;さくら　基本設定・通常技用ｃｎｓ
;---------------------------------------
;=======================================
;基本能力値
;========================================
[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 51
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1
yscale = 1
ground.back = 20
ground.front = 18
air.back = 12
air.front = 12
height = 60
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -5, -75
mid.pos = -5, -40
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 3.0
walk.back = -2.5
jump.neu = 0,-9.2
jump.back = -3.0
jump.fwd = 2.8

[Movement]
airjump.num = 0
airjump.height = 28
yaccel = .4
stand.friction = .85
crouch.friction = .82

[Quotes]
victory1 = Did I impress you! I really hope I did!
victory2 = How dare you claim to be a true streetfighter! You're pathetic!
victory3 = I like street fighting better than sparring in rival schools!
victory4 = I'll be late for class, but it's okay! A good street fight is worth it!
victory5 = Oh, no! I was suppose to go to the mall with Kei!
victory6 = Okay, I'll skip class to fight you again! But only this time!
victory7 = That must have been a real street fight! I could feel it!
victory8 = That's it? I wanted a harder fight!

;---------------------------------------------------------------------------
;時間切れ負け
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0

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

;---------------------------------------------------------------------------
;勝ちポーズ分岐
[Statedef 180]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 6

[State 180, 1]
type = ChangeState
trigger1 = 1
trigger1 = var(10) = 0
value = 181

[State 180, 2]
type = ChangeState
trigger1 = 1
trigger1 = var(10) = 1
value = 182

[State 180, 3]
type = ChangeState
trigger1 = 1
trigger1 = var(10) = 2
value = 183

[State 180, 1]
type = ChangeState
trigger1 = 1
trigger1 = var(10) = 3
value = 184

[State 180, 2]
type = ChangeState
trigger1 = 1
trigger1 = var(10) = 4
value = 185

[State 180, 3]
type = ChangeState
trigger1 = 1
trigger1 = var(10) = 5
value = 186

[State 180, 3]
type = ChangeState
trigger1 = 1
trigger1 = var(10) = 6
value = 187

;---------------------------------------------------------------------------
;勝ちポーズ１
[Statedef 181]
type = S
physics = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = s30,0

;---------------------------------------------------------------------------
;勝ちポーズ２
[Statedef 182]
type = S
physics = S
ctrl = 0
anim = 182
velset = 0,0

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver

;---------------------------------------------------------------------------
;勝ちポーズ３
[Statedef 183]
type = S
physics = S
ctrl = 0
anim = 183
velset = 0,0

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver

[State 183, 2]
type = Helper
trigger1 = AnimElem = 10
postype = p1
pos = 67,-94
helpertype = normal
ownpal = 1
keyctrl = 0
stateno = 8500

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = s20,3

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 10
value = s20,4

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 20
value = s10,5

;靴
[Statedef 8500]
type = A
movetype = I
physics = N
anim = 8500
velset = 0,-3.5

[State 8500, 0]
type = SprPriority
trigger1 = Time >= 0
value = 7

[State 8500, 1]
type = VelAdd
trigger1 = Time >= 0
Y = 0.1

[State 8500, 2]
type = VelSet
trigger1 = Time = [70,75]
Y = 0

[State 8500, 2]
type = VelSet
trigger1 = Time = 76
Y = -2

[State 8500, 3]
type = PosAdd
triggerall = Anim = 8500
trigger1 = Time = [1,70]
trigger2 = Time > 76
X = -1

[State 8500, 9]
type = ChangeAnim
trigger1 = Pos Y >= 0
value = 8510

[State 8500, 9]
type = PosSet
trigger1 = Anim = 8510 && Pos Y >= 0 && Time > 0
Y = 0

[State 8500, 9]
type = VelSet
trigger1 = Anim = 8510 && Pos Y >= 0 && Time > 0
Y = 0
 
;---------------------------------------------------------------------------
;勝ちポーズ4
[Statedef 184]
type = S
physics = S
ctrl = 0
anim = 184
velset = 0,0

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = s20,3

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 10
value = s20,4

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 20
value = s10,5

;---------------------------------------------------------------------------
;勝ちポーズ5
[Statedef 185]
type = S
physics = S
ctrl = 0
anim = 185
velset = 0,0

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver

[State 182, 2]
type = PlaySnd
trigger1 = AnimElem = 12
value = s30,1

;---------------------------------------------------------------------------
;勝ちポーズ6
[Statedef 186]
type = S
physics = S
ctrl = 0
anim = 186
velset = 0,0

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver

;---------------------------------------------------------------------------
;勝ちポーズ7
[Statedef 187]
type = S
physics = S
ctrl = 0

[State 187, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = Facing = 1 && ScreenPos X < 160
trigger2 = Facing = -1 && ScreenPos X > 160
value = 182

[State 187, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 187

[State 187, 2]
type = Helper
trigger1 = Time = 1
postype = p1
pos = -300,0
stateno = 8610
helpertype = normal
ownpal = 1
keyctrl = 0

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver

;ケイ
[Statedef 8610]
type = S
movetype = I
physics = N
anim = 8610
velset = 6,0
ctrl = 0

[State 8610, 1]
type = VelMul
trigger1 = Time >= 33
X = 0.75

[State 8610, 2]
type = VelSet
trigger1 = AnimElem = 12
X = 0

;---------------------------------------------------------------------------
;イントロ
[Statedef 191]
type = A
movetype = I
physics = N

[State 191, 7]
type = ChangeState
trigger1 = PalNo = 9 || PalNo = 12
value = 330

[State 191, 8]
type = ChangeState
trigger1 = P2Name = "Dan"
trigger2 = P4Name = "Dan"
trigger3 = P2Name = "Dan Hibiki"
trigger4 = P4Name = "Dan Hibiki"
trigger5 = P2Name = "Karin"
trigger6 = P4Name = "Karin"
trigger7 = P2Name = "Karin Kanzuki"
trigger8 = P4Name = "Karin Kanzuki"
trigger9 = P2Name = "Dee Jay"
trigger10 = P4Name = "Dee Jay"
value = 193

[State 191, 8]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 1

[State 191, 9]
type = ChangeState
trigger1 = Time = 0 && Var(10) = 0
value = 192

[State 191, 9]
type = ChangeState
trigger1 = Time = 0 && Var(10) = 1
value = 194

;--------------------
;イントロ１（おまたせ）
[Statedef 192]
type = S
ctrl = 0
anim = 190
velset = 0

[State 192, 0]
type = SprPriority
trigger1 = Time >= 0
value = 4

[State 192, 1] 
type = AssertSpecial
trigger1 = Time >= 0
flag = Intro

[State 192, 2]
type = Helper
trigger1 = Time = 5
postype = p1
pos = 252,0
stateno = 8550
helpertype = normal
ownpal = 0
keyctrl = 0

[State 192, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[Statedef 8550]
type = A
movetype = I
physics = N
anim = 191

[State 8500, 1]
type = SprPriority
trigger1 = Time >= 0
value = 6

[State 8500, 2]
type = Turn
trigger1 = Time = 0

[State 8500, 3]
type = VelSet
trigger1 = Time = 1
X = 6

[State 8500, 4]
type = VelMul
trigger1 = Time = [39,54]
X = 0.8

[State 8500, 5]
type = VelSet
trigger1 = Time = 55
X = 0

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = s0,0

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 12
value = s0,1

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 13
value = s0,2

[State 8500, 9]
type = DestroySelf
trigger1 = AnimTime = 0

;--------------------------------------
;イントロ２
[Statedef 193]
type = S
movetype = I
physics = S
anim = 192

[State 193, 1] 
type = AssertSpecial
trigger1 = Time >= 0
flag = Intro

[State 193, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;--------------------------------------
;イントロ3（ケイ）
[Statedef 194]
type = S
movetype = I
physics = S
anim = 193

[State 194, 1] 
type = AssertSpecial
trigger1 = Time >= 0
flag = Intro

[State 194, 2]
type = Helper
trigger1 = Time = 1
postype = p1
stateno = 8590
pos = 115,0
helpertype = normal
ownpal = 0
keyctrl = 0

[State 194, 2]
type = Helper
trigger1 = Time = 1
postype = p1
stateno = 8600
pos = 95,0
helpertype = normal
ownpal = 0
keyctrl = 0

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,3

[State 194, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;本人のHelper
[Statedef 8590]
type = S
movetype = I
physics = S
anim = 194
velset = 0,0
ctrl = 0

[State 8590, 1]
type = Turn
trigger1 = Time = 0

[State 8590, 2]
type = PosAdd
trigger1 = Time = [42,62]
X = 4

[State 8590, 2]
type = PosAdd
trigger1 = Time = [63,72]
X = 2

[State 8590, 2]
type = PosAdd
trigger1 = Time = [73,82]
X = 1

[State 8590, 9]
type = DestroySelf
trigger1 = AnimTime = 0

;ケイ
[Statedef 8600]
type = S
movetype = I
physics = S
anim = 8600
velset = 0,0
ctrl = 0

[State 8600, 1]
type = SprPriority
trigger1 = Time >= 0
value = -1

[State 8600, 2]
type = Turn
trigger1 = Time = 229

[State 8600, 3]
type = PosAdd
trigger1 = Time >= 229
X = 8

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 13
value = s0,4

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 16
value = s0,5

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 17
value = s0,6

[State 8600, 9]
type = DestroySelf
trigger1 = ScreenPos X < -30
trigger2 = ScreenPos X > 400

;--------------------------------------
;イントロ4
[Statedef 330]
type = S
movetype = I
physics = S
anim = 330

[State 330, 1] 
type = AssertSpecial
trigger1 = Time >= 0
flag = Intro

[State 330, 2]
type = Helper
trigger1 = Time = 1
postype = p1
pos = -160,0
stateno = 335
helpertype = normal
ownpal = 1
keyctrl = 0

[State 330, 8]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,8

[State 330, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[Statedef 335]
type = A
movetype = I
physics = N
anim = 335
velset = 4,0

[State 1500,6]
type = AfterImage
trigger1 = Time = 0
time = 999
length = 16
palbright = 40,40,40
palcontrast = 250,250,250
palpostbright = -80,-80,-80
timegap = 1
flamegap = 1
trans = add1

[State 335, 8]
type = PlaySnd
trigger1 = AnimElem = 1
value = s100,51

[State 335, 9]
type = DestroySelf
trigger1 = Time = 40

;---------------------------------------------------------------------------
;挑発
[Statedef 195]
type = S
movetype = A
physics = S
ctrl = 0
anim = 195
velset = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
attr = S, NA
damage    = 7
animtype = Light
getpower = 21
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,0
guardsound = s100,20
pausetime = 11,11
sparkno = s8010
guard.sparkno = s8000
sparkxy = -8,-70
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -3,-4
air.hittime = 16

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s20,6

[State 195, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち弱パンチ
[Statedef 200]
type = S
movetype = A
physics = S
ctrl = 0
anim = 200
velset = 0,0
poweradd = 0
juggle = 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 35
animtype = Light
getpower = 21
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,0
guardsound = s100,20
pausetime = 11,11
sparkno = s8010
guard.sparkno = s8000
sparkxy = -8,-70
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -3,-4
air.hittime = 16

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,10

[State 200, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち中パンチ
[Statedef 210]
type = S
movetype = A
physics = S
velset = 0
ctrl = 0
anim = 210
poweradd = 21
juggle = 1

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 70
animtype = Medium
getpower = 84
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,1
guardsound = s100,20
pausetime = 13,13
sparkno = s8020
guard.sparkno = s8000
sparkxy = -5,-70
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -6
air.velocity = -3,-4
air.hittime = 16

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,11

[State 210, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;近距離中パンチ
[Statedef 220]
type = S
movetype = A
physics = S
velset = 0
ctrl = 0
anim = 220
poweradd = 21
juggle = 1

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 77
animtype = Medium
getpower = 84
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,1
guardsound = s100,20
pausetime = 13,13
sparkno = s8020
guard.sparkno = s8000
sparkxy = -5,-65
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -6
air.velocity = -3,-4
air.hittime = 16

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,11

[State 220, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------
;強パンチ
[Statedef 230]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 230
poweradd = 21
juggle = 1

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 105
animtype = Heavy
getpower = 126
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,2
guardsound = s100,20
pausetime = 16,16
sparkno = s8030
guard.sparkno = s8000
sparkxy = 0,-68
ground.type = High
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -8
air.velocity = -3,-4
air.hittime = 16

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,12

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s20,3

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

;---------------------------------------------------------------------------
;近距離強パンチ
[Statedef 240]
type = S
movetype = A
physics = S
ctrl = 0
anim = 240
poweradd = 21
velset = 0,0
juggle = 1

[State 240, 1]
type = PosAdd
trigger1 = Time = 2
X = 24

[State 240, 8]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 105
animtype = Heavy
getpower = 126
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,2
guardsound = s100,20
pausetime = 16,16
sparkno = s8030
guard.sparkno = s8000
sparkxy = -10,-55
ground.type = High
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -8
air.velocity = -3,-4
air.hittime = 16

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,12

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s20,4

[State 240, 8]
type = HitDef
triggerall = MoveContact = 0
trigger1 = AnimElem = 4
attr = S, NA
damage    = 84
animtype = Heavy
getpower = 126
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,2
guardsound = s100,20
pausetime = 16,16
sparkno = s8030
guard.sparkno = s8000
sparkxy = 0,-100
ground.type = High
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -8
air.velocity = -3,-4
air.hittime = 16

[State 240, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち弱キック
[Statedef 250]
type = S
movetype = A
physics = S
velset = 0
ctrl = 0
anim = 250
poweadd = 0
juggle = 1

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 35
animtype = Light
getpower = 21
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,4
guardsound = s100,20
pausetime = 12,12
sparkno = s8010
guard.sparkno = s8000
sparkxy = -10,-35
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -3,-4
air.hittime = 16

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,10

[State 250, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;立ち中キック
[Statedef 260]
type = S
movetype = A
physics = S
ctrl = 0
anim = 260
poweradd = 21
velset = 0,0
juggle = 1

[State 260, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 70
animtype = Medium
getpower = 84
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,5
guardsound = s100,20
pausetime = 13,13
sparkno = s8020
guard.sparkno = s8000
sparkxy = -10,-60
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -6
air.velocity = -3,-4

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,11

[State 260, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;立ち強キック
[Statedef 270]
type = S
movetype = A
physics = S
ctrl = 0
anim = 270
poweradd = 21
velset = 0,0
juggle = 1

[State 270, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 98
animtype = Heavy
getpower = 126
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,6
guardsound = s100,20
pausetime = 16,16
sparkno = s8030
guard.sparkno = s8000
sparkxy = 0,-75
ground.type = High
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -8
air.velocity = -3,-4

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,12

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s20,1

[State 270, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;近距離強キック
[Statedef 280]
type = S
movetype = A
physics = S
ctrl = 0
anim = 280
poweradd = 21
velset = 0,0
juggle = 1

[State 280, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 98
animtype = Heavy
getpower = 126
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,6
guardsound = s100,20
pausetime = 16,16
sparkno = s8030
guard.sparkno = s8000
sparkxy = -10,-90
ground.type = High
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -8
air.velocity = -3,-4

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,12

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s20,0

[State 280, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ弱パンチ
[Statedef 400]
type = C
movetype = A
physics = C
velset = 0
ctrl = 0
anim = 400
poweradd = 0
juggle = 1

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 28
animtype = Light
getpower = 21
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,0
guardsound = s100,20
pausetime = 12,12
sparkno = s8010
guard.sparkno = s8000
sparkxy = 10,-40
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -3,-4

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,10

[State 400, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ中パンチ
[Statedef 410]
type = C
movetype = A
physics = C
velset = 0
ctrl = 0
anim = 410
poweradd = 21
juggle = 1

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 70
animtype = Medium
getpower = 84
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,1
guardsound = s100,20
pausetime = 13,13
sparkno = s8020
guard.sparkno = s8000
sparkxy = -10,-45
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -6
air.velocity = -3,-4

[State 410, 1]
type = HitDef
triggerall = MoveContact = 0
trigger1 = AnimElem = 4
attr = C, NA
damage    = 70
animtype = Medium
getpower = 84
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,1
guardsound = s100,20
pausetime = 13,13
sparkno = s8020
guard.sparkno = s8000
sparkxy = -10,-20
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -6
air.velocity = -3,-4

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,11

[State 410, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ強パンチ
[Statedef 420]
type = C
movetype = A
physics = C
velset = 0
ctrl = 0
anim = 420
poweradd = 21
juggle = 1

[State 420, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 91
animtype = Heavy
getpower = 126
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,2
guardsound = s100,20
pausetime = 16,16
sparkno = s8030
guard.sparkno = s8000
sparkxy = 0,-45
ground.type = Low
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -8
air.velocity = -3,-4

[State 420, 1]
type = HitDef
triggerall = MoveContact = 0
trigger1 = AnimElem = 3
attr = C, NA
damage    = 84
animtype = Heavy
getpower = 126
givepower = 21
guardflag = M
hitflag = MA
hitsound = s100,2
guardsound = s100,20
pausetime = 16,16
sparkno = s8030
guard.sparkno = s8000
sparkxy = -10,-80
ground.type = Low
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -8
air.velocity = -3,-4

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,12

[State 420, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ弱キック
[Statedef 430]
type = C
movetype = A
physics = C
velset = 0
ctrl = 0
anim = 430
poweradd = 0
juggle = 1

[State 430, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 28
animtype = Light
getpower = 21
givepower = 21
guardflag = L
hitflag = MA
hitsound = s100,4
guardsound = s100,20
pausetime = 10,10
sparkno = s8010
guard.sparkno = s8000
sparkxy = 5,-5
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -3,-4

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,10

[State 430, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ中キック
[Statedef 440]
type = C
movetype = A
physics = C
velset = 0
ctrl = 0
anim = 440
poweradd = 21
juggle = 1

[State 440, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 63
animtype = Medium
getpower = 21
givepower = 21
guardflag = L
hitflag = MA
hitsound = s100,5
guardsound = s100,20
pausetime = 13,13
sparkno = s8020
guard.sparkno = s8000
sparkxy = 0,-40
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -6
air.velocity = -3,-4

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,11

[State 440, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ強キック
[Statedef 450]
type = C
movetype = A
physics = C
velset = 0
ctrl = 0
anim = 450
poweradd = 21
juggle = 1

[State 450, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 77
animtype = Heavy
getpower = 126
givepower = 21
guardflag = L
hitflag = MA
hitsound = s100,6
guardsound = s100,20
pausetime = 16,16
sparkno = s8030
guard.sparkno = s8000
sparkxy = -10,-10
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2,-7.2
air.velocity = -2,-7.2
guard.velocity = -9
ground.cornerpush.veloff = -10
yaccel = 0.5
fall = 1
air.fall = 1
fall.recover = 0

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,12

[State 450, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;ジャンプ弱パンチ
[Statedef 600]
type = A
movetype = A
physics = A
ctrl = 0
anim = 600
poweradd = 0
juggle = 1

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 42
animtype = Light
getpower = 21
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s100,0
guardsound = s100,20
pausetime = 12,12
sparkno = s8010
guard.sparkno = s8000
sparkxy = 10,-30
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -3,-4

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,10

;---------------------------------------------------------------------------
;ジャンプ中パンチ
[Statedef 610]
type = A
movetype = A
physics = A
ctrl = 0
anim = 610
poweradd = 21
juggle = 1

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 63
animtype = Medium
getpower = 84
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s100,1
guardsound = s100,20
pausetime = 13,13
sparkno = s8020
guard.sparkno = s8000
sparkxy = -5,-90
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -6
air.velocity = -3,-4

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,11

;---------------------------------------------------------------------------
;ジャンプ強パンチ
[Statedef 620]
type = A
movetype = A
physics = A
ctrl = 0
anim = 620
poweradd = 21
juggle = 1

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 91
animtype = Heavy
getpower = 126
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s100,2
guardsound = s100,20
pausetime = 16,16
sparkno = s8030
guard.sparkno = s8000
sparkxy = 0,-40
ground.type = High
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -9
air.velocity = -3,-4

[State 620, 1]
type = HitDef
triggerall = MoveContact = 0
trigger1 = AnimElem = 5
attr = A, NA
damage    = 84
animtype = Heavy
getpower = 126
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s100,2
guardsound = s100,20
pausetime = 16,16
sparkno = s8030
guard.sparkno = s8000
sparkxy = 0,-25
ground.type = High
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -9
air.velocity = -3,-4

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,12

;---------------------------------------------------------------------------
;ジャンプ弱キック
[Statedef 630]
type = A
movetype = A
physics = A
ctrl = 0
anim = 630
poweradd = 0
juggle = 1

[State 630, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 28
animtype = Light
getpower = 21
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s100,4
guardsound = s100,20
pausetime = 12,12
sparkno = s8010
guard.sparkno = s8000
sparkxy = 0,-45
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -3,-4

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,10

;---------------------------------------------------------------------------
;ジャンプ中キック
[Statedef 640]
type = A
movetype = A
physics = A
ctrl = 0
anim = 640
poweradd = 21
juggle = 1

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 56
animtype = Medium
getpower = 84
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s100,5
guardsound = s100,20
pausetime = 13,13
sparkno = s8020
guard.sparkno = s8000
sparkxy = -10,-45
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -6
air.velocity = -3,-4

[State 640, 1]
type = HitDef
triggerall = MoveContact = 0
trigger1 = AnimElem = 3
attr = A, NA
damage    = 63
animtype = Medium
getpower = 84
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s100,5
guardsound = s100,20
pausetime = 13,13
sparkno = s8020
guard.sparkno = s8000
sparkxy = -10,-45
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -6
air.velocity = -3,-4

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = s100,11

;---------------------------------------------------------------------------
;ジャンプ強キック
[Statedef 650]
type = A
movetype = A
physics = A
ctrl = 0
anim = 650
poweradd = 21
juggle = 1

[State 650, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 98
animtype = Heavy
getpower = 126
givepower = 21
guardflag = HA
hitflag = MAF
hitsound = s100,6
guardsound = s100,20
pausetime = 16,16
sparkno = s8030
guard.sparkno = s8000
sparkxy = 0,-20
ground.type = High
ground.slidetime = 12
ground.hittime  = 21
ground.velocity = -9
air.velocity = -3,-4

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,12

;-------------------------------
;フラワーキック
[Statedef 300]
type = S
movetype = A
physics = S
anim = 300
velset = 0,0
ctrl = 0
poweradd = 21
juggle = 1

[State 300, 1]
type = PosAdd
trigger1 = Time = [16,23]
X = 1

[State 300, 1]
type = PosAdd
trigger1 = Time = [24,33]
X = 2

[State 300, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = 84
animtype = Medium
getpower = 84
givepower = 84
guardflag = M
hitflag = MA
hitsound = s100,5
guardsound = s100,20
pausetime = 12,12
sparkno = s8020
guard.sparkno = s8000
sparkxy = -8,-70
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -6
air.velocity = -3,-4
air.hittime = 16

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = s20,3

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = s20,3

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = s100,11

[State 300, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;コモンステート
[Statedef -3]

[State -3, 2];残像の処理
type = AfterImageTime
trigger1 = Ctrl = 1
trigger2 = MoveType = H
value = 0

[State -3, 3]
type = VarSet
trigger1 = Ctrl = 1
v = 56
value = 0

;地上受け身
[Statedef 2500]
type = S
movetype = I
physics = N
anim = 2500
velset = 0,0
ctrl = 0
facep2 = 1

[State 2500, 0]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 2500, 0]
type = VarSet
trigger1 = Time = 0
v = 56
value = 0

[State 2500, 0]
type = PlayerPush
trigger1 = 1
value = 0

[State 2500, 1]
type = VelSet
trigger1 = Time = 13
X = 6

[State 2500, 1]
type = HitBy
trigger1 = Time >= 0
value = SCA, NA, SA, HA, NP, SP, HP

[State 2500, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NT, ST, HT

[State 2500, 9]
type = ChangeState
triggerall = Command !="holdfwd"
trigger1 = Time = 35
trigger2 = Time = 47
value = 12
ctrl = 1

[State 2500, 9]
type = ChangeState
trigger1 = Time = 59
value = 12
ctrl = 1

;ゼロカウンター
[Statedef 2600]
type = S
movetype = A
physics = S
anim = 2600
velset = 0,0
ctrl = 0
poweradd = -500
juggle = 1

[State 2600, 0]
type = SuperPause
trigger1 = Time = 0
time = 22
anim = S8210
sound = S100,41
pos = 52,Floor(-ScreenPos Y)
movetime = 22
darken = 0
unhittable = 1

[State 2600, 0]
type = Explod
trigger1 = Time = 0
anim = 8220
postype = p1
pos = 52,-109
supermove = 1
bindtime = 1
ownpal = 1
sprpriority = -1

[State 2600, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 35

[State 2600, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = s100,12

[State 2600, 3]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 28
animtype = Heavy
getpower = 0
givepower = 21
guardflag = M
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 14,14
sparkno = s8050
guard.sparkno = s8040
sparkxy = -10,-80
;ground.type = High
;ground.slidetime = 8
;ground.hittime  = 8
;ground.velocity = -3,-8
;air.velocity = -3,-8
;guard.velocity = -6
p2stateno = 2610
fall = 1
air.fall = 1
fall.recover = 0

[State 2600, 4]
type = Explod
trigger1 = MoveHit = 1
trigger1 = NumExplod(8230) = 0
ID = 8230
anim = 8230
postype = p2
pos = 0,0
removetime = 12
bindtime = 12
pausemovetime = 12
ontop = 1
ownpal = 1

[State 2600, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 2605

[Statedef 2605]
type = A
movetype = A
physics = N
anim = 2605
velset = 3,-8.8

[State 2605, 1]
type = VelAdd
trigger1 = Time >= 0
Y = 0.4

[State 2605, 9]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 1002

[Statedef 2610]
type = A
movetype = H
physics = N
velset = -3,-10

[State 2610, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 2610

[State 2610, 2]
type = VelAdd
trigger1 = Time >= 0
Y = 0.4

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage    = 28
animtype = Heavy
getpower = 0
givepower = 21
guardflag = MA
hitflag = MAF
hitsound = s100,3
guardsound = s100,20
pausetime = 14,14
sparkno = s8050
guard.sparkno = s8040
sparkxy = -8,-80
ground.type = High
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3,-8
air.velocity = -3,-8
air.hittime = 36
fall = 1
air.fall = 1
yaccel = 0.4

[State 2610, 9]
type = SelfState
trigger1 = Time > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, rolling]
type = VarSet
triggerall = Alive
trigger1 = Command = "rolling"
v = 56
value = 1

[State 155, rolling]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Var(56) = 1
trigger1 = Alive = 1
value = 2500

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command != "holdback"
value = 52

[State 155, 8]
type = ChangeState
trigger1 = sysvar(0)
value = 130

;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, rolling]
type = VarSet
triggerall = Alive
;triggerall = CanRecover
trigger1 = Command = "rolling"
v = 56
value = 1

[State 5030, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5050 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 ;HITA_UP (transition)

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 5035]
type    = A
movetype= H
physics = N

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, rolling]
type = VarSet
triggerall = Alive
;triggerall = CanRecover
trigger1 = Command = "rolling"
v = 56
value = 1

[State 5035, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5040 ;HITA_RECOV

[State 5035, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5050 ;HITA_FALL

; HITA_FALL (knocked up, falling)
[Statedef 5050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, rolling]
type = VarSet
triggerall = Alive
;triggerall = CanRecover
trigger1 = Command = "rolling"
v = 56
value = 1

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
type = ChangeState
trigger1 = Var(56) = 1
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
trigger1 = Alive = 1
value = 2500
 
[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

;--------------------------------
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;------
[Statedef -2]

[State -2]
type = DefenceMulSet
trigger1 = PalNo = 9
trigger2 = PalNo = 12
value = 1.25

[State -2]
type = AttackMulSet
trigger1 = PalNo = 9
trigger2 = PalNo = 12
value = 1.1

;--------------------
[Statedef -3]

[State -3]
type = AfterImageTime
trigger1 = Ctrl = 1
trigger2 = MoveType = H
trigger3 = Anim = 3002 || Anim = 3012 || Anim = 3022
trigger4 = Anim = 3100 && AnimElem = 25
time = 0

[State -3]
type = PlaySnd
trigger1 = Time = 1 && Anim = 5200
trigger2 = Time = 1 && Anim = 5210
value = s20,5