; Guile's states
;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
; Win State
[Statedef 180]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 180, 0]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 180, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 16
channel = 0

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 1,20

[State 180, 2]
type = VarSet
triggerall = Command = "hold_a"
trigger1 = Time = 0
v = 0
value = 1

[State 180, 3]
type = VarSet
triggerall = Command = "hold_b"
trigger1 = Time = 0
v = 0
value = 6

[State 180, 4]
type = VarSet
triggerall = Command = "hold_c"
trigger1 = Time = 0
v = 0
value = 11

[State 180, 5]
type = VarSet
triggerall = Command = "hold_x"
trigger1 = Time = 0
v = 0
value = 16

[State 180, 3]
type = ChangeState
triggerall = Var(0) = [6,10]
trigger1 = Time = 0
value = 181

[State 180, 4]
type = ChangeState
triggerall = Var(0) = [11,15]
trigger1 = Time = 0
value = 182

[State 180, 5]
type = ChangeState
triggerall = Var(0) = [16,20]
trigger1 = Time = 0
value = 185

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

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

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 15
channel = 0

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

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

[State 182, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 17
channel = 0

;---------------------------------------------------------------------------
; Win Pose 3
[Statedef 185]
type = S
ctrl = 0
anim = 185
velset = 0,0

[State 185, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 185, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 16
channel = 0

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

[State 190, 0]
type = Changestate
trigger1 = p2name = "Charlie"
trigger2 = p4name = "Charlie"
trigger3 = p2name = "Charlie Nash"
trigger4 = p4name = "Charlie Nash"
trigger5 = p2name = "Nash"
trigger6 = p4name = "Nash"
value = 191

[State 190, 0]
type = Changestate
trigger1 = P2Name = "ffdd" || P4Name = "fdfdd"
value = 192

[State 190, 356]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "zangief"
value = 10000

[State 190, 356]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Akuma"
value = 10001

[State 190, 356]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Chun-Li"
value = 10002

[State 190, 356]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "M.Bison"
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 = "Training Sphere" 
value = 10006

[State 190, 356]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Guile"
value = 10007



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

[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 12
channel = 0

[State 190, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

[Statedef 10007]
type = S
ctrl = 0
anim = 190
velset = 0,0

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

[State 10000, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 72
value = 0

[State 190, 3]
type = PlaySnd
trigger1 = Time = 1
value = 10, 12
;channel = 0

[State 10007, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 880
flag = Intro

[State 10007, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510646
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10007, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F100001121
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10007, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 880
value = 0

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

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

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

[State 10000, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 72
value = 0

[State 190, 3]
type = PlaySnd
trigger1 = Time = 1
value = 10, 12
;channel = 0



[State 10000, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro

[State 10000, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10000, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10066
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10000, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0

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

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

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

[State 10001, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 72
value = 0

[State 190, 3]
type = PlaySnd
trigger1 = Time = 1
value = 10, 12
;channel = 0



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

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

[State 10001, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10067
postype = left
pos = 160,50
ownpal = 1
ontop = 1

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

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

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

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

[State 10002, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 72
value = 0

[State 190, 3]
type = PlaySnd
trigger1 = Time = 1
value = 10, 12
;channel = 0



[State 10002, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1320
flag = Intro

[State 10002, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9610
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10002, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10068
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10002, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1320
value = 0

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

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

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

[State 10003, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 72
value = 0

[State 190, 3]
type = PlaySnd
trigger1 = Time = 1
value = 10, 12
;channel = 0



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

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

[State 10003, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10069
postype = left
pos = 160,50
ownpal = 1
ontop = 1

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

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

[Statedef 10004]
type = S
ctrl = 0
anim = 195
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 = 195
trigger1 = Time = 62
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 = F100533335
postype = left
pos = 160,50
ownpal = 1
ontop = 1
sprpriority = 2

[State 10004, Exlod2] ;Text
type = Explod
trigger1 = Time = 1
anim = F10070
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 10005]
type = S
ctrl = 0
anim = 195
velset = 0,0

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

[State 10005, 5]
type = ChangeAnim
triggerall = Anim = 195
trigger1 = Time = 62
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 = F10053342
postype = left
pos = 160,50
ownpal = 1
ontop = 1
sprpriority = 1

[State 10005, Exlod2] ;Text
type = Explod
trigger1 = Time = 0
anim = F10070
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 = 195
velset = 0,0

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

[State 10006, 5]
type = ChangeAnim
triggerall = Anim = 195
trigger1 = Time = 62
value = 0

[State 10006, 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 10006, 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 10006, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro


[State 10006, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 80
anim = F95103343
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10006, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10053331
postype = left
pos = 160,50
ownpal = 1
ontop = 1
sprpriority = 1

[State 10006, Exlod2] ;Text
type = Explod
trigger1 = Time = 0
anim = F10070
postype = left
pos = 160,50
ownpal = 1
ontop = 0

[State 10006, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0
;---------------------------------------------------------------------------
; Intro against Charlie Nash
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 190, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 14
channel = 0

[State 190, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Intro against CVS Rugal
[Statedef 192]
type    = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
velset = 0,0
anim = 192

[State 190, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 2
channel = 0

[State 190, 2]
type = Explod
trigger1 = AnimElem = 4
id = 1000
anim = 1005
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 4
shadow = 100,100,100

[State 190, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5, 0

[State 190, 2]
type = Explod
trigger1 = AnimElem = 6
id = 1040
anim = 1041
pos = 10,-60
postype = p1
bindtime = -1
sprpriority = -2
shadow = 100,100,100

[State 190, 2]
type = Explod
trigger1 = AnimElem = 6
id = 1040
anim = 1040
pos = 10,-60
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 190, 4]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1020
projhitanim = 1021
projshadow = -1
offset = 70, -60
velocity = 3, 0
accel = 0, 0
sprpriority = 5
attr = S, SP
damage    = 0
animtype  = Heavy
pausetime = 3,6
sparkno = 2
sparkxy = 25, 0
hitsound   = S2,0
guardsound = S2,0
ground.velocity = -5 

[State 190, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Taunt
[Statedef 195]
type = S
ctrl = 0
anim = 195
poweradd = 200
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, 0]
type = Width
trigger1 = 1
value = 10,0

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 7
channel = 0

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 10
velset = 0,0
ctrl = 0
anim = 200
;poweradd = 20
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 0

[State 200, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 20, 1
getpower = 25,12
givepower = 12,6
animtype = Light
guardflag = MA
hitflag = MAF
;priority = 3, Hit
pausetime = 9, 9
sparkno = 0
sparkxy = -20, -80
hitsound = S2, 1
guardsound = S2, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -2,-2
air.type = High
air.velocity = -2,-2
air.hittime = 10

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

;---------------------------------------------------------------------------
; Standing Medium Punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 10
ctrl = 0
velset = 0,0
anim = 210


[State 210, Width]
type = Width
trigger1 = Anim = 210
value = 30,-10

[State 210, Width]
type = Width
trigger1 = Anim = 211
value = 10,0


[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 2

[State 210, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 40, 2
getpower = 40,14
givepower = 20,12
animtype = Medium
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 9, 9
sparkno = 1
sparkxy = -10, -86
hitsound = S2, 2
guardsound = S2, 0
ground.type = High
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -6
airguard.velocity = -2,-4
air.type = Low
air.velocity = -2,-4
air.hittime = 15

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

;---------------------------------------------------------------------------
; Standing Medium Punch
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 10
;poweradd= 65
ctrl = 0
velset = 0,0
anim = 211





[State 210, Width]
type = Width
trigger1 = Anim = 211
value = 10,0

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 210, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 55, 3
getpower = 60,16
givepower = 30,22
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 2
sparkxy = -20, -70
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
airguard.velocity = -4,-2
air.type = Low
air.velocity = -4,-2
air.hittime = 17

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

;---------------------------------------------------------------------------
; Standing Strong Punch
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 10
;poweradd= 65
ctrl = 0
velset = 0,0
anim = 220


[State 220, Width]
type = Width
trigger1 = Anim = 220
value = 20,-10


[State 220, 1]
type = PlaySnd
trigger1 = Anim = 220
trigger1 = AnimElem = 3
value = 10, 8
channel = 0



[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3


[State 220, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 60, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -25, -80
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
airguard.velocity = -4,-2
air.type = Low
air.velocity = -4,-2
air.hittime = 17



[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Punch
[Statedef 221]
type    = S
movetype= A
physics = S
juggle  = 10
;poweradd= 65
ctrl = 0
velset = 0,0
anim = 221



[State 220, Width]
type = Width
trigger1 = Anim = 221
value = 10,0


[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 10
channel = 0



[State 220, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 60, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -25, -80
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
airguard.velocity = -4,-2
air.type = Low
air.velocity = -4,-2
air.hittime = 17



[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Turn Fist
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 10
;poweradd= 65
ctrl = 0
velset = 0,0
anim = 225

[State 225, Width]
type = Width
trigger1 = AnimElem = 3, >= 0
value = 60,-30

[State 225, Width]
type = Width
trigger1 = AnimElem = 5, >= 0
value = 20,0

[State 225, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 7
channel = 0

[State 225, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3

[State 225, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 65, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -25, -80
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
airguard.velocity = -4,-2
air.type = Low
air.velocity = -4,-2
air.hittime = 17

[State 225, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Kick
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 10
ctrl = 0
velset = 0,0
anim = 230

[State 230, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 23, 2
getpower = 25,12
givepower = 12,6
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 0
sparkxy = -20, -40
hitsound = S2, 4
guardsound = S2, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -2,-2
air.type = Low
air.velocity = -2,-2
air.hittime = 11

[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Knee-Hop
[Statedef 235]
type    = A
movetype= A
physics = N
juggle  = 10
;poweradd= 22
ctrl = 0
velset = 0,0
anim = 235

[State 235, Width]
type = Width
trigger1 = 1
value = 20,0

[State 235, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 240, 2]
type = VelSet
trigger1 = AnimElem = 2
x = 4
y = -3

[State 235, VelAdd]
type = VelAdd
trigger1 = Time >= 5
y = .4

[State 235, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 65, 3
getpower = 60,16
givepower = 30,22
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -60
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
airguard.velocity = -4,-2
air.type = Low
air.velocity = -4,-2
air.hittime = 17

[State 235, ChangeState]
type = ChangeState
triggerall = Time > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 52

;---------------------------------------------------------------------------
; Standing Medium Kick
[Statedef 240]
type    = S
movetype= A
physics = N
juggle  = 10
ctrl = 0
velset = 0,0
anim = 241

;[State 240, 0]
;type = ChangeAnim
;triggerall = Time = 0
;trigger1 = P2BodyDist X < 20
;value = 241



[State 240, 6]
type = PlaySnd
trigger1 = Anim = 241
trigger1 = AnimElem = 3
trigger2 = Anim = 240
trigger2 = AnimElem = 2
value = 1, 2



[State 240, 7]
type = HitDef
trigger1 = Anim = 241
trigger1 = Time = 0
attr = S, NA
damage = 43, 2
getpower = 40,14
givepower = 20,12
animtype = Medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 1
sparkxy = -20, -80
hitsound = S2, 5
guardsound = S2, 0
ground.type = High
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -6
airguard.velocity = -3,-3
air.type = Low
air.velocity = -3,-3
air.hittime = 15

[State 240, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Kick
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 10
ctrl = 0
velset = 0,0
anim = 250

[State 250, 0]
type = ChangeAnim
triggerall = Time = 0
trigger1 = P2BodyDist X < 20
value = 251

[State 250, Width]
type = Width
trigger1 = 1
value = 10,0

[State 250, 1]
type = PlaySnd
trigger1 = Anim = 250
trigger1 = AnimElem = 2
value = 10, 9
channel = 0

[State 250, 1]
type = PlaySnd
trigger1 = Anim = 251
trigger1 = AnimElem = 2
value = 10, 10
channel = 0

[State 250, 2]
type = PlaySnd
trigger1 = Anim = 250
trigger1 = AnimElem = 2
trigger2 = Anim = 251
trigger2 = AnimElem = 2
value = 1, 3

[State 250, 3]
type = HitDef
trigger1 = Anim = 250
trigger1 = AnimElem = 3
trigger2 = Anim = 251
trigger2 = AnimElem = 3
trigger2 = MoveContact = 0
attr = S, NA
damage = 61, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -25, -95
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -7
airguard.velocity = -4,-2
air.type = High
air.velocity = -4,-2
air.hittime = 17

[State 250, 3]
type = HitDef
trigger1 = Anim = 251
trigger1 = AnimElem = 2
attr = S, NA
damage = 61, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -25, -70
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
airguard.velocity = -4,-2
air.type = High
air.velocity = -4,-2
air.hittime = 17

[State 250, 4]
type = ChangeAnim
trigger1 = Anim = 250
trigger1 = AnimTime = 0
value = 5

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Upside-Down Kick
[Statedef 255]
type    = S
movetype= A
physics = S
juggle  = 10
ctrl = 0
velset = 0,0
anim = 255

[State 255, 2]
type = PlaySnd
trigger1 = Anim = 255
trigger1 = AnimElem = 6
value = 1, 3

[State 255, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 61, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -25, -88
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -10
airguard.velocity = -4,-2
air.type = High
air.velocity = -4,-2
air.hittime = 17

[State 255, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Forward Kick
[Statedef 260]
type    = A
movetype= A
physics = N
juggle  = 5
;poweradd= 65
ctrl = 0
velset = 5,0
anim = 260

[State 260, PosAdd]
type = PosAdd
trigger1 = AnimElem = 1
y = -5

[State 260, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = .4

[State 260, ChangeState]
type = ChangeState
trigger1 = AnimElem = 2
value = 261

;---------------------------------------------------------------------------
; Forward Kick Land
[Statedef 261]
type    = S
movetype= A
physics = S
juggle  = 10
;poweradd= 65
ctrl = 0
velset = 0,0

[State 260, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 260, Width]
type = Width
trigger1 = 1
value = 20,0

[State 260, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 10
channel = 0

[State 260, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3

[State 260, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 65, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -25, -70
hitsound = S2, 6
guardsound = S2, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -9
airguard.velocity = -4,-2
air.type = Low
air.velocity = -4,-2
air.hittime = 17

[State 260, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Back Kick
[Statedef 270]
type    = S
movetype= A
physics = S
juggle  = 10
ctrl = 0
velset = 0,0
anim = 270

[State 260, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 10
channel = 0

[State 260, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3

[State 260, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 55, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -25, -88
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
airguard.velocity = -4,-2
air.type = High
air.velocity = -4,-2
air.hittime = 17

[State 260, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 10
ctrl = 0
anim = 400

[State 400, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 0

[State 400, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 19, 1
getpower = 25,12
givepower = 12,6
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 0
sparkxy = -20, -50
hitsound = S2, 1
guardsound = S2, 0
ground.type = Low
ground.slidetime = 11
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -2,-2
air.type = Low
air.velocity = -2,-2
air.hittime = 12

[State 400, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 10
ctrl = 0
anim = 410

[State 410, Width]
type = Width
trigger1 = 1
value = 10,0

[State 410, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 2

[State 410, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 31, 2
getpower = 40,14
givepower = 20,12
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 1
sparkxy = -20, -50
hitsound = S2, 2
guardsound = S2, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
airguard.velocity = -3,-3
air.type = Low
air.velocity = -3,-3
air.hittime = 15

[State 410, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 18
ctrl = 0
anim = 420

[State 420, Width]
type = Width
trigger1 = 1
value = 10,0

[State 420, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3

[State 420, 3]
type = HitDef
triggerall = PalNo < 7
trigger1 = AnimElem = 3
attr = C, NA
damage = 60, 3
getpower = 60,16
givepower = 30,22
animtype = Medium
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -25, -88
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -3.2, -6.7
air.velocity = -4,-3
air.type = Low
air.hittime = 18
fall = 1
fall.recover = 1

[State 420, 3]
type = HitDef
triggerall = PalNo < 7
triggerall = MoveContact = 0
trigger1 = AnimElem = 4
attr = C, NA
damage = 60, 3
getpower = 60,16
givepower = 30,22
animtype = Medium
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -25, -120
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -3.2, -6.7
air.velocity = -4,-3
air.type = Low
air.hittime = 18
fall = 1
fall.recover = 1

[State 420, 3]
type = HitDef
triggerall = PalNo > 6
trigger1 = AnimElem = 3
attr = C, NA
damage = 60, 3
getpower = 60,16
givepower = 30,22
animtype = Medium
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -25, -88
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -3.2, -6.7
air.velocity = -4,-3
air.type = Low
air.hittime = 18
fall = 1
fall.recover = 1

[State 420, 3]
type = HitDef
triggerall = PalNo > 6
triggerall = MoveContact = 0
trigger1 = AnimElem = 4
attr = C, NA
damage = 60, 3
getpower = 60,16
givepower = 30,22
animtype = Medium
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -25, -120
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -3.2, -6.7
air.velocity = -4,-3
air.type = Low
air.hittime = 18
fall = 1
fall.recover = 1

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Kick
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 10
ctrl = 0
anim = 430

[State 430, Width]
type = Width
trigger1 = 1
value = 10,0

[State 430, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 430, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 23, 1
getpower = 25,12
givepower = 12,6
animtype = Light
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 0
sparkxy = -20, -20
hitsound = S2, 4
guardsound = S2, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -2,-2
air.type = Low
air.velocity = -2,-2
air.hittime = 12

[State 430, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Kick
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 10
ctrl = 0
anim = 440

[State 440, Width]
type = Width
trigger1 = 1
value = 10,0

[State 440, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 2

[State 440, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 43, 2
getpower = 40,14
givepower = 20,12
animtype = Medium
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 1
sparkxy = -20, -20
hitsound = S2, 5
guardsound = S2, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
airguard.velocity = -3,-3
air.type = Low
air.velocity = -3,-3
air.hittime = 15

[State 440, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch Strong Kick
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 10
ctrl = 0
anim = 450

[State 450, Width]
type = Width
trigger1 = 1
value = 10,0

[State 450, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 8
value = 1, 3

[State 450, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
attr = C, NA
damage = 37, 3
getpower = 40,14
givepower = 20,7
animtype = Heavy
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -25, -20
hitsound = S2, 6
guardsound = S2, 0
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -2,-4
air.type = Trip
air.velocity = -2,-4
air.hittime = 17
air.fall = 1
fall = 1

[State 450, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 10
ctrl = 0
anim = 600

[State 600, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 0

[State 600, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 22, 1
getpower = 25,12
givepower = 12,6
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 0
sparkxy = -20, -60
hitsound = S2, 1
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -4
airguard.velocity = -2,-2
air.type = High
air.velocity = -2,-2
air.hittime = 17

;[State 600, 5]
;type = CtrlSet
;trigger1 = Time = 20
;value = 1

;---------------------------------------------------------------------------
; Jump Medium Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 10
anim = 621
ctrl = 0



[State 610, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 2

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 42, 2
getpower = 40,14
givepower = 20,12
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 1
sparkxy = -10, -90
hitsound = S2, 2
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -6
airguard.velocity = -3,-3
air.type = High
air.velocity = -3,-3
air.hittime = 17



;---------------------------------------------------------------------------
; Jump Strong Punch
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 10
ctrl = 0




[State 620, 1]
type = ChangeAnim
triggerall = Vel X = 0
trigger1 = Time = 0
value = 620

[State 620, 1]
type = ChangeAnim
triggerall = Vel X != 0
trigger1 = Time = 0
value = 610

[State 620, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 620, 3]
type = HitDef
trigger1 = Anim = 620
trigger1 = Time = 0
attr = A, NA
damage = 62, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 2
sparkxy = -15, -80
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
airguard.velocity = -4,-2
air.type = High
air.velocity = -4,-2
air.hittime = 17
;air.fall = 1

[State 620, 3]
type = HitDef
trigger1 = Anim = 610
trigger1 = Time = 0
attr = A, NA
damage = 65, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 2
sparkxy = -25, -70
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
airguard.velocity = -4,-2
air.type = High
air.velocity = -4,-2
air.hittime = 17



;---------------------------------------------------------------------------
; Jump Light Kick
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 10
anim = 630
ctrl = 0

;[State 630, 1]
;type = ChangeAnim
;triggerall = Vel X = 0
;trigger1 = Time = 0
;value = 630

;[State 630, 1]
;type = ChangeAnim
;triggerall = Vel X != 0
;trigger1 = Time = 0
;value = 631

[State 630, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 630, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 24, 1
getpower = 25,12
givepower = 12,6
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 0
sparkxy = -20, -70
hitsound = S2, 4
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -4
airguard.velocity = -2,-2
air.type = High
air.velocity = -2,-2
air.hittime = 17




;---------------------------------------------------------------------------
; Jump Medium Kick
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 10
anim = 641
ctrl = 0



[State 640, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 2

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 44, 2
getpower = 40,14
givepower = 20,12
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 1
sparkxy = -20, -50
hitsound = S2, 5
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -6
airguard.velocity = -3,-3
air.type = High
air.velocity = -3,-3
air.hittime = 17



;---------------------------------------------------------------------------
; Jump Strong Kick
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 10
ctrl = 0


[State 640, 1]
type = ChangeAnim
triggerall = Vel X = 0
trigger1 = Time = 0
value = 650

[State 640, 1]
type = ChangeAnim
triggerall = Vel X != 0
trigger1 = Time = 0
value = 640

[State 650, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 650, 3]
type = HitDef
triggerall = Anim = 650
trigger1 = Time = 0
attr = A, NA
damage = 64, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -25, -70
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
airguard.velocity = -4,-2
air.type = High
air.velocity = -4,-2
air.hittime = 17

[State 650, 3]
type = HitDef
triggerall = Anim = 640
trigger1 = Time = 0
attr = A, NA
damage = 67, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -25, -70
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
airguard.velocity = -4,-2
air.type = High
air.velocity = -4,-2
air.hittime = 17



;---------------------------------------------------------------------------
; Throw - Attempt
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
ground.velocity = 4,-4
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 801
p2stateno = 805
fall = 1

[State 800, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 0
channel = 0

[State 800, 3]
type = Width
trigger1 = Time > 4
trigger1 = Time < 20
value = 30,0

[State 800, 4]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801

[State 801, Width]
type = Width
trigger1 = 1
edge = 30,30

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

[State 801, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 801, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10,11
channel = 0

[State 801, Bind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 801, Bind]
type = TargetBind
trigger1 = AnimElem = 2
pos = 45,-90

[State 801, Bind]
type = TargetBind
trigger1 = AnimElem = 3
pos = -20,-90

[State 801, Bind]
type = TargetBind
trigger1 = AnimElem = 4
pos = -70,-80

[State 801, Bind]
type = TargetBind
trigger1 = AnimElem = 5
pos = -100,-40

[State 801, Turn]
type = Turn
trigger1 = AnimTime = 0

[State 801, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw - Attempt
[Statedef 810]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800

[State 810, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
ground.velocity = 3,-5
p1facing = ifelse (command = "holdfwd", 1, -1)
p2facing = -1
p1stateno = 811
p2stateno = 815
fall = 1

[State 810, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 0
channel = 0

[State 810, 3]
type = Width
trigger1 = Time > 4
trigger1 = Time < 20
value = 30,0

[State 810, 4]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw
[Statedef 811]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 810

[State 811, Width]
type = Width
trigger1 = Anim = 810
edge = 30,30

[State 811, 1]
type = PlaySnd
trigger1 = Anim = 810
trigger1 = AnimElem = 1
value = 0, 2

[State 811, 2]
type = PlaySnd
trigger1 = Anim = 810
trigger1 = AnimElem = 1
value = 10, 8
channel = 0

[State 811, 2]
type = PlaySnd
trigger1 = Anim = 810
trigger1 = AnimElem = 6
value = 10, 10
channel = 0

[State 811, Bind]
type = TargetBind
trigger1 = Anim = 810
trigger1 = AnimElem = 1
pos = 30, 0

[State 811, Bind]
type = TargetBind
trigger1 = Anim = 810
trigger1 = AnimElem = 2
pos = 40, -80

[State 811, Bind]
type = TargetBind
trigger1 = Anim = 810
trigger1 = AnimElem = 3
pos = 30, -90

[State 811, Bind]
type = TargetBind
trigger1 = Anim = 810
trigger1 = AnimElem = 4
pos = -50, -105

[State 811, Bind]
type = TargetBind
trigger1 = Anim = 810
trigger1 = AnimElem = 5
pos = -35, -100

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 6
value = 60

[State 811, Bind]
type = TargetBind
trigger1 = Anim = 810
trigger1 = AnimElem = 6
pos = -80, 0

[State 811, TargetState]
type = null ;TargetState
trigger1 = Anim = 810
trigger1 = AnimElem = 6
value = 816

[State 801, Turn]
type = Turn
trigger1 = Anim = 810
trigger1 = AnimTime = 0

[State 811, 3]
type = ChangeAnim
trigger1 = Anim = 810
trigger1 = AnimTime = 0
value = 6

[State 811, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Air Throw - Attempt
[Statedef 820]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 820

[State 820, 1]
type = HitDef
Trigger1 = Time = 0
attr = A, NT
hitflag = A-
priority = 1, Miss
sparkno = -1
sprpriority = 1
air.velocity = -10,10
ground.velocity = -10,10
p2facing = 1
p1stateno = 821
p2stateno = 825
fall.recover = 0
air.fall = 1
fall = 1

[State 820, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 0
channel = 0

;---------------------------------------------------------------------------
; Air Throw
[Statedef 821]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 821

[State 820, 0]
type = PosFreeze
trigger1 = Time < 15

[State 820, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 820, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 9
channel = 0

[State 820, Bind]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = -10, -120

[State 820, Bind]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = 30, -130

[State 820, Bind]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
pos = 60, -30

[State 820, VelAdd]
type = VelAdd
trigger1 = Time >= 15
y = .4

[State 820, ChangeState]
type = ChangeState
triggerall = Time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 10
value = 52

;---------------------------------------------------------------------------
; Air Throw - Attempt
[Statedef 830]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 820

[State 830, 1]
type = HitDef
Trigger1 = Time = 0
attr = A, NT
hitflag = A-
priority = 1, Miss
sparkno = -1
sprpriority = 1
air.velocity = -4,-4
ground.velocity = -4,-4
p2facing = -1
p1stateno = 831
p2stateno = 835
fall.recover = 0
air.fall = 1
fall = 1

[State 830, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 0
channel = 0

;---------------------------------------------------------------------------
; Air Grab
[Statedef 831]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 830

[State 830, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 830, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 8
channel = 0

[State 830, 1]
type = PlaySnd
trigger1 = Time = 10
value = 10,11
channel = 0

[State 830, Bind]
type = TargetBind
trigger1 = Time < 15
pos = 40, -90

[State 830, Bind]
type = TargetBind
trigger1 = Time >= 15
pos = 20, -90

[State 830, VelAdd]
type = VelAdd
trigger1 = Time >= 10
y = .4

[State 830, ChangeState]
type = ChangeState
triggerall = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 832

;---------------------------------------------------------------------------
; Air Grab Land
[Statedef 832]
type    = C
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 11

[State 832, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 832, Bind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 10, -60

[State 832, TargetState]
type = TargetState
trigger1 = AnimElem = 1
value = 836

[State 832, 2]
type = PlaySnd
triggerall = P2StateNo = 836
triggerall = P2MoveType = H
trigger1 = AnimElem = 1
value = 2, 3

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 1
value = 60

[State 852, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 852, PlayerPush]
type = PlayerPush
trigger1 = 1
Value = 0

[State 852, 5]
type = ChangeState
trigger1 = Time >= 30
value = 11
ctrl = 1

;---------------------------------------------------------------------------
