; Adon's constants.
; Format (case insensitive):
;  [groupname]        
;  constname = "value"

[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
liedown.time = 60    ;Time player takes before getting up from HIT_LIEDOWN
airjuggle = 15       ;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)

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 23     ;Player width (back, ground)
ground.front = 17    ;Player width (front, ground)
air.back = 15       ;Player width (back, air)
air.front = 15       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
height = 60	     ;Height of player (for opponent to jump over)
attack.width = 4,4   ;Default attack width: back, front
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too   

[Velocity]
walk.fwd  = 2.3      ;Walk forward
walk.back = -2.2     ;Walk backward
run.fwd  = 5.1, 0    ;Run forward (x, y)  - if y<0, player will hop
run.back = -5.1,-3.8 ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-8.5    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55,-8.1 ;Air jump speeds (opt)
airjump.fwd = 2.5,-8.1    ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .43         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

[Quotes]
victory1 = By fighting me, your weakness will become legendary!
victory2 = I felt your ribs and spine snap! I'm sorry I left you alive!
victory3 = Look into my eyes, and see what's left of your broken self!
victory4 = My existence is fury unleashed! You can't hope to contain me!
victory5 = That was a waste of my Muay Thai skills! You are worthless!
victory6 = What hurts more? The pain of your body or your self esteem?
victory7 = You'll appreciate that I held back during the fight!
victory8 = Your only destiny now, is to lie here at my feet!

;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; WIN
[Statedef 180]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 1,5

[State 180, 2] ;Choose win1
type = VarSet
trigger1 = Command = "hold_x"
v = 1
value = 1

[State 180, 3] ;Choose win2
type = VarSet
trigger1 = Command = "hold_y"
v = 1
value = 2

[State 180, 4] ;Choose win3
type = VarSet
trigger1 = Command = "hold_z"
v = 1
value = 3

[State 180, 5] ;Choose win4
type = VarSet
trigger1 = Command = "hold_a"
v = 1
value = 4

[State 180, 5] ;Choose win4
type = VarSet
trigger1 = Command = "hold_b"
v = 1
value = 5

[State 180, 8]
type = ChangeState
trigger1 = Var(1) = 1
value = 181

[State 180, 9]
type = ChangeState
trigger1 = Var(1) = 2
value = 182

[State 180, 10]
type = ChangeState
trigger1 = Var(1) = 3
value = 183       

[State 180, 11]
type = ChangeState
trigger1 = Var(1) = 4
value = 184

[State 180, 12]
type = ChangeState
trigger1 = Var(1) = 5
value = 185

;---------------------------------------------------------------------------
; WIN1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0,0

[State 181, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 181, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;--------------------------------------------------------------------------
; WIN2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0,0

[State 800, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,8

[State 800, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;--------------------------------------------------------------------------
; WIN3
[Statedef 183]
type = S
ctrl = 0
anim = 186
velset = 0,0,0

[State 801, 1]
type = velset
trigger1 = animelem = 4
trigger1 = anim = 186
x = -1
y = -8.5

[State 801, 1]
type = veladd
trigger1 = time >= 6
trigger1 = anim = 186
y = 0.43

[State 801, 1]
type = velset
trigger1 = Pos Y >= 0
trigger1 = anim = 186
trigger1 = time >= 10
x = 0
y = 0

[State 801, 1]
type = changeanim
trigger1 = Pos Y >= 0
trigger1 = anim = 186
trigger1 = time >= 10
value = 183

[State 801, 1]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = anim = 183
value = 0,17

[State 801, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;--------------------------------------------------------------------------
; WIN4
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0,0

[State 802, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,17

[State 802, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;--------------------------------------------------------------------------
; WIN5
[Statedef 185]
type = S
ctrl = 0
anim = 185
velset = 0,0,0

[State 802, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 802, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

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

[State 191, 2]
type = PlaySnd
trigger1 = Time = 75
value = 0,0

[State 802, 1]
type = assertspecial
trigger1 = Time = [0,115]
flag = intro

[State 210, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 0

;---------------------------------------------------------------------------
;Taunt
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0,0

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
channel = 0

[State 210, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_A
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 1 
velset = 0,0
ctrl = 0 
anim = 210
poweradd = 20

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,20

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA    
damage    = 30, 15
animtype = Light 
guardflag = MA 
hitflag = MAF   
priority = 3, Hit   
pausetime = 7,8 
numhits = 1
sparkno = S930
guard.sparkno = S810
sparkxy = -10,-70 
hitsound = S1,0 
guardsound = S1,10 
ground.type = Low 
ground.slidetime = 5  
ground.hittime  = 11 
ground.velocity = -4  
airguard.velocity = -1.9,-.8 
air.velocity = -1.3,-3   

[State 210, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_C
[Statedef 212]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 212

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,22

[State 212, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 5
channel = 0

[State 212, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = light
damage    = 10, 5
guardflag = MA
pausetime = 3,5
sparkno = S930
sparkxy = -5,-80
guard.sparkno = S810 
hitsound = S1,1 
guardsound = S1,10
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 212, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Hard
damage    = 80, 40
guardflag = MA
pausetime = 12,15
sparkno = S932
sparkxy = -10,-70
guard.sparkno = S810 
hitsound = S1,4 
guardsound = S1,10
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 212, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_B
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
velset = 0,0,0
anim = 211

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,21

[State 211, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4
channel = 0

[State 211, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 50, 25
guardflag = MA
pausetime = 10,12
sparkno = S931
guard.sparkno = S810
sparkxy = -10,-40 
hitsound = S1,1 
guardsound = S1,10
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 211, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_C - Close
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 215

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,22

[State 212, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 5
channel = 0

[State 212, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 90, 45
guardflag = MA
pausetime = 12,15
sparkno = S932
sparkxy = -5,-80
guard.sparkno = S810 
hitsound = S1,4 
guardsound = S1,10
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -7
air.velocity = -2.2,-3.2

[State 212, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;CROUCH_A
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 20
ctrl = 0
anim = 410

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,20

[State 410, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 30, 15
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 7,8
sparkxy = -10,-5
sparkno = S930
guard.sparkno = S810
hitsound = S1,0 
guardsound = S1,10
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20

[State 410, 3]
type = CtrlSet
trigger1 = Time = 4
value = 1

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
;CROUCH_B
[Statedef 411]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 40
ctrl = 0
anim = 411

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,21

[State 411, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3
channel = 0

[State 411, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 50, 25
animtype  = Medium
getpower  = 40
givepower = 40
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -10,-36
sparkno = S931
guard.sparkno = S810
hitsound = S1,1 
guardsound = S1,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.2,-3
guard.velocity = -5
fall = 0

[State 411, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH_C
[Statedef 412]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 60
ctrl = 0
anim = 412

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,23

[State 412, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4
channel = 0

[State 412, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 80, 40
animtype = Back
getpower  = 50
givepower = 25
hitflag = MAFD
guardflag = L
pausetime = 12,15
guard.sparkno = S810
sparkxy = -5,-20
sparkno = S932
hitsound = S1,4 
guardsound = S1,10
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1

[State 412, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_A
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 610

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,21

[State 610, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 30, 15
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = 10,-35
guard.sparkno = S810
sparkno = S930
hitsound = S1,0
guardsound = S1,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 610, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

[State 610, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

;---------------------------------------------------------------------------
;JUMP_B
[Statedef 611]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 40
ctrl = 0
anim = 611

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,21

[State 611, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4
channel = 0

[State 611, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 50, 25
animtype = medium
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -5,-55
guard.sparkno = S810
sparkno = S931
hitsound = S1,1 
guardsound = S1,10
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 611, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_C
[Statedef 612]
type    = A
movetype= A
physics = A
juggle  = 6
poweradd= 60
ctrl = 0
anim = 612

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,23

[State 612, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 5
channel = 0

[State 612, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 80, 25
animtype = hard
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 10,12
guard.sparkno = S810
sparkxy = -5,-60
sparkno = S932
hitsound = S1,4 
guardsound = S1,10
ground.type = High
ground.slidetime = 15
ground.hittime  = 13
ground.velocity = -4
air.velocity = -1.3,-3

[State 612, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; STAND_X
[Statedef 200]
type    = S
movetype= A
physics = S 
juggle  = 1 
velset = 0,0
ctrl = 0
anim = 200 
poweradd = 20 

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,20

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA  
damage    = 30, 15 
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7,8
sparkno = S930   
sparkxy = -10,-80
guard.sparkno = S810   
hitsound = S1,0 
guardsound = S1,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4 
airguard.velocity = -1.9,-.8 
air.velocity = -1.3,-3 

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_Y
[Statedef 201]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
velset = 0,0,0
anim = 201

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,21

[State 201, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3
channel = 0

[State 201, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 50, 25
guardflag = MA
pausetime = 10,12
sparkxy = -10,-83
guard.sparkno = S810
sparkno = S931
hitsound = S1,1 
guardsound = S1,10
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

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

;---------------------------------------------------------------------------
; STAND_Z
[Statedef 202]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 202

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,22

[State 202, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 5
channel = 0

[State 202, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Hard
damage    = 80, 40
guardflag = MA
pausetime = 12,15
sparkno = S932
guard.sparkno = S810
sparkxy = -10,-75 
hitsound = S1,4 
guardsound = S1,10
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -5
air.velocity = -2.2,-3.2

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

;---------------------------------------------------------------------------
; STAND Forward + Y
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
velset = 2,0,0
anim = 205

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,22

[State 212, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2
channel = 0

[State 212, 1]
type = velset
trigger1 = animelem = 2
x = 7

[State 212, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 30, 15
guardflag = MA
pausetime = 7,9
sparkno = S931
sparkxy = -5,-80
guard.sparkno = S810 
hitsound = S1,4 
guardsound = S1,10
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2
air.velocity = -2.2,-3.2

[State 212, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Hard
damage    = 60, 30
guardflag = MA
pausetime = 10,12
sparkno = S932
sparkxy = -10,-30
guard.sparkno = S810 
hitsound = S1,4 
guardsound = S1,10
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 212, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_X
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 600

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,20

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 30, 15
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 7,8
guard.sparkno = S810
sparkxy = -10,-60
sparkno = S930
hitsound = S1,0 
guardsound = S1,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_Y
[Statedef 601]
type    = A
movetype= A
physics = A
poweradd= 40
ctrl = 0
anim = 601

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,21

[State 601, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4
channel = 0

[State 601, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 50, 25
animtype = medium
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-60
guard.sparkno = S810
sparkno = S931
hitsound = S1,1 
guardsound = S1,10
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 601, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_Z
[Statedef 602]
type    = A
movetype= A
physics = A
poweradd= 60
ctrl = 0
anim = 602

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,22

[State 602, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4
channel = 0

[State 602, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 80, 40
getpower  = 50
animtype = hard
givepower = 25
guardflag = HA
priority = 3
pausetime = 10,12
sparkxy = -10,-80
guard.sparkno = S810
sparkno = S932
hitsound = S1,4 
guardsound = S1,10
ground.type = High
ground.slidetime = 15
ground.hittime  = 13
ground.velocity = -4
air.velocity = -1.3,-3

[State 602, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH_X
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 20
ctrl = 0
anim = 400

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,20

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 30, 15
animtype  = Light
getpower  = 50
givepower = 25
hitflag = MAFD
guardflag = L
pausetime = 7,8
sparkxy = -2,-42
sparkno = S930
guard.sparkno = S810
hitsound = S1,0 
guardsound = S1,10
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20

[State 400, 3]
type = CtrlSet
trigger1 = Time = 4
value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
;CROUCH_Y
[Statedef 401]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 40
ctrl = 0
anim = 401

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,21

[State 401, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4
channel = 0

[State 401, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 50, 25
animtype = medium
getpower  = 50
givepower = 25
hitflag = MAFD
guardflag = HA
pausetime = 10,12
sparkxy = -10,-30
guard.sparkno = S810
sparkno = S931
hitsound = S1,1 
guardsound = S1,10
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.2,-3
guard.velocity = -5
fall = 0

[State 401, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH_Z
[Statedef 402]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 60
ctrl = 0
anim = 402

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,22

[State 402, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 5
channel = 0

[State 402, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 80, 40
animtype = Hard
getpower  = 50
givepower = 25
hitflag = MAFD
guardflag = L
pausetime = 12,15
sparkxy = -15,-60
guard.sparkno = S810
sparkno = S932
hitsound = S1,4 
guardsound = S1,10
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.2,-3
guard.velocity = -5
fall = 0

[State 402, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;--------Special_Moves---------------------------------------------------
;Jaguar_Kick_a
[Statedef 1001]
type = A
movetype = A
physics = N
juggle = 1
poweradd = 80
velset = 0, 0
ctrl = 0
anim = 1001

[State 1211, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,19
channel = 0

[State 1211,0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1211, 1]
type = Veladd
trigger1 = time >= 10
y = 0.43

[State 1252, 6]
type = Velset
trigger1 = Animelem = 2
x = 7
y = -4.5

[State 1211, 1]
type = Veladd
trigger1 = time = [16,26]
y = 0.7

[State 1211, 1]
type = Veladd
trigger1 = time = [20,22]
x = -0.3

[State 1211,4]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
damage = 100,50
animtype = heavy
priority = 5
hitflag = MAF
guardflag = MAF
pausetime = 5,6
sparkxy = 0, -5
sparkno = S940
guard.sparkno = S811
hitsound = S1,5 
guardsound = S1,11
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4
air.velocity = -4, 2
air.fall = 1
fall = 0

[State 1021, 2]
type = velset 
trigger1 = pos Y >= 0
trigger1 = time >= 10
x = 0

[State 1021, 2]
type = ChangeState
trigger1 = pos Y >= 0
trigger1 = var(31) = 1
trigger1 = movecontact
trigger1 = time >= 10
value = 444205
ctrl = 0


[State 1021, 2]
type = ChangeState
trigger1 = pos Y >= 0
trigger1 = time >= 10
value = 50
ctrl = 0


:------------------------------------------------------------------------------------------
;Jaguar_Kick_b 
[Statedef 1101]
type = A
movetype = A
physics = N
juggle = 1
poweradd = 80
velset = 0, 0
ctrl = 0
anim = 1011

[State 1211, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,19
channel = 0

[State 1211, 1]
type = Veladd
trigger1 = time >= 10
y = 0.43

[State 1252, 6]
type = Velset
trigger1 = Animelem = 2
x = 4.8
y = -6.8

[State 1211, 1]
type = Veladd
trigger1 = time = [16,26]
y = 0.7

[State 1211, 1]
type = Veladd
trigger1 = time = [20,22]
x = -0.5

[State 1211,4]
type = HitDef
trigger1 = AnimElem = 7
attr = A, SA
damage = 100,50
animtype = heavy
priority = 5
hitflag = MAF
guardflag = MAF
pausetime = 7,8
sparkxy = 0, -10
sparkno = S941
guard.sparkno = S811
hitsound = S1,5 
guardsound = S1,11
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4
air.velocity = -3, 3
air.fall = 1
fall = 0

[State 1021, 2]
type = velset 
trigger1 = pos Y >= 0
trigger1 = time >= 10
x = 0

[State 1021, 2]
type = ChangeState
trigger1 = pos Y >= 0
trigger1 = time >= 10
value = 50
ctrl = 1

:------------------------------------------------------------------------------------------
;Jaguar_Kick_c 
[Statedef 1201]
type = A
movetype = A
physics = N
juggle = 1
poweradd = 80
velset = 0, 0
ctrl = 0
anim = 1011

[State 1211, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,19
channel = 0

[State 1211, 1]
type = Veladd
trigger1 = time >= 10
y = 0.43

[State 1252, 6]
type = Velset
trigger1 = Animelem = 2
x = 3.5
y = -9

[State 1211, 1]
type = Veladd
trigger1 = time = [16,23]
y = 1.2

[State 1211, 1]
type = Veladd
trigger1 = time = [20,22]
x = -0.5

[State 1211,4]
type = HitDef
trigger1 = AnimElem = 7
attr = A, SA
damage = 100,50
animtype = heavy
priority = 5
hitflag = MAF
guardflag = MAF
pausetime = 7,8
sparkxy = 5,10
sparkno = S942
guard.sparkno = S811
hitsound = S1,5 
guardsound = S1,11
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4
air.velocity = -3, 4
air.fall = 1
fall = 0

[State 1021, 2]
type = velset 
trigger1 = pos Y >= 0
trigger1 = time >= 10
x = 0

[State 1021, 2]
type = ChangeState
trigger1 = pos Y >= 0
trigger1 = time >= 10
value = 50
ctrl = 1

;-------------------------------------------------------------------------------------
;Jaguar_a
[Statedef 1000]
type = A
movetype = A
physics = A
anim = 1100
velset = 3,-8
poweradd = 70
ctrl = 0
juggle = 5

[State 1100, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,18
channel = 0

[State 1100,2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1211, 2]
type = null;PlaySnd
trigger1 = time = 6
value = 0,15

[State 1600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage    = 40,20
animtype  = Heavy
getpower  = 10
givepower = 8
hitflag = MA
guardflag = L
pausetime = 3,0
sparkxy = -2,-80
sparkno = S940
guard.sparkno = S811
hitsound = S1,4 
guardsound = S1,11
ground.type = Low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -3, -9
air.velocity = -4,-6
fall = 0
fall.recover = 0

[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage    = 70,35
animtype  = Hard
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = MA
pausetime = 9,6
sparkxy = 4,-80
sparkno = S941
guard.sparkno = S811
hitsound = S1,5 
guardsound = S1,11
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -2, -3
air.velocity = -3,-6
fall = 1
fall.recover = 0

[State 1600, 1]
type = velset
trigger1 = animtime = 0
x = 0
y = 0

[State 1600, 1]
type = ChangeState
trigger1 = animtime = 0
value = 1250

;-------------------------------------------------------------------------------------
;Jaguar_b
[Statedef 1100]
type = A
movetype = A
physics = A
anim = 1110
velset = 3.5,-8
poweradd = 70
ctrl = 0
juggle = 5

[State 1100, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,18
channel = 0

[State 1211, 2]
type = null;PlaySnd
trigger1 = time = 8
value = 0,15

[State 1600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage    = 35,17
animtype  = Heavy
getpower  = 10
givepower = 8
hitflag = MA
guardflag = L
pausetime = 5,0
sparkxy = -2,-80
sparkno = S941
guard.sparkno = S811
hitsound = S1,4 
guardsound = S1,11
ground.type = Low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -3, -9
air.velocity = -4,-6
fall = 0
fall.recover = 0

[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage    = 70,35
animtype  = Hard
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = MA
pausetime = 9,6
sparkxy = 4,-80
sparkno = S941
guard.sparkno = S811
hitsound = S1,5 
guardsound = S1,11
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -2, -3
air.velocity = -3,-6
fall = 1
fall.recover = 0

[State 1600, 1]
type = velset
trigger1 = animtime = 0
x = 0
y = 0

[State 1600, 1]
type = ChangeState
trigger1 = animtime = 0
value = 1250


;-------------------------------------------------------------------------------------
;Jaguar_c
[Statedef 1200]
type = A
movetype = A
physics = A
anim = 1120
velset = 4,-9
poweradd = 70
ctrl = 0
juggle = 5

[State 1100, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,18
channel = 0

[State 1211, 2]
type = null;PlaySnd
trigger1 = time = 10
value = 0,15

[State 1600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage    = 30,15
animtype  = Heavy
getpower  = 10
givepower = 8
hitflag = MA
guardflag = L
pausetime = 8,3
sparkxy = -2,-80
sparkno = S941
guard.sparkno = S811
hitsound = S1,4 
guardsound = S1,11
ground.type = Low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -3, -9
air.velocity = -4,-6
fall = 0
fall.recover = 0

[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage    = 70,35
animtype  = Hard
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = MA
pausetime = 9,6
sparkxy = 4,-80
sparkno = S941
guard.sparkno = S811
hitsound = S1,5 
guardsound = S1,11
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -2, -3
air.velocity = -3,-6
fall = 1
fall.recover = 0

[State 1600, 1]
type = velset
trigger1 = animtime = 0
x = 0
y = 0

[State 1600, 1]
type = ChangeState
trigger1 = animtime = 0
value = 1250

;landing
[Statedef 1250]
type = A
movetype = A
physics = A
anim = 1150
ctrl = 0

[State 1600, 1]
type = ChangeState
trigger1 = pos y >= 0
value = 50


;-------------------------------------------------------------------------
;Jaguar_Tooth_a
[Statedef 2000]
type = A
movetype = A
physics = N
juggle = 1
poweradd = 70
velset = 0
ctrl = 0
anim = 2000

[State 2201, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,4
channel = 0

[State 2201,0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 2201, 8]
type = Velset
trigger1 = animelem = 2
trigger1 = BackEdgeBodyDist = [0,20] 
x = -0.5
y = -10

[State 2201, 8]
type = Velset
trigger1 = animelem = 2
trigger1 = BackEdgeBodyDist = [20,70] 
x = -2
y = -9

[State 2201, 1]
type = Velset
trigger1 = animelem = 2
trigger1 = BackEdgeBodyDist >= 70
x = -6
y = -8

[State 2201, 1]
type = Veladd
trigger1 = time >= 30
x = -1.8

[State 2201, 1];gravity
type = Veladd
trigger1 = time = [10,30]
y = 0.43

[State 2201, 8]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 10
trigger1 = time >= 15
value = 2001

;attacking
[Statedef 2001]
type = A
movetype = A
physics = N
ctrl = 0
anim = 2002

[State 2201, 8]
type = posfreeze
trigger1 = time = [0,3]

[State 2200, 1]
type = PlaySnd
trigger1 = Time = 4
value = 0,10
channel = 0

[State 2201, 8]
type = velset
trigger1 = time = 4
x = 12
y = 16

[State 2201, 4]
type = HitDef
trigger1 = AnimElem = 3
animtype = heavy
attr = A, SA
damage = 100,50
priority = 5
hitflag = HA
guardflag = HA
pausetime = 10,10
sparkxy = 20,-5
sparkno = S940
guard.sparkno = S811
hitsound = S1,5 
guardsound = S1,11
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4
air.velocity = -1.2, -6
forcestand = 1
fall = 1

[State 2201, 8]
type = velset
trigger1 = pos Y >= 0
x = 0
y = 0

[State 2201, 8]
type = ChangeState
trigger1 = pos Y >= 0
value = 50

;-------------------------------------------------------------------------
;Jaguar_Tooth_b
[Statedef 2100]
type = A
movetype = A
physics = N
juggle = 1
poweradd = 70
velset = 0
ctrl = 0
anim = 2000

[State 2201, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,4
channel = 0

[State 2201,0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 2201, 8]
type = Velset
trigger1 = animelem = 2
trigger1 = BackEdgeBodyDist = [0,20] 
x = -0.5
y = -10

[State 2201, 8]
type = Velset
trigger1 = animelem = 2
trigger1 = BackEdgeBodyDist = [20,70] 
x = -2
y = -9

[State 2201, 1]
type = Velset
trigger1 = animelem = 2
trigger1 = BackEdgeBodyDist >= 70
x = -6
y = -8

[State 2201, 1]
type = Veladd
trigger1 = time >= 30
x = -1.8

[State 2201, 1];gravity
type = Veladd
trigger1 = time = [10,30]
y = 0.43

[State 2201, 8]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 10
trigger1 = time >= 15
value = 2101

;attacking
[Statedef 2101]
type = A
movetype = A
physics = N
ctrl = 0
anim = 2001

[State 2201, 8]
type = posfreeze
trigger1 = time = [0,3]

[State 2200, 1]
type = PlaySnd
trigger1 = Time = 4
value = 0,10
channel = 0

[State 2201, 8]
type = velset
trigger1 = time = 4
x = 14
y = 12

[State 2201, 4]
type = HitDef
trigger1 = AnimElem = 3
animtype = heavy
attr = A, SA
damage = 100,50
priority = 5
hitflag = HA
guardflag = HA
pausetime = 10,10
sparkxy = 20,-20
sparkno = S941
guard.sparkno = S811
hitsound = S1,5 
guardsound = S1,11
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4
air.velocity = -1.2, -6
forcestand = 1
fall = 1

[State 2201, 8]
type = velset
trigger1 = pos Y >= 0
x = 0
y = 0

[State 2201, 8]
type = ChangeState
trigger1 = pos Y >= 0
value = 50


;-------------------------------------------------------------------------
;Jaguar_Tooth_c
[Statedef 2200]
type = A
movetype = A
physics = N
juggle = 1
poweradd = 70
velset = 0
ctrl = 0
anim = 2000

[State 2201, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,4
channel = 0

[State 2201,0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 2201, 8]
type = Velset
trigger1 = animelem = 2
trigger1 = BackEdgeBodyDist = [0,20] 
x = -0.5
y = -10

[State 2201, 8]
type = Velset
trigger1 = animelem = 2
trigger1 = BackEdgeBodyDist = [20,70] 
x = -2
y = -9

[State 2201, 1]
type = Velset
trigger1 = animelem = 2
trigger1 = BackEdgeBodyDist >= 70
x = -6
y = -8

[State 2201, 1]
type = Veladd
trigger1 = time >= 30
x = -1.8

[State 2201, 1];gravity
type = Veladd
trigger1 = time = [10,30]
y = 0.43

[State 2201, 8]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 10
trigger1 = time >= 15
value = 2201

;attacking
[Statedef 2201]
type = A
movetype = A
physics = N
ctrl = 0
anim = 2001

[State 2201, 8]
type = posfreeze
trigger1 = time = [0,3]

[State 2200, 1]
type = PlaySnd
trigger1 = Time = 4
value = 0,10
channel = 0

[State 2201, 8]
type = velset
trigger1 = time = 4
x = 14
y = 8

[State 2201, 4]
type = HitDef
trigger1 = AnimElem = 3
animtype = heavy
attr = A, SA
damage = 100,50
priority = 5
hitflag = HA
guardflag = HA
pausetime = 10,10
sparkxy = 20, -20
sparkno = S942
guard.sparkno = S811
hitsound = S1,5 
guardsound = S1,11
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4
air.velocity = -1.2, -6
forcestand = 1
fall = 1

[State 2201, 8]
type = velset
trigger1 = pos Y >= 0
x = 0
y = 0

[State 2201, 8]
type = ChangeState
trigger1 = pos Y >= 0
value = 50

;=================== THROWS ===========================================
;Kick Throw
[Statedef 2500]
type    = S
movetype= A
physics = S
poweradd = 80
velset = 0,0
anim = 2500
ctrl = 0

[State 4000, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, NT   
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag = 
hitflag = M
priority = 1, Hit
pausetime = 0,0
snap = 30
sparkno = -1
hitsound = S1,3
guardsound = -1
p1stateno = 2501
p2stateno = 2502

[State 2100, fin]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Throw success
[Statedef 2501]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 2501
ctrl = 0

[State 2100, turn]
type = turn
trigger1 = Animelem = 5

[State 2101, 0]
type = targetbind
trigger1 = time = 0
pos = 35, 0
time = 15

[State 2101, 0]
type = targetbind
trigger1 = time = 15
pos = 87, -75
time = 5

[State 2101, 0]
type = targetbind
trigger1 = time = 20
pos = -5, -90
time = 5

[State 2101, 0]
type = targetbind
trigger1 = time = 25
pos = 36,-20
time = 5

[State 2101, 0]
type = velset
trigger1 = Animelem = 5
x = 2
y = -3

[State 2101, 0]
type = veladd
trigger1 = Pos Y < 0
y = 0.70

[State 2101, 0]
type = velset
trigger1 = Pos Y > 0
x = 0
y = 0

[State 2101, 0]
type = posset
trigger1 = Pos Y > 0
y = 0

[State 2200, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 0,4

[State 2100, fin]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;hit by throw
[Statedef 2502]
type    = A
movetype= H
physics = N

[State 2101, 3]
type = PosFreeze
trigger1 = time <= 15

[State 2101, 0]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 2101, 0]
type = velset
trigger1 = time = 30
x = 8
y = 5

[State 2101, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2502

[State 2101, 3]
type = lifeadd
trigger1 = time = 0
trigger2= time = 38
trigger2= pos Y >= 0
value = -50

[State 2101, 1]
type = selfstate
trigger1 = time >= 38
trigger1 = pos Y >= 0
value = 5100

[State 2101, 3]
type = sprpriority
trigger1 = time = 0
value = -1

[State 2101, 3]
type = sprpriority
trigger1 = time >= 25
value = 2

;Kick Throw - reversed
[Statedef 2505]
type    = S
movetype= A
physics = S
poweradd = 80
velset = 0,0
anim = 2500
ctrl = 0

[State 4000, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, NT   
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag = 
hitflag = M
priority = 1, Hit
pausetime = 0,0
snap = 30
sparkno = -1
hitsound = S1,3
guardsound = -1
p1stateno = 2506
p2stateno = 2507

[State 2100, fin]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Throw success
[Statedef 2506]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 2501
ctrl = 0

[State 2100, turn]
type = turn
trigger1 = time = 0

[State 2100, turn]
type = turn
trigger1 = Animelem = 5

[State 2101, 0]
type = targetbind
trigger1 = time = 0
pos = 35, 0
time = 15

[State 2101, 0]
type = targetbind
trigger1 = time = 15
pos = 87, -75
time = 5

[State 2101, 0]
type = targetbind
trigger1 = time = 20
pos = -5, -90
time = 5

[State 2101, 0]
type = targetbind
trigger1 = time = 25
pos = 36,-20
time = 5

[State 2101, 0]
type = velset
trigger1 = Animelem = 5
x = 2
y = -3

[State 2101, 0]
type = veladd
trigger1 = Pos Y < 0
y = 0.70

[State 2101, 0]
type = velset
trigger1 = Pos Y > 0
x = 0
y = 0

[State 2101, 0]
type = posset
trigger1 = Pos Y > 0
y = 0

[State 2200, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 0,4

[State 2100, fin]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;hit by throw
[Statedef 2507]
type    = A
movetype= H
physics = N

[State 2101, 3]
type = PosFreeze
trigger1 = time <= 15

[State 2100, turn]
type = turn
trigger1 = time = 0

[State 2101, 0]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 2101, 0]
type = velset
trigger1 = time = 30
x = 8
y = 5

[State 2101, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2502

[State 2101, 3]
type = lifeadd
trigger1 = time = 0
trigger2= time = 38
trigger2= pos Y >= 0
value = -50

[State 2101, 1]
type = selfstate
trigger1 = time >= 38
trigger1 = pos Y >= 0
value = 5100

[State 2101, 3]
type = sprpriority
trigger1 = time = 0
value = -1

[State 2101, 3]
type = sprpriority
trigger1 = time >= 25
value = 2

;Punch throw
[Statedef 2510]
type    = S
movetype= A
physics = S
poweradd = 80
velset = 0,0
anim = 2510
ctrl = 0

[State 4000, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, NT   
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag = 
hitflag = M
priority = 1, Hit
pausetime = 0,0
snap = 30
sparkno = -1
hitsound = S1,3
guardsound = -1
p1stateno = 2511
p2stateno = 2512

[State 2100, fin]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Throw success
[Statedef 2511]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 2511
ctrl = 0

[State 2101, 0]
type = posadd
trigger1 = time = 0
y = -30

[State 2101, 0]
type = posadd
trigger1 = time = 10
x = 15
y = 10

[State 2101, 0]
type = posadd
trigger1 = time = 15
x = 15
y = -15

[State 4000, 1]
type = HitDef
trigger1 = time = 20
attr = S, NT   
damage = 80
animtype = Heavy
guardflag = 
priority = 7, Hit
pausetime = 0,2
sparkno = S942
sparkxy = -10,-50
hitsound = S1,2
getpower = 70
guardsound = -1
ground.velocity = -4,-8
air.velocity = -4,-8
downbounce = 1
;fall.xvelocity = -4
;fall.yvelocity = -5.5
fall = 1
fall.recover = 0
air.fall = 1 

[State 2100, fin]
type = ChangeState
trigger1 = AnimTime = 0
value = 2513
ctrl = 1

;Throw jump
[Statedef 2513]
type    = A
movetype= A
physics = A
velset = 0,0
anim = 2513
ctrl = 0

[State 2200, 1]
type = PlaySnd
trigger1 = time = 0
value = 0,5

[State 2101, 0]
type = velset
trigger1 = time = 0
x = -2
y = -8

;hit by throw
[Statedef 2512]
type    = A
movetype= H
physics = N

[State 2101, 3]
type = PosFreeze
trigger1 = time <= 15

[State 2101, 0]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 2101, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2512

[State 2101, 3]
type = lifeadd
trigger1 = time = 0
value = -20

[State 2101, 1]
type = selfstate
trigger1 = time >= 40
value = 0

[State 2101, 3]
type = sprpriority
trigger1 = time >= 0
value = -1

;Punch throw
[Statedef 2515]
type    = S
movetype= A
physics = S
poweradd = 80
velset = 0,0
anim = 2510
ctrl = 0

[State 4000, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, NT   
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag = 
hitflag = M
priority = 1, Hit
pausetime = 0,0
snap = 30
sparkno = -1
hitsound = S1,3
guardsound = -1
p1stateno = 2516
p2stateno = 2517

[State 2100, fin]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Throw success
[Statedef 2516]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 2511
ctrl = 0

[State 2100, turn]
type = turn
trigger1 = time = 0

[State 2101, 0]
type = posadd
trigger1 = time = 0
y = -30

[State 2101, 0]
type = posadd
trigger1 = time = 10
x = 15
y = 10

[State 2101, 0]
type = posadd
trigger1 = time = 15
x = 15
y = -15

[State 4000, 1]
type = HitDef
trigger1 = time = 20
attr = S, NT   
damage = 80
animtype = Heavy
guardflag = 
priority = 7, Hit
pausetime = 0,2
sparkno = S942
sparkxy = -10,-50
hitsound = S1,2
getpower = 70
guardsound = -1
ground.velocity = -4,-8
air.velocity = -4,-8
downbounce = 1
;fall.xvelocity = -4
;fall.yvelocity = -5.5
fall = 1
fall.recover = 0
air.fall = 1 

[State 2100, fin]
type = ChangeState
trigger1 = AnimTime = 0
value = 2513
ctrl = 1

;hit by throw
[Statedef 2517]
type    = A
movetype= H
physics = N

[State 2100, turn]
type = turn
trigger1 = time = 0

[State 2101, 0]
type = posadd
trigger1 = time = 0
x = -60

[State 2101, 3]
type = PosFreeze
trigger1 = time <= 15

[State 2101, 0]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 2101, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2512

[State 2101, 3]
type = lifeadd
trigger1 = time = 0
value = -20

[State 2101, 1]
type = selfstate
trigger1 = time >= 40
value = 0

[State 2101, 3]
type = sprpriority
trigger1 = time >= 0
value = -1

;=================== HYPER MOVES ======================================
;---------------------------------------------------------------------------
; Punch combo heavy
[Statedef 3000]
type    = S   
movetype= A
physics = S
juggle  = 1
velset = 0,0 
ctrl = 0 
anim = 3000 
poweradd = -3000

[State 3000, .5]
type = SuperPause
trigger1 = Animelem = 1
pos = 30, -72
anim = S950
time = 50

[State 3000, .5]
type = afterimage
trigger1 = Animelem = 1
time = 200
lenght = 10
paladd = 20,20,50
palmul = .5,.5,.7
palbright = 30,30,30
palcontrast = 130,130,250

[State 3000, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 0,16

[State 3000, 2.5]
type = PlaySnd
trigger1 = animelem = 1
value = S2,1

[State 2200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2,2
channel = 0

[State 1252, 6]
type = Velset
trigger1 = Animelem = 3
trigger2 = Animelem = 4
trigger3 = Animelem = 7
trigger4 = Animelem = 8
trigger5 = Animelem = 12
trigger6 = Animelem = 13
trigger7 = Animelem = 16
trigger8 = Animelem = 17
trigger9 = Animelem = 21
x = 5

[State 3000, 5]
type = HitDef
trigger1 = Animelem = 3
trigger2 = Animelem = 12
attr = S, HA
damage    = 75,40
getpower = 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 3,5 
numhits = 1
sparkno = S941
sparkxy = -13,-80
guard.sparkno = S811 
hitsound = S1,5 
guardsound = S1,11
ground.type = High
ground.slidetime = 10
ground.hittime  = 25
ground.velocity = -3   

[State 3000, 5]
type = HitDef
trigger1 = Animelem = 7
trigger2 = Animelem = 16
attr = S, HA
damage    = 75,40
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
getpower = 0
pausetime = 3,5 
numhits = 1
sparkno = S941
guard.sparkno = S811
sparkxy = -13,-60 
hitsound = S1,5 
guardsound = S1,11
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -3

[State 3000, 5]
type = HitDef
trigger1 = Animelem = 21
attr = S, HA            
damage    = 50,25          
animtype = Heavy        
guardflag = MA          
hitflag = MAF           
priority = 7, Hit
getpower = 0       
pausetime = 0,0         
numhits = 1             
sparkno = S941
guard.sparkno = S811
sparkxy = -13,-80   
hitsound = S1,5 
guardsound = S1,11       
ground.type = High      
ground.slidetime = 30    
ground.hittime  = 30    
ground.velocity = -3,-6.5    
snap = 30, 0

[State 2200, 1]
type = PlaySnd
trigger1 = animelem = 24
value = 2,3
channel = 0

[State 1252, 6]
type = Velset
trigger1 = Animelem = 24
x = 7
y = -9

[State 1252, 6]
type = Veladd
trigger1 = time >= 80
y = 0.43

[State 3000, 15]
type = HitDef
trigger1 = AnimElem = 25
attr = S, HA            
damage    = 150,75          
animtype = heavy       
guardflag = MA          
hitflag = MAF           
priority = 7, Hit
getpower = 0       
pausetime = 18,22         
numhits = 1             
sparkno = S942
guard.sparkno = S811          
sparkxy = -5,-70       
hitsound = S1,5 
guardsound = S1,11        
ground.type = high  
ground.slidetime = 30    
ground.hittime  = 30    
ground.velocity = -6,-8     
air.velocity = -6,-8
fall = 1
fall.recover = 0
down.bounce = 1

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
ctrl = 1

;(landing)
[Statedef 3001]
type    = A
movetype= A
physics = A
anim = 3001

[State 3001, 2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

; Punch combo medium
[Statedef 3010]
type    = S   
movetype= A
physics = S
juggle  = 1
velset = 0,0 
ctrl = 0 
anim = 3010 
poweradd = -2000

[State 3000, .5]
type = SuperPause
trigger1 = Animelem = 1
pos = 30, -72
anim = S950
time = 50

[State 3000, .5]
type = afterimage
trigger1 = Animelem = 1
time = 110
lenght = 10
paladd = 20,20,50
palmul = .5,.5,.7
palbright = 30,30,30
palcontrast = 130,130,250

[State 3000, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 0,16

[State 3000, 2.5]
type = PlaySnd
trigger1 = animelem = 1
value = S2,1

[State 2200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2,4
channel = 0

[State 1252, 6]
type = Velset
trigger1 = Animelem = 3
trigger2 = Animelem = 4
trigger3 = Animelem = 7
trigger4 = Animelem = 8
trigger5 = Animelem = 12
x = 4.5

[State 3000, 5]
type = HitDef
trigger1 = Animelem = 3
attr = S, HA
damage    = 75,40
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
getpower = 0
pausetime = 3,5 
numhits = 1
sparkno = S941
guard.sparkno = S811
sparkxy = -13,-80
hitsound = S1,5 
guardsound = S1,11
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -3   

[State 3000, 5]
type = HitDef
trigger1 = Animelem = 7
attr = S, HA
damage    = 75,40
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
getpower = 0
pausetime = 3,5 
numhits = 1
sparkno = S941
guard.sparkno = S811
sparkxy = -13,-60
hitsound = S1,5 
guardsound = S1,11
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -3

[State 3000, 5]
type = HitDef
trigger1 = Animelem = 12
attr = S, HA            
damage    = 50,25          
animtype = Heavy        
guardflag = MA          
hitflag = MAF           
priority = 7, Hit
getpower = 0       
pausetime = 0,0         
numhits = 1             
sparkno = S941
guard.sparkno = S811
sparkxy = -13,-80       
hitsound = S1,5 
guardsound = S1,11        
ground.type = High      
ground.slidetime = 30    
ground.hittime  = 30
ground.velocity = -3,-6.5    
snap = 30, 0

[State 2200, 1]
type = PlaySnd
trigger1 = animelem = 15
value = 2,3
channel = 0

[State 1252, 6]
type = Velset
trigger1 = Animelem = 15
x = 7
y = -9

[State 1252, 6]
type = Veladd
trigger1 = time >= 48
y = 0.43

[State 3000, 15]
type = HitDef
trigger1 = AnimElem = 16
attr = S, HA            
damage    = 150,75          
animtype = heavy       
guardflag = MA          
hitflag = MAF           
priority = 7, Hit
getpower = 0       
pausetime = 18,22         
numhits = 1             
sparkno = S942
guard.sparkno = S811
sparkxy = -5,-70       
hitsound = S1,5 
guardsound = S1,11       
ground.type = high  
ground.slidetime = 30    
ground.hittime  = 30    
ground.velocity = -6,-8     
air.velocity = -6,-8
fall = 1
fall.recover = 0
down.bounce = 1

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
ctrl = 1

; Punch combo light
[Statedef 3020]
type    = S   
movetype= A
physics = S
juggle  = 1
velset = 0,0 
ctrl = 0 
anim = 3020 
poweradd = -1000

[State 3000, .5]
type = SuperPause
trigger1 = Animelem = 1
pos = 30, -72
anim = S950
time = 50

[State 3000, .5]
type = afterimage
trigger1 = Animelem = 1
time = 110
lenght = 10
paladd = 20,20,50
palmul = .5,.5,.7
palbright = 30,30,30
palcontrast = 130,130,250

[State 3000, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 0,16

[State 3000, 2.5]
type = PlaySnd
trigger1 = animelem = 1
value = S2,1

[State 2200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2,2
channel = 0

[State 1252, 6]
type = Velset
trigger1 = Animelem = 3
trigger2 = Animelem = 4
trigger3 = Animelem = 7
trigger4 = Animelem = 8
trigger5 = Animelem = 12
trigger6 = Animelem = 13
x = 4

[State 1252, 6]
type = Velset
trigger1 = Animelem = 16
trigger2 = Animelem = 17
x = 5.5

[State 3000, 5]
type = HitDef
trigger1 = Animelem = 3
trigger2 = Animelem = 12
attr = S, HA
damage    = 50,25
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
getpower = 0
pausetime = 3,5 
numhits = 1
sparkno = S941
guard.sparkno = S811
sparkxy = -13,-80
hitsound = S1,5 
guardsound = S1,11
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -3   

[State 3000, 5]
type = HitDef
trigger1 = Animelem = 7
attr = S, HA
damage    = 50,25
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
getpower = 0
pausetime = 3,5 
numhits = 1
sparkno = S941
guard.sparkno = S811
sparkxy = -13,-60 
hitsound = S1,5 
guardsound = S1,11
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -3

[State 3000, 5]
type = HitDef
trigger1 = Animelem = 16
attr = S, HA            
damage    = 100,50          
animtype = Heavy        
guardflag = MA          
hitflag = MAF           
priority = 7, Hit
getpower = 0       
pausetime = 15,18         
numhits = 1             
sparkno = S942
guard.sparkno = S811
sparkxy = -13,-60      
hitsound = S1,5 
guardsound = S1,11      
ground.type = low     
ground.slidetime = 30    
ground.hittime  = 30    
ground.velocity = -5,-6.5
air.velocity = -5,-6.5
fall = 1
fall.recover = 0
air.fall = 1    

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Kick combo heavy
[Statedef 3100]
type = A
movetype = A
physics = N
poweradd = -3000
velset = 0, 0
ctrl = 0
anim = 3100

[State 3000, .5]
type = SuperPause
trigger1 = Animelem = 1
pos = 10, -67
anim = S950
time = 50

[State 3000, .5]
type = afterimage
trigger1 = Animelem = 1
time = 200
lenght = 10
paladd = 20,20,50
palmul = .5,.5,.7
palbright = 30,30,30
palcontrast = 130,130,250

[State 3000, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 0,16

[State 3000, 2.5]
type = PlaySnd
trigger1 = animelem = 1
value = S2,1

[State 1211, 1]
type = Veladd
trigger1 = time >= 8
y = 0.43

[State 2200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2,5
channel = 0

[State 1252, 6]
type = Velset
trigger1 = Animelem = 3
x = 4.8
y = -6.8

[State 1211, 1]
type = Veladd
trigger1 = time = [14,24]
y = 0.7

[State 1211, 1]
type = Veladd
trigger1 = time = [18,20]
x = -0.5

[State 1211,4]
type = HitDef
trigger1 = AnimElem = 8
trigger1 = movehit = 0
attr = A, SA
damage = 200,100
numhits = 2
animtype = heavy
priority = 7, hit
getpower = 0
hitflag = MAF
guardflag = MAF
pausetime = 10,12
sparkxy = 0, -10
sparkno = S942
guard.sparkno = S811
hitsound = S1,5 
guardsound = S1,11
ground.type = high
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -4
air.velocity = -1.2, -3
forcestand = 1
fall = 0

[State 1021, 2]
type = velset 
trigger1 = pos Y >= 0
trigger1 = time >= 10
x = 0

[State 1021, 2]
type = ChangeState
trigger1 = pos Y >= 0
trigger1 = time >= 10
value = 3101

;light kick
[Statedef 3101]
type = A
movetype = A
physics = N
velset = 0, 0
ctrl = 0
anim = 3101

[State 1211, 1]
type = Veladd
trigger1 = time >= 7
y = 0.43

[State 2200, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2,6
channel = 0

[State 1252, 6]
type = Velset
trigger1 = Animelem = 2
x = 5
y = -4

[State 1211, 1]
type = Veladd
trigger1 = time = [13,23]
y = 0.7

[State 1211, 1]
type = Veladd
trigger1 = time = [17,19]
x = -0.3

[State 1211,4]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
damage = 100,50
animtype = heavy
priority = 7, hit
getpower = 0
hitflag = MAF
guardflag = MAF
pausetime = 3,5
sparkxy = -10, -50
sparkno = S942
guard.sparkno = S811
hitsound = S1,5 
guardsound = S1,11
ground.type = high
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -4
air.velocity = -3, -2
forcestand = 1
fall = 0

[State 1211,4]
type = HitDef
trigger1 = AnimElem = 7
attr = A, SA
damage = 100,50
animtype = heavy
priority = 7, hit
getpower = 0
hitflag = MAF
guardflag = MAF
pausetime = 3,5
sparkxy = -10, -5
sparkno = S942
guard.sparkno = S811
hitsound = S1,5 
guardsound = S1,11
ground.type = low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -4
air.velocity = -3, -2
forcestand = 1
fall = 0

[State 1021, 2]
type = velset 
trigger1 = pos Y >= 0
trigger1 = time >= 10
x = 0

[State 1021, 2]
type = ChangeState
trigger1 = pos Y >= 0
trigger1 = time >= 10
value = 3102

;light kick 2 
[Statedef 3102]
type = A
movetype = A
physics = N
velset = 0, 0
ctrl = 0
anim = 3101

[State 1211, 1]
type = Veladd
trigger1 = time >= 7
y = 0.43

[State 2200, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2,7
channel = 0

[State 1252, 6]
type = Velset
trigger1 = Animelem = 2
x = 5
y = -4

[State 1211, 1]
type = Veladd
trigger1 = time = [13,23]
y = 0.7

[State 1211, 1]
type = Veladd
trigger1 = time = [17,19]
x = -0.3

[State 1211,4]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
damage = 100,50
animtype = heavy
priority = 7, hit
getpower = 0
hitflag = MAF
guardflag = MAF
pausetime = 3,5
sparkxy = -10, -50
sparkno = S942
guard.sparkno = S811
hitsound = S1,5 
guardsound = S1,11
ground.type = high
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -4
air.velocity = -3, -2
forcestand = 1
fall = 0

[State 1211,4]
type = HitDef
trigger1 = AnimElem = 7
attr = A, SA
damage = 100,50
animtype = heavy
priority = 7, hit
getpower = 0
hitflag = MAF
guardflag = MAF
pausetime = 8,10
sparkxy = -10, -10
sparkno = S942
guard.sparkno = S811
hitsound = S1,5 
guardsound = S1,11
ground.type = low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -5, -6
air.velocity = -4.5, -5.5
forcestand = 1
fall = 1
fall.recover = 0
air.fall = 1

[State 1021, 2]
type = velset 
trigger1 = pos Y >= 0
trigger1 = time >= 10
x = 0

[State 1021, 2]
type = ChangeState
trigger1 = pos Y >= 0
trigger1 = time >= 10
value = 50
ctrl = 1

; Kick combo medium
[Statedef 3110]
type = A
movetype = A
physics = N
poweradd = -2000
velset = 0, 0
ctrl = 0
anim = 3100

[State 3000, .5]
type = SuperPause
trigger1 = Animelem = 1
pos = 10, -67
anim = S950
time = 50

[State 3000, .5]
type = afterimage
trigger1 = Animelem = 1
time = 200
lenght = 10
paladd = 20,20,50
palmul = .5,.5,.7
palbright = 30,30,30
palcontrast = 130,130,250

[State 3000, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 0,16

[State 3000, 2.5]
type = PlaySnd
trigger1 = animelem = 1
value = S2,1

[State 2200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2,5
channel = 0

[State 1211, 1]
type = Veladd
trigger1 = time >= 8
y = 0.43

[State 1252, 6]
type = Velset
trigger1 = Animelem = 3
x = 4.8
y = -6.8

[State 1211, 1]
type = Veladd
trigger1 = time = [14,24]
y = 0.7

[State 1211, 1]
type = Veladd
trigger1 = time = [18,20]
x = -0.5

[State 1211,4]
type = HitDef
trigger1 = AnimElem = 8
attr = A, SA
damage = 200,100
numhits = 2
animtype = heavy
priority = 7, hit
getpower = 0
hitflag = MAF
guardflag = MAF
pausetime = 10,12
sparkxy = 0, -10
sparkno = S942
guard.sparkno = S811
hitsound = S1,5 
guardsound = S1,11
ground.type = high
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -4
air.velocity = -1.2, -6
forcestand = 1
fall = 0

[State 1021, 2]
type = velset 
trigger1 = pos Y >= 0
trigger1 = time >= 10
x = 0

[State 1021, 2]
type = ChangeState
trigger1 = pos Y >= 0
trigger1 = time >= 10
value = 3102

; Kick combo light
[Statedef 3120]
type = A
movetype = A
physics = N
poweradd = -1000
velset = 0, 0
ctrl = 0
anim = 3100

[State 3000, .5]
type = SuperPause
trigger1 = Animelem = 1
pos = 10, -67
anim = S950
time = 50

[State 3000, .5]
type = afterimage
trigger1 = Animelem = 1
time = 200
lenght = 10
paladd = 20,20,50
palmul = .5,.5,.7
palbright = 30,30,30
palcontrast = 130,130,250

[State 3000, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 0,16

[State 3000, 2.5]
type = PlaySnd
trigger1 = animelem = 1
value = S2,1

[State 2200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2,5
channel = 0

[State 1211, 1]
type = Veladd
trigger1 = time >= 8
y = 0.43

[State 1252, 6]
type = Velset
trigger1 = Animelem = 3
x = 4.8
y = -6.8

[State 1211, 1]
type = Veladd
trigger1 = time = [14,24]
y = 0.7

[State 1211, 1]
type = Veladd
trigger1 = time = [18,20]
x = -0.5

[State 1211,4]
type = HitDef
trigger1 = AnimElem = 8
trigger1 = movehit = 0
attr = A, SA
damage = 200,100
numhits = 2
animtype = heavy
priority = 7, hit
getpower = 0
hitflag = MAF
guardflag = MAF
pausetime = 10,12
sparkxy = 0, -10
sparkno = S942
guard.sparkno = S811
hitsound = S1,5 
guardsound = S1,11
ground.type = high
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -4
air.velocity = -1.2, -6
forcestand = 1
fall = 0

[State 1021, 2]
type = velset 
trigger1 = pos Y >= 0
trigger1 = time >= 10
x = 0

[State 1021, 2]
type = ChangeState
trigger1 = pos Y >= 0
trigger1 = time >= 10
value = 3121

;light kick - Light combo style 
[Statedef 3121]
type = A
movetype = A
physics = N
velset = 0, 0
ctrl = 0
anim = 3101

[State 1211, 1]
type = Veladd
trigger1 = time >= 10
y = 0.43

[State 2200, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2,6
channel = 0

[State 1252, 6]
type = Velset
trigger1 = Animelem = 2
x = 5
y = -4

[State 1211, 1]
type = Veladd
trigger1 = time = [13,23]
y = 0.7

[State 1211, 1]
type = Veladd
trigger1 = time = [17,19]
x = -0.3

[State 1211,4]
type = HitDef
trigger1 = AnimElem = 7
attr = A, SA
damage = 100,50
animtype = heavy
priority = 7, hit
getpower = 0
hitflag = MAF
guardflag = MAF
pausetime = 8,10
sparkxy = -10, -10
sparkno = S942
guard.sparkno = S811
hitsound = S1,5 
guardsound = S1,11
ground.type = low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -5, -6
air.velocity = -1.2, -6
forcestand = 1
fall = 1
fall.recover = 0
air.fall = 1

[State 1021, 2]
type = velset 
trigger1 = pos Y >= 0
trigger1 = time >= 10
x = 0

[State 1021, 2]
type = ChangeState
trigger1 = pos Y >= 0
trigger1 = time >= 10
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Zero/Alpha Counter 
[Statedef 900]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 900
velset = 0,0,0
ctrl = 0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 0,4

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,24

[State 900, 1]
type = EnvColor
trigger1 = Time = 0
value = 255, 255, 255
time = 1

[State 900, 2]
type = PosFreeze
trigger1 = time >= 0

[State 900,3]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 2580, 3]
type = ReversalDef
trigger1 = time >0
reversal.attr = SCA, NA, SA, HA
pausetime = 8,96
palfx.time = 10
palfx.add = 128,128,255

[State 900,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 901

;---------------------------------------------------------------------------
; Zero/Alpha Counter  (start)
[Statedef 901]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 901
velset = 0,0,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 3]
type = Velset
trigger1 = time = 0
x = 5
y = -9

[State 1600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage    = 50,50
animtype  = Heavy
getpower  = -100
hitflag = MA
guardflag = 
pausetime = 0,0
sparkxy = -2,-80
sparkno = S940
guard.sparkno = S811
hitsound = S1,2 
guardsound = S1,11
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-8
air.velocity = -3, -8
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 900, tourne]
type = Explod
trigger1 = movehit
trigger1 = numexplod(903) = 0 
id = 903
anim = 903
pos = 0,0
postype = p2
bindtime = -1
removetime = 46
sprpriority = 6
ownpal = 1

[State 210, 3]
type = Velset
trigger1 = animtime = 0
x = 0
y = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 902

;---------------------------------------------------------------------------
; Zero/Alpha Counter X (landing)
[Statedef 902]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 1150

[State 210, 3]
type = ChangeState
trigger1 = Pos y >= 0
value = 50

;--------------------------------------------------------------------------
; Recovery Roll (fall change)
[Statedef 910]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 210, 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 911

;---------------------------------------------------------------------------
; Recovery Roll (roll)
[Statedef 911]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 910
velset = 0,0,0

[State 610, 4]
type = posset
trigger1 = time = 0
y = 0

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 8

[State 210, 3]
type = ChangeState
trigger1 = Time = 20
value = 12
ctrl = 1

;--------------------------------------------------------------------------
; Recovery Roll (fall change) back
[Statedef 915]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 210, 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 916

;---------------------------------------------------------------------------
; Recovery Roll (roll) back
[Statedef 916]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 910
velset = 0,0,0

[State 610, 4]
type = posset
trigger1 = time = 0
y = 0

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = -8

[State 210, 3]
type = ChangeState
trigger1 = Time = 20
value = 12
ctrl = 1

;=================== [-2 states] ======================================
[Statedef -2]

[State -2, noafterimgs]
type = afterimagetime
trigger1 = stateno != 3000
trigger1 = stateno != 3010
trigger1 = stateno != 3020
trigger1 = stateno != 3001
trigger1 = stateno != 3100
trigger1 = stateno != 3101
trigger1 = stateno != 3102
trigger1 = stateno != 3110
trigger1 = stateno != 3120
trigger1 = stateno != 3121
time = 0

[State -2, Hyper Win Bg]
type = Explod
triggerall = P2life = 0
triggerall = numexplod(951) = 0
trigger1 = stateno = 3000
trigger2 = stateno = 3010
trigger3 = stateno = 3020
trigger4 = stateno = 3001
trigger5 = stateno = 3100
trigger6 = stateno = 3101
trigger7 = stateno = 3102
trigger8 = stateno = 3110
trigger9 = stateno = 3120
trigger10 = stateno = 3121
anim = 951
id = 951
ignorehitpause = 1
removetime = -1
postype = left
bindtime = -1
pos = 160,120
sprpriority = -10

[State -2, Perfect]
type = explod
trigger1 = life = 1000
trigger1 = roundstate != 0
trigger1 = numexplod(952) = 0
trigger1 = stateno = 180
anim = 952
id = 952
ignorehitpause = 1
bindtime = -1
postype = left
pos = 78,80
sprpriority = 10

[State -2, blood]
type = explod
triggerall = random = [0,50]
triggerall = p2stateno = 5000
triggerall = numexplod(953) = 0
trigger1 = stateno = 202
trigger2 = stateno = 1001
trigger3 = stateno = 1101
trigger4 = stateno = 1201
trigger5 = stateno = 215
anim = 953
id = 953
ignorehitpause = 1
bindtime = -1
facing = -1
postype = p2
pos = -15,-80
sprpriority = 2

[State -2, land sound]
type = Playsnd
trigger1 = stateno = 52
trigger1 = time = 2
value = S2,0

[State -2, 3]
type = PlaySnd
trigger1 = Time = 1
trigger1 = stateno = 52
value = 52,0

[State -2, 4]
type = VarRandom
triggerall = Time = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
v = 4
range = 0,29

[State -2, 5]
type = PlaySnd
triggerall = Time = 1
triggerall = Var(4) = [0,4]
triggerall = alive = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
value = 0,12

[State -2, 5]
type = PlaySnd
triggerall = Time = 1
triggerall = Var(4) = [5,9]
triggerall = alive = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
value = 0,13 

[State -2, 5]
type = PlaySnd
triggerall = Time = 1
triggerall = Var(4) = [10,14]
triggerall = alive = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
value = 0,14 




;:::::::Combos
[Statedef 444205]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
velset = 2,0,0
anim = 205

[State 444191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,22

[State 444212, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2
channel = 0

[State 444212, 1]
type = velset
trigger1 = animelem = 2
x = 7

[State 444212, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 30, 15
guardflag = MA
pausetime = 7,9
sparkno = S931
sparkxy = -5,-80
guard.sparkno = S810 
hitsound = S1,4 
guardsound = S1,10
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2
air.velocity = -2.2,-3.2

[State 444212, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Hard
damage    = 60, 30
guardflag = MA
pausetime = 10,12
sparkno = S932
sparkxy = -10,-30
guard.sparkno = S810 
hitsound = S1,4 
guardsound = S1,10
ground.type = Low
ground.slidetime = 25
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 444212, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 444212, 3]
type = ChangeState
trigger1 = movehit ;&& animelem = 6
value = 444401
ctrl = 0


[State 444212, 3]
type = ChangeState
trigger1 = moveguarded ;&& animelem = 6
trigger1 = p2statetype = S
value = 444401
ctrl = 0

[State 444212, 3]
type = ChangeState
trigger1 = moveguarded ;&& animelem = 6
trigger1 = p2statetype = A
value = 2200
ctrl = 0
;CROUCH_Y
[Statedef 444401]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 40
ctrl = 0
velset = 2.6,0,0
anim = 401

[State 444191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,21

[State 444401, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4
channel = 0

[State 444401, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 50, 25
animtype = medium
getpower  = 50
givepower = 25
hitflag = MAFD
guardflag = HA
pausetime = 10,12
sparkxy = -10,-30
guard.sparkno = S810
sparkno = S931
hitsound = S1,1 
guardsound = S1,10
ground.type = High
ground.slidetime = 15
ground.hittime  = 35
ground.velocity = -11
air.velocity = -1.2,-3
guard.velocity = -5
fall = 0

[State 444401, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 444401, 4]
type = ChangeState
trigger1 = moveguarded
value = 410
ctrl = 0

[State 444401, 4]
type = ChangeState
trigger1 = movehit
trigger1 = random <= 499
value = 4441001
ctrl = 0

[State 444401, 4]
type = ChangeState
trigger1 = movehit
value = 5552200
ctrl = 0

;--------Special_Moves---------------------------------------------------
;Jaguar_Kick_a
[Statedef 4441001]
type = A
movetype = A
physics = N
juggle = 1
poweradd = 80
velset = 0, 0
ctrl = 0
anim = 1001

[State 4441211, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,19
channel = 0

[State 4441211, 1]
type = Veladd
trigger1 = time >= 10
y = 0.43

[State 4441252, 6]
type = Velset
trigger1 = Animelem = 2
x = 7
y = -4.5

[State 4441211, 1]
type = Veladd
trigger1 = time = [16,26]
y = 0.7

[State 4441211, 1]
type = Veladd
trigger1 = time = [20,22]
x = -0.3

[State 4441211,4]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
damage = 100,50
animtype = heavy
priority = 5
hitflag = MAF
guardflag = MAF
pausetime = 5,6
sparkxy = 0, -5
sparkno = S940
guard.sparkno = S811
hitsound = S1,5 
guardsound = S1,11
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4
air.velocity = -4, 2
air.fall = 1
fall = 0

[State 4441021, 2]
type = velset 
trigger1 = pos Y >= 0
trigger1 = time >= 10
x = 0


[State 4441021, 2]
type = ChangeState
trigger1 = pos Y >= 0
trigger1 = time >= 10
value = 444211
ctrl = 0

; STAND_B
[Statedef 444211]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
velset = 0,0,0
anim = 211

[State 444191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,21

[State 444211, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4
channel = 0

[State 444211, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 50, 25
guardflag = MA
pausetime = 10,12
sparkno = S931
guard.sparkno = S810
sparkxy = -10,-40 
hitsound = S1,1 
guardsound = S1,10
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 444211, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 444211, 3]
type = ChangeState
trigger1 = movehit
value = 444212
ctrl = 0


[Statedef 444212]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = -3,0,0
anim = 212

[State 444191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,22

[State 444212, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 5
channel = 0

[State 444212, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = light
damage    = 10, 5
guardflag = MA
pausetime = 3,5
sparkno = S930
sparkxy = -5,-80
guard.sparkno = S810 
hitsound = S1,1 
guardsound = S1,10
ground.type = high
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 444212, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Hard
damage    = 80, 40
guardflag = MA
pausetime = 12,15
sparkno = S932
sparkxy = -10,-70
guard.sparkno = S810 
hitsound = S1,4 
guardsound = S1,10
ground.type = Low
ground.slidetime = 15
ground.hittime  = 28
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 444212, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[State 444212, 3]
type = ChangeState
trigger1 = movehit && animelem = 5
trigger1 = power >= 1000
trigger1 = random <= 499
trigger1 = power <= 1999
value = 3120
ctrl = 0

[State 444212, 3]
type = ChangeState
trigger1 = movehit && animelem = 5
trigger1 = power >= 2000
trigger1 = random <= 499
trigger1 = power <= 2999
value = 3110
ctrl = 0

[State 444212, 3]
type = ChangeState
trigger1 = movehit && animelem = 5
trigger1 = power >= 3000
trigger1 = random <= 499
value = 3100
ctrl = 0
[State 444212, 3]
type = ChangeState
trigger1 = movehit && animelem = 5
trigger1 = power >= 1000
trigger1 = power <= 1999
value = 3020
ctrl = 0

[State 444212, 3]
type = ChangeState
trigger1 = movehit && animelem = 5
trigger1 = power >= 2000
trigger1 = power <= 2999
value = 3010
ctrl = 0

[State 444212, 3]
type = ChangeState
trigger1 = movehit && animelem = 5
trigger1 = power >= 3000
value = 3000
ctrl = 0

[State 444212, 3]
type = ChangeState
trigger1 = movehit && animelem = 5
trigger1 = power < 999
value = 1000
ctrl = 0

[Statedef 5552000]
type = A
movetype = A
physics = N
juggle = 1
poweradd = 70
velset = 0
ctrl = 0
anim = 2000

[State 5552201, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,4
channel = 0

[State 5552201, 8]
type = Velset
trigger1 = animelem = 2
trigger1 = BackEdgeBodyDist = [0,20] 
x = -14.5
y = -10

[State 5552201, 8]
type = Velset
trigger1 = animelem = 2
trigger1 = BackEdgeBodyDist = [20,70] 
x = -17
y = -9

[State 5552201, 1]
type = Velset
trigger1 = animelem = 2
trigger1 = BackEdgeBodyDist >= 70
x = -16
y = -10

[State 5552201, 1]
type = Veladd
trigger1 = time >= 30
x = -5.8

[State 5552201, 1];gravity
type = Veladd
trigger1 = time = [10,30]
y = .43

[State 5552201, 8]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 10
trigger1 = time >= 15
value = 5552001

;attacking
[Statedef 5552001]
type = A
movetype = A
physics = N
ctrl = 0
anim = 2002

[State 5552201, 8]
type = posfreeze
trigger1 = time = [0,3]

[State 5552200, 1]
type = PlaySnd
trigger1 = Time = 4
value = 0,10
channel = 0

[State 5552201, 8]
type = velset
trigger1 = time = 4
x = 22
y = 7

[State 5552201, 4]
type = HitDef
trigger1 = AnimElem = 3
animtype = heavy
attr = A, SA
damage = 100,50
priority = 5
hitflag = HA
guardflag = HA
pausetime = 10,10
sparkxy = 20,-5
sparkno = S940
guard.sparkno = S811
hitsound = S1,5 
guardsound = S1,11
ground.type = Low
ground.slidetime = 15
ground.hittime = 25
ground.velocity = -4
air.velocity = -1.2, -6
forcestand = 0
fall = 0

[State 5552201, 8]
type = velset
trigger1 = pos Y >= 0
x = 0
y = 0

[State 5552201, 8]
type = ChangeState
trigger1 = pos Y >= 0
value = 50

[Statedef 5552200]
type = A
movetype = A
physics = N
juggle = 1
poweradd = 70
velset = 0
ctrl = 0
anim = 2000

[State 5552201, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,4
channel = 0

[State 5552201, 8]
type = Velset
trigger1 = animelem = 2
trigger1 = BackEdgeBodyDist = [0,20] 
x = -9.5
y = -10

[State 5552201, 8]
type = Velset
trigger1 = animelem = 2
trigger1 = BackEdgeBodyDist = [20,70] 
x = -14
y = -9

[State 5552201, 1]
type = Velset
trigger1 = animelem = 2
trigger1 = BackEdgeBodyDist >= 70
x = -18
y = -8

[State 5552201, 1]
type = Veladd
trigger1 = time >= 30
x = -6.8

[State 5552201, 1];gravity
type = Veladd
trigger1 = time = [10,30]
y = 0.43

[State 5552201, 8]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 10
trigger1 = time >= 15
value = 5552201
ctrl = 0
;attacking
[Statedef 5552201]
type = A
movetype = A
physics = N
ctrl = 0
anim = 2001

[State 5552201, 8]
type = posfreeze
trigger1 = time = [0,3]

[State 5552200, 1]
type = PlaySnd
trigger1 = Time = 4
value = 0,10
channel = 0

[State 5552201, 8]
type = velset
trigger1 = time = 4
x = 25
y = 8

[State 5552201, 4]
type = HitDef
trigger1 = AnimElem = 3
animtype = light
attr = A, NA
damage = 100,50
priority = 5
;hitflag = HA
guardflag = HA
pausetime = 10,10
sparkxy = 20, -20
sparkno = S942
guard.sparkno = S811
hitsound = S1,5 
guardsound = S1,11
ground.type = High
ground.slidetime = 15
ground.hittime = 25
ground.velocity = -4
air.velocity = -1.2, -6
forcestand = 0
fall = 0

[State 5552201, 8]
type = velset
trigger1 = pos Y >= 0
x = 0
y = 0

[State 5552201, 8]
type = ChangeState
trigger1 = pos Y >= 0
value = 555211
ctrl = 0
[Statedef 555211]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
velset = 0,0,0
anim = 211

[State 555191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,21

[State 555211, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4
channel = 0

[State 555211, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 50, 25
guardflag = MA
pausetime = 10,12
sparkno = S931
guard.sparkno = S810
sparkxy = -10,-40 
hitsound = S1,1 
guardsound = S1,10
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 555211, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 555211, 3]
type = ChangeState
trigger1 = movehit
value = 555215
ctrl = 0

; STAND_C - Close
[Statedef 555215]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 215

[State 555191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,22

[State 555212, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 5
channel = 0

[State 212, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 90, 45
guardflag = MA
pausetime = 12,15
sparkno = S932
sparkxy = -5,-80
guard.sparkno = S810 
hitsound = S1,4 
guardsound = S1,10
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -7
air.velocity = -2.2,-3.2

[State 555212, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 555212, 3]
type = ChangeState
trigger1 = movehit
value = 444212
ctrl = 0