; Charlie'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 181, 0]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 1,40

[State 180, 2]
type = VarSet
triggerall = Time = 0
trigger1 = Command = "hold_a"
v = 0
value = 25

[State 180, 2]
type = VarSet
triggerall = Time = 0
trigger1 = Command = "hold_b"
v = 0
value = 15

[State 180, 2]
type = VarSet
triggerall = Time = 0
trigger1 = Command = "hold_c"
v = 0
value = 35

[State 180, 2]
type = VarSet
triggerall = Time = 0
trigger1 = Command = "hold_x" || Command = "hold_y" || Command = "hold_z"
v = 0
value = 5

[State 180, 3]
type = ChangeState
triggerall = Time = 0
trigger1 = Var(0) = [31,40]
trigger2 = Command = "hold_c"
value = 182

[State 180, 3]
type = ChangeState
triggerall = Time = 0
trigger1 = Var(0) = [21,30]
trigger2 = Command = "hold_a"
value = 184

[State 180, 3]
type = ChangeState
triggerall = Time = 0
trigger1 = Var(0) = [11,20]
trigger2 = Command = "hold_b"
value = 185

[State 180, 4]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 8
channel = 0

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

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

[State 182, 1]
type = PlaySnd
trigger1 = AnimElem = 11
value = 10, 4
channel = 0

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

[State 184, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 184, 1]
type = PlaySnd
trigger1 = AnimElem = 14
value = 10, 4
channel = 0

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

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

[State 185, 1]
type = PlaySnd
trigger1 = AnimElem = 14
value = 10, 4
channel = 0

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



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

[State 190, 356]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "yun2"
value = 10001

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

[State 190, 356]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Charlie"
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 190, 0]
type = Changestate
trigger1 = p2name = "Guile"
trigger2 = p4name = "Guile"
value = 191

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

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

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


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

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

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

[State 10003, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 49
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 = F965434
postype = left
pos = 160,50
ownpal = 1
ontop = 1
sprpriority = 1

[State 10005, Exlod2] ;Text
type = Explod
trigger1 = Time = 0
anim = F08976662
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 = 190
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 = 190
trigger1 = Time = 49
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 = F96543466
postype = left
pos = 160,50
ownpal = 1
ontop = 1
sprpriority = 1

[State 10005, Exlod2] ;Text
type = Explod
trigger1 = Time = 0
anim = F08976662
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 = 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 = 49
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 = F675331
postype = left
pos = 160,50
ownpal = 1
ontop = 1
sprpriority = 2

[State 10004, Exlod2] ;Text
type = Explod
trigger1 = Time = 1
anim = F08976662
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 = 190
velset = 0,0

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

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

[State 10000, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 62
value = 0


[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 = F100001121
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 = 190
velset = 0,0

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

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

[State 10000, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 62
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 <= 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 = F10071
postype = left
pos = 160,50
ownpal = 1
ontop = 1

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

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

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

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

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

[State 10001, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 62
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 = F9600
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 190, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 10002, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 62
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 <= 880
flag = Intro

[State 10002, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510646
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10002, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10072
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 10002, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 880
value = 0

;---------------------------------------------------------------------------
; Intro against Guile
[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 = 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, 1]
type = PlaySnd
trigger1 = AnimElem = 13
value = 10, 4
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
sprpriority = 2

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

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 2
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 = 7
ground.hittime  = 7
ground.velocity = -4
airguard.velocity = -2,-2
air.type = High
air.velocity = -2,-2
air.hittime = 7

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
[Statedef 210112]
type    = S
movetype= A
physics = S
juggle  = 10
ctrl = 0
velset = 0,0
anim = 210112




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

[State 210, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 40, 2
getpower = 40,14
givepower = 20,12
animtype = Medium
guardflag = MA
hitflag = MAF
;priority = 3, Hit
pausetime = 9, 9
sparkno = 1
sparkxy = -3, -75
hitsound = S2, 2
guardsound = S2, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
airguard.velocity = -3,-3
air.type = Low
air.velocity = -3,-3
air.hittime = 15

[State 210, 5]
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, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 210, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 60, 3
getpower = 60,16
givepower = 30,22
animtype = Medium
guardflag = MA
hitflag = MAF
;priority = 3, Hit
pausetime = 9, 9
sparkno = 2
sparkxy = -20, -75
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -6
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 Medium Punch
[Statedef 210444]
type    = S
movetype= A
physics = S
juggle  = 10
ctrl = 0
velset = 0,0
anim = 210




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

[State 210, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 10, 3
getpower = 60,16
givepower = 30,22
animtype = Medium
guardflag = MA
hitflag = MAF
;priority = 3, Hit
pausetime = 9, 9
sparkno = 2
sparkxy = -20, -75
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -6
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 Medium Punch
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 10
ctrl = 0
velset = 0,0
anim = 215




[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 = MA
hitflag = MAF
;priority = 3, Hit
pausetime = 9, 9
sparkno = 2
sparkxy = -10, -65
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -6
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
ctrl = 0
velset = 0,0
anim = 220



[State 220, Width]
type = Width
trigger1 = Anim = 220
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
value = 20,-10

[State 220, Width]
type = Width
trigger1 = Anim = 220
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
value = 60,-30

[State 220, Width]
type = Width
trigger1 = Anim = 220
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
value = 80,-40

[State 220, Width]
type = Width
trigger1 = Anim = 220
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
value = 30,-20

[State 220, Width]
type = Width
trigger1 = Anim = 225
trigger1 = AnimElem = 5, < 0
value = 20,0

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

[State 220, 1]
type = PlaySnd
trigger1 = Anim = 220
trigger1 = AnimElem = 2
value = 10, 6
chanel = 0

[State 220, 1]
type = PlaySnd
trigger1 = Anim = 225
trigger1 = AnimElem = 2
value = 10, 7
chanel = 0

[State 220, 2]
type = HitDef
trigger1 = Anim = 220
trigger1 = AnimElem = 3
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 = -20, -75
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, 2]
type = HitDef
trigger1 = Anim = 225
trigger1 = AnimElem = 2
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 = -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 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Punch
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 10
ctrl = 0
velset = 0,0
anim = 225



[State 220, Width]
type = Width
trigger1 = Anim = 220
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
value = 20,-10

[State 220, Width]
type = Width
trigger1 = Anim = 220
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
value = 60,-30

[State 220, Width]
type = Width
trigger1 = Anim = 220
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
value = 80,-40

[State 220, Width]
type = Width
trigger1 = Anim = 220
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
value = 30,-20

[State 220, Width]
type = Width
trigger1 = Anim = 225
trigger1 = AnimElem = 5, < 0
value = 20,0

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

[State 220, 1]
type = PlaySnd
trigger1 = Anim = 220
trigger1 = AnimElem = 2
value = 10, 6
chanel = 0

[State 220, 1]
type = PlaySnd
trigger1 = Anim = 225
trigger1 = AnimElem = 2
value = 10, 7
chanel = 0

[State 220, 2]
type = HitDef
trigger1 = Anim = 220
trigger1 = AnimElem = 3
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 = -20, -75
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, 2]
type = HitDef
trigger1 = Anim = 225
trigger1 = AnimElem = 2
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 = -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 220, 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, Width]
type = Width
trigger1 = AnimElem = 5, < 0
value = 10,0

[State 230, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 0

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 22, 1
getpower = 25,12
givepower = 12,6
animtype = Light
guardflag = MA
hitflag = MAF
;priority = 3, Hit
pausetime = 9, 9
sparkno = 0
sparkxy = -20, -15
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 Bazooka
[Statedef 234]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 234

[State 234, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 10, 5
channel = 0

[State 234, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 234, 2]
type = VelSet
trigger1 = AnimElem = 3
x = 5
y = -5

[State 234, VelMul]
type = VelMul
trigger1 = Time >= 10
x = .9

[State 234, VelAdd]
type = VelAdd
trigger1 = Time >= 5
y = .5

[State 234, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 50, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -20, -60
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -5
airguard.velocity = -1,-1
air.type = Low
air.velocity = -2,-2
air.hittime = 16

[State 234, ChangeState]
type = ChangeState
triggerall = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 236

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

[State 235, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 10, 5
channel = 0

[State 235, 0]
type = PosAdd
trigger1 = AnimElem = 1,1
trigger2 = AnimElem = 2
x = 20

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

[State 235, 2]
type = PosAdd
trigger1 = AnimElem = 3
x = 10

[State 235, 2]
type = VelSet
trigger1 = AnimElem = 3
x = 4
y = -3

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

[State 235, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 66, 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 = -12
airguard.velocity = -4,-2
air.type = Low
air.velocity = -4,-2
air.hittime = 17

[State 235, ChangeState]
type = ChangeState
triggerall = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 236

;---------------------------------------------------------------------------
; Knee Bazooka Land
[Statedef 236]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 10

[State 235, 1]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 235, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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



[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 6
chanel = 0

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 56, 3
getpower = 60,16
givepower = 30,22
animtype = Medium
guardflag = MA
hitflag = MAF
;priority = 3, Hit
pausetime = 9, 9
sparkno = 2
sparkxy = -20, -70
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -11
airguard.velocity = -4,-2
air.type = Low
air.velocity = -4,-2
air.hittime = 17

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick
[Statedef 245]
type    = S
movetype= A
physics = N
juggle  = 10
ctrl = 0
velset = 0,0
anim = 245

[State 240, Width]
type = Width
trigger1 = Anim = 242
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 5, < 0
trigger2 = Anim = 245
trigger2 = AnimElem = 1, >= 0
trigger2 = AnimElem = 6, < 0
value = 10,0

;[State 240, 0]
;type = ChangeAnim
;triggerall = Time = 0
;trigger1 = P2BodyDist X < 20
;value = 242

[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 2

[State 240, 2]
type = HitDef
trigger1 = Anim = 242
trigger1 = AnimElem = 3
attr = S, NA
damage = 43, 2
getpower = 40,14
givepower = 20,12
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 1
sparkxy = -20, -60
hitsound = S2, 5
guardsound = S2, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -8
airguard.velocity = -3,-3
air.type = Low
air.velocity = -3,-3
air.hittime = 15

[State 240, 2]
type = HitDef
trigger1 = Anim = 245
trigger1 = AnimElem = 3
attr = S, NA
damage = 43, 2
getpower = 40,14
givepower = 20,12
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 1
sparkxy = -20, -80
hitsound = S2, 5
guardsound = S2, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -8
airguard.velocity = -3,-3
air.type = Low
air.velocity = -3,-3
air.hittime = 15

[State 245, 5]
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, Width]
type = Width
trigger1 = Anim = 250
trigger1 = AnimElem = 8, < 0
value = 20,0

[State 250, Width]
type = Width
trigger1 = Anim = 255
trigger1 = AnimElem = 6, < 0
value = 10,0

;[State 250, 0]
;type = ChangeAnim
;triggerall = Time = 0
;trigger1 = P2BodyDist X < 20
;value = 255

[State 250, 1]
type = PlaySnd
trigger1 = Anim = 250
trigger1 = AnimElem = 3
trigger2 = Anim = 255
trigger2 = AnimElem = 2
value = 1, 3

[State 250, 1]
type = PlaySnd
trigger1 = Anim = 250
trigger1 = AnimElem = 4
trigger2 = Anim = 255
trigger2 = AnimElem = 2
value = 10, 11
chanel = 0

[State 250, 2]
type = HitDef
trigger1 = Anim = 250
trigger1 = AnimElem = 4
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 = -20, -80
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -10
airguard.velocity = -4,-2
air.type = Low
air.velocity = -4,-2
air.hittime = 17

[State 250, 2]
type = HitDef
trigger1 = Anim = 255
trigger1 = AnimElem = 3
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 = -20, -60
hitsound = S2, 6
guardsound = S2, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -10
airguard.velocity = -4,-2
air.type = Low
air.velocity = -4,-2
air.hittime = 17

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

;---------------------------------------------------------------------------
; Forward Kick
[Statedef 255]
type    = S
movetype= A
physics = N
juggle  = 10
ctrl = 0
velset = 3,0
anim = 255

[State 255, Width]
type = Width
trigger1 = Anim = 255
trigger1 = AnimElem = 6, < 0
value = 10,0

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

[State 255, 1]
type = PlaySnd
trigger1 = Anim = 255
trigger1 = AnimElem = 2
value = 10, 7
chanel = 0

[State 255, 2]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 25, 3]
type = HitDef
trigger1 = Anim = 255
trigger1 = AnimElem = 3
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 = -20, -60
hitsound = S2, 6
guardsound = S2, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -10
airguard.velocity = -4,-2
air.type = Low
air.velocity = -4,-2
air.hittime = 17

[State 255, 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, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 0

[State 400, 2]
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, -40
hitsound = S2, 1
guardsound = S2, 0
ground.type = Low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -4
airguard.velocity = -2,-2
air.type = Low
air.velocity = -2,-2
air.hittime = 7

[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 = AnimElem = 2, >= 0
trigger1 = AnimElem = 5, < 0
value = 10,0

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

[State 410, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 39, 2
getpower = 40,14
givepower = 20,12
animtype = Medium
guardflag = MA
hitflag = MAF
;priority = 3, Hit
pausetime = 9, 9
sparkno = 1
sparkxy = -10, -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  = 10
ctrl = 0
anim = 420

[State 420, Width]
type = Width
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 6, < 0
value = 20,0

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

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 59, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -80
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -6.2 ;, -6.7
air.velocity = -3,-2
air.type = Low
air.hittime = 17
;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 = AnimElem = 1, >= 0
trigger1 = AnimElem = 4, < 0
value = 20,0

[State 430, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 0

[State 430, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 22, 1
getpower = 25,12
givepower = 12,6
animtype = Light
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 0
sparkxy = -10, -10
hitsound = S2, 4
guardsound = S2, 0
ground.type = Low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -4
airguard.velocity = -2,-2
air.type = Low
air.velocity = -2,-2
air.hittime = 7

[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 = 20,0

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

[State 440, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 42, 2
getpower = 40,14
givepower = 20,12
animtype = Medium
guardflag = L
hitflag = MAF
;priority = 3, Hit
pausetime = 9, 9
sparkno = 1
sparkxy = -10, -15
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 = 20,0

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

[State 450, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 62, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = L
hitflag = MAF
;priority = 3, Hit
pausetime = 9, 9
sparkno = 2
sparkxy = -15, -20
hitsound = S2, 6
guardsound = S2, 0
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -2,-4
airguard.velocity = -1,-2
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, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 20, 1
getpower = 25,12
givepower = 12,6
animtype = Light
guardflag = HA
hitflag = MAF
;priority = 3, Hit
pausetime = 9, 9
sparkno = 0
sparkxy = -20, -55
hitsound = S2, 1
guardsound = S2, 0
ground.type = High
ground.slidetime = 13
ground.hittime  = 14
ground.velocity = -4
airguard.velocity = -2,-2
air.type = High
air.velocity = -2,-2
air.hittime = 14



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

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

[State 610, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 40, 2
getpower = 40,14
givepower = 20,12
animtype = Medium
guardflag = HA
hitflag = MAF
;priority = 3, Hit
pausetime = 9, 9
sparkno = 1
sparkxy = -20, -100
hitsound = S2, 2
guardsound = S2, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
airguard.velocity = -3,-3
air.type = High
air.velocity = -3,-3
air.hittime = 15



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

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

[State 620, 2]
type = HitDef
trigger1 = Time = 0
attr = A, 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 = -20, -60
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 = -4,4 ;-3,-2
air.hittime = 17
air.fall = 1



;---------------------------------------------------------------------------
; Jump Light Punch
[Statedef 600123]
type    = A
movetype= A
physics = A
juggle  = 10
ctrl = 0
anim = 600123

[State 600, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 60, 3
getpower = 60,16
givepower = 30,22
animtype = Light
guardflag = HA
hitflag = MAF
;priority = 3, Hit
pausetime = 9, 9
sparkno = 2
sparkxy = -20, -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



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



[State 630, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 0

[State 630, 2]
type = HitDef
trigger1 = Anim = 630
trigger1 = AnimElem = 2
attr = A, NA
damage = 23, 1
getpower = 25,12
givepower = 12,6
animtype = Light
guardflag = HA
hitflag = MAF
;priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -20, -90
hitsound = S2, 4
guardsound = S2, 0
ground.type = High
ground.slidetime = 13
ground.hittime  = 13
ground.velocity = -4
airguard.velocity = -2,-2
air.type = High
air.velocity = -2,-2
air.hittime = 11




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

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

[State 640, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 43, 2
getpower = 40,14
givepower = 20,12
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = 1
sparkxy = -20, -60
hitsound = S2, 5
guardsound = S2, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -8
airguard.velocity = -3,-3
air.type = High
air.velocity = -3,-3
air.hittime = 18



;---------------------------------------------------------------------------
; Jump Strong Kick
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 10
ctrl = 0
anim = 635

[State 630, 1]
type = ChangeAnim
triggerall = Vel X != 0
trigger1 = Time = 0
value = 650

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

[State 650, 2]
type = HitDef
trigger1 = Anim = 650
trigger1 = AnimElem = 2
attr = A, NA
damage = 65, 3
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -30
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
airguard.velocity = -4,-3
air.type = High
air.velocity = -4,-3
air.hittime = 17
;air.fall = 1

[State 630, 2]
type = HitDef
trigger1 = Anim = 635
trigger1 = AnimElem = 2
attr = A, NA
damage = 63, 3
getpower = 60,16
givepower = 30,22
animtype = Light
guardflag = HA
hitflag = MAF
;priority = 3, Hit
pausetime = 9, 9
sparkno = 2
sparkxy = -20, -65
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3,-2
air.type = High
air.velocity = -3,-2
air.hittime = 20


;---------------------------------------------------------------------------
; Throw - Attempt
[Statedef 800123]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800



[State 800, VarSet]
type = VarSet
trigger1 = Time <= 0
;trigger1 = command = "pdriver_y"
v = 1
value = 11



[State 800, Width]
type = Width
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 6, < 0
value = 20,0

[State 800, 1]
type = HitDef
trigger1 = Var(1) = 0
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 = 810
p2stateno = 815
numhits = 0
fall = 1

[State 800, 1]
type = HitDef
trigger1 = Var(1) = 5
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
ground.velocity = 3,-5
p2facing = 1
p1stateno = 820
p2stateno = 825
numhits = 0
fall = 1

[State 800, 1]
type = HitDef
trigger1 = Var(1) > 5
trigger1 = Var(1) < 20
Trigger1 = Time = 0
attr = S, ST
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
ground.velocity = 3,-5
;p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = -1
p1stateno = 880
p2stateno = 885
numhits = 0
fall = 1

[State 800, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 0
channel = 0

[State 800, 2]
type = ChangeState
trigger1 = Anim = 800
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw - Attempt
[Statedef 80034242]
type    = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 800





;[State 800, Width]
;type = Width
;trigger1 = AnimElem = 2, >= 0
;trigger1 = AnimElem = 6, < 0
;value = 20,0

[State 800, 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 = 81033
p2stateno = 81533
;numhits = 0
fall = 1

[State 800, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 0
channel = 0

[State 800, 2]
type = ChangeState
;trigger1 = Anim = 800
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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

[State 800, VarSet]
type = VarSet
triggerall = Time <= 0
trigger1 = command = "counter_pp" 
v = 1
value = 0

[State 800, VarSet]
type = VarSet
triggerall = Time <= 0
trigger1 = command = "counter_kk" 
v = 1
value = 5

[State 800, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger1 = command = "pdriver_x"
v = 1
value = 10

[State 800, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger1 = command = "pdriver_y"
v = 1
value = 11

[State 800, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger1 = command = "pdriver_z"
v = 1
value = 12

[State 800, Width]
type = Width
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 6, < 0
value = 20,0

[State 800, 1]
type = HitDef
trigger1 = Var(1) = 0
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 = 810
p2stateno = 815
numhits = 0
fall = 1

[State 800, 1]
type = HitDef
trigger1 = Var(1) = 5
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
ground.velocity = 3,-5
p2facing = 1
p1stateno = 820
p2stateno = 825
numhits = 0
fall = 1

[State 800, 1]
type = HitDef
trigger1 = Var(1) > 5
trigger1 = Var(1) < 20
Trigger1 = Time = 0
attr = S, ST
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
ground.velocity = 3,-5
;p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = -1
p1stateno = 880
p2stateno = 885
numhits = 0
fall = 1

[State 800, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 0
channel = 0

[State 800, 2]
type = ChangeState
trigger1 = Anim = 800
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw
[Statedef 81033]
type    = C
movetype= A
physics = N
anim = 810

[State 810, 0]
type = NotHitBy
trigger1 = Anim = 810
value = SCA
time = 1

[State 810, Width]
type = Width
trigger1 = Anim = 810
edge = 50,50

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

[State 810, PlaySnd]
type = PlaySnd
trigger1 = Anim = 810
trigger1 = AnimElem = 2
value = 10, 5
channel = 0

[State 810, PosAdd]
type = PosAdd
triggerall = Anim = 810
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
x = -10

[State 810, Bind]
type = TargetBind
trigger1 = Anim = 810
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = 10, 0

[State 810, Bind]
type = TargetBind
trigger1 = Anim = 810
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = 55, -80

[State 810, Bind]
type = TargetBind
trigger1 = Anim = 810
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
pos = -10, -100

[State 810, Bind]
type = TargetBind
trigger1 = Anim = 810
trigger1 = AnimElem = 4
pos = -80, 0

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

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

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

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

[State 810, State End]
type = ChangeState
trigger1 = Anim = 6
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Throw
[Statedef 810]
type    = C
movetype= A
physics = N
anim = 810

[State 810, 0]
type = NotHitBy
trigger1 = Anim = 810
value = SCA
time = 1

[State 810, Width]
type = Width
trigger1 = Anim = 810
edge = 50,50

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

[State 810, PlaySnd]
type = PlaySnd
trigger1 = Anim = 810
trigger1 = AnimElem = 2
value = 10, 5
channel = 0

[State 810, PosAdd]
type = PosAdd
triggerall = Anim = 810
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
x = -10

[State 810, Bind]
type = TargetBind
trigger1 = Anim = 810
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = 10, 0

[State 810, Bind]
type = TargetBind
trigger1 = Anim = 810
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = 55, -80

[State 810, Bind]
type = TargetBind
trigger1 = Anim = 810
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
pos = -10, -100

[State 810, Bind]
type = TargetBind
trigger1 = Anim = 810
trigger1 = AnimElem = 4
pos = -80, 0

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

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

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

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

[State 810, State End]
type = ChangeState
trigger1 = Anim = 6
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Grab Hold
[Statedef 820]
type    = S
movetype= A
physics = S
anim = 820


[State 820, 0]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 820, Width]
type = Width
trigger1 = Anim != 822
trigger2 = Anim = 822
trigger2 = AnimElem = 7, < 0
edge = 50,0

[State 820, PlaySnd]
type = PlaySnd
trigger1 = Anim != 822
trigger1 = AnimElem = 1
value = 0, 2

[State 820, PlaySnd]
type = PlaySnd
trigger1 = Anim != 822
trigger1 = AnimElem = 3
value = 10, 7
channel = 0

[State 820, PlaySnd]
type = PlaySnd
trigger1 = Anim = 822
trigger1 = AnimElem = 4
value = 10, 11
chanel = 0



[State 820, TargetState]
type = TargetState
triggerall = Time > 0
triggerall = Time < 100
triggerall = Anim = 820
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"
value = 826

[State 820, Anim]
type = ChangeAnim
triggerall = Time > 0
triggerall = Time < 100
triggerall = Anim = 820
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"
value = 821
elem = animelemno(0)

[State 820, Anim]
type = ChangeAnim
trigger1 = Anim = 821
trigger1 = AnimTime = 0
value = 820

[State 820, 2]
type = HitDef
trigger1 = Anim = 820
trigger1 = AnimElem = 2
attr = S, NT
damage = 10, 2
getpower = 25,12
givepower = 12,6
animtype = Medium
hitflag = MAF+
priority = 3, Hit
pausetime = 0, 0
sparkno = 2
sparkxy = -10, -60
hitsound = S2, 5
guardsound = S2, 0
ground.type = High
ground.velocity = -4
airguard.velocity = -2,-2
air.type = High
air.velocity = -4,-4
air.hittime = 18
p2stateno = 825
kill = 0

[State 820, 2]
type = HitDef
trigger1 = Anim = 821
trigger1 = AnimElem = 2
attr = S, NT
damage = 14, 2
getpower = 25,12
givepower = 12,6
animtype = Medium
hitflag = MAF+
;priority = 3, Hit
pausetime = 0, 0
sparkno = 2
sparkxy = -10, -60
hitsound = S2, 5
guardsound = S2, 0
ground.type = High
ground.velocity = -4
airguard.velocity = -2,-2
air.type = High
air.velocity = -4,-4
air.hittime = 18
p2stateno = 826
kill = 0

[State 820, 2]
type = HitDef
trigger1 = Anim = 822
trigger1 = AnimElem = 5
attr = S, NT
damage = 20, 2
getpower = 25,12
givepower = 12,6
animtype = Heavy
hitflag = MAF+
;priority = 3, Hit
pausetime = 20, 5
sparkno = 2
snap = 80, -30
sparkxy = -10, -80
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.velocity = -6
airguard.velocity = -4,-2
air.type = High
air.velocity = -6,-4
air.hittime = 18
air.fall = 1
;numhits = 0
fall = 1

[State 820, Bind]
type = TargetBind
triggerall = Anim != 822
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
trigger2 = AnimTime = 0
pos = 50, -90

[State 820, Bind]
type = TargetBind
trigger1 = Anim != 822
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 4, <= 0
pos = 50, -80

[State 820, Bind]
type = TargetBind
trigger1 = Anim = 822
trigger1 = AnimElem = 4
pos = 60, -100

[State 820, Anim]
type = ChangeAnim
trigger1 = Time >= 100
trigger1 = Anim != 822
trigger1 = AnimElem = 2, <= 0
value = 822

[State 820, State End]
type = ChangeState
trigger1 = Time > 120
trigger1 = Anim = 822
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Air Throw - Attempt
[Statedef 850]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 850

[State 850, VarSet]
type = VarSet
triggerall = Time <= 0
trigger1 = command = "counter_kkd" 
v = 1
value = 0

;[State 850, VarSet]
;type = VarSet
;triggerall = Time <= 0
;trigger1 = command = "aa" && command = "ba"
;trigger2 = command = "ba" && command = "ca"
;trigger3 = command = "aa" && command = "ca"
;v = 1
;value = 5

[State 850, 1]
type = HitDef
trigger1 = Var(1) < 5
Trigger1 = Time = 0
attr = A, NT
hitflag = A-
priority = 1, Miss
sparkno = -1
sprpriority = 1
air.velocity = -4,-6
ground.velocity = -4,-6
p2facing = -1
p1stateno = 860
p2stateno = 865
fall.recover = 0
air.fall = 1
numhits = 0
fall = 1

;[State 850, 1]
;type = HitDef
;trigger1 = Var(1) >= 5
;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 = 870
;p2stateno = 875
;fall.recover = 0
;air.fall = 1
;numhits = 0
;fall = 1

[State 850, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 0
channel = 0

;---------------------------------------------------------------------------
; Air Grab
[Statedef 860]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 860

[State 860, 0]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 860, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 860, PlaySnd]
type = PlaySnd
trigger1 = Time = 10
value = 10, 5
channel = 0

[State 860, 0]
type = PosFreeze
trigger1 = Time < 10

[State 860, Bind]
type = TargetBind
trigger1 = 1
pos = 10, -105

[State 860, VelAdd]
type = VelAdd
trigger1 = Time >= 10
y = .4

[State 860, ChangeState]
type = ChangeState
triggerall = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 861

;---------------------------------------------------------------------------
; Air Grab Land
[Statedef 861]
type    = C
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 11

[State 860, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 860, Bind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 0, -60

[State 860, TargetState]
type = TargetState
trigger1 = AnimElem = 1
value = 866

[State 860, 2]
type = PlaySnd
triggerall = P2StateNo = 866
triggerall = P2MoveType = H
trigger1 = AnimElem = 1
value = 2, 3


[State 910, 8]
type = TargetPowerAdd
trigger1 = AnimElem = 1
value = 50

[State 910, 8]
type = PowerAdd
trigger1 = AnimElem = 1
value = 60

[State 860, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 860, PlayerPush]
type = PlayerPush
trigger1 = 1
Value = 0

[State 860, 5]
type = ChangeState
trigger1 = Time >= 30
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Air Grab
[Statedef 870]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 870

[State 870, 0]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 870, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 870, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,5
value = 10, 5
channel = 0

[State 870, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
x = 10

[State 870, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 1

[State 870, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NT
damage = 70, 0
animtype = Heavy
hitflag = MAF+
;priority = 3, Hit
pausetime = 5, 5
sparkno = 2
snap = 50, -30
sparkxy = -10, -90
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.velocity = -4,-4
airguard.velocity = -2,-2
air.type = High
air.velocity = -4,-4
air.hittime = 18
air.fall = 1
fall = 1

[State 870, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = -4
y = -4

[State 870, Bind]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = 60, -100

[State 870, Bind]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = 60, -95

[State 870, Bind]
type = TargetBind
trigger1 = AnimElem = 3
pos = 50, -95

[State 870, VelAdd]
type = VelAdd
trigger1 = Time >= 15
y = .4

[State 870, ChangeState]
type = ChangeState
triggerall = Time > 20
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 52

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

