; Vega'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

[State 170, 1]
type = PlaySnd
trigger1 = Anim = 170
trigger1 = AnimElem = 8
value = 5000, 0
channel = 0

[State 170, 1]
type = PlaySnd
trigger1 = Anim = 170
trigger1 = AnimElem = 10
value = 0, 1
channel = 1

[State 170, 2]
type = ChangeAnim
trigger1 = Var(1) > 0
trigger1 = AnimElem = 5
value = 170
elem = 12

;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S

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

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 1,25

[State 180, 2]
type = VarSet
triggerall = command = "hold_a"
trigger1 = Time = 0
v = 0
value = 11

[State 180, 2]
type = VarSet
triggerall = command = "hold_b"
trigger1 = Time = 0
v = 0
value = 16

[State 180, 2]
type = VarSet
triggerall = command = "hold_c"
trigger1 = Time = 0
v = 0
value = 21

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

[State 180, 2]
type = VarSet
triggerall = command = "hold_y"
trigger1 = Time = 0
v = 0
value = 6

[State 180, 2]
type = VarSet
triggerall = command = "hold_z"
trigger1 = Time = 0
v = 0
value = 8

[State 180, 3]
type = ChangeState
triggerall = Var(0) = [1,5]
trigger1 = Time = 0
value = 185

[State 180, 4]
type = ChangeState
triggerall = Var(0) = [6,10]
trigger1 = Time = 0
value = 181

[State 180, 5]
type = ChangeState
triggerall = Var(0) = [11,15]
trigger1 = Time = 0
value = 183

[State 180, 6]
type = ChangeState
triggerall = Var(0) = [16,20]
trigger1 = Time = 0
value = 182

[State 180, 7]
type = ChangeState
triggerall = Var(0) = [21,25]
trigger1 = Time = 0
value = 187

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

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

[State 181, 1]
type = ChangeAnim
trigger1 = Anim != 180
trigger1 = Var(1) = 0
value = 180

[State 181, 1]
type = ChangeAnim
trigger1 = Anim != 196
trigger1 = Var(1) > 0
value = 196

[State 181, 1]
type = PlaySnd
trigger1 = Anim = 180
trigger1 = AnimElem = 8
value = 1, 0
channel = 1

[State 181, 1]
type = PlaySnd
trigger1 = Anim = 196
trigger1 = AnimElem = 4
value = 10, 15
channel = 0

[State 181, 2]
type = Explod
trigger1 = Var(0) >= 6
trigger1 = Var(0) < 8
trigger1 = Anim = 196
trigger1 = AnimElem = 5
id = 10
anim = 197
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 181, 3]
type = ChangeAnim
trigger1 = Anim = 196
trigger1 = AnimElem >= 10
value = 196
elem = 9

;---------------------------------------------------------------------------
; Win pose - Taunt
[Statedef 182]
type    = S
ctrl = 0
anim = 195
velset = 0,0

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

[State 182, 2]
type = PlaySnd
trigger1 = Anim = 195
trigger1 = AnimElem = 2
value = 10, 14
channel = 0

[State 182, 2]
type = PlaySnd
triggerall = Var(2) > 0
trigger1 = Anim = 195
trigger1 = AnimElem = 4
value = 1, 0
channel = 1

[State 182, 3]
type = ChangeAnim
trigger1 = Anim = 195
trigger1 = AnimElem >= 9
value = 195
elem = 8

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

[State 183, 0]
type = AssertSpecial
trigger1 = time < 150
flag = RoundNotOver

[State 183, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 183, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 12
channel = 0

;---------------------------------------------------------------------------
; Win pose - Jump
[Statedef 185]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 185
velset = 0,0

[State 185, 0]
type = AssertSpecial
trigger1 = time < 1000
flag = RoundNotOver

[State 185, 1]
type = VarSet
trigger1 = Time <= 0
v = 0
value = 0

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

[State 185, 2]
type = VelSet
trigger1 = AnimElem = 2
y = -10

[State 185, 2]
type = VelAdd
trigger1 = Time >= 5
y = .5;.25

[State 185, 3]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 186

;---------------------------------------------------------------------------
; Win pose - Land
[Statedef 186]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 186
velset = 0,0

[State 186, 0]
type = AssertSpecial
trigger1 = time < 150
flag = RoundNotOver

[State 186, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 186, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 186, 1]
type = PlaySnd
trigger1 = Time = 28
;trigger1 = Anim = 186
;trigger1 = AnimElem = 7
value = 10, 13
channel = 0

[State 186, 3]
type = VarAdd
trigger1 = AnimElem = 8
v = 0
value = 1

[State 186, 4]
type = ChangeAnim
trigger1 = Var(0) >= 6
value = 186
elem = 6

;---------------------------------------------------------------------------
; Win pose - Jump
[Statedef 187]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 187
velset = 0,0

[State 187, 0]
type = AssertSpecial
trigger1 = time < 1000
flag = RoundNotOver

[State 187, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 187, 2]
type = VelSet
trigger1 = AnimElem = 2
y = -5

[State 187, 2]
type = VelAdd
trigger1 = Time >= 5
y = .25

[State 187, 3]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 188

;---------------------------------------------------------------------------
; Win pose - Land
[Statedef 188]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 188
velset = 0,0

[State 188, 0]
type = AssertSpecial
trigger1 = time < 150
flag = RoundNotOver

[State 188, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 188, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 187, 3]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
value = 10, 14
channel = 0

[State 188, 4]
type = ChangeAnim
triggerall = Var(1) = 0
trigger1 = AnimElem = 4, >= 0
value = 188
elem = 4

[State 188, 5]
type = ChangeAnim
triggerall = Var(1) > 0
trigger1 = AnimElem = 4
value = 188
elem = 5

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

[State 190, 0]
type = ChangeAnim
trigger1 = Time <= 30
value = 190

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

[State 190, VarSet]
type = VarSet
trigger1 = P2Name != "'Vega'"
var(31) = 0

[State 190, VarSet]
type = VarSet
trigger1 = P2Name = "'Vega'"
trigger1 = P2StateNo = 191
var(31) = 1

[State 190, 2]
type = ChangeState
triggerall = Var(31) = 0
trigger1 = Time < 5
trigger1 = Command = "hold_start"
trigger2 = Var(30) > 0
trigger3 = Facing = -1
value = 191

[State 190, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 13
channel = 0

[State 190, 2]
type = ChangeAnim
triggerall = Time < 100
trigger1 = AnimElem = 12
value = 190
elem = 6

[State 190, 3]
type = Explod
trigger1 = Time = 0
id = 10
anim = 191
pos = 0,-150
vel = 0,1
ownpal = 1
postype = p1
removetime = 76
sprpriority = 5
shadow = 100,100,100

[State 190, 4]
type = PlaySnd
trigger1 = Var(2) = 0
trigger1 = Time = 77
value = 2, 8
channel = 1

[State 190, 4]
type = Explod
trigger1 = Var(2) = 0
trigger1 = Time = 76
id = 10
anim = 192
pos = 0,0
vel = 0,0
ownpal = 1
postype = p1
removetime = 35
sprpriority = 5
shadow = 100,100,100

[State 190, 5]
type = ChangeState
triggerall = Time > 100
trigger1 = AnimTime = 0
value = 0

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

[State 190, 1]
type = ChangeAnim
trigger1 = Time <= 30
value = 190

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

[State 190, VarSet]
type = VarSet
trigger1 = 1
var(30) = 1

[State 190, 1]
type = RemoveExplod
trigger1 = Time <= 0
id = 10

[State 190, Cage]
type = Helper
triggerall = NumHelper(10) = 0
triggerall = Facing = 1
trigger1 = Var(30) > 0
helpertype = normal
name = "Cage"
id = 10
facing = 1
pos = 150,-500
postype = back
stateno = 30000
keyctrl = 0
ownpal = 1

[State 190, Cage]
type = Helper
triggerall = NumHelper(10) = 0
triggerall = Facing = -1
trigger1 = Var(30) > 0
helpertype = normal
name = "Cage"
id = 10
facing = -1
pos = 150,-500
postype = back
stateno = 30000
keyctrl = 0
ownpal = 1

[State 190, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 13
channel = 0

[State 190, 2]
type = ChangeAnim
triggerall = Time < 100
trigger1 = AnimElem = 12
value = 190
elem = 6

[State 190, 3]
type = Explod
trigger1 = Time = 0
id = 10
anim = 191
pos = 0,-150
vel = 0,1
ownpal = 1
postype = p1
removetime = 76
sprpriority = 5
shadow = 100,100,100

[State 190, 4]
type = PlaySnd
trigger1 = Var(2) = 0
trigger1 = Time = 77
value = 2, 8
channel = 1

[State 190, 4]
type = Explod
trigger1 = Var(2) = 0
trigger1 = Time = 76
id = 10
anim = 192
pos = 0,0
vel = 0,0
ownpal = 1
postype = p1
removetime = 35
sprpriority = 5
shadow = 100,100,100

[State 190, 5]
type = ChangeState
triggerall = Time > 100
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Claw Regeneration
[Statedef 194]
type = S
ctrl = 0
velset = 0,0
movetype = I
physics = S
sprpriority = 2
anim = 194

[State 194, VarSet]
type = VarSet
trigger1 = 1
v = 11
value = 0

[State 194, VarSet]
type = VarSet
trigger1 = AnimElem = 1
v = 2
value = 0

[State 194, 1]
type = null ;PlaySnd
trigger1 = AnimElem = 4
value = 1, 0
channel = 1

[State 194, 2]
type = PlaySnd
trigger1 = AnimElem = 6
value = 10, 3
channel = 0

[State 194, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 195, Width]
type = Width
trigger1 = Anim = 195
trigger1 = AnimElem = 2 >= 0
trigger1 = AnimElem = 9 < 0
value = -20,0

[State 195, 1]
type = PlaySnd
trigger1 = Anim = 195
trigger1 = AnimElem = 2 ;4
value = 10, 14
channel = 0

[State 195, 1]
type = PlaySnd
triggerall = Var(2) > 0
trigger1 = Anim = 195
trigger1 = AnimElem = 4
value = 1, 0
channel = 1

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

;---------------------------------------------------------------------------
; Taunt
[Statedef 196]
type = S
movetype = I
ctrl = 0
velset = 0,0
physics = S
sprpriority = 2
anim = 196

[State 196, Width]
type = Width
trigger1 = Anim = 196
trigger1 = AnimElem = 2 >= 0
trigger1 = AnimElem = 10 < 0
value = -20,0

[State 196, 1]
type = PlaySnd
trigger1 = Anim = 196
trigger1 = AnimElem = 4
value = 10, 15
channel = 0

[State 196, 1]
type = Explod
trigger1 = Anim = 196
trigger1 = AnimElem = 5
id = 10
anim = 197
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 196, 1]
type = RemoveExplod
trigger1 = AnimElem = 10
id = 10

[State 196, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 200, 0]
type = ChangeAnim
triggerall = Var(2) = 0
trigger1 = AnimElem = 3
value = 200
elem = 4

[State 200, 0]
type = ChangeAnim
triggerall = Var(2) > 0
trigger1 = AnimElem = 2
value = 200
elem = 3

[State 200, 1]
type = PlaySnd
triggerall = Var(2) > 0
trigger1 = AnimElem = 3
value = 1, 0
channel = 1

[State 200, 2]
type = HitDef
triggerall = Var(2) = 0
trigger1 = Time = 0
attr = S, NA
damage = 30, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 10
sparkxy = -10, -80
hitsound = S2, 7
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6
airguard.velocity = -2,-1
air.type = Low
air.velocity = -2,-2
air.hittime = 12

[State 200, 3]
type = HitDef
triggerall = Var(2) > 0
trigger1 = Time = 0
attr = S, NA
damage = 20, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = -10, -80
hitsound = S2, 1
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6
airguard.velocity = -2,-1
air.type = Low
air.velocity = -2,-2
air.hittime = 12

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

;---------------------------------------------------------------------------
; Standing Medium Punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
velset = 0,0
anim = 210

[State 210, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = Var(2) > 0
trigger2 = Power < 3000
trigger3 = Command = "y"
trigger3 = Command != "sslash"
v = 0
value = 0

[State 210, VarSet]
type = VarSet
triggerall = PalNo < 7
triggerall = Time <= 1
triggerall = Var(2) = 0
trigger1 = Command = "sslash"
v = 0
value = 1

[State 210, VarSet]
type = VarSet
triggerall = PalNo < 7
triggerall = Time <= 1
trigger1 = Command = "sslash"
v = 25
value = 1

[State 210, AfterImage]
type = AfterImage
triggerall = Var(0) > 0
trigger1 = Time = 3
time = 0

[State 210, AfterImageTime]
type = AfterImageTime
triggerall = Var(0) > 0
trigger1 = 1
time = 2

[State 210, NotHitBy]
type = NotHitBy
trigger1 = Var(0) > 0
value = SCA
time = 1

[State 210, SuperPause]
type = SuperPause
triggerall = Var(0) > 0
trigger1 = Anim = 210
trigger1 = AnimElem = 2
pos = -10, -65
anim = 102
time = 30
sound = S3,4 ;20, 0
poweradd = -3000

[State 210, Width]
type = Width
trigger1 = AnimElem = 2 >= 0
value = 10,0

[State 210, Width]
type = Width
trigger1 = AnimElem = 3 >= 0
trigger1 = AnimElem = 8 < 0
value = 20,0

[State 210, Width]
type = Width
trigger1 = AnimElem = 4 >= 0
trigger1 = AnimElem = 8 < 0 
value = 30,0

[State 210, 0]
type = ChangeAnim
triggerall = Var(2) = 0
trigger1 = AnimElem = 5
value = 210
elem = 6

[State 210, 0]
type = ChangeAnim
triggerall = Var(2) > 0
trigger1 = AnimElem = 4
value = 210
elem = 5

[State 210, 1]
type = PlaySnd
triggerall = Var(0) > 0
trigger1 = Anim = 210
trigger1 = AnimElem = 3
value = 10, 8
channel = 0

[State 210, 1]
type = PlaySnd
triggerall = Var(2) > 0
trigger1 = AnimElem = 3
value = 1, 2
channel = 1

[State 210, 2]
type = HitDef
triggerall = Var(0) > 0
triggerall = Var(2) = 0
trigger1 = AnimElem = 3
attr = S, HA
damage = 100, 0
getpower = 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 9
sparkno = 11
sparkxy = -10, -70
hitsound = S2, 8
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = 0
airguard.velocity = 0
air.type = Low
air.velocity = 0
air.hittime = 15
fall.recover = 0
fall.animtype = Medium
p2facing = 1
kill = 0

[State 210, 2]
type = HitDef
triggerall = Var(0) = 0
triggerall = Var(2) = 0
trigger1 = AnimElem = 3
attr = S, NA
damage = 60, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 11
sparkxy = -10, -70
hitsound = S2, 8
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 14
ground.velocity = -8
airguard.velocity = -3,-1
air.type = Low
air.velocity = -3,-2
air.hittime = 14

[State 210, 3]
type = HitDef
triggerall = Var(0) = 0
triggerall = Var(2) > 0
trigger1 = AnimElem = 3
attr = S, NA
damage = 50, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = -10, -70
hitsound = S2, 2
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 14
ground.velocity = -8
airguard.velocity = -3,-1
air.type = Low
air.velocity = -3,-2
air.hittime = 14

[State 210, State]
type = ChangeState
triggerall = Var(0) > 0
triggerall = MoveHit
triggerall = P2Life > 0
trigger1 = P2MoveType = H
trigger1 = P2BodyDist X < 140
trigger1 = AnimElem = 6
value = 3000

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

;---------------------------------------------------------------------------
; Standing Strong Punch
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0
anim = 220

[State 220, Width]
type = Width
trigger1 = AnimElem = 2 >= 0
value = 10,0

[State 220, Width]
type = Width
trigger1 = AnimElem = 5 >= 0
trigger1 = AnimElem = 9 < 0
value = 40,0

[State 220, 0]
type = ChangeAnim
triggerall = Var(2) = 0
trigger1 = AnimElem = 4
value = 220
elem = 5

[State 220, 0]
type = ChangeAnim
triggerall = Var(2) > 0
trigger1 = AnimElem = 3
value = 220
elem = 4

[State 220, 0]
type = ChangeAnim
triggerall = Var(2) = 0
trigger1 = AnimElem = 7
value = 220
elem = 8

[State 220, 0]
type = ChangeAnim
triggerall = Var(2) > 0
trigger1 = AnimElem = 6
value = 220
elem = 7

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
value = 10, 8
channel = 0

[State 220, 1]
type = PlaySnd
triggerall = Var(2) > 0
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
value = 1, 3
channel = 1

[State 220, 2]
type = HitDef
triggerall = Var(2) = 0
trigger1 = AnimElem = 3
attr = S, NA
damage = 90, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 12
sparkxy = -10, -60
hitsound = S2, 8
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -10
airguard.velocity = -4,-1
air.type = Low
air.velocity = -4,-2
air.hittime = 16

[State 220, 2]
type = HitDef
triggerall = Var(2) = 0
trigger1 = AnimElem = 5
attr = S, NA
damage = 90, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 12
sparkxy = -10, -55
hitsound = S2, 8
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -10
airguard.velocity = -4,-1
air.type = Low
air.velocity = -4,-2
air.hittime = 16

[State 220, 2]
type = HitDef
triggerall = Var(2) > 0
trigger1 = AnimElem = 4
attr = S, NA
damage = 80, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -60
hitsound = S2, 3
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -10
airguard.velocity = -4,-1
air.type = Low
air.velocity = -4,-2
air.hittime = 16

[State 220, 2]
type = HitDef
triggerall = Var(2) > 0
trigger1 = AnimElem = 7
attr = S, NA
damage = 80, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -55
hitsound = S2, 3
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -10
airguard.velocity = -4,-1
air.type = Low
air.velocity = -4,-2
air.hittime = 16

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

;---------------------------------------------------------------------------
; Standing Light Kick
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 20
ctrl = 0
velset = 0,0
anim = 230

[State 230, Width]
type = Width
trigger1 = AnimElem = 1 >= 0
value = 20,0

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

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 30, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 1
sparkxy = -10, -70
hitsound = S2, 4
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6
airguard.velocity = -2,-1
air.type = Low
air.velocity = -2,-2
air.hittime = 12

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

;---------------------------------------------------------------------------
; Standing Medium Kick
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 40
ctrl = 0
velset = 0,0
anim = 240

[State 240, Width]
type = Width
trigger1 = AnimElem = 1 >= 0
value = 10,0

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

[State 240, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 60, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = -10, -40
hitsound = S2, 5
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 14
ground.velocity = -8
airguard.velocity = -3,-1
air.type = Low
air.velocity = -3,-2
air.hittime = 14

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

;---------------------------------------------------------------------------
; Hop Kick - Jump
[Statedef 245]
type    = A
movetype= A
physics = N
juggle  = 5
poweradd= 60
ctrl = 0
velset = 0,0
anim = 245

[State 245, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 5
channel = 0

[State 245, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 2
y = -4

[State 245, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 3
channel = 1

[State 245, 3]
type = VelAdd
trigger1 = Time > 5
y = .5

[State 245, 5]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 246

;---------------------------------------------------------------------------
; Hop Kick - Land
[Statedef 246]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 246

[State 245, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 245, 4]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 90, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -60
hitsound = S2, 6
guardsound = S2, 0
ground.type = Trip
ground.slidetime = 1
ground.hittime  = 16
ground.velocity = -4
airguard.velocity = -4,5
air.type = Low
air.velocity = -4,10
air.hittime = 16

[State 245, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 250, 1]
type = null ;PlaySnd
trigger1 = AnimElem = 3
value = 10, 8
channel = 0

[State 250, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3
channel = 1

[State 250, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 90, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -90
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -10
airguard.velocity = -4,-2
air.type = Low
air.velocity = -6,-3
air.hittime = 18

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

;---------------------------------------------------------------------------
; Forward Strong Kick - Start
[Statedef 255]
type    = S
movetype= A
physics = N
juggle  = 5
poweradd= 60
ctrl = 0
velset = 0,0
anim = 255

[State 255, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 256

;---------------------------------------------------------------------------
; Forward Strong Kick - Jump
[Statedef 256]
type    = A
movetype= A
physics = N
juggle  = 5
ctrl = 0
velset = 0,0
anim = 256

[State 255, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 3
channel = 0

[State 255, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 3
channel = 1

[State 255, 2]
type = VelSet
trigger1 = AnimElem = 1
x = 5
y = -3.4

[State 255, 3]
type = VelAdd
trigger1 = 1
y = .4

[State 255, 4]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 90, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -80
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -6,-4
airguard.velocity = -4,-2
air.type = Low
air.velocity = -6,-4
air.hittime = 20
air.fall = 1
fall = 1

[State 255, 5]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 106

;---------------------------------------------------------------------------
; Crouching Light Punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 20
ctrl = 0
anim = 400

[State 400, 0]
type = ChangeAnim
triggerall = Var(2) = 0
trigger1 = AnimElem = 3
value = 400
elem = 4

[State 400, 0]
type = ChangeAnim
triggerall = Var(2) > 0
trigger1 = AnimElem = 2
value = 400
elem = 3

[State 400, 1]
type = PlaySnd
triggerall = Var(2) > 0
trigger1 = AnimElem = 3
value = 1, 0
channel = 1

[State 400, 2]
type = HitDef
triggerall = Var(2) = 0
trigger1 = Time = 0
attr = C, NA
damage = 30, 0
animtype = Light
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 10
sparkxy = -10, -50
hitsound = S2, 7
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6
airguard.velocity = -2,-1
air.type = Low
air.velocity = -2,-2
air.hittime = 12

[State 400, 3]
type = HitDef
triggerall = Var(2) > 0
trigger1 = Time = 0
attr = C, NA
damage = 20, 0
animtype = Light
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = -10, -50
hitsound = S2, 1
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6
airguard.velocity = -2,-1
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  = 6
poweradd= 40
ctrl = 0
anim = 410

[State 410, Width]
type = Width
trigger1 = AnimElem = 1 >= 0
value = 20,0

[State 410, Width]
type = Width
trigger1 = AnimElem = 3 >= 0
trigger1 = AnimElem = 7 < 0
value = 40,0

[State 410, 0]
type = ChangeAnim
triggerall = Var(2) = 0
trigger1 = AnimElem = 5
value = 410
elem = 6

[State 410, 0]
type = ChangeAnim
triggerall = Var(2) > 0
trigger1 = AnimElem = 4
value = 410
elem = 5

[State 410, 1]
type = PlaySnd
triggerall = Var(2) > 0
trigger1 = AnimElem = 2
value = 1, 2
channel = 1

[State 410, 2]
type = HitDef
triggerall = Var(2) = 0
trigger1 = Time = 0
attr = C, NA
damage = 60, 0
animtype = Medium
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 11
sparkxy = -10, -45
hitsound = S2, 8
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 14
ground.velocity = -8
airguard.velocity = -3,-1
air.type = Low
air.velocity = -3,-2
air.hittime = 14

[State 410, 3]
type = HitDef
triggerall = Var(2) > 0
trigger1 = Time = 0
attr = C, NA
damage = 50, 0
animtype = Medium
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = -10, -45
hitsound = S2, 2
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 14
ground.velocity = -8
airguard.velocity = -3,-1
air.type = Low
air.velocity = -3,-2
air.hittime = 14

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

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
ctrl = 0
anim = 420

[State 420, PowerAdd]
type = PowerAdd
triggerall = Var(25) = 0
trigger1 = Time = 0
value = 60

[State 420, AfterImageTime]
type = AfterImageTime
trigger1 = Var(25) > 3
time = 2

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

[State 420, Width]
type = Width
trigger1 = AnimElem = 3 >= 0
trigger1 = AnimElem = 8 < 0
value = 40,0

[State 420, 0]
type = ChangeAnim
triggerall = Var(2) = 0
trigger1 = AnimElem = 5
value = 420
elem = 6

[State 420, 0]
type = ChangeAnim
triggerall = Var(2) > 0
trigger1 = AnimElem = 4
value = 420
elem = 5

[State 420, 1]
type = PlaySnd
triggerall = Var(2) > 0
trigger1 = AnimElem = 2
value = 1, 3
channel = 1

[State 420, 2]
type = PlaySnd
triggerall = Var(0) > 0
trigger1 = AnimElem = 2
value = 10, 10
channel = 0

[State 420, 2]
type = HitDef
triggerall = Var(0) = 0
triggerall = Var(2) = 0
trigger1 = Time = 0
attr = C, NA
damage = 90, 0
animtype = Heavy
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 12
sparkxy = -10, -60
hitsound = S2, 8
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -8
airguard.velocity = -4,-1
air.type = Low
air.velocity = -4,-2
air.hittime = 16

[State 420, 2]
type = HitDef
triggerall = Var(0) = 0
triggerall = Var(2) > 0
trigger1 = Time = 0
attr = C, NA
damage = 80, 0
animtype = Heavy
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -60
hitsound = S2, 3
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -8
airguard.velocity = -4,-1
air.type = Low
air.velocity = -4,-2
air.hittime = 16

[State 420, 2]
type = HitDef
triggerall = Var(0) > 0
triggerall = Var(2) = 0
triggerall = Var(25) < 4
trigger1 = Time = 0
attr = C, SA
damage = 100, 0
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 12
sparkxy = -10, -60
hitsound = S2, 8
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -8
airguard.velocity = -4,-1
air.type = Low
air.velocity = -4,-2
air.hittime = 16

[State 420, 2]
type = HitDef
triggerall = Var(0) > 0
triggerall = Var(2) > 0
triggerall = Var(25) < 4
trigger1 = Time = 0
attr = C, SA
damage = 90, 0
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -60
hitsound = S2, 3
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -8
airguard.velocity = -4,-1
air.type = Low
air.velocity = -4,-2
air.hittime = 16

[State 420, 2]
type = HitDef
triggerall = Var(0) > 0
triggerall = Var(2) = 0
triggerall = Var(25) > 3
trigger1 = Time = 0
attr = C, HA
damage = 100, 0
getpower = 0
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 12
sparkxy = -10, -60
hitsound = S2, 8
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -4,-4
airguard.velocity = -4,-1
air.type = Low
air.velocity = -4,-2
air.hittime = 16
air.fall = 1
fall = 1

[State 420, 2]
type = HitDef
triggerall = Var(0) > 0
triggerall = Var(2) > 0
triggerall = Var(25) > 3
trigger1 = Time = 0
attr = C, HA
damage = 90, 0
getpower = 0
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -60
hitsound = S2, 3
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -4,-4
airguard.velocity = -4,-1
air.type = Low
air.velocity = -4,-2
air.hittime = 16
air.fall = 1
fall = 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  = 5
poweradd= 20
ctrl = 0
anim = 430

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

[State 430, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 30, 0
animtype = Light
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 1
sparkxy = -10, -10
hitsound = S2, 4
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6
airguard.velocity = -2,-1
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  = 5
poweradd= 40
ctrl = 0
anim = 440

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

[State 440, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 440, 2]
type = PosAdd
trigger1 = AnimElem = 5
x = -20

[State 440, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 60, 0
animtype = Medium
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = -10, -10
hitsound = S2, 5
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 14
ground.velocity = -8
airguard.velocity = -3,-1
air.type = Low
air.velocity = -3,-2
air.hittime = 14

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

;---------------------------------------------------------------------------
; Crouch Strong Kick
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 60
ctrl = 0
anim = 450

[State 450, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1
channel = 1

[State 450, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 450, 3]
type = VelSet
trigger1 = AnimElem = 3
x = 15

[State 450, 3]
type = VelSet
trigger1 = AnimElem = 8
x = 0

[State 450, 4]
type = PosAdd
trigger1 = AnimElem = 9
x = -20

[State 450, 5]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 90, 0
animtype = Heavy
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -10
hitsound = S2, 6
guardsound = S2, 0
ground.type = Trip
ground.slidetime = 5
ground.hittime  = 14
ground.velocity = -2,-5
airguard.velocity = -3,-3
air.type = Trip
air.velocity = -2,-4
air.hittime = 14

[State 450, 5]
type = HitDef
triggerall = !MoveContact
trigger1 = AnimElem = 4
attr = C, NA
damage = 90, 0
animtype = Heavy
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -10
hitsound = S2, 6
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -6
airguard.velocity = -3,-3
air.type = Low
air.velocity = -2,-4
air.hittime = 14

[State 450, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

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

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 20, 0
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = -10, -100
hitsound = S2, 1
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6
airguard.velocity = -2,-1
air.type = Low
air.velocity = -2,-2
air.hittime = 12

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

;---------------------------------------------------------------------------
; Jump Medium Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 40
ctrl = 0
anim = 610

[State 610, 0]
type = ChangeAnim
triggerall = Var(2) = 0
trigger1 = AnimElem = 3
value = 610
elem = 4

[State 610, 0]
type = ChangeAnim
triggerall = Var(2) > 0
trigger1 = AnimElem = 2
value = 610
elem = 3

[State 610, 1]
type = PlaySnd
triggerall = Var(2) > 0
trigger1 = AnimElem = 3
value = 1, 2
channel = 1

[State 610, 2]
type = HitDef
triggerall = Var(2) = 0
trigger1 = Time = 0
attr = A, NA
damage = 60, 0
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 11
sparkxy = -10, -70
hitsound = S2, 8
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 14
ground.velocity = -8
airguard.velocity = -3,-1
air.type = Low
air.velocity = -3,-2
air.hittime = 14

[State 610, 3]
type = HitDef
triggerall = Var(2) > 0
trigger1 = Time = 0
attr = A, NA
damage = 50, 0
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = -10, -80
hitsound = S2, 2
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 14
ground.velocity = -8
airguard.velocity = -3,-1
air.type = Low
air.velocity = -3,-2
air.hittime = 14

[State 610, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Strong Punch
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 60
ctrl = 0
anim = 620

[State 620, 0]
type = ChangeAnim
triggerall = Var(2) = 0
trigger1 = AnimElem = 3
value = 620
elem = 4

[State 620, 0]
type = ChangeAnim
triggerall = Var(2) > 0
trigger1 = AnimElem = 2
value = 620
elem = 3

[State 620, 1]
type = PlaySnd
triggerall = Var(2) > 0
trigger1 = AnimElem = 3
value = 1, 3
channel = 1

[State 620, 2]
type = HitDef
triggerall = Var(2) = 0
trigger1 = Time = 0
attr = A, NA
damage = 90, 0
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 12
sparkxy = -10, -50
hitsound = S2, 8
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -10
airguard.velocity = -3,-1
fall.animtype = Heavy
air.type = Low
air.velocity = -4,-2
air.hittime = 20

[State 620, 3]
type = HitDef
triggerall = Var(2) > 0
trigger1 = Time = 0
attr = A, NA
damage = 80, 0
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -50
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -10
airguard.velocity = -3,-1
fall.animtype = Heavy
air.type = Low
air.velocity = -4,-2
air.hittime = 20

[State 620, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Light Kick
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 630

[State 630, 0]
type = ChangeAnim
triggerall = Time < 15
trigger1 = AnimElem = 4
value = 630
elem = 2

[State 630, 1]
type = PlaySnd
triggerall = Time < 5
trigger1 = AnimElem = 2
value = 1, 1
channel = 1

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 30, 0
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 1
sparkxy = -10, -30
hitsound = S2, 4
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6
airguard.velocity = -2,-1
air.type = Low
air.velocity = -2,-2
air.hittime = 12

[State 630, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Medium Kick
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 40
ctrl = 0
anim = 640

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

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 60, 0
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 1
sparkxy = -10, -60
hitsound = S2, 5
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 14
ground.velocity = -8
airguard.velocity = -3,-1
air.type = Low
air.velocity = -3,-2
air.hittime = 14

[State 640, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Strong Kick
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 60
ctrl = 0
anim = 650

[State 650, 0]
type = ChangeAnim
triggerall = Time < 15
trigger1 = AnimElem = 5
value = 650
elem = 3

[State 650, 1]
type = PlaySnd
triggerall = Time < 5
trigger1 = AnimElem = 2
value = 1, 3
channel = 1

[State 650, 4]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 90, 0
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -40
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -10
airguard.velocity = -4,-2
air.type = Low
air.velocity = -4,-4
air.hittime = 16

[State 650, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

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

[State 800, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 0
channel = 0

[State 800, 2]
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 = 805
p2stateno = 806
fall = 1

[State 800, 3]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw
[Statedef 805]
type    = S
movetype= A
physics = N
anim = 805
poweradd = 60
velset = 0,0

[State 805, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 805, Width]
type = Width
trigger1 = AnimElem = 1, >= 0 
trigger1 = AnimElem = 3, < 0
edge = 60,0

[State 805, Width]
type = Width
trigger1 = AnimElem = 3, >= 0
edge = 0,60

[State 805, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 805, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 5
channel = 0

[State 805, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1 >= 0
trigger1 = AnimElem = 5 < 0
pos = 80, 0

[State 805, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2 >= 0
trigger1 = AnimElem = 5 < 0
pos = 30, -110

[State 805, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3 >= 0
trigger1 = AnimElem = 5 < 0 
pos = -40, -85

[State 805, Bind 3]
type = TargetBind
trigger1 = AnimElem = 4 >= 0
trigger1 = AnimElem = 5 < 0
pos = -56, 4

[State 805, Bind 3]
type = TargetBind
trigger1 = AnimElem = 5
pos = -60, 0

[State 805, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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