[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 50
airjuggle = 20
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255

IntPersistIndex = 29
FloatPersistIndex = 7
[Size]
xscale = 1
yscale = 1
ground.back = 15
ground.front = 24
air.back = 12
air.front = 12
z.width = 3
attack.width = 4,4
attack.dist = 160
proj.attack.dist = 90

head.pos = -14, -87
mid.pos = -5, -60

[Velocity]
walk.fwd  = 2.9
walk.back = -2.7
run.fwd  = 8
;run.back = -2.2
jump.neu = 0,-9.5
jump.back = -2.75,-8.5;-8.2
jump.fwd = 2.75,-8.5;-8.2
runjump.fwd = 4.6

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .45
stand.friction = .85
crouch.friction = .82
;yaccel = .4
;stand.friction = .8
;crouch.friction = .8

[Quotes]
victory1 = Condition green! Motor functions operating at maximum efficiency!
victory2 = Data evaluated! Target exhibiting zero capability. Terminating...!
victory3 = Fighting data retrieved successfully!
victory4 = Life readings confirmed. Power readings are negative!
victory5 = Malfunction... Malfunction... Woah!? Did I just do that!?
victory6 = Minor damage... Memory error! What am I doing here...?
victory7 = Mission complete! Standing by for the next command!
victory8 = Target destroyed! Remaining in secondary combat mode!

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

[state 191, X]
type = changeanim
trigger1 = roundstate = 0
value = 190

[State 10000, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 107
value = 0

[State 191, begin]
type = AssertSpecial
trigger1 = time = [0, 65]
flag = intro

[State 191, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "M.Bison"
trigger2 = P4Name = "M.Bison"
trigger3 = P2Name = "M.Bison2"
trigger4 = P3Name = "M.Bison2"
value = 192

[State 191, 10]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "'Vega'"
value = 10000

[State 191, 10]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Charlie"
value = 10001

[State 191, 10]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "yun2"
value = 10002

[State 190, 10]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Cammy"
value = 10003

[State 190, 16]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Target Test" 
value = 10004

[State 190, 16]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Duck Hunt" 
value = 10005

[State 190, 16]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "BONUS STAGE2" 
value = 10006


;[State 191, 2]
;type = ChangeState
;trigger1 = Time = 0
;trigger1 = random < 500
;value = 165



[State 191, 2]
type = PlaySnd
trigger1 = AnimElem = 7
value = 3,1


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

[Statedef 10005]
type = S
ctrl = 0
anim = 18211
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 = 18211
trigger1 = AnimTime = 0
value = 0

[State 10005, 5]
type = PalFX
trigger1 = Time = 1050
add = 55,55,2
mul = 240,240,2
sinadd = 82,82,2,25
invertall = 0
color = 0
ignorehitpause = 1

[State 10005, 5]
type = allPalFX
trigger1 = Time = 1050
time = 60
add = 100,100,100
mul = 100,100,100
sinadd = 200,200,200,50
invertall = 0
color = 256
ignorehitpause = 1
persistent = 0


[State 10005, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro


[State 10005, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 80
anim = F95103343
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10005, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F100534564
postype = left
pos = 160,50
ownpal = 1
ontop = 1
sprpriority = 1

[State 10005, Exlod2] ;Text
type = Explod
trigger1 = Time = 0
anim = F956544
postype = left
pos = 160,50
ownpal = 1
ontop = 0

[State 10005, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0

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

[Statedef 10006]
type = S
ctrl = 0
anim = 18211
velset = 0,0

[State 2000, Asserts]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
flag3 = nokoslow

[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 = 18211
trigger1 = AnimTime = 0
value = 0

[State 10005, 5]
type = PalFX
trigger1 = Time = 1050
add = 55,55,2
mul = 240,240,2
sinadd = 82,82,2,25
invertall = 0
color = 0
ignorehitpause = 1

[State 10005, 5]
type = allPalFX
trigger1 = Time = 1050
time = 60
add = 100,100,100
mul = 100,100,100
sinadd = 200,200,200,50
invertall = 0
color = 256
ignorehitpause = 1
persistent = 0


[State 10005, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro


[State 10005, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 80
anim = F95103343
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10005, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10053458
postype = left
pos = 160,50
ownpal = 1
ontop = 1
sprpriority = 1

[State 10005, Exlod2] ;Text
type = Explod
trigger1 = Time = 0
anim = F956544
postype = left
pos = 160,50
ownpal = 1
ontop = 0

[State 10005, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0

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

[Statedef 10004]
type = S
ctrl = 0
anim = 18211
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 = 18211
trigger1 = AnimTime = 0
value = 0

[State 10004, 5]
type = PalFX
trigger1 = Time = 1050
add = 55,55,2
mul = 240,240,2
sinadd = 82,82,2,25
invertall = 0
color = 0
ignorehitpause = 1

[State 10004, 5]
type = allPalFX
trigger1 = Time = 1050
time = 60
add = 100,100,100
mul = 100,100,100
sinadd = 200,200,200,50
invertall = 0
color = 256
ignorehitpause = 1
persistent = 0


[State 10004, 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 = 80
anim = F95103343
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10004, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F1553453
postype = left
pos = 160,50
ownpal = 1
ontop = 1
sprpriority = 2

[State 10004, Exlod2] ;Text
type = Explod
trigger1 = Time = 1
anim = F956544
postype = left
pos = 160,50
ownpal = 1
;ontop = 1
sprpriority = 1

[State 10004, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0



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

[Statedef 10003]
type = S
ctrl = 0
anim = 18211
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 = 18211
trigger1 = AnimTime = 0
value = 0

[State 191, 2]
type = PlaySnd
trigger1 = Time = 1
value = 3,1

[State 10003, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 880
flag = Intro

[State 10003, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510646
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10003, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F100001123
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10003, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 880
value = 0

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

[Statedef 10000]
type = S
ctrl = 0
anim = 18211
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 = 18211
trigger1 = AnimTime = 0
value = 0

[State 191, 2]
type = PlaySnd
trigger1 = Time = 1
value = 3,1



[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 = F10042
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 = 18211
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 = 18211
trigger1 = AnimTime = 0
value = 0

[State 191, 2]
type = PlaySnd
trigger1 = Time = 1
value = 3,1



[State 10001, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro

[State 10001, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10001, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10108
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10001, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0

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

[Statedef 10002]
type = S
ctrl = 0
anim = 18211
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 = 18211
trigger1 = AnimTime = 0
value = 0


[State 191, 2]
type = PlaySnd
trigger1 = Time = 1
value = 3,1


[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 = F10080
postype = left
pos = 160,50
ownpal = 1
ontop = 1

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

;---------------------------------------------------------------------------
;TAUNT
[Statedef 195]
type = S
ctrl = 0
anim = 18211
poweradd = 200
velset = 0,0
movetype = I
physics = S

[State 191, 2]
type = PlaySnd
trigger1 = Time = 1
value = 3,1

[State 195, 2]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 195, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Introduction 2
[Statedef 165]
type = S
ctrl = 0
anim = 1510
velset = 0,0,0

[state 191, X]
type = changeanim
trigger1 = roundstate = 0
value = 1510

[State 191, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,1

[State 191, begin]
type = AssertSpecial
trigger1 = time = [0, 180]
flag = intro

[state 191, 3]
type = changestate
trigger1 = animtime = 0
value = 0

; INTRO (VS VEGA)
[Statedef 192]
type = S
ctrl = 0
physics = N
anim = 1501
velset = 0,0,0

[state 191, X]
type = changeanim
trigger1 = roundstate = 0
value = 1501

[State 192, begin]
type = AssertSpecial
trigger1 = time = [0, 65]
flag = intro

[State 192, 1]
type = PlaySnd
trigger1 = Time = 80
value = 3,2

[State 192, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 0

;---------------------------------------------------------------------------
; Time Out Lose
[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
velset = 0

[State 180, 1]
type = ChangeState
trigger1 = command = "hold_x"
value = 181

[State 180, 2]
type = ChangeState
trigger1 = command = "hold_a"
value = 182

[State 180, 2]
type = ChangeState
trigger1 = command = "hold_y"
value = 183



[State 180, 4]
type = ChangeState
trigger1 = command = "hold_b"
value = 184

[State 180, 5]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,100

[State 180, 6]
type = ChangeState
trigger1 = Var(1) = [0,24]
value = 181




[State 180, 7]
type = ChangeState
trigger1 = Var(1) = [25,49]
value = 182



[State 180, 9]
type = ChangeState
trigger1 = Var(1) = [75,100]
value = 184

[State 180, 8]
type = ChangeState
trigger1 = Var(1) = [50,74]
value = 183


;---------------------------------------------------------------------------
; Win 1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0,0

[State 181, begin]
type = AssertSpecial
trigger1 = time = [0, 72]
flag = roundnotover

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

;---------------------------------------------------------------------------
; Win 2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0,0

[State 182, begin]
type = AssertSpecial
trigger1 = time = [0, 53]
flag = roundnotover

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

;---------------------------------------------------------------------------
; Win 3
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0,0

[State 183, begin]
type = AssertSpecial
trigger1 = time = [0, 50]
flag = roundnotover

[State 183, 1]
type = Projectile
trigger1 = Time = 1
projanim = 185
offset = 130,-25
accel = 0, 0
;projremovetime = 100
projremanim = 185
sprpriority = -1

[State 183, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,2

[State 183, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,1

[State 183, 4]
type = SprPriority
trigger1 = Time >=0
value = 4

[State 183, 5]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win 4
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0,0

[State 184, begin]
type = AssertSpecial
trigger1 = time = [0, 53]
flag = roundnotover

[State 184, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,0

[State 184, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; Short Kick
[Statedef 200]
type = S
movetype = A
physics = S
anim = 200
velset = 0
ctrl = 0
[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8,0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = light
damage = 26,1
guardflag = MA
pausetime = 9,9
sparkxy = -12,-77
sparkno = 0
hitsound = S7,0
guardsound = S7,1
ground.type = high
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -3
air.velocity = -1.7,-3
airguard.velocity = -1.9,-3.2

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

;---------------------------------------------------------------------------
; Short Kick (Close)
[Statedef 205]
type = S
movetype = A
physics = S
anim = 205
juggle = 15
velset = 0,0
ctrl = 0

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8,0

[State 205, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype = light
damage = 22, 1
getpower = 25,12
givepower = 12,6
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkxy = -6,-65
sparkno = 0
hitsound = S7,0
guardsound = S7,1
ground.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -4
air.velocity = -2,-2
air.slidetime = 2
air.hittime = 2

[State 205, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; フォーリングアーク（→＋中Ｋ）
[Statedef 2101233]
type = S
movetype = A
physics = S
anim = 2101233
ctrl = 0
juggle = 7


[State 600,VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 3.5

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8,2

[State 600,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200, 2

[State 600,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1100, 3

[State 600,HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 30,3
getpower = 60,16
givepower = 30,22
guardflag = HA
hitflag = MAF
pausetime =  9,9
numhit = 1
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-67
hitsound   = S6,7
guardsound = S7,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -7
air.velocity = -2,-2

[State 600,HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
animtype = Medium
damage    = 35,3
getpower = 60,16
givepower = 30,22
guardflag = HA
hitflag = MAF
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-33
hitsound   = S6,7
guardsound = S7,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -9
air.velocity = -4,-2

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

;---------------------------------------------------------------------------
; Foward Kick
[Statedef 210]
type = S
movetype = A
physics = S
anim = 210
juggle = 7
velset = 0
ctrl = 0


[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8,2

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = med
damage    = 57,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkxy = -12,-77
sparkno = 2
hitsound   = S6,7
guardsound = S7,1
ground.type = high
ground.slidetime = 15
ground.hittime = 17
ground.velocity = -8
air.velocity = -4,-2

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Foward Kick (Close)
[Statedef 215]
type = S
movetype = A
physics = S
anim = 215
juggle = 7
velset = 0
ctrl = 0

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8,1

[State 215, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Medium
damage = 42, 2
getpower = 40,14
givepower = 20,12
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkxy = -10,-80
sparkno = 1
hitsound = S6,6
guardsound = S7,1
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -3,-3

[State 215, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Roundhouse Kick
[Statedef 220]
type = C
movetype = A
physics = C
anim = 220
juggle = 10
velset = 0
ctrl = 0

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8,2

[State 220, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,1

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage    = 62,3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkxy =  -23,-63
sparkno = 2
hitsound   = S6,7
guardsound = S7,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -9
air.velocity = -3,-4

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Roundhouse Kick (Close)
[Statedef 225]
type = S
movetype = A
physics = S
anim = 225
juggle = 22
velset = 0
ctrl = 0

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8,2

[State 225, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,2

[State 255, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage    = 62,3
getpower = 60,16
givepower = 30,22
animtype  = Hard
guardflag = M
hitflag = MAF
pausetime = 9,9
sparkxy =  -25,-92
sparkno = 2
hitsound   = S6,7
guardsound = S7,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -3.2, -6.7
air.velocity = -4,-3
fall = 1
fall.recover = 1


[State 225, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Jab Punch
[Statedef 230]
type = S
movetype = A
physics = S
anim = 230
juggle = 15
velset = 0
ctrl = 0

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8,0

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20, 1
getpower = 25,12
givepower = 12,6
animtype  = light
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkxy = -15,-75
sparkno = 0
hitsound   = S6,0
guardsound = S7,1
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -4
air.velocity = -2,-2
air.slidetime = 3
air.hittime  = 3

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Jab Punch (Close)
[Statedef 235]
type = S
movetype = A
physics = S
anim = 235
juggle = 7
velset = 0
ctrl = 0

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8,2

[State 235, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 60,3
getpower = 60,16
givepower = 30,22
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 12,12
sparkxy = -20,-80
sparkno = 2
hitsound   = S6,1
guardsound = S7,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-2

[State 235, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Strong Punch
[Statedef 240]
type = S
movetype = A
physics = S
anim = 240
juggle = 10
velset = 0
ctrl = 0

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8,1

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage   = 40, 2
getpower = 40,14
givepower = 20,12
animtype = med
guardflag = MA
hitflag = MAF
pausetime = 11,11
sparkxy = -15,-75
sparkno = 1
hitsound   = S6,3
guardsound = S7,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 16
ground.velocity = -6
air.velocity = -3,-3

[State 240, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Strong Punch (Close)
[Statedef 245]
type = S
movetype = A
physics = S
juggle = 25
anim = 245
velset = 0
ctrl = 0

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8,2

[State 245, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 55, 3
getpower = 60,16
givepower = 30,22
animtype = Medium
guardflag = M
hitflag = MAF
pausetime = 9,9
sparkxy = -20,-90
sparkno = 2
hitsound   = S6,1
guardsound = S7,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -3.2, -5.7
air.velocity = -4,-2
fall = 1
fall.recover = 1

[State 245, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Fierce Punch
[Statedef 250]
type = S
movetype = A
physics = S
juggle = 8
anim = 250
velset = 0
ctrl = 0


[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8,2

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,2

[State 250, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 65, 3
getpower = 60,16
givepower = 30,22
animtype  = hard
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkxy =  -17,-70
sparkno = 2
hitsound   = S6,1
guardsound = S7,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -10
air.type = Low
air.velocity = -4,-2

[State 250, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Fierce Punch (Close)
[Statedef 255]
type = S
movetype = A
physics = S
juggle = 8
anim = 255
velset = 0,0
ctrl = 0

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8,2

[State 255, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,1

[State 450, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage    = 60, 3
getpower = 60,16
givepower = 30,22
animtype = hard
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkxy = -12,-70
sparkno = 2
hitsound   = S6,1
guardsound = S7,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.velocity = -2.4,-3.5

[State 255, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouch_Short Kick
[Statedef 400]
type = C
movetype = A
physics = C
anim = 400
juggle = 15
velset = 0,0
ctrl = 0


[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8,0

[State 400, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype = light
damage = 20,1
getpower = 25,12
givepower = 12,6
hitflag = MAF
guardflag = L
pausetime = 9,9
sparkxy = 3,0
sparkno = 0
hitsound = S7,0
guardsound = S7,1
ground.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -4
air.velocity = -2,-2

[State 400, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch_Forward Kick
[Statedef 410]
type = C
movetype = A
physics = C
anim = 410
juggle = 15
velset = 0,0
ctrl = 0


[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8,1

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype = med
damage    = 43,2
getpower = 40,14
givepower = 20,12
hitflag = MAF
guardflag = L
pausetime = 11,11
sparkno = 1
sparkxy = 3, 0
hitsound   = S6,6
guardsound = S7,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -3,-3

[State 410, 3]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 18,0

[State 410, 4]
type = Width
trigger1 = AnimElem = 3, >= 0
value = 25,0

[State 410, 5]
type = Width
trigger1 = AnimElem = 4, >= 0
value = 33,0

[State 410, 6]
type = Width
trigger1 = AnimElem = 6, >= 0
value = 25,0

[State 410, 7]
type = Width
trigger1 = AnimElem = 7, >= 0
value = 18,0

[State 410, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch_Roundhouse Kick
[Statedef 420]
type = C
movetype = A
physics = C
anim = 420
juggle = 15
velset = 0
ctrl = 0

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8,2

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage   = 63, 3
getpower = 60,16
givepower = 30,22
hitflag = MAF
guardflag = L
pausetime = 9,9
sparkxy =  -7,-13
sparkno = 2
hitsound   = S6,7
guardsound = S7,1
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 25
ground.velocity = -2,-4
guard.velocity = -6
air.velocity = -2.4,-3.5
fall = 1

[State 420, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch_Jab Punch
[Statedef 430]
type = C
movetype = A
physics = C
anim = 440
juggle = 15
velset = 0
ctrl = 0

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8,0

[State 430, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 22,1
getpower = 25,12
givepower = 12,6
animtype  = light
guardflag = MA
pausetime = 9,9
sparkxy = -5,-30
sparkno = 0
hitsound   = S6,0
guardsound = S7,1
ground.type = Low
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -4
air.type = High
air.velocity = -2,-2.5
air.slidetime = 4
air.hittime = 4

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch_Strong Punch
[Statedef 440]
type = C
movetype = A
physics = C
anim = 430
velset = 0
juggle = 15
ctrl = 0

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8,1

[State 440, 2]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 39,2
getpower = 40,14
givepower = 20,12
animtype  = med
guardflag = MA
pausetime = 9,9
sparkno = 1
sparkxy = -5,-30
hitsound   = S6,3
guardsound = S7,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.type = High
air.velocity = -3,-3

[State 440, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
; Crouch_Fierce Punch
[Statedef 450111]
type = A
movetype = A
physics = A
juggle = 8
anim = 450111
ctrl = 0

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8,2

[State 255, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 65,3
getpower = 60,16
givepower = 30,22
animtype = light
guardflag = HA
pausetime = 12,12
sparkxy =  -12,-70
sparkno = 2
hitsound   = S6,1
guardsound = S7,1
ground.type = High
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -4.5
air.velocity = -5,-3    
fall = 1
 


[State 600, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Crouch_Fierce Punch
[Statedef 450]
type = C
movetype = A
physics = C
anim = 450
juggle = 15
velset = 0
ctrl = 0


[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8,2

[State 255, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage   = 62,3
getpower = 60,16
givepower = 30,22
animtype  = Hard
guardflag = MA
pausetime = 9,9
sparkxy =  -12,-70
sparkno = 2
hitsound   = S6,1
guardsound = S7,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
air.hittime = 20
ground.velocity = -1, -7     
air.velocity = -2.4,-6    
fall = 1
 
[State 450, 3]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 18,0

[State 450, 4]
type = Width
trigger1 = AnimElem = 3, >= 0
value = 25,0

[State 450, 5]
type = Width
trigger1 = AnimElem = 4, >= 0
value = 33,0

[State 450, 6]
type = Width
trigger1 = AnimElem = 6, >= 0
value = 25,0

[State 450, 7]
type = Width
trigger1 = AnimElem = 7, >= 0
value = 18,0

[State 450, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Air_Short Kick
[Statedef 600]
type = A
movetype = A
physics = A
anim = 600
juggle  = 7
ctrl = 0

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8,0

[State 600, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 20,1
getpower = 25,12
givepower = 12,6
animtype = light
guardflag = HA
pausetime = 9,9
sparkxy =  -8,-48
sparkno = 0
hitsound   = S7,0
guardsound = S7,1
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -4
air.velocity = -2,-2

[State 600, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Air_Forward Kick
[Statedef 610]
type = A
movetype = A
juggle  = 7
physics = A
anim = 610
ctrl = 0

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8,2

[State 610, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 63, 3 
getpower = 60,16
givepower = 30,22
animtype = hard
guardflag = HA
pausetime = 11,11
sparkxy =  -8,-80
sparkno = 2
hitsound   = S6,7
guardsound = S7,1
ground.type = High
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4,-2

[State 610, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Air_Roundhose Kick
[Statedef 620]
type = A
movetype = A
physics = A
juggle  = 7
anim = 620
ctrl = 0

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8,1

[State 620, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = med
damage    = 43,2
getpower = 40,14
givepower = 20,12
guardflag = HA
pausetime = 9,9
sparkxy = -12,-62
sparkno = 1
hitsound   = S6,6
guardsound = S7,1
ground.type = High
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -6
air.type = High
air.velocity = -6.9,.5
guard.velocity = -6

[State 620, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Air_Roundhose Kick
[Statedef 6201123]
type = A
movetype = A
physics = A
juggle  = 7
anim = 6201123
ctrl = 0

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8,2

[State 620, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = hard
damage    = 67,3
getpower = 60,16
givepower = 30,22
guardflag = HA
pausetime = 9,9
sparkxy = -12,-16
sparkno = 2
hitsound   = S6,7
guardsound = S7,1
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -8
air.type = High
air.velocity = -3.9,.5
guard.velocity = -8

[State 620, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Air_Jab Punch
[Statedef 630]
type = A
movetype = A
physics = A
juggle  = 7
anim = 630
ctrl = 0

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8,0

[State 630, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 20,1
getpower = 25,12
givepower = 12,6
animtype = light
guardflag = HA
pausetime = 9,9
sparkxy =  -7,-50
sparkno = 0
hitsound   = S6,0
guardsound = S7,1
ground.type = High
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -4
air.velocity = -2,-2

[State 630, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Air_Strong Punch
[Statedef 640]
type = A
movetype = A
physics = A
juggle  = 7
anim = 640
ctrl = 0

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8,1

[State 640, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 40, 2
getpower = 40,14
givepower = 20,12
animtype = med
guardflag = HA
pausetime = 11,11
sparkxy =  -3,-40
sparkno = 1
hitsound   = S6,3
guardsound = S7,1
ground.type = High
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -6
air.velocity = -3,-3

[State 640, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Air_Fierce Punch
[Statedef 650]
type = A
movetype = A
physics = A
juggle  = 7
anim = 650
ctrl = 0

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8,2

[State 650, 2]
type = HitDef
trigger1 = AnimElem = 2
animtype = hard
attr = A, NA
damage   = 60,3
getpower = 60,16
givepower = 30,22
guardflag = HA
pausetime = 9,9
sparkxy =  -5,-55
sparkno = 2
hitsound   = S6,1
guardsound = S7,1
ground.type = High
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4,-2

[State 650, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Cannon Drill (Start)_Roundhouse Kick
[Statedef 1000] 
type = S 
movetype= A 
physics = S 
juggle = 7
velset = 0, 0
ctrl = 0 
anim = 1005

[State 1000,VarSet]
type = VarSet
trigger1 = Time = 0
v = 1
value = 0

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,0

[State 1000, 2]
type = ChangeState 
trigger1 = AnimElem = 1
value = 1001

;---------------------------------------------------------------------------
; Cannon Drill_Roundhouse Kick
[Statedef 1001]
type    = A
movetype= A
physics = N
velset = 7.62,1.00;6.10,1.00
anim = 1005

[State 1070,VelAdd]
type = VelAdd
trigger1 = 1
x = -.11

[State 1070,PosAdd]
type = PosAdd
trigger1 = Time = 0
y = -20

[State 1001, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 90, 6
getpower = 90,60
givepower = 60,44
animtype = Hard
guardflag = L
hitflag = MAF
pausetime = 10,10
sparkno = 2
sparkxy = -10, -30
hitsound   = S6,6
guardsound = S7,1
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -5.0,-5.5
air.velocity = -5.0,-4.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0



[State 1001, 5] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1001

[State 1001, 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1007

;---------------------------------------------------------------------------
; Cannon Drill (Sliding)_Roundhouse Kick
[Statedef 1002]
type    = S
movetype= A
physics = C
velset = 5,0
anim = 1001

[State 1002, 1] 
type = PosSet 
trigger1 = Time = 0 
y = 0 

[State 1002, 2]
type = VelSet
trigger1 = Time <= 15
x = 4

[State 1002, 2]
type = VelSet
trigger1 = Time >= 16
x = 0

[State 1002, 3] ;Gravity 
type = VelAdd 
trigger1 = Time > 0
x = -.1

[State 1002, 4]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage   = 55,8
guardflag = L
pausetime = 5,12
sparkxy =  -20,-10
sparkno = 2
hitsound   = S6,7
guardsound = S7,1
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 25
guard.hittime = 36
guard.ctrltime = 36
ground.velocity = -3.1,-4.5
guard.velocity = -6
air.velocity = -2.4,-3.5
airguard.velocity = -3,-3
fall = 1

[State 1002, 5]
type = ChangeState 
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Cannon Drill (Start)_Short Kick
[Statedef 1005] 
type = S 
movetype= A 
physics = S 
juggle = 7
velset = 0, 0
ctrl = 0 
anim = 1005

[State 1000,VarSet]
type = VarSet
trigger1 = Time = 0
v = 1
value = 0

[State 1005, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,0

[State 1005, 2]
type = ChangeState 
trigger1 = AnimElem = 1
value = 1006

;---------------------------------------------------------------------------
; Cannon Drill_Short Kick
[Statedef 1006]
type    = A
movetype= A
physics = N
velset = 6.02,1.0;4.50,1.00 ;velset = 5,-2
anim = 1005

[State 1010,VelAdd]
type = VelAdd
trigger1 = 1
x = -.04

[State 1010,PosAdd]
type = PosAdd
trigger1 = Time = 0
y = -15

;[State 1006, 1]
;type = VelSet
;Trigger1 = AnimElem = 1, >= 0
;x = 8

;[State 1006, 2] ;Gravity 
;type = VelAdd 
;trigger1 = Time >= 0
;y = .194

[State 1006, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 50, 4
getpower = 90,60
givepower = 60,44
guardflag = L
hitflag = MAF
pausetime = 10,10
sparkno = 2
sparkxy = -10, -30
hitsound   = S6,6
guardsound = S7,1
ground.type = High ;Trip
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -5.0,-5.5
air.velocity = -5.0,-4.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

;[State 1006, 4]
;type = HitDef
;trigger1 = AnimElem = 2
;attr = A, SA
;damage = 35,8
;animtype = Med
;hitflag = maf
;guardflag = MA
;pausetime = 12,12
;sparkno = 2
;sparkxy = -40, -20
;hitsound   = S6,7
;guardsound = S7,1
;ground.type = Low
;ground.slidetime = 18
;ground.hittime  = 20
;ground.velocity = -9
;guard.velocity = -6
;air.velocity = -6,-5
;airguard.velocity = -6,-3

[State 1006, 5] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1006

[State 1006, 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1007

;---------------------------------------------------------------------------
; Cannon Drill (Sliding)_Short Kick
[Statedef 1007]
type    = S
movetype= A
physics = C
velset = 5,0
anim = 1001

[State 1007, 1] 
type = PosSet 
trigger1 = Time = 0 
y = 0 

[State 1002, 2]
type = VelSet
trigger1 = Time <= 15
x = 2

[State 1002, 2]
type = VelSet
trigger1 = Time >= 16
x = 0

[State 1002, 3] ;Gravity 
type = VelAdd 
trigger1 = Time > 0
x = -.1

[State 1007, 4]
type = ChangeState 
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Cannon Drill (Start)_Forward Kick
[Statedef 1008] 
type = S 
movetype= A 
physics = S 
juggle = 7
velset = 0, 0
ctrl = 0 
anim = 1005

[State 1000,VarSet]
type = VarSet
trigger1 = Time = 0
v = 1
value = 0

[State 1008, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,0

[State 1008, 2]
type = ChangeState 
trigger1 = AnimElem = 1
value = 1009

;---------------------------------------------------------------------------
; Cannon Drill_Forward Kick
[Statedef 1009]
type = A
movetype = A
physics = N
anim = 1005
velset = 6.82,1.00;5.30,1.00

[State 1040,VelAdd]
type = VelAdd
trigger1 = 1
x = -.09

[State 1040,PosAdd]
type = PosAdd
trigger1 = Time = 0
y = -19

[State 1001, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 70, 5
getpower = 90,60
givepower = 60,44
animtype = Hard
guardflag = L
hitflag = MAF
pausetime = 10,10
sparkno = 2
sparkxy = -10, -30
hitsound   = S6,6
guardsound = S7,1
ground.type = High ;Trip
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -5.0,-5.5
air.velocity = -5.0,-4.5
fall = 1
fall.recover = 0
air.recover = 0
recover = 0



[State 1006, 4] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1006

[State 1006, 5]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1007

;--------------------------------------------------------------------------- 
; Thrust Kick (on the ground) 
[Statedef 1010] 
type = S
movetype = A
physics = S
anim = 1010
juggle = 7
velset = 0
ctrl = 0

[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,1

[State 1010, 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

[State 1010, 3] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1010

[State 1010, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 70, 4
getpower = 90,60
givepower = 60,44
priority  = 5
guardflag = M
hitflag = MAF
pausetime = 14,14
sparkxy = -5,-73
sparkno = 2
hitsound = S6,6
guardsound = S7,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -3.5,-6.8
air.velocity = -3.5,-6.8
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 1010, 5]
type = ChangeState
trigger1 = MoveContact
value = 1013

[State 1010, 6]
type = ChangeState
trigger1 = AnimElem = 4
value = 1011

;--------------------------------------------------------------------------- 
; Thrust Kick (going up) 
[Statedef 1011] 
type = A 
movetype = A 
anim = 1011
;velset = 4.5,-5.5

[State 1011, 1]
type = VelSet
trigger1 = Time = 0
x = 2.3
y = -8

[State 1011, 2]
type = VelAdd
trigger1 = Time >= 0
y = .55

[State 1011, 3]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 1011, 2]
type = VelAdd
trigger1 = Time >= 0
x = -.065

[State 1011, 5]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage    = 70, 4
getpower = 90,60
givepower = 60,44
priority  = 5
guardflag = M
hitflag = MAF
pausetime = 14,14
sparkxy = 18,-100
sparkno = 2
hitsound = S6,6
guardsound = S7,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -3.5,-6.8
air.velocity = -3.5,-6.8
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 1011, 6] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1011

[State 1011, 7]
type = ChangeState
trigger1 = MoveContact
value = 1013

[State 1011, 8] ;Hit ground 
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1012

;--------------------------------------------------------------------------- 
; Thrust Kick (land on ground) 
[Statedef 1012] 
type = S 
movetype= A 
physics = S 
anim = 47
velset = 0,0 

[State -2, 1]
type = PlaySnd
trigger1 = Time = 0
value = 9,0

[State 1012, 1] 
type = PosSet 
trigger1 = Time = 0 
y = 0 

[State 1012, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------- 
; Thrust Kick (hit flip)
[Statedef 1013] 
type = A
movetype= A 
anim = 1012
velset = -2.5,-10

[State 1011, 1]
type = VelSet
trigger1 = Time = 0
x = -1.3
y = -6.5

[State 1011, 2]
type = VelAdd
trigger1 = Time > 5
y = .55

[State 1011, 3]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 1011, 4]
type = VelSet
trigger1 = AnimElem = 5
y = .15

[State 1012, 2]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 1012
ctrl = 1
;-----------------------------------------------------------------------
; Thrust Kick (on the ground) med
[Statedef 2010] 
type = S
movetype = A
physics = S
anim = 1010
juggle = 7
velset = 0
ctrl = 0

[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,1

[State 1010, 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

[State 1010, 3] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1010

[State 1010, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 80, 5
getpower = 90,60
givepower = 60,44
priority  = 5
guardflag = M
hitflag = MAF
pausetime = 14,14
sparkxy = -5,-73
sparkno = 2
hitsound = S6,6
guardsound = S7,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -3.5,-6.8
air.velocity = -3.5,-6.8
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

[State 1010, 5]
type = ChangeState
trigger1 = MoveContact
value = 1013

[State 1010, 6]
type = ChangeState
trigger1 = AnimElem = 4
value = 2011

;--------------------------------------------------------------------------- 
; Thrust Kick (going up) 
[Statedef 2011] 
type = A 
movetype = A 
anim = 2011
;velset = 4.5,-5.5

[State 1011, 1]
type = VelSet
trigger1 = Time = 0
x = 2.55
y = -8

[State 1011, 2]
type = VelAdd
trigger1 = Time >= 5
y = .55

[State 1011, 2]
type = VelAdd
trigger1 = Time >= 5
x = -.055
 
[State 1011, 3]
type = VelSet
trigger1 = AnimElem = 4
x = 0

;[State 1011, 4]
;type = VelSet
;trigger1 = AnimElem = 5
;y = .145

[State 1011, 5]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage    = 80, 5
getpower = 90,60
givepower = 60,44
priority  = 5
guardflag = M
hitflag = MAF
pausetime = 14,14
sparkxy = 18,-100
sparkno = 2
hitsound = S6,6
guardsound = S7,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -3.5,-6.8
air.velocity = -3.5,-6.8
fall = 1
fall.recover = 0
air.recover = 0
recover = 0


[State 1011, 6] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1011

[State 1011, 7]
type = ChangeState
trigger1 = MoveContact
value = 1013

[State 1011, 8] ;Hit ground 
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1012

; Thrust Kick (on the ground) hard
[Statedef 2110] 
type = S
movetype = A
physics = S
anim = 1010
juggle = 7
velset = 0
ctrl = 0

[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,1

[State 1010, 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

[State 1010, 3] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1010

[State 1010, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 90, 6 
getpower = 90,60
givepower = 60,44
priority  = 5
guardflag = M
hitflag = MAF
pausetime = 14,14
sparkxy = -5,-73
sparkno = 2
hitsound = S6,6
guardsound = S7,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -3.5,-6.8
air.velocity = -3.5,-6.8
fall = 1
fall.recover = 0
air.recover = 0
recover = 0


[State 1010, 5]
type = ChangeState
trigger1 = MoveContact
value = 1013

[State 1010, 6]
type = ChangeState
trigger1 = AnimElem = 4
value = 2111

;--------------------------------------------------------------------------- 
; Thrust Kick (going up) 
[Statedef 2111] 
type = A 
movetype = A 
anim = 2011
;velset = 4.5,-5.5

[State 1011, 1]
type = VelSet
trigger1 = Time = 0
x = 2.8
y = -10

[State 1011, 2]
type = VelAdd
trigger1 = Time >= 5
y = .55

[State 1011, 2]
type = VelAdd
trigger1 = Time >= 10
x = -.025
 
[State 1011, 3]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 1011, 5]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage    = 90, 6 
getpower = 90,60
givepower = 60,44
priority  = 5
guardflag = M
hitflag = MAF
pausetime = 14,14
sparkxy = 18,-100
sparkno = 2
hitsound = S6,6
guardsound = S7,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -3.5,-6.8
air.velocity = -3.5,-6.8
fall = 1
fall.recover = 0
air.recover = 0
recover = 0


[State 1011, 6] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1011

[State 1011, 7]
type = ChangeState
trigger1 = MoveContact
value = 1013

[State 1011, 8] ;Hit ground 
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1012

;---------------------------------------------------------------------------
; Spinning Knuckle_Super (Jump)
[Statedef 1540]
type = A 
movetype= A 
physics = N
juggle = 7
velset = 6,-5.5
ctrl = 0 
anim = 1030

[State 1520, 6]
type = AfterImage
trigger1 = Time = 0
time = 60
 
[State 1540, 1]
type = PlaySnd
trigger1 = time = 10
value = 2,4

[state 12, 12]
type = gravity
trigger1 = time >= 0

[State 1540, 2]
type = VelSet
trigger1 = AnimElem = 1
x = 2
y = -5

[State 1540, 4]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1540, 5]
type = ChangeState 
trigger1 = time = 21
value = 1541

;---------------------------------------------------------------------------
; Spinning Knuckle_Super
[Statedef 1541]
type = S 
movetype= A 
physics = S
juggle = 7
poweradd = -1000
velset = 7,0
anim = 1540
ctrl = 0 

state 12, 12]
type = velset
trigger1 = time >= 0
trigger1 = MoveHit
x = 0

[State 1541, 1] 
type = PosSet 
trigger1 = AnimElem = 1
y = 0 

[State 210, 2] ;flame_effect
type = explod
triggerall = p2name = "Dan Hibiki"
triggerall = Enemy, Name != "Duck Hunt"
triggerall = Enemy, Name != "Target Test"
triggerall = MoveHit
trigger1 = animelem = 3
trigger2 = animelem = 10
anim = 2400
postype = p2
pos = -35,-95
bindtime = 75
sprpriority = 1

[State 1541, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
attr = S, NA
damage    = 20,6
animtype  = hard
guardflag = MA
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy =  -13,-70
hitsound   = S6,7
guardsound = S7,1
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = 0
air.type = Low
air.velocity = -4.2,-3.5
palfx.time = 60
palfx.add = 0,0,100
palfx.mul = 300,300,300
palfx.sinadd = 5,5, 150, 8

;[State 1541, 4]
;type = HitDef
;trigger1 = AnimElem = 2
;attr = S, NA
;damage    = 55,10
;animtype  = hard
;guardflag = MA
;pausetime = 15,15
;sparkno = 3
;sparkxy =  -13,-70
;hitsound   = S6,6
;guardsound = S7,1
;ground.type = High
;ground.slidetime = 1
;ground.hittime  = 18
;ground.velocity = -6.5
;air.type = Low
;air.velocity = -4.2,-3.5
;airguard.velocity = -3,-3.5
;palfx.time = 60
;palfx.add = 0,0,100
;palfx.mul = 300,300,300
;palfx.sinadd = 5,5, 150, 8

[State 1541, 5]
type = HitDef
trigger1 = AnimElem = 10
attr = S, NA
damage    = 40,10
hitflag = MAFP
guardflag = MA
animtype  = Back
pausetime = 9,9
sparkno = 3
guard.sparkno = 41
sparkxy =  -13,-70
hitsound   = S6,7
guardsound = S7,1
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -5.2,-4.2
air.type = Low
air.velocity = -5.2,-4.2
fall = 1
palfx.time = 60
palfx.add = 0,0,100
palfx.mul = 300,300,300
palfx.sinadd = 5,5, 150, 8

[State 1541, 6]
type = Width
trigger1 = AnimElem = 1, >= 0
value = 23,0

[State 1541, 7]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 38,0

[State 1541, 8]
type = Width
trigger1 = AnimElem = 3, >= 0
value = 49,0

[State 1541, 9]
type = SuperPause
trigger1 = AnimElem = 1
sound = S12,0
pos = -13,-67

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 1541,10]
type = Velset
trigger1 = AnimElem = 2, >=0
x = 0

[State 1541,11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; No summon (VS VEGA)
[Statedef 1509]
type = S
physics = N
poweradd= 500
anim = 1509
velset = 0
ctrl = 0

[State 1509, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,2

[State 1509, 2]
type = PlaySnd
trigger1 = Time = 11
value = 4,2

[State 1509, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Vega Summon_Special 1
[Statedef 1500]
type    = S
movetype= A
physics = S
poweradd= -500
velset = 0
ctrl = 0
anim = 1501

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "sbison"
trigger2 = P4Name = "sbison"
trigger3 = P2Name = "Psy Bison"
trigger4 = P4Name = "Psy Bison"
trigger5 = P2Name = "M.Bison"
trigger6 = P4Name = "M.Bison"
value = 1509

[State 1500, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,2

[State 1500, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,2

[State 1500, 3]
type = PlaySnd
trigger1 = Time = 41
value = 4,5

[State 1500, 4]
type = Projectile
trigger1 = Time = 1
projanim = 1502
postype = p1
offset = 21,-25
projremovetime = 41
projshadow = 100,100,100

[State 210, 2] ;flame_effect
type = explod
trigger1 = numexplod(4441) = 0
trigger1 = Projhit = 1
anim = 2401
postype = p2
pos = -35,-95
bindtime = 120
sprpriority = 1
id = (4441)

[State 1500, 4]
type = Projectile
trigger1 = Time = 41
projid = 1500
projanim = 1500
postype = back
offset = 25,-55
projremovetime = 41
projshadow = 100,100,100
velocity = 13.7, 0
projhits = 5
projmisstime = 2
projremovetime = 300
;; HitDef part of projectile info
attr = S, SP
damage    = 60,15
givepower  = 30,10
hitflag = MAF
guardflag = MHC
pausetime = 4,10
sparkno = 3
guard.sparkno = -1
sparkxy = 0,-70
hitsound   = S6,7
guardsound = S7,2
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -6,-6
airguard.velocity = -6,-6
air.type = Low
air.velocity = -6,-6
air.juggle = 3
priority = 2
juggle = 3
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 100
palfx.sinadd = 40,0,256,6

[State 1500, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Vega Summon_Special 2
[Statedef 1504]
type    = S
movetype= A
physics = S
poweradd= -1000
velset = 0
ctrl = 0
anim = 1501

[State 1504, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "sbison"
trigger2 = P4Name = "sbison"
trigger3 = P2Name = "Psy Bison"
trigger4 = P4Name = "Psy Bison"
trigger5 = P2Name = "M.Bison"
trigger6 = P4Name = "M.Bison"
value = 1509

[State 1504, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,2

[State 1504, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,2

[State 1503, 5]
type = SuperPause
trigger1 = Time = 15
pos=40,-132 ;pos = -15, -60
anim = 100
time = 33

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[state 12, 12]
type = playsnd
trigger1 = time = 15
value = 12,0

;[State 3210, 2]
;;type=Explod
;trigger1=Time = 15
;anim=3000
;pos=40,-132
;postype=p1
;sprpriority=4
;supermove=1
;bindtime=1

[State 1504, 3]
type = PlaySnd
trigger1 = Time = 41
value = 4,5

[State 1504, 4]
type = Projectile
trigger1 = Time = 1
projanim = 1502
postype = p1
offset = 21,-25
projremovetime = 41
projshadow = 100,100,100

[State 1504, 5]
type = Projectile
trigger1 = Time = 41
projid = 1600
projanim = 1600
projhitanim = 1600
projheightbound = -240, 100
projedgebound = 4000
projscreenbound = 4000
postype = back
offset = -25,-55
velocity = 15.5, 0
projhits = 8
projmisstime = 2
projremovetime = 400
; HitDef part of projectile info
attr = S, SP
damage    = 50,10
givepower  = 30,10
getpower = 0,0
hitflag = MAF
guardflag = MHC
pausetime = 4,10
sparkno = 3
guard.sparkno = -1
sparkxy = -60,-25
hitsound   = S6,7
guardsound = S7,2
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -6,-6
airguard.velocity = -6,-6
air.type = Low
air.velocity = -6,-6
air.juggle = 3
priority = 2
juggle = 3
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 100
palfx.sinadd = 40,0,256,6

[State 210, 2] ;flame_effect
type = explod
trigger1 = numexplod(4441) = 0
trigger1 = Projhit = 1
anim = 2401
postype = p2
pos = -35,-95
bindtime = 120
sprpriority = 1
id = (4441)

[State 1500, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Vega Summon_Special 3
[Statedef 1505]
type    = S
movetype= A
physics = S
poweradd= -3000
velset = 0
ctrl = 0
anim = 1501

[State 1505, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "sbison"
trigger2 = P4Name = "sbison"
trigger3 = P2Name = "Psy Bison"
trigger4 = P4Name = "Psy Bison"
trigger5 = P2Name = "M.Bison"
trigger6 = P4Name = "M.Bison"
trigger7 = P2Name = "M.Bison2"
trigger8 = P4Name = "M.Bison2"
value = 1509

[State 1505, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0

[State 1505, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,2

[State 1505, 3]
type = PlaySnd
trigger1 = Time = 41
value = 4,5

[State 1503, 5]
type = SuperPause
trigger1 = Time = 15
anim = 100
pos=40,-132
time = 36

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[state 12, 12]
type = playsnd
trigger1 = time = 15
value = 12,0

;[State 3210, 2]
;type=Explod
;trigger1=Time = 15
;anim=3001
;pos=40,-132
;postype=p1
;sprpriority=4
;supermove=1
;bindtime=1

[State 1505, 5]
type = Projectile
trigger1 = Time = 1
projanim = 1502
postype = p1
offset = 21,-25
projremovetime = 41
projshadow = 100,100,100

[State 1505, 6]
type = Projectile
trigger1 = Time = 41
projid = 1505
projanim = 1504
projhitanim = 1504
projheightbound = -240, 100
projedgebound = 2000
projscreenbound = 2000
postype = back
offset = -25,-65
velocity = 14.5, 0
projhits = 12
projmisstime = 2
projremovetime = 400
;; HitDef part of projectile info
attr = S, SP
damage    = 25,6
hitflag = MAF
guardflag = MHC
pausetime = 5,5
sparkno = 3
guard.sparkno = -1
sparkxy = 60,-15
hitsound   = S6,7
guardsound = S7,2
ground.type = Low
ground.slidetime = 7
ground.hittime  = 20
ground.velocity = -3,-3
airguard.velocity = -3,-3
air.type = Low
air.velocity = -3,-3
air.juggle = 3
priority = 2
juggle = 3
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 100
palfx.add = 0,0,100
palfx.mul = 300,300,300
palfx.sinadd = 5,5, 150, 8


[State 210, 2] ;flame_effect
type = explod
trigger1 = numexplod(4441) = 0
trigger1 = Projhit = 1
anim = 2401
postype = p2
pos = -35,-95
bindtime = 120
sprpriority = 1
id = (4441)

[State 1505, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Vega Summon_SUPER
[Statedef 1503]
type    = S
movetype= A
physics = S
poweradd= -3000
velset = 0
ctrl = 0
anim = 1501

[State 1503, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "sbison"
trigger2 = P4Name = "sbison"
trigger3 = P2Name = "Psy Bison"
trigger4 = P4Name = "Psy Bison"
trigger5 = P2Name = "M.Bison"
trigger6 = P4Name = "M.Bison"
value = 1509

[State 1503, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0

[State 1503, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,2

[State 1503, 3]
type = PlaySnd
trigger1 = Time = 23
value = 4,6

[State 1503, 4]
type = PlaySnd
trigger1 = Time = 80
value = 4,7

[State 1503, 5]
type = SuperPause
trigger1 = Time = 15
pos=40,-132
anim = 100
time = 46

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


;[State 3210, 2]
;type=Explod
;trigger1=Time = 15
;anim=3002
;pos=40,-132
;postype=p1
;sprpriority=4
;supermove=1
;bindtime=1

[state 12, 12]
type = playsnd
trigger1 = time = 0
value = 12,0

[State 1503, 6]
type = Projectile
trigger1 = Time = 1
projanim = 1502
postype = p1
offset = 21,-25
projremovetime = 41
projshadow = 100,100,100

[State 1503, 7]
type = Projectile
trigger1 = Time = 41
projid = 1503
projanim = 1503
projhitanim = 1503
postype = back
offset = -25,-85
velocity = 20, 0
projhits = 99
projheightbound = -240, 100
projedgebound = 4000
projscreenbound = 4000
projmisstime = 1
projremovetime = 800
; HitDef part of projectile info
attr = S, SP
damage    = 70,15
givepower  = 30,10
hitflag = MAF
guardflag = MHC
pausetime = 2,10
sparkno = 3
guard.sparkno = -1
sparkxy = -60,-25
hitsound   = S6,7
guardsound = S7,3
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -6,-6
airguard.velocity = -6,-6
air.type = Low
air.velocity = -6,-6
air.juggle = 3
priority = 2
juggle = 3
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 100
palfx.add = 0,0,100
palfx.mul = 300,300,300
palfx.sinadd = 5,5, 150, 8


[State 210, 2] ;flame_effect
type = explod
trigger1 = numexplod(4441) = 0
trigger1 = Projhit = 1
anim = 2401
postype = p2
pos = -35,-95
bindtime = 120
sprpriority = 1
id = (4441)

[State 1500, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Juli Summon
[Statedef 1020]
type    = S
movetype= A
physics = S
poweradd= 0
velset = 0
ctrl = 0
anim = 1510

[State 191, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,1

[State 1020, 1]
type = Projectile
trigger1 = Time = 1
projanim = 1021
postype = back
offset = 70,0
projremovetime = 30
projshadow = 68,68,68

[State 1020, 1]
type = Projectile
trigger1 = Time = 30
projid = 1020
projanim = 1020
projhitanim = 1020
postype = back
offset = 70,-66
velocity = 12,-3.4
projhits = 1
projremove = 0
accel = 0, .2
attr = S, SP
damage   = 90,15
animtype = back
hitflag = MAFP
guardflag = MA
pausetime = 10,10
sparkno = 2
guard.sparkno = -1
sparkxy = 85, 0
hitsound   = S6,7
guardsound = S7,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8,-3
air.type = Low
air.velocity = -8,-3
fall = 1

[State 1020, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Juni Summon
[Statedef 1510]
type    = S
movetype= A
physics = S
poweradd= 0
velset = 0
ctrl = 0
anim = 1510

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Juni"
trigger2 = P4Name = "Juni"
value = 195

[State 191, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,1

[State 1510, 1]
type = Projectile
trigger1 = Time = 1
projanim = 1511
postype = p1
offset = -31
projremovetime = 20
projshadow = 100,100,100

[State 1510, 2]
type = Projectile
trigger1 = Time = 20
projid = 1510
projanim = 1512
projhitanim = 1512
offset = -31
velocity = 23, 0
projhits = 99
projmisstime = 2
projremove = 1
attr = S, SP
damage    = 25,2
givepower  = 30,10
guardflag = MA
pausetime = 1,1
sparkno = 2
sparkxy = 85, -70
guard.sparkno = -1
hitsound   = S6,7
guardsound = S7,2
ground.type = High
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2,-2
air.type = Low
air.velocity = -6,-2

[State 1510, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------- 
; Spiral Cannon (on Ground)
[Statedef 1520] 
type = S
movetype = A
physics = S
poweradd= -1000
juggle = 7
anim = 1520
velset = 0
ctrl = 0

[State 1520, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,0

[State 1520, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,5

[State 1520, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

[State 1520, 4] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1520

[State 1520, 5]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage    = 20,6
guardflag = MA
pausetime = 20,17
sparkxy = 7,-62
sparkno = 3
guard.sparkno = 41
hitsound = S6,6
guardsound = S7,3
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = 0,-8
air.velocity = 0,-8
fall = 1
air.recover = 0
fall.recover = 0

[State 1520, 6]
type = AfterImage
trigger1 = Time = 0
time = 60

[state 12, 12]
type = playsnd
trigger1 = time = 0
value = 12,0

;[State 3210, 2]
;type=Explod
;trigger1=Time = 0
;anim=3000
;pos=4,-33
;postype=p1
;sprpriority=2
;supermove=1
;bindtime=1

[State 1530, 2]
type = Superpause
trigger1 = AnimElem = 1
pos=4,-33
time = 33
anim = 100

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 1520, 9]
type = ChangeState
trigger1 = AnimElem = 5
value = 1521

;---------------------------------------------------------------------------
; Spiral Cannon
[Statedef 1521]
type    = A
juggle = 7
movetype= A
velset = 0,-4

[State 1521, 1]
type = VelSet
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
y = -5.2

[State 1521, 2]
type = VelAdd
trigger1 = Time > 0
y = .35

[State 1521, 3]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 10
trigger4 = AnimElem = 12
attr = A, SA
damage    = 20,7
guardflag = MA
pausetime = 3,5
sparkxy = 10,-110
sparkno = 3
guard.sparkno = 41
hitsound = S6,7
guardsound = S7,3
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = 0,-8
air.velocity = 0,-8
fall = 1
air.recover = 0
fall.recover = 0

[State 1521, 4]
type = HitDef
trigger1 = AnimElem = 13
attr = A, SA
damage    = 30,4
guardflag = MA
pausetime = 20,17
sparkxy = 10,-110
sparkno = 3
guard.sparkno = 41
hitsound = S6,6
guardsound = S7,3
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
air.recover = 0
fall.recover = 0

;[State 1521, 5]
;type = Projectile
;trigger1 = p2life = 0
;trigger1 = MoveHit
;projanim = 2001
;offset = -10,-200
;postype = Back

[State 1521, 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 1522
ctrl = 1

;---------------------------------------------------------------------------
; Spiral Cannon (land on ground)
[Statedef 1522]
type    = S
movetype= A
physics = S
anim = 47
velset = 0,0

[State -2, 1]
type = PlaySnd
trigger1 = Time = 0
value = 9,0

[State 1522, 1]
type = PosAdd
trigger1 = Time = 0
x = 30

[State 1522, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1522, 3]
type = ChangeState
trigger1 = Time = 5
value = 0
ctrl = 1

;--------------------------------------------------------------------------- 
; Spiral Cannon 2(on Ground)
[Statedef 1525] 
type = S
movetype = A
physics = S
juggle = 7
poweradd= -2000
anim = 1521
velset = 0
ctrl = 0

[State 1520, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,0

[State 1520, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,5

[State 1520, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

[State 1520, 4] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1520

[State 1520, 5]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage    = 24,6
guardflag = MA
pausetime = 20,17
sparkxy = 7,-62
sparkno = 3
guard.sparkno = 41
hitsound = S6,6
guardsound = S7,3
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = 0,-8
air.velocity = 0,-8
fall = 1
air.recover = 0
fall.recover = 0

[State 1520, 6]
type = AfterImage
trigger1 = Time = 0
time = 60

;[State 3210, 2]
;type=Explod
;trigger1=Time = 0
;anim=3001
;pos=4,-33
;postype=p1
;sprpriority=2
;supermove=1
;bindtime=1

[state 12, 12]
type = playsnd
trigger1 = time = 0
value = 12,0

[State 1530, 2]
type = Superpause
trigger1 = AnimElem = 1
time = 36
pos=4,-33
anim = 100

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 1520, 9]
type = ChangeState
trigger1 = AnimElem = 5
value = 1526

;---------------------------------------------------------------------------
; Spiral Cannon
[Statedef 1526]
type    = A
movetype= A
juggle = 7
velset = 0,-4

[State 1521, 1]
type = VelSet
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
y = -5.2

[State 1521, 2]
type = VelAdd
trigger1 = Time > 0
y = .35

[State 1521, 3]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 9
trigger3 = AnimElem = 12
trigger4 = AnimElem = 15
trigger5 = AnimElem = 18
trigger6 = AnimElem = 21
trigger7 = AnimElem = 24
trigger8 = AnimElem = 27
attr = A, SA
damage    = 15,7
guardflag = MA
pausetime = 3,3
sparkxy = 10,-110
sparkno = 3
guard.sparkno = 41
hitsound = S6,7
guardsound = S7,3
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = 0,-8
air.velocity = 0,-8
fall = 1
air.recover = 0
fall.recover = 0

[State 1521, 4]
type = HitDef
trigger1 = AnimElem = 29
attr = A, SA
damage    = 30,4
guardflag = MA
pausetime = 20,17
sparkno = 3
guard.sparkno = 41
sparkxy = 10,-110
hitsound = S6,6
guardsound = S7,3
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
air.recover = 0
fall.recover = 0

[State 1521, 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 1522
ctrl = 1

;--------------------------------------------------------------------------- 
; Spiral Cannon 3(on Ground)
[Statedef 1527] 
type = S
movetype = A
physics = S
juggle = 7
poweradd= -3000
anim = 1521
velset = 0
ctrl = 0

[State 1520, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,0

[State 1520, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,5

[State 1520, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

[State 1520, 4] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1520

[State 1520, 5]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage    = 15,4
guardflag = MA
sparkno = 3
guard.sparkno = 41
pausetime = 20,17
sparkxy = 7,-62
hitsound = S6,6
guardsound = S7,3
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = 0,-8
air.velocity = 0,-8
fall = 1
air.recover = 0
fall.recover = 0

;[State 1520, 6]
;type = AfterImage
;trigger1 = Time = 0
;time = 60

;[State 3210, 2]
;type=Explod
;trigger1=Time = 0
;anim=3002
;pos=4,-33
;postype=p1
;sprpriority=2
;supermove=1
;bindtime=1

[state 12, 12]
type = playsnd
trigger1 = time = 0
value = 12,0

[State 1520, 6]
type = AfterImage
trigger1 = Time = 1
time = 60

[State 1530, 2]
type = Superpause
trigger1 = AnimElem = 1
time = 46
pos=4,-33
anim = 100

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 1520, 9]
type = ChangeState
trigger1 = AnimElem = 5
value = 1528

;---------------------------------------------------------------------------
; Spiral Cannon
[Statedef 1528]
type    = A
juggle = 7
movetype= A
velset = 0,-4

[State 1521, 1]
type = VelSet
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
y = -5.2

[State 1521, 2]
type = VelAdd
trigger1 = Time > 0
y = .35

[State 1521, 3]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 10
trigger4 = AnimElem = 12
trigger5 = AnimElem = 14
trigger6 = AnimElem = 16
trigger7 = AnimElem = 18
trigger8 = AnimElem = 20
trigger9 = AnimElem = 22
trigger10 = AnimElem = 24
trigger11 = AnimElem = 26
trigger12 = AnimElem = 28
attr = A, SA
damage    = 15,7
guardflag = MA
pausetime = 3,3
sparkxy = 10,-110
sparkno = 3
guard.sparkno = 41
hitsound = S6,7
guardsound = S7,3
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = 0,-8
air.velocity = 0,-8
fall = 1
air.recover = 0
fall.recover = 0

[State 1521, 4]
type = HitDef
trigger1 = AnimElem = 29
attr = A, SA
damage    = 28,4
guardflag = MA
pausetime = 20,17
sparkxy = 10,-110
sparkno = 3
guard.sparkno = 41
hitsound = S6,6
guardsound = S7,3
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
air.recover = 0
fall.recover = 0

[State 1521, 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 1522
ctrl = 1

;---------------------------------------------------------------------------
; Heat-Drive Smasher-Cannon Drill (Start)
[Statedef 1530] 
type = S 
movetype= A 
physics = N 
poweradd=-3000
velset = 0
ctrl = 0 
anim = 1531

;[State 3210, 2]
;type=Explod
;trigger1=Time = 0
;anim=3002
;pos=4,-33
;postype=p1
;sprpriority=2
;supermove=1
;bindtime=1

[state 12, 12]
type = playsnd
trigger1 = time = 0
value = 12,0

[State 1530, 2]
type = Superpause
trigger1 = AnimElem = 1
time = 46
pos=4,-33
anim = 100

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 1530, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,0

[State 1530, 3]
type = ChangeState 
trigger1 = AnimTime = 0
value = 1531

;---------------------------------------------------------------------------
; Heat-Drive Smasher-Cannon Drill
[Statedef 1531]
type    = A
movetype= A
poweradd=100 
velset = 5,-3
anim = 1000
ctrl = 0

[State 1531, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,6

[State 1531, 2]
type = VelSet
Trigger1 = AnimElem = 1, >= 0
x = 8

[State 1531, 3]
type = VelAdd 
trigger1 = Time >= 0
y = .192

[State 210, 2] ;flame_effect
type = explod
triggerall = MoveHit
trigger1 = animelem = 3
trigger2 = animelem = 7
trigger3 = animelem = 10
anim = 2400
postype = p2
pos = -35,-95
bindtime = 75
sprpriority = 1

[State 1531, 4]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
attr = A, SA
damage = 25,10
animtype = Med
hitflag = maf
guardflag = MA
pausetime = 3,5
sparkno = 3
sparkxy = -40, -20
hitsound   = S6,6
guardsound = S7,3
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -8
guard.velocity = -6
air.velocity = -3.3,-3
airguard.velocity = -6,-3
fall = 1
;PalFX
;palfx.time = 20
;palfx.add = 0,40,100
;palfx.mul = 100,150,300
palfx.time = 60
palfx.add = 0,0,100
palfx.mul = 300,300,300
palfx.sinadd = 5,5, 150, 8


[State 1531, 5]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 25,10
animtype = Med
hitflag = maf
guardflag = MA
pausetime = 12,6
sparkno = 3
hitsound   = S6,7
guardsound = S7,3
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -8
guard.velocity = -6
air.velocity = -3,-5
airguard.velocity = -6,-3

[State 1531, 6] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1531

[State 1531, 7]
type = AfterImage
trigger1 = Time = 0
time = 75

[State 1531, 9]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1534

;--------------------------------------------------------------------------- 
; Heat-Drive Smasher-Cannon Drill (land on ground) 
[Statedef 1534] 
type = S 
movetype= A 
physics = S 
velset = 5,0
anim = 47

[State -2, 1]
type = PlaySnd
trigger1 = Time = 0
value = 9,0

[State 1534, 1] 
type = PosSet 
trigger1 = Time = 0 
y = 0 

[State 1534, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1532

;--------------------------------------------------------------------------- 
; Heat-Drive Smasher-Thrust Kick (on the ground) 
[Statedef 1532] 
type = S
movetype = A
physics = S
anim = 1010
ctrl = 0

[State 1532, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,7

[State 1532, 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

[State 1532, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 20,5
priority  = 5
guardflag = MA
pausetime = 11,11
sparkxy = 25,-107
sparkno = 3
guard.sparkno = 42
hitsound = S6,7
guardsound = S7,3
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -2,-8
air.velocity = -2,-8
fall = 1
air.recover = 0
fall.recover = 0

;[State 1532, 4]
;type = Projectile
;trigger1 = p2life = 0
;trigger1 = MoveHit
;projanim = 2001
;offset = -10,-200
;postype = Back

[State 1532, 5]
type = ChangeState
trigger1 = AnimElem = 4
value = 1533

;--------------------------------------------------------------------------- 
; Heat-Drive Smasher-Thrust Kick (going up) 
[Statedef 1533] 
type = A 
movetype = A 
anim = 1530
velset = 4.5,-8.5
ctrl = 0

[State 1533, 1]
type = VelSet
trigger1 = Time = 0
x = 3.3
y = -10

[State 1533, 2]
type = VelAdd
trigger1 = Time > 0
y = .35

[State 210, 2] ;flame_effect
type = explod
triggerall = p2name = "Dan Hibiki"
triggerall = Enemy, Name != "Duck Hunt"
triggerall = Enemy, Name != "Target Test"
trigger1 = MoveHit
trigger1 = animelem = 7
anim = 2400
postype = p2
pos = -35,-95
bindtime = 75
sprpriority = 1

[State 1533, 3]
type = VelSet
trigger1 = AnimElem = 10
x = 0

[State 1533, 4]
type = VelSet
trigger1 = AnimElem = 11
y = .145

[State 1533, 5]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
attr = A, SA
damage    = 20,5
priority  = 5
guardflag = MA
pausetime = 7,7
sparkxy = 15,-107
sparkno = 3
guard.sparkno = 42
hitsound = S6,6
guardsound = S7,3
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -2,-9
air.velocity = -2,-9
fall = 1
air.recover = 0
fall.recover = 0
;PalFX
;palfx.time = 50
;palfx.add = 0,40,100
;palfx.mul = 100,150,300
palfx.time = 60
palfx.add = 0,0,100
palfx.mul = 300,300,300
palfx.sinadd = 5,5, 150, 8


[State 1533, 6] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1011

;[State 1533, 7]
;type = Projectile
;trigger1 = p2life = 0
;trigger1 = MoveHit
;projanim = 2001
;offset = -10,-200
;postype = Back

[State 1533, 8]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1012

;---------------------------------------------------------------------------
; Spinning Knuckle (Weak)
[Statedef 1030]
type = A 
movetype= A 
physics = N
velset = 6,-5.5
ctrl = 0 
anim = 1030

[state 12, 12]
type = gravity
trigger1 = time >= 0

[State 1030, 1]
type = PlaySnd
trigger1 = time = 15
value = 2,4

[State 1030, 2]
type = VelSet
trigger1 = AnimElem = 1
x = 2
y =-5

[State 1030, 4]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1030, 5]
trigger1 = time = 21
type = ChangeState
value = 1031

;---------------------------------------------------------------------------
; Spinning Knuckle (Med)
[Statedef 1032]
type = A 
movetype= A 
physics = N
velset = 6,-5.5
ctrl = 0 
anim = 1032

[state 12, 12]
type = gravity
trigger1 = time >= 0

[State 1030, 1]
type = PlaySnd
trigger1 = time = 15
value = 2,4

[State 1030, 2]
type = VelSet
trigger1 = AnimElem = 1
x = 3
y =-6

[State 1030, 4]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1030, 5]
trigger1 = time = 25
type = ChangeState
value = 1031123

;---------------------------------------------------------------------------
; Spinning Knuckle (Hard)
[Statedef 1033]
type = A 
movetype= A 
physics = N
velset = 6,-5.5
ctrl = 0 
anim = 1032

[state 12, 12]
type = gravity
trigger1 = time >= 0

[State 1030, 1]
type = PlaySnd
trigger1 = time = 15
value = 2,4

[State 1030, 2]
type = VelSet
trigger1 = AnimElem = 1
x = 4
y =-6

[State 1030, 4]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1030, 5]
trigger1 = time = 25
type = ChangeState
value = 1031124

;---------------------------------------------------------------------------
; Spinning Knuckle
[Statedef 1031]
type = S 
movetype= A 
physics = S
juggle = 7
velset = 3,0
anim = 1031
ctrl = 0 

[State 1031, 1] 
type = PosSet 
trigger1 = AnimElem = 1
y = 0 

[State 1031, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 20,4
getpower = 90,60
givepower = 60,44
animtype  = hard
guardflag = MA
pausetime = 9,9
sparkxy =  -12,-60
sparkno = 2
hitsound   = S6,6
guardsound = S7,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -4
air.type = Low
air.velocity = -4,-2
;fall = 1


[State 1031, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = 25,4
getpower = 90,60
givepower = 60,44
hitflag = MAF
guardflag = MA
animtype  = Back
pausetime = 15,15
sparkxy =  -13,-70
sparkno = 2
hitsound   = S6,7
guardsound = S7,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5.2,-4.2
air.type = Low
air.velocity = -4.2, -3
fall = 1

[State 1031, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Spinning Knuckle
[Statedef 1031123]
type = S 
movetype= A 
physics = S
juggle = 7
velset = 3,0
anim = 1031
ctrl = 0 

[State 1031, 1] 
type = PosSet 
trigger1 = AnimElem = 1
y = 0 

[State 1031, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 30,4
getpower = 90,60
givepower = 60,44
animtype  = hard
guardflag = MA
pausetime = 9,9
sparkxy =  -12,-60
sparkno = 2
hitsound   = S6,6
guardsound = S7,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -4
air.type = Low
air.velocity = -4,-2
;fall = 1


[State 1031, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = 35,4
getpower = 90,60
givepower = 60,44
hitflag = MAF
guardflag = MA
animtype  = Back
pausetime = 15,15
sparkxy =  -13,-70
sparkno = 2
hitsound   = S6,7
guardsound = S7,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5.2,-4.2
air.type = Low
air.velocity = -4.2, -3
fall = 1

[State 1031, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Spinning Knuckle
[Statedef 1031124]
type = S 
movetype= A 
physics = S
juggle = 7
velset = 3,0
anim = 1031
ctrl = 0 

[State 1031, 1] 
type = PosSet 
trigger1 = AnimElem = 1
y = 0 

[State 1031, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 40,4
getpower = 90,60
givepower = 60,44
animtype  = hard
guardflag = MA
pausetime = 9,9
sparkxy =  -12,-60
sparkno = 2
hitsound   = S6,6
guardsound = S7,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -4
air.type = Low
air.velocity = -4,-2
;fall = 1


[State 1031, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = 45,4
getpower = 90,60
givepower = 60,44
hitflag = MAF
guardflag = MA
animtype  = Back
pausetime = 15,15
sparkxy =  -13,-70
sparkno = 2
hitsound   = S6,7
guardsound = S7,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5.2,-4.2
air.type = Low
air.velocity = -4.2, -3
fall = 1

[State 1031, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Cannon Spike  weak
[Statedef 1043]
type    = A
movetype= A
physics = N
ctrl = 0
juggle  = 10
anim = 1041
velset = .01,.01

[State 1040, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,2

[State 1040, 2]
type = PosFreeze
trigger1 = Time = [0,13]

[State 1040, 3]
type = VelSet
trigger1 = Time = 13
x = 5 ;4
y = 12.5 ;7

[State 1040, 4]
type = VelSet
trigger1 = Pos Y >= 0
x = 0

[State 1040, 5]
type = HitDef
triggerall = hitcount < 1
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
trigger8 = AnimElem = 11
attr = A, SA
damage = 60, 4
getpower = 90,60
givepower = 60,44
animtype = Med
hitflag = MAF
guardflag = MA
pausetime = 9,9
sparkno = 2
hitsound   = S6,6
guardsound = S7,1
ground.type = High
ground.slidetime = 8
ground.hittime  = 20
ground.velocity = -7,7
down.velocity = 0,0
air.velocity = -7, 7 ;-4,-2
air.hittime = 18
air.fall = 1
fall = 1

[State 1040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 9762
 
; Cannon Spike   med
[Statedef 1040]
type    = A
movetype= A
physics = N
ctrl = 0
juggle  = 10
anim = 1041
velset = .01,.01

[State 1040, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,2

[State 1040, 2]
type = PosFreeze
trigger1 = Time = [0,13]

[State 1040, 3]
type = VelSet
trigger1 = Time = 13
x = 7 ;4
y = 12.5 ;7

[State 1040, 4]
type = VelSet
trigger1 = Pos Y >= 0
x = 0

[State 1040, 5]
type = HitDef
triggerall = hitcount < 1
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
trigger8 = AnimElem = 11
attr = A, SA
damage = 70, 5
getpower = 90,60
givepower = 60,44
animtype = Med
hitflag = MAF
guardflag = MA
pausetime = 8,8
sparkno = 2
hitsound   = S6,6
guardsound = S7,1
ground.type = High
ground.slidetime = 8
ground.hittime  = 20
ground.velocity = -7,7
down.velocity = 0,0
air.velocity = -7, 7 ;-4,-2
air.hittime = 18
air.fall = 1
fall = 1

[State 1040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 9762

; Cannon Spike   hard
[Statedef 1042]
type    = A
movetype= A
physics = N
juggle  = 10
ctrl = 0
anim = 1041
velset = .01,.01

[State 1040, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,2

[State 1040, 2]
type = PosFreeze
trigger1 = Time = [0,13]

[State 1040, 3]
type = VelSet
trigger1 = Time = 13
x = 10 ;4
y = 12.5 ;7

[State 1040, 4]
type = VelSet
trigger1 = Pos Y >= 0
x = 0

[State 1040, 5]
type = HitDef
triggerall = hitcount < 1
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
trigger8 = AnimElem = 11
attr = A, SA
damage = 80, 6
getpower = 90,60
givepower = 60,44
animtype = Med
hitflag = MAF
guardflag = MA
pausetime = 7,7
sparkno = 2
hitsound   = S6,6
guardsound = S7,1
ground.type = High
ground.slidetime = 8
ground.hittime  = 20
ground.velocity = -7,7
down.velocity = 0,0
air.velocity = -7, 7 ;-4,-2
air.hittime = 18
air.fall = 1
fall = 1

[State 1040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 9762

;--------------------------------------------------------------------------- 
 Cannon Spike (land on ground)
[Statedef 1041] 
type = C 
movetype= A 
physics = C 
anim = 141
velset = 5,0

[State -2, 1]
type = PlaySnd
trigger1 = Time = 0
value = 9,0

[State 1041, 1] 
type = PosSet 
trigger1 = Time = 0 
y = 0 

[State 1041, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 141
ctrl = 1

;---------------------------------------------------------------------------
; Super Cannon Spike
[Statedef 1550]
type    = A
movetype= A
physics = N
poweradd= -3000
ctrl = 0
anim = 1040
velset = .01,.01

[State 1520, 6]
type = AfterImage
trigger1 = Time = 0
time = 90

[State 1550, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,0

[State 1550, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,1

[State 1550, 2]
type = PosFreeze
trigger1 = Time = [0,13]

[State 1550, 3]
type = VelSet
trigger1 = Time = 13
x = 8
y = 8.5

[State 1550, 4]
type = VelSet
trigger1 = Pos Y >= 0
x = 0

[State 210, 2] ;flame_effect
type = explod
triggerall = p2name = "Dan Hibiki"
triggerall = Enemy, Name != "Duck Hunt"
triggerall = Enemy, Name != "Target Test"
trigger1 = numexplod(4442) = 0
trigger1 = MoveHit
anim = 2400
postype = p2
pos = -35,-95
bindtime = 75
sprpriority = 1
id = (4442)

[State 1550, 5]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
trigger8 = AnimElem = 11
attr = A, SA
damage = 20,7
animtype = Med
hitflag = MAF
guardflag = MA
pausetime = 7,7
sparkno = 3
guard.sparkno = 42
hitsound   = S6,7
guardsound = S7,3
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -2, -4
air.velocity = -2.3,-2.5
fall = 1
;PalFX
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1503, 5]
type = SuperPause
trigger1 = animelem = 1
time = 46
pos=-2,-34
anim = 100

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


;[State 3210, 2]
;type=Explod
;trigger1= animelem = 1
;anim=3002
;pos=-2,-34
;postype=p1
;sprpriority=4
;supermove=1
;bindtime=1

[state 12, 12]
type = playsnd
trigger1 = time = 0
value = 12,0

[State 1550, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1534



;---------------------------------------------------------------------------
; Throw_Suplex (Attempt)
[Statedef 2060]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0
anim = 2060

[State 2060, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
p1facing = ifelse (command = "holdfwd", -1, 1)
;snap = 26, 0, 0, 1 ; Bind target for 1 frame
sparkno = -1
p2facing = -1
p1stateno = 2065
p2stateno = 2070
p2getp1state = 1
hitsound = S9,2
fall = 1
fall.recover = 0

[State 800, Snd]
type = playsnd
trigger1 = animelem = 2
value = 23234, 5

[State 2060, 4]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw_Suplex (Success)
[Statedef 2065]
type    = S
movetype= A
physics = N
anim = 2065

[State 2065, 1]
type = Width
Trigger1 = AnimElem = 1, >= 0
Trigger1 = AnimElem = 3, < 0
edge = 0,20

[State 2065, 1]
type = Width
Trigger1 = AnimElem = 3, >= 0
Trigger1 = AnimElem = 4, < 0
edge = 0,60

[State 2065, 1]
type = Width
Trigger1 = AnimElem = 4, >= 0
Trigger1 = AnimElem = 5, < 0
edge = 0,110

[State 2065, 2]
type = PlaySnd
Trigger1 = AnimElem = 1
value = 0,3

[State 2065, 3]
type = TargetBind
Trigger1 = Time >= 0
Trigger1 = AnimElem = 2, < 0
pos = 26,0
time = 1

[State 2065, 3]
type = TargetBind
Trigger1 = AnimElem = 2, >= 0
Trigger1 = AnimElem = 3, < 0
pos = 26,-30
time = 1

[State 2065, 4]
type = TargetBind
Trigger1 = AnimElem = 3, >= 0
Trigger1 = AnimElem = 4, < 0
pos = -37,-30
time = 1

[State 2065, 5]
type = TargetBind
Trigger1 = AnimElem = 4
Trigger1 = AnimElem = 5, < 0
pos = -110,0
time = 1

[State 2065, 6]
type = TargetLifeAdd
Trigger1 = AnimElem = 4
value = -75

[State 910, 8]
type = TargetPowerAdd
Trigger1 = AnimElem = 4
value = 50

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

[State 2065, 7]
type = EnvShake
Trigger1 = AnimElem = 4
time = 20

[State 2065, 8]
type = PlaySnd
Trigger1 = AnimElem = 4
value = F7,2

[State 2065, 9]
type = GameMakeAnim
trigger1 = AnimElem = 4
value = 15
pos = -110, 0
under = 1

[State 301, SPARK]
type = Explod
trigger1 = Time = 28
anim = F62
pos = 19,0
postype = p2
sprpriority = 5000
bindtime = 13
ownpal = 1


[State 2065, 10]
type = PosAdd
Trigger1 = AnimTime = 0
x = -25

[State 2065, 10]
type = ChangeState
Trigger1 = AnimTime = 0
value = 5110
ctrl = 1

;---------------------------------------------------------------------------
; Throw_Suplex (Get Thrown)
[Statedef 2070]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0


[State 2070, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 2070

[State 2070, 2]
type = ScreenBound
Trigger1 = Time >= 0
value = 0

[State 2070, 3]
type = ChangeState
Trigger1 = AnimElem = 5
value = 931

;---------------------------------------------------------------------------
; Throw_Suplex (Bounce into air)
[Statedef 931]
type    = L
movetype= H
physics = N
velset = -2,-6.3

[State 931, 1]
type = VelAdd
trigger1 = Time >= 0
y = .4

[State 931, 2]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive = 1
triggerall = CanRecover = 1
trigger1 = Command = "recovery"
value = 5200

[State 931, 3]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = SelfState
value = 5110

;---------------------------------------------------------------------------
; Throw_Frankensteiner (Attempt)
[Statedef 2050]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0, 0
anim = 2060
;juggle = 0

[State 2050, 1]
type = HitDef
trigger1 = Time = 0
trigger1 = P2MoveType != H
trigger1 = P2StateNo != 150
trigger1 = P2StateNo != 152
trigger1 = P2StateNo != 154
attr = S, NT
hitflag = M-
priority = 1, Miss
p1facing = ifelse (command = "holdfwd", 1, -1) ;-1 + (Command = "holdback") * 2
;snap = 26, 0, 0, 1 ; Bind target for 1 frame
sparkno = -1
p2facing = 1
p1stateno = 2051
p2stateno = 2055
p2getp1state = 1
hitsound = 6,0
fall = 1
fall.recover = 0

[State 800, Snd]
type = playsnd
trigger1 = animelem = 2
value = 23234, 5

[State 2050, 4]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw_Frankensteiner (Success)
[Statedef 2051]
type    = S
movetype= A
physics = N
anim = 2050

[State 2051, 2]
type = PlaySnd
Trigger1 = AnimElem = 1
value = 0,3

[State 2051, 3]
type = TargetBind
Trigger1 = Time >= 0
Trigger1 = AnimElem = 2, < 0
pos = 26,0
time = 1

[State 2051, 3]
type = TargetBind
Trigger1 = AnimElem = 2, >= 0
Trigger1 = AnimElem = 3, < 0
pos = 26,-30
time = 1

[State 2051, 4]
type = TargetBind
Trigger1 = AnimElem = 3, >= 0
Trigger1 = AnimElem = 4, < 0
pos =  3,-30
time = 1

[State 2051, 3]
type = TargetBind
Trigger1 = AnimElem = 4, >= 0
Trigger1 = AnimElem = 5, < 0
pos = -20,0
time = 1

[State 2051, 6]
type = TargetLifeAdd
Trigger1 = AnimElem = 5
value = -100

[State 910, 8]
type = TargetPowerAdd
Trigger1 = AnimElem = 5
value = 50

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 5
value = 60

[State 2051, 7]
type = EnvShake
Trigger1 = AnimElem = 6
time = 20

[State 2051, 8]
type = PlaySnd
Trigger1 = AnimElem = 6
value = F7,2

[State 2051, 9]
type = GameMakeAnim
trigger1 = AnimElem = 6
value = 15
pos = -80, 0
under = 1

[State 2051, 10]
type = PosAdd
Trigger1 = AnimTime = 0
x = -25

[State 2051, 10]
type = VelSet
trigger1 = AnimElem >= 4
x = -.5

[State 301, SPARK]
type = Explod
trigger1 = Time = 30
anim = F62
pos = 35,12
postype = p2
sprpriority = 5000
bindtime = 13
ownpal = 1

[State 2051, 10]
type = Turn
Trigger1 = AnimTime = 0

[State 2051, 10]
type = ChangeState
Trigger1 = AnimTime = 0
value = 5120
ctrl = 1

;---------------------------------------------------------------------------
; Throw_Frankensteiner (Get Thrown)
[Statedef 2055]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0

[State 2055, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 2055

[State 2055, 2]
type = ScreenBound
Trigger1 = Time >= 0
value = 0

[State 2055, 3]
type = ChangeState
Trigger1 = AnimElem = 5
value = 2057

;---------------------------------------------------------------------------
; Throw_Frankensteiner (Bounce into air)
[Statedef 2057]
type    = L
movetype= H
physics = N
velset = 3, -4.3

[State 931, 1]
type = VelAdd
trigger1 = Time >= 0
y = .4

[State 931, 2]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive = 1
triggerall = CanRecover = 1
trigger1 = Command = "recovery"
value = 5200

[State 931, 3]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = posadd
x = 48

[State 931, 3]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = SelfState
value = 5110

;---------------------------------------------------------------------------
; Hooligan Combo_StartA
[Statedef 1050]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 1050
velset = 2,-8,0

[State 1050, 1]
type = Veladd
trigger1 = time >= 0
y = 0.4

[State 1050, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1012

;---------------------------------------------------------------------------
; Hooligan Combo_StartB
[Statedef 1051]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 1050
velset = 3.5,-8,0

[State 1051, 1]
type = Veladd
trigger1 = time >= 0
y = 0.4
 
[State 1051, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1012

;---------------------------------------------------------------------------
; Hooligan Combo_StartC
[Statedef 1052]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 1050
velset = 4.8,-8,0

[State 1052, 1]
type = Veladd
trigger1 = time >= 0
y = 0.4

[State 1052, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1012

;---------------------------------------------------------------------------
; Hooligan Combo_Slide
[Statedef 1055]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 1055

[State 1055, 3]
type = Veladd
trigger1 = time >= 0 
y = 0.5

[State 1055, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA   
damage    = 60 
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 2, Hit
pausetime = 12,12
sparkxy = -5,-40
sparkno = 2
hitsound = S6,6
guardsound = S7,1
ground.type = trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5,-5
air.velocity = -8.5,8
down.velocity = 0,0
down.hittime = 20
fall = 1
air.fall = 1
recover = 0
fall.recover = 0
air.recover = 0

[State 1055, 2]
type = ChangeState
trigger1 = Pos Y >= 22
trigger1 = Vel Y > 0
value = 1056

;---------------------------------------------------------------------------
; Hooligan Combo_Slide (On ground)
[Statedef 1056]
type    = L
movetype= H
physics = S
anim = 1056
velset = 4,0

[State 1056, 1]
type = Velset
trigger1 = time = 0
y = 0

[State 1056, 2]
type = MakeDust
trigger1 = time = 0
pos = -20,-24
spacing = 1

[State 1056, 3]
type = MakeDust
trigger1 = time = 0
pos = 15,-27
spacing = 1

[State 1056, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1056, 5]
type = ChangeState 
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Hooligan Combo_Throw
[Statedef 1057]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 1057
velset = 0,0,0

[State 1057, 1] 
type = PosSet 
trigger1 = Time = 0 
y = 0 

[State 1057, 3]
type = HitDef
trigger1 = time = 0
attr = A, ST   
getpower  = 50
givepower = 40
guardflag = 
hitflag = MA
priority = 1, Hit
snap = 26, 0, 0, 1
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 2051
p2stateno = 2055
p2getp1state = 1
hitsound = 6,0
fall = 1

[State 1057, 5]
type = ChangeState 
trigger1 = Time = 2
value = 1012

;---------------------------------------------------------------------------
; Vega Summon_Scissor Kick
[Statedef 1605]
type    = S
movetype= A
physics = S
poweradd= 0
velset = 0
ctrl = 0
anim = 1501

[State 1605, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "sbison"
trigger2 = P4Name = "sbison"
trigger3 = P2Name = "Psy Bison"
trigger4 = P4Name = "Psy Bison"
trigger5 = P2Name = "M.Bison"
trigger6 = P4Name = "M.Bison"
value = 1509

[State 1605, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0

[State 1605, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,2

[State 1605, 3]
type = PlaySnd
trigger1 = Time = 45
value = 4,2

[State 1605, 5]
type = Projectile
trigger1 = Time = 1
projanim = 1502
postype = p1
offset = 21,-25
projremovetime = 41

[State 1605, 6]
type = Projectile
trigger1 = Time = 41
projanim = 1605
postype = back
offset = 0
velocity = 7, 0
projhits = 99
projmisstime = 4
projremovetime = 280
projremove = 1
accel = 0,0 ;.18
attr = S, SP
damage    = 45,15
ivepower  = 30,10
hitflag = MAF
guardflag = MHC
pausetime = 3,10
sparkno = 2
guard.sparkno = -1
sparkxy = 70,-70
hitsound   = S6,7
guardsound = S7,2
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -7,-6
airguard.velocity = -7,-6
air.type = Low
air.velocity = -6,-6
air.juggle = 3
priority = 2
juggle = 3
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard

[State 1505, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type = S
movetype = I
physics = N
ctrl = 0
anim = 105
velset = -5

[State 105, 1]
type = PlaySnd
Trigger1 = AnimElem = 1
value = 0,4

[State 105, 2]
type = VelSet
trigger1 = AnimElem = 1
x = -6

[State 105, 3]
type = VelSet
trigger1 = AnimElem = 3
x = -6

[State 105, 4]
type = VelSet
trigger1 = AnimElem = 5
x = -6

[State 105, 5]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 105, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Heat-Drive Smasher-Cannon Drill (Start) 2
[Statedef 2530] 
type = S 
movetype= A 
physics = N 
poweradd=-2000
velset = 0
ctrl = 0 
anim = 1531

[State 1530, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,0

;[State 3210, 2]
;type=Explod
;trigger1=Time = 0
;anim=3001
;pos=4,-33
;postype=p1
;sprpriority=2
;supermove=1
;bindtime=1

[state 12, 12]
type = playsnd
trigger1 = time = 0
value = 12,0

[State 1530, 2]
type = Superpause
trigger1 = AnimElem = 1
time = 36
pos=4,-33
anim = 100

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 1530, 3]
type = ChangeState 
trigger1 = AnimTime = 0
value = 2531

;---------------------------------------------------------------------------
; Heat-Drive Smasher-Cannon Drill
[Statedef 2531]
type    = A
movetype= A
poweradd=100 
velset = 5,-3
anim = 2100
ctrl = 0

[State 1531, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,6

[State 1531, 2]
type = VelSet
Trigger1 = AnimElem = 1, >= 0
x = 4

[State 1531, 3]
type = VelAdd 
trigger1 = Time >= 0
y = .192

[State 1531, 4]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
attr = A, SA
damage = 20,5
animtype = Med
hitflag = maf
guardflag = MA
pausetime = 3,5
sparkno = 3
sparkxy = -40, -20
hitsound   = S6,6
guardsound = S7,3
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -4
guard.velocity = -6
air.velocity = -4,-2
airguard.velocity = -6,-3
fall = 1

[State 1531, 5]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 25,10
animtype = Med
hitflag = maf
guardflag = MA
pausetime = 12,6
sparkno = 3
hitsound   = S6,7
guardsound = S7,3
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -4
guard.velocity = -6
air.velocity = -4,-2
airguard.velocity = -6,-3

[State 1531, 6] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1531

[State 1531, 7]
type = AfterImage
trigger1 = Time = 0
time = 75

[State 1531, 9]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 2534

;--------------------------------------------------------------------------- 
; Heat-Drive Smasher-Cannon Drill (land on ground) 
[Statedef 2534] 
type = S 
movetype= A 
physics = S 
velset = 5,0
anim = 47

[State -2, 1]
type = PlaySnd
trigger1 = Time = 0
value = 9,0

[State 1534, 1] 
type = PosSet 
trigger1 = Time = 0 
y = 0 

[State 1534, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2532

;--------------------------------------------------------------------------- 
; Heat-Drive Smasher-Thrust Kick (on the ground) 
[Statedef 2532] 
type = S
movetype = A
physics = S
anim = 1010
ctrl = 0

[State 1532, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,7

[State 1532, 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

[State 1532, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 26,8
priority  = 5
guardflag = MA
pausetime = 11,11
sparkxy = 25,-107
sparkno = 3
guard.sparkno = 42
hitsound = S6,7
guardsound = S7,3
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -2,-8
air.velocity = -2,-8
fall = 1
air.recover = 0
fall.recover = 0

[State 1532, 5]
type = ChangeState
trigger1 = AnimElem = 4
value = 2533

;--------------------------------------------------------------------------- 
; Heat-Drive Smasher-Thrust Kick (going up) 
[Statedef 2533] 
type = A 
movetype = A 
anim = 2530
velset = 4.5,-8.5
ctrl = 0

[State 1533, 1]
type = VelSet
trigger1 = Time = 0
x = 3
y = -8

[State 1533, 2]
type = VelAdd
trigger1 = Time > 0
y = .45

[State 1533, 2]
type = VelAdd
trigger1 = Time > 10
x = -.15
 
[State 1533, 3]
type = VelSet
trigger1 = AnimElem = 10
x = 0

[State 1533, 4]
type = VelSet
trigger1 = AnimElem = 11
y = .145

[State 1533, 5]
type = HitDef
triggerall = hitcount <= 3
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
attr = A, SA
damage    = 29,8
priority  = 5
guardflag = MA
pausetime = 8,8
sparkno = 3 
guard.sparkno = 42
sparkxy = 35,-107
hitsound = S6,6
guardsound = S7,3
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -2,-8
air.velocity = -2,-8
fall = 1
air.recover = 0
fall.recover = 0

[State 1533, 6] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1011

[State 1533, 8]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1012
 
; Heat-Drive Smasher-Cannon Drill (Start) 1
[Statedef 3530] 
type = S 
movetype= A 
physics = N 
poweradd=-1000
velset = 0
ctrl = 0 
anim = 1531

[State 1530, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,0

;[State 3210, 2]
;type=Explod
;trigger1=Time = 0
;anim=3000
;pos=4,-33
;postype=p1
;sprpriority=2
;supermove=1
;bindtime=1

[state 12, 12]
type = playsnd
trigger1 = time = 0
value = 12,0
 
[State 1530, 2]
type = Superpause
trigger1 = AnimElem = 1
time = 33
pos=4,-33
anim = 100

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

 
[State 1530, 3]
type = ChangeState 
trigger1 = AnimTime = 0
value = 3531

;---------------------------------------------------------------------------
; Heat-Drive Smasher-Cannon Drill
[Statedef 3531]
type    = A
movetype= A 
velset = 5,-3
anim = 2100
ctrl = 0

[State 1531, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,6

[State 1531, 2]
type = VelSet
Trigger1 = AnimElem = 1, >= 0
x = 2

[State 1531, 3]
type = VelAdd 
trigger1 = Time >= 0
y = .192

[State 1531, 5]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 15,5
animtype = Med
hitflag = maf
guardflag = MA
pausetime = 9,9
sparkno = 3
sparkxy = -40, -20
hitsound   = S6,7
guardsound = S7,3
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -2
air.velocity = -2,-2



[State 1531, 4]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
attr = A, SA
damage = 15,5
animtype = Med
hitflag = maf
guardflag = MA
pausetime = 3,3
sparkno = 3
sparkxy = -20, -20
hitsound   = S6,6
guardsound = S7,3
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -2
air.velocity = -2,-2
fall = 1



[State 1531, 6] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1531

[State 1531, 7]
type = AfterImage
trigger1 = Time = 0
time = 75

[State 1531, 9]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 3534

;--------------------------------------------------------------------------- 
; Heat-Drive Smasher-Cannon Drill (land on ground) 
[Statedef 3534] 
type = S 
movetype= A 
physics = S 
velset = 5,0
anim = 47

[State -2, 1]
type = PlaySnd
trigger1 = Time = 0
value = 9,0

[State 1534, 1] 
type = PosSet 
trigger1 = Time = 0 
y = 0 

[State 1534, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 3532

;--------------------------------------------------------------------------- 
; Heat-Drive Smasher-Thrust Kick (on the ground) 
[Statedef 3532] 
type = S
movetype = A
physics = S
anim = 1010
ctrl = 0

[State 1532, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,7

[State 1532, 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

[State 1532, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 40,7
priority  = 5
guardflag = MA
pausetime = 11,11
sparkxy = 25,-107
sparkno = 3
guard.sparkno = 42
hitsound = S6,7
guardsound = S7,3
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -2,-8
air.velocity = -2,-8
fall = 1
air.recover = 0
fall.recover = 0

[State 1532, 5]
type = ChangeState
trigger1 = AnimElem = 4
value = 3533

;--------------------------------------------------------------------------- 
; Heat-Drive Smasher-Thrust Kick (going up) 
[Statedef 3533] 
type = A 
movetype = A 
anim = 2530
velset = 4.5,-8.5
ctrl = 0

[State 1533, 1]
type = VelSet
trigger1 = Time = 0
x = 3
y = -6

[State 1533, 2]
type = VelAdd
trigger1 = Time > 0
y = .35

[State 1533, 2]
type = VelAdd
trigger1 = Time > 10
x = -.15
 
[State 1533, 3]
type = VelSet
trigger1 = AnimElem = 10
x = 0

[State 1533, 4]
type = VelSet
trigger1 = AnimElem = 11
y = .145

[State 1533, 5]
type = HitDef
triggerall = hitcount <= 1
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
attr = A, SA
damage    = 35,7
priority  = 5
guardflag = MA
pausetime = 8,8
sparkxy = 35,-107
sparkno = 3
guard.sparkno = 42
hitsound = S6,6
guardsound = S7,3
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -2,-8
air.velocity = -2,-8
fall = 1
air.recover = 0
fall.recover = 0

[State 1533, 6] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1011

[State 1533, 8]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1012

;---------------------------------------------------------------------------
; MVC2 Reverse
[Statedef 1840]
type = S
movetype = A
physics = S
anim = 1840
velset = 0
ctrl = 0

[State 191, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,1

[State -2, 1]
type = PalFX
trigger1 = time = 1
time = 47
sinadd = 75,75,250, 7



[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 2
value = -200

[State 4500,LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 2
value = 25

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; MVC2 Reverse
[Statedef 18401]
type = S
movetype = A
physics = S
anim = 1840
velset = 0
ctrl = 0

[State 191, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,1

[State -2, 1]
type = PalFX
trigger1 = time = 1
time = 47
sinadd = 75,75,250, 7



[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 2
value = -400

[State 4500,LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 2
value = 37

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; MVC2 Reverse
[Statedef 18402]
type = S
movetype = A
physics = S
anim = 1840
velset = 0
ctrl = 0

[State 191, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,1

[State -2, 1]
type = PalFX
trigger1 = time = 1
time = 47
sinadd = 75,75,250, 7

;[State 1600, Reversal]
;type = reversaldef
;trigger1 = AnimElem = 2
;attr = S, SA
;reversal.attr = SCA, NA, SA 
;getpower = 80,0
;pausetime = 5, 8
;hitsound = S5,7
;sparkno = -1
;sparkxy = 100, -100
;sprpriority = -1
;p1stateno = 1010
;fall = 1
;fall.recover = 0

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 2
value = -600

[State 4500,LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 2
value = 50

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Cannon Drill (Start)_Short Kick
[Statedef 9051] 
type = S 
movetype= A 
physics = N 
poweradd=100
velset = 0
ctrl = 0 
anim = 1005

[State 1005, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,0

[State 1005, 2]
type = ChangeState 
trigger1 = AnimElem = 1
value = 9052

;---------------------------------------------------------------------------
; Cannon Drill_Short Kick
[Statedef 9052]
type    = A
movetype= A
physics = N
poweradd=100
velset = 5,-2
anim = 9051

[State 1006, 1]
type = VelSet
Trigger1 = time <= 19
x = 6

[State 1006, 1]
type = VelSet
Trigger1 = time >= 20
x = 1

[State 1006, 1]
type = VelSet
Trigger1 = time <= 19
y = 0

[State 1006, 1]
type = gravity
Trigger1 = time >= 20

[State 1006, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage   = 115,8
guardflag = L
pausetime = 13,15
sparkno = 2
sparkxy = -40, -20
hitsound   = S6,6
guardsound = S7,1
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 25
guard.hittime = 36
guard.ctrltime = 36
ground.velocity = -3.1,-4
guard.velocity = -6
air.velocity = -2.4,-3.5
airguard.velocity = -3,-3
fall = 1

[State 1006, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 35,8
animtype = Med
hitflag = maf
guardflag = MA
pausetime = 12,12
sparkno = 2
hitsound   = S6,7
guardsound = S7,1
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -9
guard.velocity = -6
air.velocity = -6,-5
airguard.velocity = -6,-3

[State 1006, 5] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1006

[State 1006, 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 0
ctrl = 1

; Cannon Drill (Start)_Short Kick
[Statedef 9054] 
type = S 
movetype= A 
physics = N 
poweradd=100
velset = 0
ctrl = 0 
anim = 1005

[State 1005, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,0

[State 1005, 2]
type = ChangeState 
trigger1 = AnimElem = 1
value = 9055

;---------------------------------------------------------------------------
; Cannon Drill_Short Kick
[Statedef 9055]
type    = A
movetype= A
physics = N
poweradd=100
velset = 5,-2
anim = 9051

[State 1006, 1]
type = VelSet
Trigger1 = time <= 19
x = 7.5

[State 1006, 1]
type = VelSet
Trigger1 = time >= 20
x = 1.5

[State 1006, 1]
type = VelSet
Trigger1 = time <= 19
y = 0

[State 1006, 1]
type = gravity
Trigger1 = time >= 20

[State 1006, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage   = 115,8
guardflag = L
pausetime = 13,15
sparkno = 2
sparkxy = -40, -20
hitsound   = S6,6
guardsound = S7,1
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 25
guard.hittime = 36
guard.ctrltime = 36
ground.velocity = -3.1,-4
guard.velocity = -6
air.velocity = -2.4,-3.5
airguard.velocity = -3,-3
fall = 1

[State 1006, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 35,8
animtype = Med
hitflag = maf
guardflag = MA
pausetime = 12,12
sparkno = 2
hitsound   = S6,7
guardsound = S7,1
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -9
guard.velocity = -6
air.velocity = -6,-5
airguard.velocity = -6,-3

[State 1006, 5] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1006

[State 1006, 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 0
ctrl = 1

; Cannon Drill (Start)_Short Kick
[Statedef 9056] 
type = S 
movetype= A 
physics = N 
poweradd=100
velset = 0
ctrl = 0 
anim = 1005

[State 1005, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,0

[State 1005, 2]
type = ChangeState 
trigger1 = AnimElem = 1
value = 9057

;---------------------------------------------------------------------------
; Cannon Drill_Short Kick
[Statedef 9057]
type    = A
movetype= A
physics = N
poweradd=100
velset = 5,-2
anim = 9051

[State 1006, 1]
type = VelSet
Trigger1 = time <= 19
x = 9

[State 1006, 1]
type = VelSet
Trigger1 = time >= 20
x = 2

[State 1006, 1]
type = VelSet
Trigger1 = time <= 19
y = 0

[State 1006, 1]
type = gravity
Trigger1 = time >= 20

[State 1006, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage   = 115,8
guardflag = L
pausetime = 13,15
sparkno = 2
sparkxy = -40, -20
hitsound   = S6,6
guardsound = S7,1
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 25
guard.hittime = 36
guard.ctrltime = 36
ground.velocity = -3.1,-4
guard.velocity = -6
air.velocity = -2.4,-3.5
airguard.velocity = -3,-3
fall = 1

[State 1006, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 35,8
animtype = Med
hitflag = maf
guardflag = MA
pausetime = 12,12
sparkno = 2
hitsound   = S6,7
guardsound = S7,1
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -9
guard.velocity = -6
air.velocity = -6,-5
airguard.velocity = -6,-3

[State 1006, 5] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1006

[State 1006, 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 0
ctrl = 1

; Killer Bee Assualt Start
[Statedef 8888]
type = S
movetype = A
poweradd = -3000
physics = S
anim = 8889
velset = 0
ctrl = 0

[state 12, 12]
type = velset
trigger1 = p2dist x <= 0
x = 0

[state 12, 12]
type = posadd
trigger1 = time = 20
y = -30

[state 12, 12]
type = velset
trigger1 = p2dist x >= 50
trigger1 = time >= 0
x = 10.5

[state 12, 12]
type = velset
trigger1 = p2dist y <= -240
trigger1 = time >= 0
y = -9

[State 230, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0

[state 12, 12]
type = veladd
trigger1 = time >= 0
y = -.8

[State 1520, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,5

[State 230, 3]
type = ChangeState
trigger1 = pos y <= -240
value = 8895
ctrl = 1

; Killer Bee Assualt Rebound Floor
[Statedef 8890]
type = S
movetype = A
physics = S
anim = 8890
velset = 0
ctrl = 0

[state 12, 12]
type = velset
trigger1 = time >= 0
x = 0
y = 0

[state 12, 12]
type = posset
trigger1 = time = 0
y = 0

[State 230, 3]
type = ChangeState
trigger1 = time = 3
value = 8891
ctrl = 1

; Killer Bee Upkick
[Statedef 8891]
type = S
movetype = A
physics = S
anim = 8881
velset = 0
ctrl = 0

[State 1520, 6]
type = AfterImage
trigger1 = Time = 0
time = 20

[State 255, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage    = 55
animtype  = Hard
guardflag = MA
pausetime = 1,8
sparkxy =  -12,-70
sparkno = 3
hitsound   = S6,6
guardsound = S7,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
air.hittime = 30
ground.velocity = -.1, -6     
air.velocity = -.4,-6
airguard.velocity = -2.4     
fall = 1

[state 12, 12]
type = velset
trigger1 = time >= 0
x = 1
y = -12

[State 230, 3]
type = ChangeState
trigger1 = time = 16
value = 8892
ctrl = 1

; Killer Bee Assualt start
[Statedef 8895]
type = S
movetype = A
physics = S
anim = 8888
velset = 0
ctrl = 0

[state 12, 12]
type = velset
trigger1 = time >= 0
x = 0
y = 0

[state 11, 12]
type = playsnd
trigger1 = time = 0
value = 12, 0

[State 1503, 5]
type = SuperPause
trigger1 = Time = 0
time = 46
pos=0,0
bindtime=1
postype=p1
anim = 100

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


;[State 3210, 2]
;type=Explod
;trigger1=Time = 0
;anim=3002
;pos=0,0
;postype=p1
;sprpriority=4
;supermove=1
;bindtime=1

[State 230, 3]
type = ChangeState
trigger1 = time = 20
value = 8893
ctrl = 1

; Killer Bee Assualt Rebound Ceiling
[Statedef 8892]
type = S
movetype = A
physics = S
anim = 8892
velset = 0
ctrl = 0

[state 12, 12]
type = velset
trigger1 = time >= 0
x = 0
y = 0

[State 230, 3]
type = ChangeState
trigger1 = time = 3
value = 8894
ctrl = 1

; Killer Bee Assualt Down Kick
[Statedef 8893]
type = S
movetype = A
physics = N
anim = 8885
velset = 0
ctrl = 0

[State 1520, 6]
type = AfterImage
trigger1 = Time = 0
time = 20

[state 12, 12]
type = velset
trigger1 = time >= 0
x = 0
y = 12

[State 255, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage    = 55
animtype  = Hard
guardflag = MA
pausetime = 1,8
sparkxy =  -12,-70
sparkno = 3
hitsound   = S6,6
guardsound = S7,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
air.hittime = 30
ground.velocity = -.1, -6     
air.velocity = -.4, -3
airguard.velocity = -2.4     
fall = 1

[State 230, 3]
type = ChangeState
trigger1 = MoveGuarded
value = 1013
ctrl = 1

[State 230, 3]
type = ChangeState
trigger1 = time = 18
value = 9762
ctrl = 1

[State 230, 3]
type = ChangeState
trigger1 = time = 17
trigger1 = MoveHit
value = 8890
ctrl = 1

;KB Miss
[Statedef 9762]
type    = S
movetype= A
physics = N
juggle  = 0
anim = 9762
poweradd= 0
velset = 0
ctrl = 0

[State -2, 1]
type = PlaySnd
trigger1 = Time = 0
value = 9,0

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

; Killer Bee Assualt Down Kick 2
[Statedef 8894]
type = S
movetype = A
physics = N
anim = 8886
velset = 0
ctrl = 0

[state 12, 12]
type = velset
trigger1 = time >= 0
x = -1
y = 12

[State 1520, 6]
type = AfterImage
trigger1 = Time = 0
time = 20

[State 255, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage    = 55
animtype  = Hard
guardflag = MA
pausetime = 1,8
sparkxy =  -12,-70
sparkno = 3
hitsound   = S6,6
guardsound = S7,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
air.hittime = 30
ground.velocity = -.1, -6     
air.velocity = -.4,-3
airguard.velocity = -2.4     
fall = 1

[State 230, 3]
type = ChangeState
trigger1 = time = 18
value = 8898
ctrl = 1

; Killer Bee Assualt Rebound Floor
[Statedef 8898]
type = S
movetype = A
physics = S
anim = 8890
velset = 0
ctrl = 0

[state 12, 12]
type = velset
trigger1 = time >= 0
x = 0
y = 0

[state 12, 12]
type = posset
trigger1 = time = 0
y = 0

[State 230, 3]
type = ChangeState
trigger1 = time = 3
value = 8899
ctrl = 1


; Killer Bee Upkick 2
[Statedef 8899]
type = S
movetype = A
physics = S
anim = 8881
velset = 0
ctrl = 0

[State 1520, 6]
type = AfterImage
trigger1 = Time = 0
time = 20

[state 12, 12]
type = velset
trigger1 = time >= 0
x = 1
y = -12

[State 255, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage    = 55
animtype  = Hard
guardflag = MA
pausetime = 1,1
sparkxy =  -12,-70
sparkno = 3
p1stateno = 8999
p2stateno = 9977
hitsound   = S6,6
guardsound = S7,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
air.hittime = 1
ground.velocity = -.1, -6     
air.velocity = -.4,-6
airguard.velocity = -2.4     
fall = 1

[State 230, 3]
type = ChangeState
trigger1 = time = 16
value = 8990
ctrl = 1

; Killer Bee Assualt Rebound Ceiling
[Statedef 8990]
type = S
movetype = A
physics = S
anim = 8892
velset = 0
ctrl = 0

[state 12, 12]
type = velset
trigger1 = time >= 0
x = 0
y = 0

[State 230, 3]
type = ChangeState
trigger1 = time = 3
value = 8991
ctrl = 1

; Killer Bee Assualt Down Kick 3
[Statedef 8991]
type = S
movetype = A
physics = N
anim = 8885
velset = 0
ctrl = 0

[state 12, 12]
type = velset
trigger1 = time >= 0
x = -1
y = 12

[State 1520, 6]
type = AfterImage
trigger1 = Time = 0
time = 20

[State 255, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage    = 55
animtype  = Hard
guardflag = MA
pausetime = 1,8
sparkxy =  -12,-70
sparkno = 3
p1stateno = 8999
hitsound   = S6,6
guardsound = S7,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
air.hittime = 30
ground.velocity = -.1, -6     
air.velocity = -.4,-6
airguard.velocity = -2.4     
fall = 1
 
[State 230, 3]
type = ChangeState
trigger1 = time = 18
value = 8898
ctrl = 1

; Killer Bee Catch
[Statedef 8999]
type    = A
movetype= A
physics = N
poweradd= 100
ctrl = 0
anim = 8887
velset = .01,.01

[State 1520, 6]
type = AfterImage
trigger1 = Time = 0
time = 60

[State 2065, 3]
type = TargetBind
Trigger1 = animelem = 1
pos = 0,0
time = 6

[State 2065, 3]
type = TargetBind
Trigger1 = animelem = 2
pos = 0,0
time = 6

[State 2065, 3]
type = TargetBind
Trigger1 = animelem = 3
pos = 0,0
time = 6

[State 2065, 3]
type = TargetBind
Trigger1 = animelem = 4
pos = 0,0
time = 6

[State 2065, 3]
type = TargetBind
Trigger1 = animelem = 5
pos = 0,0
time = 25

[State 1040, 3]
type = VelSet
trigger1 = Time = 0
x = 3.5
y = -11

[State 1040, 4]
type = gravity
trigger1 = time >= 0

[State 1040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 89991

; Killer Bee Catch flip
[Statedef 89991]
type    = S
movetype= A
physics = N
poweradd= 100
ctrl = 0
anim = 8999
velset = .01,.01

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,2

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6,5

[state 12, 12]
type = pause
trigger1 = animelem = 1
time = 25

[State 2065, 7]
type = EnvShake
Trigger1 = AnimElem = 1
time = 25

[State 1040, 3]
type = VelSet
trigger1 = Time = 0
x = -1.8
y = -9

[State 1040, 4]
type = gravity
trigger1 = time >= 0

[State 1040, 6]
type = ChangeState
trigger1 = time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

; p2 state kb
[Statedef 9977]
type    = A
movetype= H
physics = N

[State 1280, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 9977

[State 1280, 2]
type = ChangeAnim2
Trigger1 = Time = 6
value = 9978

[State 1280, 2]
type = ChangeAnim2
Trigger1 = Time = 12
value = 9979

[State 1280, 2]
type = ChangeAnim2
Trigger1 = Time = 18
value = 9980

[State 1280, 2]
type = ChangeAnim2
Trigger1 = Time = 24
value = 9981

[state 12, 12]
type = lifeadd
trigger1 = time = 53
value = -480

[State 1040, 6]
type = ChangeState
trigger1 = time = 53
value = 5100
ctrl = 1

;---------------------------------------------------------------------------
[Statedef -2]

[state -2, 0]
type = posset
trigger1 = time = 0
trigger1 = stateno = 0
y = 0

[State -3, Hit1]
type = PlaySnd
triggerall = random < 300
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [0,50]
trigger1 = Stateno = 5000
trigger2 = Stateno = 5010
value = 1, 0
channel = 1
lowpriority = 1

[State -3, Hit2]
type = PlaySnd
triggerall = random < 300
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [50,100]
trigger1 = stateno = 5020
trigger2 = stateno = 5030
trigger3 = stateno = 5050
trigger4 = stateno = 5070
trigger5 = stateno = 5080
value = 1, 1
channel = 1
lowpriority = 1

[State -2, 1]
type = changestate
triggerall = stateno = 100
trigger1 = p2dist x <= 25
value = 0
ctrl = 1

[State -2, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
value = 9,0

[State -2, 1]
type = PlaySnd
triggerall = stateno = 100
trigger1 = AnimElem = 2, -1
trigger2 = AnimElem = 5, -1
value = 9,1

; Super Cannon Spike 2
[Statedef 9550]
type    = A
movetype= A
physics = N
poweradd= -2000
ctrl = 0
anim = 1041
velset = .01,.01

[State 1520, 6]
type = AfterImage
trigger1 = Time = 0
time = 60

[State 1550, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,0

[State 1550, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,1

[State 1550, 2]
type = PosFreeze
trigger1 = Time = [0,13]

[State 1550, 3]
type = VelSet
trigger1 = Time = 13
x = 8
y = 8.5

[State 1550, 4]
type = VelSet
trigger1 = Pos Y >= 0
x = 0

[State 1550, 5]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 11
attr = A, SA
damage = 30,8
animtype = Med
hitflag = MAF
guardflag = MA
pausetime = 7,7
sparkno = 3
guard.sparkno = 42
hitsound   = S6,7
guardsound = S7,3
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -2, -4
air.velocity = -2.3,-2.5
fall = 1

[State 1503, 5]
type = SuperPause
trigger1 = animelem = 1
time = 36
pos=-2,-34
anim = 100

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


;[State 3210, 2]
;type=Explod
;trigger1= animelem = 1
;anim=3001
;pos=-2,-34
;postype=p1
;sprpriority=4
;supermove=1
;bindtime=1

[state 12, 12]
type = playsnd
trigger1 = time = 0
value = 12,0

[State 1550, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2534

; Super Cannon Spike 1
[Statedef 9551]
type    = A
movetype= A
physics = N
poweradd= -1000
ctrl = 0
anim = 1041
velset = .01,.01

[State 1520, 6]
type = AfterImage
trigger1 = Time = 0
time = 60

[state 12, 12]
type = playsnd
trigger1 = time = 0
value = 12,0

[State 1550, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,0

[State 1550, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,1

[State 1550, 2]
type = PosFreeze
trigger1 = Time = [0,13]

[State 1550, 3]
type = VelSet
trigger1 = Time = 13
x = 8
y = 8.5

[State 1550, 4]
type = VelSet
trigger1 = Pos Y >= 0
x = 0

[State 1550, 5]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
attr = A, SA
damage = 20,7
animtype = Med
hitflag = MAF
guardflag = MA
pausetime = 7,7
sparkno = 3
sparkxy = 0,0
guard.sparkno = 42
hitsound   = S6,7
guardsound = S7,3
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -2, -4
air.velocity = -2.3,-2.5
fall = 1

[State 1503, 5]
type = SuperPause
trigger1 = animelem = 1
time = 33
pos=-2,-34
anim = 100

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


;[State 3210, 2]
;type=Explod
;trigger1= animelem = 1
;anim=3000
;pos=-2,-34
;postype=p1
;sprpriority=4
;supermove=1
;bindtime=1

[state 12, 12]
type = playsnd
trigger1 = time = 33
value = 12,0

[State 1550, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3534

;Cross Scissor
[Statedef 1747]
type    = A
movetype= A
physics = N
poweradd= 100
ctrl = 0
anim = 1747
velset = .01,.01

[State 2065, 3]
type = TargetBind
Trigger1 = animelem = 1
pos = 0,0
time = 34

[State 1040, 3]
type = VelSet
trigger1 = Time = 0
x = 4
y = -6

[State 1040, 4]
type = gravity
trigger1 = time >= 0

[State 1040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 89991

; p2 state cs
[Statedef 17501]
type    = A
movetype= H
physics = N

[State 1280, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1750

[state 12, 12]
type = lifeadd
trigger1 = time = 34
value = -150

[State 1040, 6]
type = ChangeState
trigger1 = time = 35
value = 5100
ctrl = 1

; Hooligan Combo Cross Scissor
[Statedef 1746]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 1057
velset = 0,0,0

[State 1057, 3]
type = HitDef
trigger1 = time = 0
attr = A, ST   
getpower  = 50
givepower = 40
guardflag = 
hitflag = MA
priority = 1, Hit
snap = 26, 0, 0, 1
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1747
p2stateno = 17501
p2getp1state = 1
hitsound = 6,0
fall = 1

[State 1057, 5]
type = ChangeState 
trigger1 = Time = 2
value = 1012

;
[Statedef 11525]
type    = A
movetype= H ;Get hit
physics = N

[State 1525, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 1525, 2]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 9529

[State 1525, 2]
type = ChangeState
Trigger1 = HitShakeOver = 1
value = 11526

;---------------------------------------------------------------------------
; Hit by SONICFIST (flying through air)
[Statedef 11526]
type    = A
movetype= H ;Get hit
physics = N

[State 1526, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1526, 2]
type = VelAdd
Trigger1 = Time >= 0
y = .41

[State 1526, 4]
type = AngleSet
Trigger1 = Time = 0
value = 0

[State 1526, 5]
type = AngleAdd
Trigger1 = Time >= 0
value = 22.5

[State 1526, 6]
type = AngleDraw
aTrigger1 = Time >= 0
trigger1 = Pos Y <= 10

[State 1526, 7]
type = EnvShake
Trigger1 = Vel Y > 0
trigger1 = Pos Y > 10
time = 15
ampl = -3
freq = 90
phase = 90

[State 1526, 8]
type = SelfState
Trigger1 = Vel Y > 0
trigger1 = Pos Y > 10
value = 5100

; Spinning Knuckle_Super (Jump)2
[Statedef 11540]
type = A 
movetype= A 
physics = N
juggle = 7
velset = 6,-5.5
ctrl = 0 
anim = 1030

[State 1520, 6]
type = AfterImage
trigger1 = Time = 0
time = 60

[State 1540, 1]
type = PlaySnd
trigger1 = time = 10
value = 2,4

[state 12, 12]
type = gravity
trigger1 = time >= 0

[State 1540, 2]
type = VelSet
trigger1 = AnimElem = 1
x = 2
y = -5

[State 1540, 4]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1540, 5]
type = ChangeState 
trigger1 = time = 21
value = 11541

;---------------------------------------------------------------------------
; Spinning Knuckle_Super
[Statedef 11541]
type = S 
movetype= A 
physics = S
juggle = 7
poweradd = -2000
velset = 7,0
anim = 1540
ctrl = 0 

state 12, 12]
type = velset
trigger1 = time >= 0
trigger1 = MoveHit
x = 0

[State 1541, 1] 
type = PosSet 
trigger1 = AnimElem = 1
y = 0 

[State 210, 2] ;flame_effect
type = explod
triggerall = p2name = "Dan Hibiki"
triggerall = Enemy, Name != "Duck Hunt"
triggerall = Enemy, Name != "Target Test"
triggerall = MoveHit
trigger1 = animelem = 3
trigger2 = animelem = 10
anim = 2400
postype = p2
pos = -35,-95
bindtime = 75
sprpriority = 1

[State 1541, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
attr = S, NA
damage    = 18,6
animtype  = hard
guardflag = MA
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy =  -13,-70
hitsound   = S6,7
guardsound = S7,1
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = 0
air.type = Low
air.velocity = -4.2,-3.5
palfx.time = 60
palfx.add = 0,0,100
palfx.mul = 300,300,300
palfx.sinadd = 5,5, 150, 8




[State 1541, 5]
type = HitDef
trigger1 = AnimElem = 10
attr = S, NA
damage    = 38,10
hitflag = MAFP
guardflag = MA
animtype  = Back
pausetime = 9,9
sparkno = 3
guard.sparkno = 41
sparkxy =  -13,-70
hitsound   = S6,7
guardsound = S7,1
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -5.2,-4.2
air.type = Low
air.velocity = -5.2,-4.2
fall = 1
palfx.time = 60
palfx.add = 0,0,100
palfx.mul = 300,300,300
palfx.sinadd = 5,5, 150, 8

[State 1541, 6]
type = Width
trigger1 = AnimElem = 1, >= 0
value = 23,0

[State 1541, 7]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 38,0

[State 1541, 8]
type = Width
trigger1 = AnimElem = 3, >= 0
value = 49,0

[State 1541, 9]
type = SuperPause
trigger1 = AnimElem = 1
sound = S12,0
pos = -13,-67

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 1541,10]
type = Velset
trigger1 = AnimElem = 2, >=0
x = 0

[State 1541,11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Spinning Knuckle_Super (Jump)3
[Statedef 21540]
type = A 
movetype= A 
physics = N
juggle = 7
velset = 6,-5.5
ctrl = 0 
anim = 1030

[State 1520, 6]
type = AfterImage
trigger1 = Time = 0
time = 60

[State 1540, 1]
type = PlaySnd
trigger1 = time = 10
value = 2,4

[state 12, 12]
type = gravity
trigger1 = time >= 0

[State 1540, 2]
type = VelSet
trigger1 = AnimElem = 1
x = 2
y = -5

[State 1540, 4]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1540, 5]
type = ChangeState 
trigger1 = time = 21
value = 21541

;---------------------------------------------------------------------------
; Spinning Knuckle_Super
[Statedef 21541]
type = S 
movetype= A 
physics = S
juggle = 7
poweradd = -3000
velset = 7,0
anim = 1540111
ctrl = 0 

state 12, 12]
type = velset
trigger1 = time >= 0
trigger1 = MoveHit
x = 0

[State 1541, 1] 
type = PosSet 
trigger1 = AnimElem = 1
y = 0 

[State 210, 2] ;flame_effect
type = explod
triggerall = p2name = "Dan Hibiki"
triggerall = Enemy, Name != "Duck Hunt"
triggerall = Enemy, Name != "Target Test"
triggerall = MoveHit
trigger1 = animelem = 3
trigger2 = animelem = 10
anim = 2400
postype = p2
pos = -35,-95
bindtime = 75
sprpriority = 1

[State 1541, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
trigger9 = AnimElem = 11
trigger10 = AnimElem = 12
attr = S, NA
damage    = 19,6
animtype  = hard
guardflag = MA
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy =  -13,-70
hitsound   = S6,7
guardsound = S7,1
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = 0
air.type = Low
air.velocity = -4.2,-3.5
palfx.time = 60
palfx.add = 0,0,100
palfx.mul = 300,300,300
palfx.sinadd = 5,5, 150, 8



[State 1541, 5]
type = HitDef
trigger1 = AnimElem = 13
attr = S, NA
damage    = 34,7
hitflag = MAFP
guardflag = MA
animtype  = Back
pausetime = 9,9
sparkno = 3
guard.sparkno = 41
sparkxy =  -13,-70
hitsound   = S6,7
guardsound = S7,1
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
;p2stateno = 11525
ground.velocity = -5.2,-4.2
air.type = Low
air.velocity = -5.2,-4.2
guard.velocity = -5
airguard.velocity = -4.2, -4
fall = 1
palfx.time = 60
palfx.add = 0,0,100
palfx.mul = 300,300,300
palfx.sinadd = 5,5, 150, 8

[State 1541, 6]
type = Width
trigger1 = AnimElem = 1, >= 0
value = 23,0

[State 1541, 7]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 38,0

[State 1541, 8]
type = Width
trigger1 = AnimElem = 3, >= 0
value = 49,0

[State 1541, 9]
type = SuperPause
trigger1 = AnimElem = 1
sound = S12,0
pos = -13,-67

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 1541,10]
type = Velset
trigger1 = AnimElem = 2, >=0
x = 0

[State 1541,11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


