown")
trigger1 = command = "z"
value = 1052

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
trigger1 = command = "x"
value = 1003

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
trigger1 = command = "y"
value = 1004

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
trigger1 = command = "z"
value = 1005

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdup"
trigger1 = command = "a"
value = 1020

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdup"
trigger1 = command = "b"
value = 1030

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdup"
trigger1 = command = "c"
value = 1040

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
trigger1 = command = "a"
value = 1010

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
trigger1 = command = "b"
value = 1011

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
trigger1 = command = "c"
value = 1012

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holddown"
triggerall = command != "holddownforward"
triggerall = command != "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "a"
value = 351

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holddown"
triggerall = command != "holddownforward"
triggerall = command != "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "b"
value = 352

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holddown"
triggerall = command != "holddownforward"
triggerall = command != "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "c"
value = 353

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdfwd"
triggerall = command != "holddownforward"
trigger1 = command = "y"
value = 1004

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdfwd"
triggerall = command != "holddownforward"
trigger1 = command = "z"
value = 1005

[State haha]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; Guren Ken (short)
[Statedef 1076]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 3,0
ctrl = 0
anim = 1076

[state hehe]
type = veladd
trigger1 = animelemno(0) >= 5 && vel x >= 0
x = -.12

[state heh]
type = playsnd
trigger1 = animelem = 3
value = s0,14
channel = 2

[State 234, Voice]
type = Playsnd
trigger1 = animelem = 1
value = S3,1;5
channel = 0

[State 234, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 10, 5
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 1,12
sparkxy = -20,-60
hitsound   = S0,2
guardsound = S0,21
animtype = Hard
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -8
guard.velocity = -12
air.animtype = Low
air.velocity = -7.5,-4

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdback"
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 1062

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdback"
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
value = 1063

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = (command = "holddownforward" || command = "holddown")
trigger1 = command = "x"
value = 1050

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = (command = "holddownforward" || command = "holddown")
trigger1 = command = "y"
value = 1051

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = (command = "holddownforward" || command = "holddown")
trigger1 = command = "z"
value = 1052

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
trigger1 = command = "x"
value = 1003

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
trigger1 = command = "y"
value = 1004

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
trigger1 = command = "z"
value = 1005

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdup"
trigger1 = command = "a"
value = 1020

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdup"
trigger1 = command = "b"
value = 1030

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdup"
trigger1 = command = "c"
value = 1040

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
trigger1 = command = "a"
value = 1010

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
trigger1 = command = "b"
value = 1011

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
trigger1 = command = "c"
value = 1012

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holddown"
triggerall = command != "holddownforward"
triggerall = command != "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "a"
value = 351

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holddown"
triggerall = command != "holddownforward"
triggerall = command != "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "b"
value = 352

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holddown"
triggerall = command != "holddownforward"
triggerall = command != "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "c"
value = 353

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdfwd"
triggerall = command != "holddownforward"
trigger1 = command = "y"
value = 1004

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdfwd"
triggerall = command != "holddownforward"
trigger1 = command = "z"
value = 1005

[State haha]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; Guren Ken (fierce)
[Statedef 1077]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 3.5,0
ctrl = 0
anim = 1077

[state hehe]
type = veladd
trigger1 = animelemno(0) >= 4 && vel x > .01
x = -.1

[state heh]
type = playsnd
trigger1 = animelem = 3
value = s0,14
channel = 2

[State 234, Voice]
type = Playsnd
trigger1 = animelem = 1
value = S3,1;5
channel = 0

[State 234, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 10, 6
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 1,12
sparkxy = -20,-60
hitsound   = S0,2
guardsound = S0,21
animtype = Hard
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -8
guard.velocity = -12
air.animtype = Low
air.velocity = -7.5,-4

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdback"
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 1062

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdback"
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
value = 1063

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = (command = "holddownforward" || command = "holddown")
trigger1 = command = "x"
value = 1050

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = (command = "holddownforward" || command = "holddown")
trigger1 = command = "y"
value = 1051

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = (command = "holddownforward" || command = "holddown")
trigger1 = command = "z"
value = 1052

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
trigger1 = command = "x"
value = 1003

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
trigger1 = command = "y"
value = 1004

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
trigger1 = command = "z"
value = 1005

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdup"
trigger1 = command = "a"
value = 1020

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdup"
trigger1 = command = "b"
value = 1030

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdup"
trigger1 = command = "c"
value = 1040

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
trigger1 = command = "a"
value = 1010

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
trigger1 = command = "b"
value = 1011

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command != "holdup"
triggerall = command != "holddown"
trigger1 = command = "c"
value = 1012

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holddown"
triggerall = command != "holddownforward"
triggerall = command != "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "a"
value = 351

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holddown"
triggerall = command != "holddownforward"
triggerall = command != "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "b"
value = 352

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holddown"
triggerall = command != "holddownforward"
triggerall = command != "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "c"
value = 353

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdfwd"
triggerall = command != "holddownforward"
trigger1 = command = "y"
value = 1004

[state heh]
type = changestate
triggerall = animelemno(0) = [5,7]
triggerall = command = "holdfwd"
triggerall = command != "holddownforward"
trigger1 = command = "z"
value = 1005

[State haha]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------
; Arakuma Inashi
[Statedef 1080]
type    = S
movetype= A
physics = S
;poweradd = 30
velset = 0,0
ctrl = 0
anim = 260

[state haha]
type = varset
trigger1 = time = 0
var(12) = 0

[state haha]
type = nothitby
trigger1 = p2bodydist x <= 15 && enemy, hitdefattr = SC, AA, AT
value = SCA, AA, AT
time = 2

[State 1010, 4]
type = PlaySnd
trigger1 = animelem = 4
value = S1, ifelse(random >= 500, 6, 18)
channel = 0

[State 212, 2]
type = HitDef
trigger1 = Time = 0
attr = S, ST
damage = 0
id = 1080
numhits = 0
guard = 0
hitflag = M
pausetime = 0,0
sparkno = -1
hitsound   = S0,7
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -2,-4
air.velocity = -2,-4
p1stateno = 1081
p2stateno = 1085
p2facing = 1
fall = 1
fall.recover = 0
hitonce = 1
;snap = 30

[State 211, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------
; Arakuma Inashi Success
[Statedef 1081]
type    = S
movetype= A
physics = S
;poweradd = 30
velset = 0,0
anim = 1090
ctrl = 0

[state haha, Orochi Herman]
type = targetbind
trigger1 = time = 0
pos = 30 + ifelse(target, const(size.head.pos.y) > -90, ((-80 - target, const(size.head.pos.y)) * -1), 0), ifelse(target, const(size.head.pos.y) > -90, (-90 - target, const(size.head.pos.y)), 0)
time = 1
ignorehitpause = 1

[state haha]
type = null;targetbind
trigger1 = time = 0 && p2name != "Karin Kanzuki" && enemy, authorname != "Orochi Herman"
pos = 30 + ifelse(target, const(size.head.pos.y) > -90, ((-80 - target, const(size.head.pos.y)) * -1), 0), ifelse(target, const(size.head.pos.y) > -90, (-90 - target, const(size.head.pos.y)), 0)
time = 1
ignorehitpause = 1

[state hehe]
type = null;targetbind
trigger1 = time = 0 && p2name = "Karin Kanzuki" && enemy, authorname = "Orochi Herman"
pos  = 30,0
time = 1
ignorehitpause = 1


[state haha]
type = playsnd
trigger1 = animelem = 2
trigger2 = animelem = 7
value = s3,4
channel = 0

[state haha]
type = turn
trigger1 = animelem = 15

[state haha]
type = posadd
trigger1 = animelem = 14
x = 18

[state haha]
type = posadd
trigger1 = animelem = 15
x = -47 ;4

[state haha]
type = posadd
trigger1 = animelem = 16
x = -9 ;4

[state haha]
type = posadd
trigger1 = animelem = 17
x = -10

[state haha]
type = hitadd
trigger1 = animelem = 3
trigger2 = animelem = 8
value = 1

[state haha]
type = playsnd
trigger1 = animelem = 3
trigger2 = animelem = 8
value = s0,5
channel = 1

[state haha]
type = playsnd
trigger1 = animelem = 12
value = s1,17
channel = 0

[state haha]
type = playsnd
trigger1 = animelem = 16
value = s0,10 ;4
channel = 2

[State 2000, Waves]
type        = explod
trigger1    = animelem = 3
trigger2    = animelem = 8
anim        = F3
pos         = 61,-58
postype     = p1
sprpriority = 4

[state haha]
type = targetlifeadd
trigger1 = animelem = 3
trigger2 = animelem = 8
value = -30
absolute = 1
kill = 0

[State 910, 8]
type = PowerAdd
trigger1 = animelem = 3
trigger2 = animelem = 8
trigger4 = animelem = 15
trigger3 = animelem = 16
value = 60


[state heh]
type = targetlifeadd
;trigger1 = target, stateno = 1085
trigger1 = target, pos Y >= 0 
trigger1 = target, vel Y > 0
value = -30
absolute = 1
persistent = 0

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

;--------------------------------------
; Arakuma Inashi Victim
[Statedef 1085]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[state hehe]
type = screenbound
trigger1 = 1
value = 0
movecamera = 1,0
ignorehitpause = 1

[state haha]
type = changeanim2
trigger1 = 1
value = 1095
persistent = 0
ignorehitpause = 1

[State 910, 8]
type = PowerAdd
trigger1 = animelem = 3
trigger2 = animelem = 8
trigger3 = animelem = 16
trigger4 = animelem = 15
value = 50


[state haha]
type = gravity
trigger1 = animelemno(0) >= 22

[state haha]
type = velset
trigger1 = animelemno(0) = 22
x = 4
y = -2

[state haha]
type = selfstate
trigger1 = pos Y >= 0 && vel Y > 0
value = 5100

; Extra State Data

; KO Screen!
[Statedef 6000]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 1208
;anim = 8002
sprpriority = -21

[State 1211, Exclamation]
type = Explod
trigger1 = time = 0 && root, stateno >= 2030
anim = 8002
id = 8002
;pos = -20 + ifelse((root, facing = -1), 340,0),0
pos = -20 + ifelse((root, facing = -1), 340,0),0
postype = back
facing = ifelse((root, facing = -1), -1, 1)
sprpriority = -21
bindtime = -1
removetime = -1
supermovetime = ifelse(root, var(5) = 1, 99999999999999, 0)
pausemovetime = -1
ignorehitpause = 1

[State 1211, Exclamation]
type = Explod
trigger1 = time = 0 && root, stateno >= 2030
anim = 8002
id = 8002
pos = -20 + ifelse((root, facing = -1), 340,0),224;52
postype = back
facing = ifelse((root, facing = -1), -1, 1)
sprpriority = -21
bindtime = -1
removetime = -1
supermovetime = -1
pausemovetime = -1
ignorehitpause = 1

[State 1211, Exclamation]
type = Explod
trigger1 = time = 0 && root, stateno = [2000, 2029]
anim = 8003
id = 8002
pos = 0 + ifelse((root, facing = -1), 320,0),0
postype = back
facing = ifelse((root, facing = -1), -1, 1)
sprpriority = -21
bindtime = -1
removetime = -1
supermovetime = -1
pausemovetime = -1
ignorehitpause = 1

[state haha]
type = removeexplod
trigger1 = time >= 70;49
id = 8002

; Scrolling parts

[state haha]
type = varrandom
trigger1 = 1 && root, stateno = [2032, 2040]
v = 40
range = 240

[state haha]
type = varrandom
trigger1 = 1 && root, stateno = [2020, 2029]
v = 40
range = 800

[state haha]
type = varrandom
trigger1 = 1
v = 41
range = 2

[State 1211, Exclamation]
type = Explod
triggerall = root, stateno = [2032, 2040]
trigger1 = time = [0, 70];49]
trigger1 = numexplod(7000) <= 12 ;5
anim = 7020 + (var(41) * 10) + var(41)
id = 7000
pos = 0 + ifelse((root, facing = -1), 340,0), var(40)
postype = back
facing = ifelse((root, facing = -1), -1, 1)
sprpriority = -20
bindtime = -1
removetime = -1
supermovetime = -1
pausemovetime = -1
ignorehitpause = 1

[State 1211, Exclamation]
type = Explod
triggerall = root, stateno = [2020, 2029]
trigger1 = time = [0, 70];49]
trigger1 = numexplod(7000) <= 12 ;5
anim = 7023 + (var(41) * 10) + var(41)
id = 7000
;pos = 0 + ifelse((root, facing = -1), 340,0) + (var(40) * facing), 0 ;var(40)
pos = 0 + ifelse((root, facing = -1), 320,0) + (var(40) * root, facing), 0 ;var(40)
postype = back
facing = ifelse((root, facing = -1), -1, 1)
sprpriority = -20
bindtime = -1
removetime = -1
supermovetime = -1
pausemovetime = -1
ignorehitpause = 1

[state haha]
type = removeexplod
trigger1 = time >= 70;49
id = 7000

[state -2, sounds]
type = playsnd
trigger1 = time = 0;2;30
value = s0,24
persistent = 0
ignorehitpause = 1
abspan = 0
volume = 255

[State 2030, 0]
type = Assertspecial
Trigger1 = 1 &&  time <= 69 ;70;49
flag = nofg
flag2 = nobardisplay
flag3 = nomusic
ignorehitpause = 1

[state 3000, changing]
type = parentvarset
trigger1 = animtime = 0 || time >= 70;49
v = 21
value = 2

[state 3000, changing]
type = parentvarset
trigger1 = roundstate = 0
v = 2
value = 0

[State changestate!]
type = DestroySelf
;trigger1 = Animtime = 0 || time >= 70;49
trigger1 = roundstate = 0
