[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1
yscale = 1
ground.back = 25
ground.front = 18
air.back = 20
air.front = 18
z.width = 3
height = 60
attack.width = 4,4
attack.dist = 16
proj.attack.dist = 90
proj.doscale = 1
head.pos = -22,-96
mid.pos = -14,-58
shadowoffset = 0

[Movement]
yaccel = .45
stand.friction = .85
crouch.friction = .85

[Velocity]
walk.fwd  = 2.6
walk.back = -2.5
run.back = -4,-5.5
jump.neu = 0,-9.5
jump.back = -2.5
jump.fwd = 2.6

[Quotes]
victory1 = Death may come when one is at their best. Never forget that.
victory2 = I can defeat anyone with just one blow...
victory3 = The most deadly poison... It comes from within!
victory4 = The power within my hand is unrivaled!
victory5 = The wise one embraces silence... The fool can be heard for miles.
victory6 = We will all die. The question is when, why, and how painfully.
victory7 = You are a big fool!!
victory8 = You did not have the potential to retire me. What a shame...





;--------------------------------------------------------------|------------|
;King Boxer

[statedef 3100123]
type = S		;[s]tanding,[c]rouching,[A]ir,[L]aying
movetype= A		;[A]ttack,[I]dle,Get [H]it
physics = N		;[S]tanding,[C]rouching,[A]ir,[N]one[U]nchanged
poweradd= -3000		;Amount added/depleted from Super Gauge
ctrl = 0		;0=can't control character,1=can control
velset = 0
anim = 3100123		;AIR definition

[State 200, Turn Around]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 310, Width]
type = width
trigger1 = 1
value = 54, 27

[State 3100, Stomp]
type = PlaySnd
trigger1 = AnimElem = 5 
value = 3, 0

[State 3100, Yell]
type = PlaySnd
trigger1 = AnimElem = 4 
value = 11,11

[state 3100, Shake]
type = EnvShake			;Shake the screen
trigger1 = AnimElem = 5
time = 23			;ticks
freq = 80			;0-180, default 60 
ampl = -7			;default -4

[State 3102, END]
type = TargetFacing
trigger1 = 1
value = -1

[State 3100, Hit]
type = hitdef
trigger1 = AnimElem = 5 
attr = S, HA
damage = 370,50
animtype = Medium
pausetime = 7,9
sparkno = S6000                   
sparkxy = 0,-30
guard.sparkno = S8000
hitsound = S220,2
guardsound = S230,0
guardflag = ;MA
hitflag = MA
ground.type = high
ground.slidetime = 14
ground.hittime = 16
air.velocity = -20,-5
ground.cornerpush.veloff = -40
air.juggle = 3
p2stateno = 3101123

[State 802, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 5
value = -275


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Animelem = 6
movetype = I        ;I,A,H


[State 3100, END]
type = ChangeState		;Changes state of character
trigger1 = AnimTime = 0		;Animation reaches end
value = 0			;0=Standing
ctrl = 1			;1=Control Character again

;------------------{SentFlying}---------------

[Statedef 3101123, - P2 Boxer Hit]
type = S
movetype = H
Physics = N
velset = -20,-5

[state 3101, Fly Back]
type = ChangeAnim2
trigger1 = Time = 0
value = 3101123

[State 3101, Wall Hit]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist <= 0
value = 3102123

[State 3101, Time Out]
type = SelfState
trigger1 = Time = 170
value = 5050

;------------------{WallSplat}---------------

[Statedef 3102123, - p2 Wall Splat]
type = A
movetype = H
Physics = N
velset  = 0,0

[state 3102, Wall Hit Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 3102123

[State 3102, Hit Sound]
type = PlaySnd
trigger1 = Time = 0 
value = 220,40

[State 3102, Hit Shake]
type = EnvShake
trigger1 = Time = 0 
time = 40
freq = 80
amp = 80

[State 3102, Wall Slide1]
type = Velset
trigger1 = Time = 30
y = 0.5

[State 3102, END]
type = SelfState
trigger1 = Pos Y >= -15
trigger2 = Time = 70
value = 5050

;---------------------------------------------------------
; Stance
[Statedef 0]
type    = S
physics = S

[State 0, 1]
type = ChangeAnim
triggerall = Var(1) = 0
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0

[State 0, 2]
type = ChangeAnim
triggerall = Var(1) > 0
trigger1 = Anim != 1 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 1

[State 0, 3]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 4]
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

;---------------------------------------------------------
; Stance Switch
[Statedef 1]
type    = S
movetype= I
physics = S
velset = 0
anim = 3
ctrl = 0

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

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

;---------------------------------------------------------
; Stance Revert
[Statedef 2]
type    = S
movetype= I
physics = S
velset = 0
anim = 2
ctrl = 0

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

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

;---------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = C
physics = C

[State 10, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) = 0
value = 10

[State 10, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) > 0
value = 13

[State 10, 3]
type = VelMul
trigger1 = Time = 0
x = .75

[State 10, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------
; Crouching
[Statedef 11]
type    = C
physics = C

[State 11, 1]
type = VelSet
trigger1 = time = 0
y = 0

[State 11, 2]
type = PosSet
trigger1 = time = 0
y = 0

[State 11, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) = 0
value = 11

[State 11, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) > 0
value = 14

[State 11, 5]
type = ChangeAnim
trigger1 = Var(1) = 0
trigger1 = Anim = 6 && AnimTime = 0
value = 11

[State 11, 6]
type = ChangeAnim
trigger1 = Var(1) > 0
trigger1 = Anim = 6 && AnimTime = 0
value = 14

;---------------------------------------------------------
; Crouch to Stand
[Statedef 12]
type    = S
physics = S

[State 12, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) = 0
value = 12

[State 12, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) > 0
value = 15

[State 12, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------
 Jump Initiate
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(1) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(1) > 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, 2.8, -2.7))
y = -10

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

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

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

[State 52, 3]
type = PosSet
trigger1 = Time = 0
y = 0

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

[State 52, 4]
type = PlaySnd
trigger1 = Time = 0
value = 52,0

[State 52, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 52, 6]
type = ChangeState
trigger1 = Var(1) > 0
trigger1 = Time = 1
value = 0
ctrl = 1

;---------------------------------------------------------
; Dash Back
[Statedef 105]
type    = A
physics = A
ctrl = 0
anim = 105

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 2]
type = PlaySnd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52,0

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 11
ctrl = 1

;---------------------------------------------------------
; Start Guarding (Standing)
[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Var(1) = 0
trigger1 = Anim != 130
trigger1 = Anim != 133
value = 130

[State 130, 2]
type = ChangeAnim
trigger1 = Var(1) > 0
trigger1 = Anim != 130
trigger1 = Anim != 133
value = 133

;---------------------------------------------------------
; Start Guarding (Crouch)
[Statedef 131]
type    = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Var(1) = 0
trigger1 = Anim != 131
trigger1 = Anim != 134
value = 131

[State 131, 2]
type = ChangeAnim
trigger1 = Var(1) > 0
trigger1 = Anim != 131
trigger1 = Anim != 134
value = 134

;---------------------------------------------------------
; Guard Hit (Stand/Shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = Var(1) = 0
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeAnim
trigger1 = Var(1) > 0
trigger1 = 1
value = 153

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

[State 150, Minus Guard Gauge]
type = varadd
trigger1 = time = 0
var(8) = -(gethitvar(hitshaketime)+gethitvar(hittime))/10
ignorehitpause = 1

[State 150, NotHitBY]
type = nothitby
trigger1 = var(8)<=0
value = SCA
time = 1

[State 150, Guard Break BOOM!]
type = PlaySnd
trigger1 = time = 0 && var(8)<=0
value = 5,4
ignorehitpause = 1
persistent = 0

[State 150, Pause]
type = pause
trigger1 = var(8)<=0 && time = 0
time = ifelse(gethitvar(hitshaketime)<15,15-gethitvar(hitshaketime),0)
ignorehitpause =1
persistent = 0

[State 150, Red Stuff]
type = explod
triggerall = anim = 150
trigger1 = var(8) <= 10
anim = 165
id = 165
pos = -1,0
postype = p1
bindtime = -1
pausemovetime = -1
sprpriority = 0
ignorehitpause = 1

[State 150, Red Stuff]
type = explod
triggerall = anim = 153
trigger1 = var(8) <= 10
anim = 167
id = 167
pos = -1,0
postype = p1
bindtime = -1
pausemovetime = -1
sprpriority = 0
ignorehitpause = 1

[State 150, Blue Background]
type = bgpalfx
trigger1 = time = 0 && var(8)<=0
time = 12
add = 0,0,255
mul = 100,100,255
ignorehitpause = 1
persistent = 0

[State 150, White Flash]
type = explod
trigger1 = time = 0 && var(8)<=0
anim = 8000
id = 8000
pos = 0,120
postype = left
bindtime = -1
pausemovetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 150, Jewel]
type = explod
trigger1 = time = 10 && var(8)<=0
anim = 8001
id = 8001
pos = 0,-70
postype = p1
bindtime = -1
pausemovetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver || time = 15
value = ifelse(var(8)<=0,160,151)

;---------------------------------------------------------
; Guard Hit (Stand/Knocked Back)
[Statedef 151]
type    = S
movetype= H
physics = S

[State 150, 1]
type = ChangeAnim
trigger1 = Var(1) = 0
trigger1 = Time = 1
value = 150

[State 150, 2]
type = ChangeAnim
trigger1 = Var(1) > 0
trigger1 = Time = 1
value = 153

[State 151, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 4]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 151, 5]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, 6]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 130
ctrl = 1

;---------------------------------------------------------
; Guard Hit (Crouch/Shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 151, 1]
type = ChangeAnim
trigger1 = Var(1) = 0
trigger1 = 1
value = 151

[State 151, 2]
type = ChangeAnim
trigger1 = Var(1) > 0
trigger1 = 1
value = 154

[State 152, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

[State 152, Minus Guard Gauge]
type = varadd
trigger1 = time = 0
var(8) = -(gethitvar(hitshaketime)+gethitvar(hittime))/10
ignorehitpause = 1

[State 152, NotHitBY]
type = nothitby
trigger1 = var(8)<=0
value = SCA
time = 1

[State 152, Guard Break BOOM!]
type = PlaySnd
trigger1 = time = 0 && var(8)<=0
value = 5,4
ignorehitpause = 1
persistent = 0

[State 152, Pause]
type = pause
trigger1 = var(8)<=0 && time = 0
time = ifelse(gethitvar(hitshaketime)<15,15-gethitvar(hitshaketime),0)
ignorehitpause = 1
persistent = 0

[State 152, Red Stuff]
type = explod
triggerall = anim = 151
trigger1 = var(8) <= 10
anim = 166
id = 166
pos = -1,0
postype = p1
bindtime = -1
pausemovetime = -1
sprpriority = 0
ignorehitpause = 1

[State 152, Red Stuff]
type = explod
triggerall = anim = 154
trigger1 = var(8) <= 10
anim = 168
id = 168
pos = -1,0
postype = p1
bindtime = -1
pausemovetime = -1
sprpriority = 0
ignorehitpause = 1

[State 152, Blue Background]
type = bgpalfx
trigger1 = time = 0 && var(8)<=0
time = 12
add = 0,0,255
mul = 100,100,255
ignorehitpause = 1
persistent = 0

[State 152, White Flash]
type = explod
trigger1 = time = 0 && var(8)<=0
anim = 8000
id = 8000
pos = 0,150
postype = left
bindtime = -1
pausemovetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 152, Jewel]
type = explod
trigger1 = time = 10 && var(8)<=0
anim = 8001
id = 8001
pos = 0,-40
postype = p1
bindtime = -1
pausemovetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 152, 9]
type = ChangeState
trigger1 = HitShakeOver || time = 15
value = ifelse(var(8)<=0,161,153)

;---------------------------------------------------------
; Guard Hit (Crouch/Knocked Back)
[Statedef 153]
type    = C
movetype= H
physics = C

[State 151, 1]
type = ChangeAnim
trigger1 = Var(1) = 0
trigger1 = Time = 1
value = 151

[State 151, 2]
type = ChangeAnim
trigger1 = Var(1) > 0
trigger1 = Time = 1
value = 154

[State 153, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 4]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 153, 5]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, 6]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 131
ctrl = 1

;---------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

[State 154, Minus Guard Gauge]
type = varadd
trigger1 = time = 0
var(8) = -(gethitvar(hitshaketime)+gethitvar(hittime))/5
ignorehitpause = 1

[State 154, NotHitBY]
type = nothitby
trigger1 = var(8)<=0
value = SCA
time = 1


[State 154, Pause]
type = pause
trigger1 = var(8)<=0 && time = 0
time = ifelse(gethitvar(hitshaketime)<15,15-gethitvar(hitshaketime),0)
ignorehitpause =1
persistent = 0

[State 154, Red Stuff]
type = explod
triggerall = anim = 152
trigger1 = var(8) <= 10
anim = 169
id = 169
pos = 6,-3
postype = p1
bindtime = -1
pausemovetime = -1
sprpriority = 0
ignorehitpause = 1

[State 154, Blue Background]
type = bgpalfx
trigger1 = time = 0 && var(8)<=0
time = 12
add = 0,0,255
mul = 100,100,255
ignorehitpause = 1
persistent = 0

[State 154, White Flash]
type = explod
trigger1 = time = 0 && var(8)<=0
anim = 8000
id = 8000
pos = 0,ceil(pos y+115)
postype = left
bindtime = -1
pausemovetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 154, Jewel]
type = explod
trigger1 = time = 10 && var(8)<=0
anim = 8001
id = 8001
pos = 10,-70
postype = p1
bindtime = -1
pausemovetime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 154, 9]
type = ChangeState
trigger1 = HitShakeOver || time = 15
value = ifelse(var(8)<=0,162,155)

;---------------------------------------------------------
; Standing Guard Break
[Statedef 160]
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
anim = 160

[State 154, Guard Break BOOM!]
type = PlaySnd
trigger1 = time = 5 ;&& var(8)<=0
value = 5000,1
ignorehitpause = 1
persistent = 0

[State 154, Guard Break BOOM!]
type = PlaySnd
trigger1 = time = 0 ;&& var(8)<=0
value = 53,0
ignorehitpause = 1
persistent = 0

[State 160, 1]
type = VarRangeSet
trigger1 = time = 0
value = ifelse(var(9)=30,20,10)
first = 8
last = 9

[State 160, Set Guard Break Time]
type = VarSet
trigger1 = time = 0
v = 7
value = 40

[State 802, LifeAdd]
type = LifeAdd
trigger1 = AnimTime = 0
value = -2

[State 1101, 5]
type = Projectile
trigger1 = time = 0
projanim = 8002
projID = 8002
projhitanim = -1
projremanim = -1
projcancelanim = -1
projremovetime = 10
;projedgebound = 60
projpriority = 1
;projshadow = -1
offset = -30,-50
;velocity = 4.0, 0
attr = S, SP
animtype = Up
damage = 75,6
getpower = 60,16
givepower = 30,22
guardflag = MA
pausetime = 15,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-30
hitsound = S220,5
guardsound = S230,1
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-7
air.type = low
air.velocity = -1,-6
fall = 1
fall.recover = 0

;[State 160, Replacement for Glass]
;type = explod
;trigger1 = time = 0
;anim = 8002
;id = 8002
;pos = 0,-70
;postype = p1
;bindtime = -1
;sprpriority = 0
;ownpal = 1

[State 160, Reduce Guard Time]
type = VarAdd
trigger1 = time%2 = 1
trigger2 = command = "x" || command = "y" || command = "z" || command = "a" || command = "b" || command = "c"
trigger3 = command = "Shaking"
v = 7
value = -1

[State 160, Yellow Blinks]
type = PalFx
triggerall = 1
trigger1 = command = "x" || command = "y" || command = "z" || command = "a" || command = "b" || command = "c"
trigger2 = command = "Shaking"
add = 64,64,48
time = 1

[State 160, 9]
type = changestate
trigger1 = var(7)<=0
value = 0
ctrl = 1

;---------------------------------------------------------
; Crouching Guard Break
[Statedef 161]
type = C
movetype = I
physics = C
velset = 0,0
ctrl = 0
anim = 161

[State 154, Guard Break BOOM!]
type = PlaySnd
trigger1 = time = 5 ;&& var(8)<=0
value = 5000,1
ignorehitpause = 1
persistent = 0

[State 154, Guard Break BOOM!]
type = PlaySnd
trigger1 = time = 0 ;&& var(8)<=0
value = 53,0
ignorehitpause = 1
persistent = 0

[State 161, 0]
type = posset
trigger1 = time = 0 && prevstateno = 162
y = 0

[State 161, 1]
type = VarRangeSet
trigger1 = time = 0
value = ifelse(var(9)=30,20,10)
first = 8
last = 9

[State 161, Set Guard Break Time]
type = VarSet
trigger1 = time = 0
v = 7
value = 40

[State 802, LifeAdd]
type = LifeAdd
trigger1 = AnimTime = 0
value = -2

[State 1101, 5]
type = Projectile
trigger1 = time = 0
projanim = 8002
projID = 8002
projhitanim = -1
projremanim = -1
projcancelanim = -1
projremovetime = 10
;projedgebound = 60
projpriority = 1
;projshadow = -1
offset = -30,-30
;velocity = 4.0, 0
attr = S, SP
animtype = Up
damage = 75,6
getpower = 60,16
givepower = 30,22
guardflag = MA
pausetime = 15,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-30
hitsound = S220,5
guardsound = S230,1
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-7
air.type = low
air.velocity = -1,-6
fall = 1
fall.recover = 0

[State 161, Reduce Guard Time]
type = VarAdd
trigger1 = time%2 = 1
trigger2 = command = "x" || command = "y" || command = "z" || command = "a" || command = "b" || command = "c"
trigger3 = command = "Shaking"
v = 7
value = -1

[State 161, Yellow Blinks]
type = PalFx
triggerall = 1
trigger1 = command = "x" || command = "y" || command = "z" || command = "a" || command = "b" || command = "c"
trigger2 = command = "Shaking"
add = 64,64,48
time = 1

[State 161, 9]
type = changestate
trigger1 = var(7)<=0
value = 11
ctrl = 1

;---------------------------------------------------------
; Aerial Guard Break
[Statedef 162]
type = A
movetype = I
physics = N
ctrl = 0
anim = 162


[State 154, Guard Break BOOM!]
type = PlaySnd
trigger1 = time = 5 ;&& var(8)<=0
value = 5000,1
ignorehitpause = 1
persistent = 0

[State 154, Guard Break BOOM!]
type = PlaySnd
trigger1 = time = 0 ;&& var(8)<=0
value = 53,0
ignorehitpause = 1
persistent = 0

[State 802, LifeAdd]
type = LifeAdd
trigger1 = AnimTime = 0
value = -2


[State 1101, 5]
type = Projectile
trigger1 = time = 0
projanim = 8002
projID = 8002
projhitanim = -1
projremanim = -1
projcancelanim = -1
projremovetime = 10
;projedgebound = 60
projpriority = 1
;projshadow = -1
offset = -30,-80
;velocity = 4.0, 0
attr = S, SP
animtype = Up
damage = 75,6
getpower = 60,16
givepower = 30,22
guardflag = MA
pausetime = 15,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-30
hitsound = S220,5
guardsound = S230,1
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-7
air.type = low
air.velocity = -1,-6
fall = 1
fall.recover = 0


[State 162, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 162, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 162, 9]
type = changestate
trigger1 = pos y >= 0 && vel y > 0
value = 161

;---------------------------------------------------------
; Time Out / Lose
[Statedef 170]
anim = 170

[State 170, 1]
type = AssertSpecial
trigger1 = Time = [0,50]
flag = RoundNotOver

;---------------------------------------------------------
; Draw Game
[Statedef 175]
anim = 181

[State 175, 1]
type = AssertSpecial
trigger1 = Time = [0,50]
flag = RoundNotOver

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

[State 180, 1]
type = ChangeAnim
triggerall = command != "hold_x" || command != "hold_y" || command != "hold_z"
triggerall = time = 0
trigger1 = random < 500
trigger2 = command = "hold_a" || command = "hold_b" || command = "hold_c"
value = 181

[State 180, 1]
type = ChangeAnim
triggerall = command != "hold_a" || command != "hold_b" || command != "hold_c"
triggerall = time = 0
trigger1 = random < 500
trigger2 = command = "hold_x" || command = "hold_y" || command = "hold_z"
value = 182

[State 180, 2]
type = AssertSpecial
trigger1 = Time = [0,130]
flag = roundnotover

[state 181, 3]
type = playsnd
trigger1 = anim = 181
trigger1 = time = 32
value = 180,0

[state 181, 4]
type = playsnd
trigger1 = anim = 180
trigger1 = time = 32
value = 180,1

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

[State 191, 9]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Akuma"
value = 10000

[State 191, 9]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Ingrid SXP"
value = 10001

[State 191, 9]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "M.Bison"
trigger2 = p2name = "M.Bison2"
value = 10002

[State 190, 10]
type = ChangeState
triggerall = facing = 1
triggerall = TeamMode =  single
trigger1 = p2name = "Gen"
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 191, 1]
type = AssertSpecial
trigger1 = Time = [0,107]
flag = intro

[State 191, 2] ; Clear all int variables
type = VarRangeSet
trigger1 = roundno = 1
value = 0

[State 191, 3] ; Clear all float variables
type = VarRangeSet
trigger1 = roundno = 1
fvalue = 0

[State 191, 4] ; Set Guard Break Variables
type = VarRangeSet
trigger1 = 1
first = 8
last = 9
value = 30

[State 191, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 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 = 107
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 = F152342323
postype = left
pos = 160,50
ownpal = 1
ontop = 1
sprpriority = 1

[State 10005, Exlod2] ;Text
type = Explod
trigger1 = Time = 0
anim = F4534581
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 10004, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 107
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 = F1005353453
postype = left
pos = 160,50
ownpal = 1
ontop = 1
sprpriority = 2

[State 10004, Exlod2] ;Text
type = Explod
trigger1 = Time = 1
anim = F1005812312
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 10000, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 107
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 10000, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 107
value = 0



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

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

[State 10000, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10091
postype = left
pos = 160,50
ownpal = 1
ontop = 1

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

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

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

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

[State 10001, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 107
value = 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 = F10092
postype = left
pos = 160,50
ownpal = 1
ontop = 1

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

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

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

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

[State 10002, 5]
type = ChangeAnim
triggerall = Anim = 190
trigger1 = Time = 107
value = 0



[State 10002, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro

[State 10002, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = F9510
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 10002, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = F10038
postype = left
pos = 160,50
ownpal = 1
ontop = 1

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

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

[State 195, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) = 0
value = 195

[State 195, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) > 0
value = 196

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

;---------------------------------------------------------
; Light Punch
[Statedef 200]
type    = S
movetype= A
physics = S
juggle = 10
velset = 0,0
ctrl = 0

[State 200, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) = 0
value = 200

[State 200, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) > 0
value = 201

[State 200, 3]
type = PlaySnd
trigger1 = Time = 0
value = 210,0

[State 200, 4]
type = HitDef
trigger1 = Animelem = 2,=1
trigger1 = anim = 200
attr = S, NA
animtype = Light
damage = 20, 1
getpower = 25,12
givepower = 12,6
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-59
hitsound = S220,0
guardsound = S230,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -4
air.type = Low
air.velocity = -2,-2
air.slidetime = 2
air.hittime = 2

[State 200, 5]
type = HitDef
trigger1 = Animelem = 2,=1
trigger1 = anim = 201
attr = S, NA
animtype = Light
damage = 20, 1
getpower = 25,12
givepower = 12,6
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-62
hitsound = S220,0
guardsound = S230,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -4
air.type = Low
air.velocity = -2,-2
air.slidetime = 2
air.hittime = 2

[State 200, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------
; Medium Punch (Var1:0)
[Statedef 210]
type    = S
movetype= A
physics = S
juggle = 7
velset = 0,0
anim = 210
ctrl = 0

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

[State 210, 2]
type = HitDef
trigger1 = Animelem = 3,=1
attr = S, NA
animtype = Medium
damage = 40,2
getpower = 40,14
givepower = 20,12
guardflag = M
hitflag = MAF
pausetime = 9,9
sparkno = 1
guard.sparkno = 40
sparkxy = -10,-75
hitsound = S220,1
guardsound = S230,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.type = Low
air.velocity = -3,-3

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



;---------------------------------------------------------
; Medium Punch (Var1:1)
[Statedef 215]
type    = S
movetype= A
physics = S
juggle = 7
velset = 0,0
anim = 215
ctrl = 0

[State 215, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,1

[State 215, 1]
type = HitDef
trigger1 = Animelem = 3,=1
attr = S, NA
animtype = Medium
damage = 20,2
getpower = 40,14
givepower = 20,12
guardflag = HA
hitflag = MAF
pausetime = 9,9
sparkno = 1
guard.sparkno = 40
sparkxy = -10,-90
hitsound = S220,1
guardsound = S230,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.type = Low
air.velocity = -3,-3

[State 215, 2]
type = HitDef
trigger1 = Animelem = 4,=1
attr = S, NA
animtype = Medium
damage = 25,2
getpower = 40,14
givepower = 20,12
guardflag = HA
hitflag = MAF
pausetime = 9,9
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-65
hitsound = S220,1
guardsound = S230,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -9
air.type = Low
air.velocity = -3,-3

[State 215, 3]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
trigger7 = AnimElem = 8
trigger8 = AnimElem = 9
trigger9 = AnimElem = 10
x = 10

[State 215, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Medium Punch (Var1:1)
[Statedef 2152131]
type    = S
movetype= A
physics = S
juggle = 7
velset = 0,0
anim = 2152131
ctrl = 0



[state 100, aft]
type = AfterImage
trigger1 = AnimElem = 2
time = 35
color = 1
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1


[State 200, 3]
type = PlaySnd
trigger1 = Animelem = 2
value = 210,1

[State 200, 3]
type = PlaySnd
trigger1 = Animelem = 2
value = 53244,1

[State 215, 1]
type = HitDef
;trigger1 = Animelem = 3
trigger1 = Animelem = 4
;trigger3 = Animelem = 5
trigger2 = Animelem = 6
trigger3 = Animelem = 7
trigger4 = Animelem = 8
trigger5 = Animelem = 9
trigger6 = Animelem = 10
trigger7 = Animelem = 11
attr = S, NA
animtype = Medium
damage = 15,2
getpower = 25,12
givepower = 12,6
priority = 4, Hit
;hits = 4
guardflag = HA
hitflag = MAF
pausetime = 4,4
sparkno = 1
guard.sparkno = 40
sparkxy = -10,-90
hitsound = S220,1
guardsound = S230,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.type = Low
air.velocity = -2,-2



[State 215, 3]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
trigger7 = AnimElem = 8
trigger8 = AnimElem = 9
trigger9 = AnimElem = 10
x = 10






[State 215, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Light Punch
[Statedef 200665]
type    = S
movetype= A
physics = S
juggle = 10
velset = 0,0
anim = 200665
ctrl = 0



[state 100, aft]
type = AfterImage
trigger1 = AnimElem = 2
time = 15
color = 1
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1


[State 200, 3]
type = PlaySnd
trigger1 = Animelem = 2
value = 210,0

[State 200, 3]
type = PlaySnd
trigger1 = Animelem = 1
value = 53244,0


[State 200, 5]
type = HitDef
trigger1 = Animelem = 2
trigger2 = Animelem = 3
attr = S, NA
animtype = Light
damage = 20, 1
getpower = 25,12
givepower = 12,6
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-62
hitsound = S220,0
guardsound = S230,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -4
air.type = Low
air.velocity = -2,-2
air.slidetime = 2
air.hittime = 2

[State 200, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------
; Hard Punch
[Statedef 2203423]
type    = S
movetype= A
physics = S
anim = 225342
juggle = 7
velset = 0,0
ctrl = 0

[state 100, aft]
type = AfterImage
trigger1 = AnimElem = 1
time = 45
color = 1
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1


[State 220, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,2

[State 200, 3]
type = PlaySnd
trigger1 = Animelem = 3
value = 53244,2

[State 220, 3]
type = HitDef
trigger1 = Animelem = 3
trigger2 = Animelem = 4
trigger3 = Animelem = 5
trigger4 = Animelem = 6
trigger5 = Animelem = 7
trigger6 = Animelem = 8
trigger7 = Animelem = 9
attr = S, NA
animtype = Heavy
damage = 13,3
getpower = 40,14
givepower = 20,12
guardflag = M
hitflag = MAF
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -15,-50
hitsound = S220,2
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -3.2, -5.7
air.velocity = -4,-2
fall = 1
fall.recover = 1



[State 220, 6]
type = PlaySnd
trigger1 = AnimElem = 3
value = 200,1

[State 220, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------
; Hard Punch
[Statedef 220]
type    = S
movetype= A
physics = S
juggle = 7
velset = 0,0
ctrl = 0

[State 220, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) = 0
value = 220

[State 220, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) > 0
value = 225

[State 220, 2]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = anim = 220
value = 210,2

[State 220, 2]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = anim = 225
value = 210,2

[State 220, 3]
type = HitDef
trigger1 = Animelem = 2,=1
trigger1 = anim = 220
attr = S, NA
animtype = Heavy
damage = 60,3
getpower = 60,16
givepower = 30,22
guardflag = M
hitflag = MAF
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -15,-50
hitsound = S220,2
guardsound = S230,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.type = Low
air.velocity = -4,-2

[State 220, 3]
type = HitDef
trigger1 = Animelem = 3,=1
trigger1 = anim = 225
attr = S, NA
animtype = Heavy
damage = 60,3
getpower = 60,16
givepower = 30,22
guardflag = M
hitflag = MAF
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -15,-50
hitsound = S220,2
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -3.2, -5.7
air.velocity = -4,-2
fall = 1
fall.recover = 1

[State 220, 5]
type = PlaySnd
trigger1 = Time = 1
trigger1 = anim = 220
value = 200,1

[State 220, 6]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = anim = 225
value = 200,1

[State 220, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Medium Punch (Var1:0)
[Statedef 210123]
type    = S
movetype= A
physics = S
juggle = 7
velset = 0,0
anim = 210123
ctrl = 0

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

[State 210, 2]
type = HitDef
trigger1 = Animelem = 3
attr = S, NA
animtype = Medium
damage = 55,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-59
hitsound = S220,2
guardsound = S230,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -8
air.type = Low
air.velocity = -3,-3

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

;---------------------------------------------------------
; Light Punch
[Statedef 200123]
type    = S
movetype= A
physics = S
anim = 200123
juggle = 10
velset = 0,0
ctrl = 0



[State 200, 3]
type = PlaySnd
trigger1 = Time = 0
value = 210,2

[State 200, 4]
type = HitDef
trigger1 = Animelem = 2
trigger2 = Animelem = 3
attr = S, NA
animtype = Light
damage = 30,3
getpower = 40,14
givepower = 20,12
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-67
hitsound = S220,2
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -6
air.type = Low
air.velocity = -3,-2
;air.slidetime = 2
;air.hittime = 2



[State 200, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Light Punch
[Statedef 200124]
type    = S
movetype= A
physics = S
anim = 200124
juggle = 10
velset = 0,0
ctrl = 0



[State 200, 3]
type = PlaySnd
trigger1 = Time = 0
value = 210,2

[State 200, 4]
type = HitDef
trigger1 = Animelem = 2
attr = S, NA
animtype = Heavy
damage = 65,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-73
hitsound = S220,2
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -9
air.type = Low
air.velocity = -4,-2
;air.slidetime = 2
;air.hittime = 2



[State 200, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 230, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) = 0
value = 230

[State 230, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) > 0
value = 235

[State 230, 3]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = anim = 230
value = 210,0

[State 230, 3]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = anim = 235
value = 210,0

[State 230, 3]
type = HitDef
trigger1 = Animelem = 4,=1
trigger1 = anim = 230
attr = S, NA
animtype = Light
damage = 23,1
getpower = 25,12
givepower = 12,6
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-12
hitsound = S220,3
guardsound = S230,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = -4
air.velocity = -2,-2
air.slidetime = 2
air.hittime = 2

[State 230, 4]
type = HitDef
trigger1 = Animelem = 3,=1
trigger1 = anim = 235
attr = S, NA
animtype = Light
damage = 23,1
getpower = 25,12
givepower = 12,6
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-12
hitsound = S220,3
guardsound = S230,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = -4
air.velocity = -2,-2
air.slidetime = 2
air.hittime = 2

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


;---------------------------------------------------------
; Medium Kick
[Statedef 240]
type    = S
movetype= A
physics = S
juggle = 7
velset = 0,0
ctrl = 0

[State 240, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) = 0
value = 240

[State 240, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) > 0
value = 245

[State 240, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,1

[State 240, 3]
type = HitDef
trigger1 = Animelem = 4,=1
trigger1 = anim = 240
attr = S, NA
animtype = Medium
damage = 43,2
getpower = 40,14
givepower = 20,12
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-60
hitsound = S220,4
guardsound = S230,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -3,-3

[State 240, 4]
type = HitDef
trigger1 = Animelem = 3,=1
trigger1 = anim = 245
attr = S, NA
animtype = Medium
damage = 43,2
getpower = 40,14
givepower = 20,12
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-60
hitsound = S220,4
guardsound = S230,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -3,-3

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


;---------------------------------------------------------
; Hard Kick (Var1:0)
[Statedef 250]
type    = S
movetype= A
physics = S
juggle = 10
velset = 0,0
anim = 250
ctrl = 0

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 210,2

[State 250, 1]
type = HitDef
trigger1 = Animelem = 5,=1
attr = S, NA
animtype = Heavy
damage = 63,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-60
hitsound = S220,5
guardsound = S230,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -8
air.velocity = -3,-3

[State 250, 2]
type = Width
trigger1 = AnimElem = 1, >= 0
value = 3

[State 250, 3]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 6

[State 250, 4]
type = Width
trigger1 = AnimElem = 3, >= 0
value = 9

[State 250, 5]
type = Width
trigger1 = AnimElem = 4, >= 0
value = 12

[State 250, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------
; Hard Kick (Var1:0)
[Statedef 250123]
type    = S
movetype= A
physics = S
juggle = 10
velset = 0,0
anim = 250123
ctrl = 0

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,2

[State 250, 1]
type = HitDef
trigger1 = Animelem = 4
attr = S, NA
animtype = Heavy
damage = 57,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-60
hitsound = S220,5
guardsound = S230,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -9
air.velocity = -4,-2

[State 250, 2]
type = Width
trigger1 = AnimElem = 1, >= 0
value = 3

[State 250, 3]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 6

[State 250, 4]
type = Width
trigger1 = AnimElem = 3, >= 0
value = 9

[State 250, 5]
type = Width
trigger1 = AnimElem = 4, >= 0
value = 12

[State 250, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Hard Kick (Var1:0)
[Statedef 250124]
type    = S
movetype= A
physics = S
juggle = 10
velset = 0,0
anim = 250124
ctrl = 0

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,2

[State 250, 1]
type = HitDef
trigger1 = Animelem = 4
attr = S, NA
animtype = Heavy
damage = 50,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-80
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -9
air.velocity = -4,-2

[State 250, 2]
type = Width
trigger1 = AnimElem = 1, >= 0
value = 3

[State 250, 3]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 6

[State 250, 4]
type = Width
trigger1 = AnimElem = 3, >= 0
value = 9

[State 250, 5]
type = Width
trigger1 = AnimElem = 4, >= 0
value = 12

[State 250, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Hop Kick
[Statedef 24012355]
type    = S
movetype= A
physics = S
;poweradd= 60
ctrl = 0
velset = 0,0
anim = 2451244

[State 700, 10]
type = ChangeState
Trigger1 = AnimElem = 2
value = 240124

;---------------------------------------------------------
; Medium Kick
[Statedef 240124]
type    = A
movetype= A
physics = N
juggle = 8
velset = 3,-5

[State 700, 0]
type = VelAdd
trigger1 = 1
y = .40

[State 240, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5322,0


[State 240, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,2

[State 240, 3]
type = HitDef
trigger1 = Animelem = 2
attr = S, NA
animtype = Medium
damage    = 45,4
getpower = 90,60
givepower = 60,44
guardflag = MA
hitflag = MAF
pausetime = 14,14
sparkno = 2
guard.sparkno = 40
sparkxy = -13,-100
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5,-5
air.type = High
air.velocity = -3,-4
air.hittime = 15
fall=1



[State 700, 10]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 702444


;---------------------------------------------------------------------------
; Hop Kick
[Statedef 24012356]
type    = S
movetype= A
physics = S
;poweradd= 60
ctrl = 0
velset = 0,0
anim = 2451244

[State 700, 10]
type = ChangeState
Trigger1 = AnimElem = 2
value = 2401241

;---------------------------------------------------------
; Medium Kick
[Statedef 2401241]
type    = A
movetype= A
juggle = 8
physics = N
velset = 4,-5

[State 700, 0]
type = VelAdd
trigger1 = 1
y = .40



[State 240, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5322,0


[State 240, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,2

[State 240, 3]
type = HitDef
trigger1 = Animelem = 2
attr = S, NA
animtype = Medium
damage    = 65,5
getpower = 90,60
givepower = 60,44
guardflag = MA
hitflag = MAF
pausetime = 14,14
sparkno = 2
guard.sparkno = 40
sparkxy = -13,-100
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-5
air.type = High
air.velocity = -3,-4
air.hittime = 15
fall=1


[State 700, 10]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 702444

;---------------------------------------------------------------------------
; Hop Kick
[Statedef 24012357]
type    = S
movetype= A
physics = S
;poweradd= 60
ctrl = 0
velset = 0,0
anim = 2451244

[State 700, 10]
type = ChangeState
Trigger1 = AnimElem = 2
value = 24012413

;---------------------------------------------------------
; Medium Kick
[Statedef 24012413]
type    = A
movetype= A
juggle = 8
physics = N
velset = 5,-5

[State 700, 0]
type = VelAdd
trigger1 = 1
y = .40



[State 240, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5322,0


[State 240, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,2

[State 240, 3]
type = HitDef
trigger1 = Animelem = 2
attr = S, NA
animtype = Medium
damage    = 85,6
getpower = 90,60
givepower = 60,44
guardflag = MA
hitflag = MAF
pausetime = 14,14
sparkno = 2
guard.sparkno = 40
sparkxy = -13,-100
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5,-5
air.type = High
air.velocity = -3,-4
air.hittime = 15
fall=1


[State 700, 10]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 702444



;---------------------------------------------------------------------------
; Hop Kick
[Statedef 240123]
type    = S
movetype= A
physics = S
;poweradd= 60
ctrl = 0
velset = 0,0
anim = 245123

[State 700, 10]
type = ChangeState
Trigger1 = AnimElem = 2
value = 24012433


;---------------------------------------------------------
; Medium Kick
[Statedef 24012433]
type    = A
movetype= A
physics = N
velset = 3,-5

[State 700, 0]
type = VelAdd
trigger1 = 1
y = .40


[State 240, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,2

[State 240, 3]
type = HitDef
trigger1 = Animelem = 4
attr = S, NA
animtype = Medium
damage = 65, 3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-45
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -4,-4
air.type = High
air.velocity = -3,-2
air.hittime = 17
fall=1


[State 700, 10]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 702444

[Statedef 702444]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 047

[State 700, 0]
type = PosSet
trigger1 = Time = 0
y = 0

;[State 700, 1]
;type = MakeDust
;trigger1 = Time = 0
;pos = 0,0

[State 700, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;---------------------------------------------------------
; Hard Kick (Var1:1)
[Statedef 255]
type    = S
movetype= A
physics = S
juggle = 10
velset = 0,0
anim = 255
ctrl = 0

[State 255, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
value = 210,2

[State 255, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Medium
damage = 33,3
getpower = 40,14
givepower = 20,12
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-75
hitsound = S220,5
guardsound = S230,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -8
air.velocity = -4,-2

[State 255, 2]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
animtype = Heavy
damage = 33,3
getpower = 40,14
givepower = 20,12
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-87
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10
air.velocity = -4,-2

[State 255, 3]
type = PosAdd
trigger1 = AnimElem = 6
x = 20

[State 255, 4]
type = PosAdd
trigger1 = AnimElem = 6, > 0
trigger1 = AnimElem = 9, <= 0
x = 2

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

;---------------------------------------------------------
; Light Punch (Crouch)
[Statedef 400]
type    = C
movetype= A
physics = C
juggle = 15
velset = 0,0
ctrl = 0

[State 400, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) = 0
value = 400

[State 400, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) > 0
value = 401

[State 400, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210,0

[State 400, 3]
type = HitDef
trigger1 = Animelem = 2,=1
trigger1 = anim = 400
attr = C, NA
animtype = Light
damage = 19,1
getpower = 25,12
givepower = 12,6
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-30
hitsound = S220,0
guardsound = S230,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2,-2
air.slidetime = 2
air.hittime = 2

[State 400, 4]
type = HitDef
trigger1 = Animelem = 2,=1
trigger1 = anim = 401
attr = C, NA
animtype = Light
damage = 19,1
getpower = 25,12
givepower = 12,6
guardflag = MA
hitflag = MAF
pausetime = 9,9
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-40
hitsound = S220,0
guardsound = S230,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2,-2
air.slidetime = 2
air.hittime = 2

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



;---------------------------------------------------------
; Medium Punch (Crouch)
[Statedef 410]
type    = C
movetype= A
physics = C
juggle = 10
velset = 0,0
ctrl = 0

[State 410, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) = 0
value = 410

[State 410, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) > 0
value = 411

[State 410, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,1

[State 410, 3]
type = HitDef
trigger1 = Animelem = 3,=1
trigger1 = anim = 410
attr = C, NA
animtype = Medium
damage = 39,2
getpower = 40,14
givepower = 20,12
guardflag = MA
hitflag = MAF
pausetime = 10,10
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-37
hitsound = S220,1
guardsound = S230,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -3,-3

[State 410, 4]
type = HitDef
trigger1 = Animelem = 2,=1
trigger1 = anim = 411
attr = C, NA
animtype = Medium
damage = 39,2
getpower = 40,14
givepower = 20,12
guardflag = MA
hitflag = MAF
pausetime = 10,10
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-50
hitsound = S220,1
guardsound = S230,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -3,-3

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



;---------------------------------------------------------
; Hard Punch (Crouch)
[Statedef 420]
type    = C
movetype= A
physics = C
juggle = 10
velset = 0,0
ctrl = 0

[State 420, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) = 0
value = 420

[State 420, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) > 0
value = 421

[State 420, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = anim = 420
value = 210,2

[State 420, 2]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = anim = 421
value = 210,2

[State 420, 3]
type = HitDef
trigger1 = Animelem = 3,=1
trigger1 = anim = 420
attr = C, NA
animtype = Heavy
damage = 59,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MAF
pausetime = 12,12
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-65
hitsound = S220,2
guardsound = S230,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -9
air.velocity = -4,-2

[State 420, 4]
type = HitDef
trigger1 = Animelem = 7,=1
trigger1 = anim = 421
attr = C, NA
animtype = Heavy
damage = 59,3
getpower = 60,16
givepower = 30,22
guardflag = MA
hitflag = MAF
pausetime = 12,12
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-55
hitsound = S220,2
guardsound = S230,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -15
air.velocity = -4,-3

[State 420, 5]
type = PlaySnd
trigger1 = AnimElem = 5
trigger1 = anim = 421
value = 200,2

[State 420, 6]
type = Width
trigger1 = AnimElem = 1, >= 0
trigger1 = anim = 421
value = 3

[State 420, 7]
type = Width
trigger1 = AnimElem = 2, >= 0
trigger1 = anim = 421
value = 6

[State 420, 8]
type = Width
trigger1 = AnimElem = 3, >= 0
trigger1 = anim = 421
value = 9

[State 420, 9]
type = Width
trigger1 = AnimElem = 4, >= 0
trigger1 = anim = 421
value = 12

[State 420, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1



;---------------------------------------------------------
; Light Kick (Crouch)
[Statedef 430]
type    = C
movetype= A
physics = C
juggle = 14
velset = 0,0
ctrl = 0

[State 430, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) = 0
value = 430

[State 430, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) > 0
value = 431

[State 430, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210,0

[State 430, 3]
type = HitDef
trigger1 = Animelem = 2,=1
trigger1 = anim = 430
attr = C, NA
animtype = Light
damage = 21,1
getpower = 25,12
givepower = 12,6
guardflag = L
pausetime = 9,9
sparkno = 0
guard.sparkno = 40
sparkxy = -20,0
hitsound = S220,3
guardsound = S230,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -4
air.velocity = -2,-2
air.slidetime = 2
air.hittime = 2

[State 430, 4]
type = HitDef
trigger1 = Animelem = 2,=1
trigger1 = anim = 431
attr = C, NA
animtype = Light
damage = 21,1
getpower = 25,12
givepower = 12,6
guardflag = L
pausetime = 9,9
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-28
hitsound = S220,3
guardsound = S230,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 10
ground.velocity = -7
air.velocity = -3,-3
air.slidetime = 2
air.hittime = 2

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


;---------------------------------------------------------
; Medium Kick (Crouch)
[Statedef 440]
type    = C
movetype= A
physics = C
juggle = 10
velset = 0,0
ctrl = 0

[State 440, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) = 0
value = 440

[State 440, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) > 0
value = 441

[State 430, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210,1

[State 440, 3]
type = HitDef
trigger1 = Animelem = 3,=1
trigger1 = anim = 440
attr = C, NA
animtype = Medium
damage = 41,2
getpower = 40,14
givepower = 20,12
guardflag = L
pausetime = 10,10
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-10
hitsound = S220,4
guardsound = S230,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -3,-3

[State 440, 6]
type = HitDef
trigger1 = Animelem = 3,=1
trigger1 = anim = 441
attr = C, NA
animtype = Medium
damage = 41,2
getpower = 40,14
givepower = 20,12
guardflag = L
pausetime = 10,10
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-10
hitsound = S220,4
guardsound = S230,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -3,-3

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


;---------------------------------------------------------
; Hard Kick (Crouch/Var1:0)
[Statedef 450]
type    = C
movetype= A
physics = C
juggle = 10
velset = 0,0
anim = 450
ctrl = 0

[State 450, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,2

[State 450, 1]
type = HitDef
trigger1 = Animelem = 4,=1
attr = C, NA
animtype = Back
damage = 61,3
getpower = 60,16
givepower = 30,22
guardflag = LA
pausetime = 12,12
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-20
hitsound = S220,5
guardsound = S230,0
ground.type = tripped
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -2,-4
air.velocity = -2.5,-4
fall = 1
air.recover = 0

[State 450, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------
; Hard Kick (Crouch/Var1:1)
[Statedef 455]
type    = C
movetype= A
physics = C
juggle = 10
velset = 0,0
anim = 455
ctrl = 0

[State 455, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,2

[State 455, 1]
type = HitDef
trigger1 = Animelem = 2,=1
attr = C, NA
animtype = Heavy
damage = 61,3
getpower = 60,16
givepower = 30,22
guardflag = M
pausetime = 12,12
sparkno = 2
guard.sparkno = 40
sparkxy = -5,-100
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slideTime = 5
ground.hitTime  = 20
air.hitTime = 10
ground.velocity = -3.2, -6.7
air.velocity = -4,-3
fall = 1
fall.recover = 1

[State 455, 2]
type = PosAdd
trigger1 = AnimElem = 1
x = 20

[State 455, 3]
type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
x = 13

[State 455, 4]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,0

[State 455, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------
; Light Punch (Air)
[Statedef 600]
type    = A
movetype= A
physics = A
ctrl = 0

[State 600, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) = 0
value = 600

[State 600, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) > 0
value = 605

[State 600, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,0

[State 600, 3]
type = HitDef
trigger1 = Animelem = 3,=1
attr = A, NA
animtype = Light
damage = 23, 1
getpower = 25,12
givepower = 12,6
guardflag = HA
pausetime = 9,9
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-45
hitsound = S220,0
guardsound = S230,0
ground.type = High
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -4
air.type = Low
air.velocity = -2,-2

;---------------------------------------------------------
; Medium Punch (Air)
[Statedef 610]
type    = A
movetype= A
physics = A
ctrl = 0

[State 610, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) = 0
value = 610

[State 610, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) > 0
value = 615

[State 610, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,1

[State 610, 3]
type = HitDef
trigger1 = Animelem = 3,=1
attr = A, NA
animtype = Medium
damage = 43,2
getpower = 40,14
givepower = 20,12
guardflag = HA
pausetime = 10,10
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-45
hitsound = S220,1
guardsound = S230,0
ground.type = High
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -6
air.type = Low
air.velocity = -3,-3

;---------------------------------------------------------
; Hard Punch (Air)
[Statedef 620]
type    = A
movetype= A
physics = A
ctrl = 0

[State 620, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) = 0
value = 620

[State 620, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) > 0
value = 625





[State 620, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,2

[State 620, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Heavy
damage = 63,3
getpower = 60,16
givepower = 30,22
guardflag = HA
pausetime = 12,12
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-45
hitsound = S220,2
guardsound = S230,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4,-2

;---------------------------------------------------------
; Hard Punch (Air)
[Statedef 620123]
type    = A
movetype= A
anim = 625
physics = A
ctrl = 0


[State 251, Air Push1]
type = VelAdd
triggerall = Anim = 625
trigger1 = Time = 9 && vel X <=0
X =  -4
Y = -6

[State 251, Air Push2]
type = VelAdd
triggerall = Anim = 625
trigger1 = Time = 10 && Vel X > 0 && Vel Y <= 2 
X =  -5
Y = -7

[State 251, Air Push2]
type = VelAdd
triggerall = Anim = 625
trigger1 = Time = 11 && Vel X > 0 && Vel Y > 2
X =  -7
Y = -10



[State 620, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,2

[State 620, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Heavy
damage = 65,3
getpower = 60,16
givepower = 30,22
guardflag = HA
pausetime = 9,9
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-45
hitsound = S220,2
guardsound = S230,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4,-2


;---------------------------------------------------------
; Light Kick (Air)
[Statedef 630]
type    = A
movetype= A
physics = A
ctrl = 0

[State 630, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) = 0
value = 630

[State 630, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) > 0
value = 635

[State 630, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210,0

[State 630, 3]
type = HitDef
trigger1 = Animelem = 2,=1
attr = A, NA
animtype = Light
damage = 25,1
getpower = 25,12
givepower = 12,6
guardflag = HA
pausetime = 9,9
sparkno = 0
guard.sparkno = 40
sparkxy = -20,-45
hitsound = S220,3
guardsound = S230,0
ground.type = High
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -4
air.type = Low
air.velocity = -2,-2

;---------------------------------------------------------
; Medium Kick (Air)
[Statedef 640]
type    = A
movetype= A
physics = A
ctrl = 0

[State 640, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) = 0
value = 640

[State 640, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) > 0
value = 645

[State 640, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,1

[State 640, 3]
type = HitDef
trigger1 = Animelem = 3,=1
attr = A, NA
animtype = Medium
damage = 45,2
getpower = 40,14
givepower = 20,12
guardflag = HA
pausetime = 10,10
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-30
hitsound = S220,4
guardsound = S230,0
ground.type = High
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -6
air.type = Low
air.velocity = -3,-3

;---------------------------------------------------------
; Medium Kick (Air)
[Statedef 64043]
type    = A
movetype= A
physics = N
juggle  = 10
velset = .01,.01
ctrl = 0
anim = 64043

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

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

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

[State 640, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,2

[State 640, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,2


[State 1040, 5]
type = HitDef
;triggerall = hitcount < 1
trigger1 = AnimElem = 3
attr = A, SA
damage = 60, 4
getpower = 90,60
givepower = 60,44
animtype = Med
hitflag = MAF
guardflag = MA
pausetime = 9,9
sparkno = 2
sparkxy = -10, -10
hitsound = S220,4
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -7,7
down.velocity = 0,0
air.velocity = -7, 7 ;-4,-2
air.hittime = 18
air.fall = 1
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

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

;---------------------------------------------------------
; Medium Kick (Air)
[Statedef 64044]
type    = A
movetype= A
physics = N
juggle  = 10
velset = .01,.01
ctrl = 0
anim = 64043

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

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

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

[State 640, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,2

[State 640, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,2


[State 1040, 5]
type = HitDef
triggerall = hitcount < 1
trigger1 = AnimElem = 3
attr = A, SA
damage = 70, 5
getpower = 90,60
givepower = 60,44
animtype = Med
hitflag = MAF
guardflag = MA
pausetime = 9,9
sparkno = 2
sparkxy = -10, -10
hitsound = S220,4
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -7,7
down.velocity = 0,0
air.velocity = -7, 7 ;-4,-2
air.hittime = 18
air.fall = 1
fall = 1
fall.recover = 0
air.recover = 0
recover = 0

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

;---------------------------------------------------------
; Medium Kick (Air)
[Statedef 64045]
type    = A
movetype= A
physics = N
juggle  = 10
velset = .01,.01
ctrl = 0
anim = 64043

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

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

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

[State 640, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,2

[State 640, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,2


[State 1040, 5]
type = HitDef
triggerall = hitcount < 1
trigger1 = AnimElem = 3
attr = A, SA
damage = 80, 6
getpower = 90,60
givepower = 60,44
animtype = Med
hitflag = MAF
guardflag = MA
pausetime = 9,9
sparkno = 2
sparkxy = -10, -10
hitsound = S220,4
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -7,7
down.velocity = 0,0
air.velocity = -7, 7 ;-4,-2
air.fall = 1
fall = 1
fall.recover = 0
air.recover = 0
recover = 0


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

;KB Miss
[Statedef 9762]
type    = S
movetype= A
physics = N
juggle  = 0
anim = 9762
poweradd= 0
velset = 0
ctrl = 0

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

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

;---------------------------------------------------------
; Hard Kick (Air)
[Statedef 650]
type    = A
movetype= A
physics = A
ctrl = 0

[State 650, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) > 0

value = 650

[State 650, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) = 0
value = 655

[State 650, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,2

[State 650, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Heavy
damage = 65,3
getpower = 60,16
givepower = 30,22
guardflag = HA
pausetime = 12,12
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-30
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -8
air.type = Low
air.velocity = -4,-2

;---------------------------------------------------------
; Hard Kick (Air)
[Statedef 650123]
type    = A
movetype= A
physics = A
anim = 650123
ctrl = 0


[State 650, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,2

[State 650, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Heavy
damage = 60,3
getpower = 60,16
givepower = 30,22
guardflag = HA
pausetime = 12,12
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-20
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -8
air.type = Low
air.velocity = -4,-2

;---------------------------------------------------------
; Double Kick (Air)
[Statedef 655]
type    = A
movetype= A
physics = A
anim = 656
ctrl = 0

[State 655, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,2

[State 655, 1]
type = HitDef
trigger1 = Animelem = 4,=1
attr = A, NA
animtype = Heavy
damage = 65,3
getpower = 60,16
givepower = 30,22
guardflag = HA
pausetime = 12,12
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-50
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -8
air.type = Low
air.velocity = -4,-2

;---------------------------------------------------------
; Throw 1 (Attempt)
[Statedef 700]
type    = S
movetype= A
physics = S
velset = 0
anim = 700
ctrl = 0

;[State 700, 1]
;type = HitDef
;Trigger1 = AnimElem = 1
;attr = S, NT
;ID = 700
;hitflag = M-
;guardflag = 
;priority = 1
;sparkno = 45353
;hitsound = S220,14
;p2facing = 1
;p1stateno = 701
;p2stateno = 705
;numhits = 0

[State 700, 2]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
ID = 700
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
hitsound = S220,14
ground.velocity = 4,-5
p1facing = ifelse (command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 701
p2stateno = 705
numhits = 0

[State 700, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Throw 1 (Success)
[Statedef 701]
type    = S
movetype= A
physics = N
anim = 701

[State 701, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 701, 2]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = 20,0

[State 701, 3]
type = TargetBind
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
pos = 48,-10

[State 701, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NT
ID = 700
ChainID = 700
animtype = Light
damage = 40
getpower = 40,14
givepower = 20,12
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-65
hitsound = S220,2
guardsound = -1
ground.type = Low
ground.hittime = 15
ground.velocity = 0,0
air.type = low
air.velocity = 0,0

[State 701, 5]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NT
ID = 700
ChainID = 700
animtype = back
damage = 40
getpower = 40,14
givepower = 20,12
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-50
hitsound = S220,2
guardsound = -1
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4,-6
air.type = low
air.velocity = -4,-6
fall = 1
fall.recover = 0



[State 701, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Throw 1 (Being Thrown)
[Statedef 705]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 705, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 705

[State 705, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

;---------------------------------------------------------
; Throw 2 (Attempt)
[Statedef 710]
type    = S
movetype= A
physics = S
velset = 0
anim = 710
ctrl = 0


[State 710, 2]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
ID = 710
hitflag = M- 
priority = 2, Miss
sparkno = 45353
hitsound = S220,14
ground.velocity = 4,-5
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = -1
p1stateno = 711
p2stateno = 715
numhits = 0





[State 710, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Throw 2 (Sucess)
[Statedef 711]
type    = S
movetype= A
physics = N
anim = 711
sprpriority = -1



[State 711, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 712, 2]
type = SprPriority
trigger1 = AnimElem = 2
value = 1

[State 711, 3]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = 40,0

[State 711, 4]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NT
ID = 710
ChainID = 710
animtype = back
damage = 65
getpower = 40,14
givepower = 20,12
guardflag = 
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-20
hitsound = S220,5
guardsound = -1
ground.type = trip
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 711, 5]
type = PosAdd
trigger1 = AnimTime = 0
x = -39



[State 711, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Throw 2 (Being Thrown)
[Statedef 715]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0


[State 715, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 715

[State 715, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0


;------------------------ 堏摦廔椆
[Statedef 1615]
type = S
movetype = I
physics = S
anim = 0
velset = 0, 0



[State 1615,Turn]
type = Turn
trigger1 = P2Dist X < -5

[State 1615,End]
type = ChangeState
trigger1 = Time = 9
value = 0
ctrl = 1


;---------------------------------------------------------------------
; 垻廋梾慚嬻丒嵍挿嫍棧堏摦
;------------------------ 梊旛摦嶌
[Statedef 1600111]
type = S
movetype = I
physics = S
anim = 1600111
velset = 0, 0
ctrl = 0
juggle = 0

[State 2000, 1]
type = AfterImage
trigger1 = Time = 1
time = 26
length = 10
PalBright   = 0,0,0
PalContrast = 250,250,250
PalMul      = 1,1,1

[State 1600,PosAdd]
type = PosAdd
trigger1 = Time = [0,9]
x = IfElse(Facing = 1,2,-2)

[State 1600,PosAdd]
type = PosAdd
trigger1 = Time = [10,19]
x = IfElse(Facing = 1,-2,2)

[State 1600,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1610111

;------------------------ 堏摦
[Statedef 1610111]
type = S
movetype = I
physics = N
anim = 1610111
velset = IfElse(Facing = 1,-10.0,10.0), 0

;[State 3020, 2]
;type = AfterImage
;trigger1 = AnimElem = 2
;time = 1

[State 2000, 1]
type = AfterImage
trigger1 = Time = 1
time = 26
length = 10
PalBright   = 0,0,0
PalContrast = 250,250,250
PalMul      = 1,1,1

[State 1610,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1610,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 2

[State 1610,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1700, 0

[State 1610,PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1610,VelAdd]
type = VelAdd
trigger1 = 1
x = IfElse(Facing = 1,.22,-.22)

[State 1610,ChangeAnim]
type = ChangeAnim
trigger1 = P2Dist X < -5
value = 1620111

[State 1610,ChangeState]
type = ChangeState
trigger1 = BackEdgeDist < 5 && Facing = 1
trigger2 = FrontEdgeDist < 5 && Facing = -1
trigger3 = Time = 46
value = 1615

;---------------------------------------------------------------------
; 垻廋梾慚嬻丒嵍抁嫍棧堏摦
;------------------------ 梊旛摦嶌
[Statedef 1620111]
type = S
movetype = I
physics = S
anim = 1600111
velset = 0, 0
ctrl = 0
juggle = 0

[State 2000, 1]
type = AfterImage
trigger1 = Time = 1
time = 26
length = 10
PalBright   = 0,0,0
PalContrast = 250,250,250
PalMul      = 1,1,1

[State 1600,PosAdd]
type = PosAdd
trigger1 = Time = [0,9]
x = IfElse(Facing = 1,2,-2)

[State 1600,PosAdd]
type = PosAdd
trigger1 = Time = [10,19]
x = IfElse(Facing = 1,-2,2)

[State 1600,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1630111

;------------------------ 堏摦
[Statedef 1630111]
type = S
movetype = I
physics = N
anim = 1610111
velset = IfElse(Facing = 1,-7.82,7.82), 0

[State 2000, 1]
type = AfterImage
trigger1 = Time = 1
time = 26
length = 10
PalBright   = 0,0,0
PalContrast = 250,250,250
PalMul      = 1,1,1

[State 1610,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1610,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 2

[State 1610,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1700, 0

[State 1610,PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1610,VelAdd]
type = VelAdd
trigger1 = 1
x = IfElse(Facing = 1,.22,-.22)

[State 1610,ChangeAnim]
type = ChangeAnim
trigger1 = P2Dist X < -5
value = 1620111

[State 1610,ChangeState]
type = ChangeState
trigger1 = BackEdgeDist < 5 && Facing = 1
trigger2 = FrontEdgeDist < 5 && Facing = -1
trigger3 = Time = 31
value = 1615

;---------------------------------------------------------------------
; 垻廋梾慚嬻丒塃挿嫍棧堏摦
;------------------------ 梊旛摦嶌
[Statedef 1640111]
type = S
movetype = I
physics = S
anim = 1600111
velset = 0, 0
ctrl = 0
juggle = 0

[State 2000, 1]
type = AfterImage
trigger1 = Time = 1
time = 26
length = 10
PalBright   = 0,0,0
PalContrast = 250,250,250
PalMul      = 1,1,1

[State 1600,PosAdd]
type = PosAdd
trigger1 = Time = [0,9]
x = IfElse(Facing = 1,2,-2)

[State 1600,PosAdd]
type = PosAdd
trigger1 = Time = [10,19]
x = IfElse(Facing = 1,-2,2)

[State 1600,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1650111

;------------------------ 堏摦
[Statedef 1650111]
type = S
movetype = I
physics = N
anim = 1610111
velset = IfElse(Facing = 1,10.0,-10.0), 0

[State 2000, 1]
type = AfterImage
trigger1 = Time = 1
time = 26
length = 10
PalBright   = 0,0,0
PalContrast = 250,250,250
PalMul      = 1,1,1

[State 1610,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1610,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
;trigger1 = Time = 0
value = 200, 2

[State 1610,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1700, 0

[State 1610,PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1610,VelAdd]
type = VelAdd
trigger1 = 1
x = IfElse(Facing = 1,-.22,.22)

[State 1610,ChangeAnim]
type = ChangeAnim
trigger1 = P2Dist X < -5
value = 1620111

[State 1610,ChangeState]
type = ChangeState
trigger1 = BackEdgeDist < 5 && Facing = -1
trigger2 = FrontEdgeDist < 5 && Facing = 1
trigger3 = Time = 46
value = 1615

;---------------------------------------------------------------------
; 垻廋梾慚嬻丒嵍抁嫍棧堏摦
;------------------------ 梊旛摦嶌
[Statedef 1660111]
type = S
movetype = I
physics = S
anim = 1600111
velset = 0, 0
ctrl = 0
poweradd = 0
juggle = 0

[State 2000, 1]
type = AfterImage
trigger1 = Time = 1
time = 26
length = 10
PalBright   = 0,0,0
PalContrast = 250,250,250
PalMul      = 1,1,1

[State 1600,PosAdd]
type = PosAdd
trigger1 = Time = [0,9]
x = IfElse(Facing = 1,2,-2)

[State 1600,PosAdd]
type = PosAdd
trigger1 = Time = [10,19]
x = IfElse(Facing = 1,-2,2)

[State 1600,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1670111

;------------------------ 堏摦
[Statedef 1670111]
type = S
movetype = I
physics = N
anim = 1610111
velset = IfElse(Facing = 1,7.82,-7.82), 0

[State 2000, 1]
type = AfterImage
trigger1 = Time = 1
time = 26
length = 10
PalBright   = 0,0,0
PalContrast = 250,250,250
PalMul      = 1,1,1

[State 1610,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1610,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
;trigger1 = Time = 0
value = 200, 2

[State 1610,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1700, 0

[State 1610,PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1610,VelAdd]
type = VelAdd
trigger1 = 1
x = IfElse(Facing = 1,-.22,.22)

[State 1610,ChangeAnim]
type = ChangeAnim
trigger1 = P2Dist X < -5
value = 1620111

[State 1610,ChangeState]
type = ChangeState
trigger1 = BackEdgeDist < 5 && Facing = -1
trigger2 = FrontEdgeDist < 5 && Facing = 1
trigger3 = Time = 31
value = 1615

;---------------------------------------------------------
; Kyaku Renko (Tiger Claw Slow/Start)
[Statedef 1000]
type    = S
movetype= A
physics = S
velset = 0
anim = 1000
ctrl = 0

[State 1000, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 1005

;---------------------------------------------------------
; Kyaku Renko (Tiger Claw Normal/Start)
[Statedef 1001]
type    = S
movetype= A
physics = S
velset = 0
anim = 1000
ctrl = 0

[State 1001, 1]
type = ChangeState
trigger1 = Time = 4
value = 1006

;---------------------------------------------------------
; Kyaku Renko (Tiger Claw Fast/Start)
[Statedef 1002]
type    = S
movetype= A
physics = S
velset = 0
anim = 1000
ctrl = 0

[State 1002, 1]
type = ChangeState
trigger1 = Time = 3
value = 1007

;---------------------------------------------------------
; Kyaku Renko (Tiger Claw/End)
[Statedef 1003]
type    = S
movetype= A
physics = S
velset = 0
anim = 1000
ctrl = 0

[State 1003, 1]
type = VarSet
trigger1 = Time = 0
v = 1
value = 0

[State 1003, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Kyaku Renko (Tiger Claw/Slow)
[Statedef 1005]
type    = S
movetype= A
physics = S
anim = 1001
ctrl = 0

[State 1005, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = 0

;[State 1005, 2]
;type = VarSet
;trigger1 = Time > 0
;trigger1 = command = "XXX"
;v = 2
;value = 1

[State 1005, 3]
type = ChangeState
trigger1 = Var(2) = 1
trigger1 = animtime = 0
value = 1005

;[State 1005, 4]
;type = VarSet
;trigger1 = Time > 0
;trigger1 = command = "YYY"
;v = 2
;value = 2

[State 1005, 5]
type = ChangeState
trigger1 = Var(2) = 2
trigger1 = animtime = 0
value = 1006

;[State 1005, 6]
;type = VarSet
;trigger1 = Time > 0
;trigger1 = command = "ZZZ"
;v = 2
;value = 3

[State 1005, 7]
type = ChangeState
trigger1 = Var(2) = 3
trigger1 = animtime = 0
value = 1007

[State 1005, 8]
type = HitDef
trigger1 = AnimElem = 1,=1
attr = S, SA
animtype = Medium
damage = 15,3
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 3,3
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-55
hitsound = S220,2
guardsound = S230,1
ground.type = High
ground.slidetime = 32
ground.hittime  = 15
ground.velocity = -5
air.type = Low
air.velocity = -3,-3

[State 1005, 9]
type = HitDef
trigger1 = AnimElem = 3,=1
attr = S, SA
animtype = Medium
damage = 10,3
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 3,3
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-35
hitsound = S220,2
guardsound = S230,1
ground.type = Low
ground.slidetime = 32
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-3

[State 1005, 10]
type = HitDef
trigger1 = AnimElem = 5,=1
attr = S, SA
animtype = Medium
damage = 10,3
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 3,3
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-72
hitsound = S220,2
guardsound = S230,1
ground.type = High
ground.slidetime = 32
ground.hittime  = 15
ground.velocity = -5
air.type = Low
air.velocity = -3,-3

[State 1005, 11]
type = HitDef
trigger1 = AnimElem = 7,=1
attr = S, SA
animtype = Medium
damage = 10,3
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 3,3
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-26
hitsound = S220,2
guardsound = S230,1
ground.type = Low
ground.slidetime = 32
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-3
;air.hittime = 6
;ground.cornerpush.veloff = 0

[State 1005, 12]
type = PlaySnd
trigger1 = Timemod = 14,0
value = 200,3

[State 1005, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 1003

;---------------------------------------------------------
; Kyaku Renko (Tiger Claw/Normal)
[Statedef 1006]
type    = S
movetype= A
physics = S
anim = 1002
ctrl = 0

[State 1006, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = 0

;[State 1006, 2]
;type = VarSet
;trigger1 = Time > 0
;trigger1 = command = "XXX"
;v = 2
;value = 1

[State 1006, 3]
type = ChangeState
trigger1 = Var(2) = 1
trigger1 = animtime = 0
value = 1005

;[State 1006, 4]
;type = VarSet
;trigger1 = Time > 0
;trigger1 = command = "YYY"
;v = 2
;value = 2

[State 1006, 5]
type = ChangeState
trigger1 = Var(2) = 2
trigger1 = animtime = 0
value = 1006

;[State 1006, 6]
;type = VarSet
;trigger1 = Time > 0
;trigger1 = command = "ZZZ"
;v = 2
;value = 3

[State 1006, 7]
type = ChangeState
trigger1 = Var(2) = 3
trigger1 = animtime = 0
value = 1007

[State 1006, 8]
type = HitDef
trigger1 = AnimElem = 1,=1
attr = S, SA
animtype = Medium
damage = 15,3
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 3,3
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-55
hitsound = S220,2
guardsound = S230,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 15
ground.velocity = -5
air.type = Low
air.velocity = -3,-3

[State 1006, 9]
type = HitDef
trigger1 = AnimElem = 3,=1
trigger2 = AnimElem = 9,=1
attr = S, SA
animtype = Medium
damage = 10,3
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 3,3
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-35
hitsound = S220,2
guardsound = S230,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-3

[State 1006, 10]
type = HitDef
trigger1 = AnimElem = 5,=1
attr = S, SA
animtype = Medium
damage = 10,3
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 3,3
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-72
hitsound = S220,2
guardsound = S230,1
ground.type = High
ground.slidetime = 30
ground.hittime  = 15
ground.velocity = -5
air.type = Low
air.velocity = -3,-3

[State 1005, 11]
type = HitDef
trigger1 = AnimElem = 7,=1
attr = S, SA
animtype = Medium
damage = 10,3
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 3,3
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-72
hitsound = S220,2
guardsound = S230,1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-3

[State 1006, 12]
type = PlaySnd
trigger1 = Timemod = 12,0
value = 200,3

[State 1006, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 1003

;---------------------------------------------------------
; Kyaku Renko (Tiger Claw/Fast)
[Statedef 1007]
type    = S
movetype= A
physics = S
anim = 1003
ctrl = 0

[State 1007, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = 0

;[State 1007, 2]
;type = VarSet
;trigger1 = Time > 0
;trigger1 = command = "XXX"
;v = 2
;value = 1

[State 1007, 3]
type = ChangeState
trigger1 = Var(2) = 1
trigger1 = animtime = 0
value = 1005

;[State 1007, 4]
;type = VarSet
;trigger1 = Time > 0
;trigger1 = command = "YYY"
;v = 2
;value = 2

[State 1007, 5]
type = ChangeState
trigger1 = Var(2) = 2
trigger1 = animtime = 0
value = 1006

;[State 1007, 6]
;type = VarSet
;trigger1 = Time > 0
;trigger1 = command = "ZZZ"
;v = 2
;value = 3

[State 1007, 7]
type = ChangeState
trigger1 = Var(2) = 3
trigger1 = animtime = 0
value = 1007

[State 1007, 8]
type = HitDef
trigger1 = AnimElem = 1,=1
attr = S, SA
animtype = Medium
damage = 15,3
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 3,3
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-55
hitsound = S220,2
guardsound = S230,1
ground.type = High
ground.slidetime = 28
ground.hittime  = 15
ground.velocity = -5
air.type = Low
air.velocity = -3,-3

[State 1007, 9]
type = HitDef
trigger1 = AnimElem = 3,=1
attr = S, SA
animtype = Medium
damage = 10,3
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 3,3
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-35
hitsound = S220,2
guardsound = S230,1
ground.type = Low
ground.slidetime = 28
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-3

[State 1007, 10]
type = HitDef
trigger1 = AnimElem = 5,=1
trigger2 = AnimElem = 9,=1
attr = S, SA
animtype = Medium
damage = 10,3
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 3,3
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-26
hitsound = S220,2
guardsound = S230,1
ground.type = High
ground.slidetime = 28
ground.hittime  = 15
ground.velocity = -5
air.type = Low
air.velocity = -3,-3

[State 1007, 11]
type = HitDef
trigger1 = AnimElem = 7,=1
trigger2 = AnimElem = 11,=1
attr = S, SA
animtype = Medium
damage = 10,3
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 3,3
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-72
hitsound = S220,2
guardsound = S230,1
ground.type = Low
ground.slidetime = 28
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-3

[State 1007, 12]
type = PlaySnd
trigger1 = Timemod = 10,0
value = 200,3

[State 1007, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 1003

;---------------------------------------------------------
; Geki Ro (Start/Light)
[Statedef 1100]
type    = S
physics = S
velset = 0,0
anim = 1100
ctrl = 0

[State 1100, 1]
type = NotHitBy
trigger1 = Time > 0
value = SCA
time = 1

[State 1100, 2]
type = PlaySnd
trigger1 = AnimTime = 0
value = 200,0

[State 1100, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101

;---------------------------------------------------------
; Geki Ro (Air/Light)
[Statedef 1101]
type    = A
movetype= A
velset = 3,-2
anim = 1105

[State 1101, 0]
type = PlaySnd
trigger1 = Time = 0
value = 210,3

[State 1101, 1]
type = PosAdd
trigger1 = Time = 0
x = 24

[State 1101, 2]
type = VelAdd
trigger1 = Time > 0
trigger1 = Vel X > 0
x = -0.2

[State 1101, 3]
type = VelAdd
trigger1 = Time > 6
y = .3

[State 1101, 4]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 1101, 5]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype = Up
damage = 20,4
getpower = 60,16
givepower = 30,22
guardflag = M
pausetime = 8,8
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-80
hitsound = S220,5
guardsound = S230,1
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-7
air.type = low
air.velocity = -1,-6
p1stateno = 1130
fall = 1
fall.recover = 0

[State 1101, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Geki Ro (Start/Medium)
[Statedef 1110]
type    = S
physics = S
velset = 0,0
anim = 1100
ctrl = 0

[State 1110, 1]
type = NotHitBy
trigger1 = Time > 0
value = SCA
time = 1

[State 1110, 2]
type = PlaySnd
trigger1 = Time = 0
value = 200,0

[State 1110, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1111

;---------------------------------------------------------
; Geki Ro (Air/Medium)
[Statedef 1111]
type    = A
movetype= A
velset = 3,-2.5
anim = 1106

[State 1111, 0]
type = PlaySnd
trigger1 = Time = 0
value = 210,3

[State 1111, 1]
type = PosAdd
trigger1 = Time = 0
x = 24

[State 1111, 2]
type = VelAdd
trigger1 = Time > 0
trigger1 = Vel X > 0
x = -0.2

[State 1111, 3]
type = VelAdd
trigger1 = Time > 6
y = .4

[State 1111, 4]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 1111, 5]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype = Up
damage = 41,5
getpower = 60,16
givepower = 30,22
guardflag = M
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-90
hitsound = S220,5
guardsound = S230,1
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-7
air.type = low
air.velocity = -1,-6
p1stateno = 1130
fall = 1
fall.recover = 0

[State 1111, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Geki Ro (Start/Hard)
[Statedef 1120]
type    = S
physics = S
velset = 0,0
anim = 1100
ctrl = 0

[State 1120, 1]
type = NotHitBy
trigger1 = Time > 0
value = SCA
time = 1

[State 1120, 2]
type = PlaySnd
trigger1 = Time = 0
value = 200,0

[State 1120, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1121

;---------------------------------------------------------
; Geki Ro (Air/Hard)
[Statedef 1121]
type    = A
movetype= A
velset = 3,-3
anim = 1107

[State 1121, 0]
type = PlaySnd
trigger1 = Time = 0
value = 210,3

[State 1121, 1]
type = PosAdd
trigger1 = Time = 0
x = 24

[State 1121, 2]
type = VelAdd
trigger1 = Vel X > 0
x = -0.2

[State 1121, 3]
type = VelAdd
trigger1 = Time > 8
y = .5

[State 1121, 4]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 1121, 5]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype = Up
damage = 60,6
getpower = 60,16
givepower = 30,22
guardflag = M
pausetime = 12,12
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-90
hitsound = S220,5
guardsound = S230,1
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-7
air.type = low
air.velocity = -1,-6
p1stateno = 1130
fall = 1
fall.recover = 0

[State 1121, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Geki Ro (Air/Hit)
[Statedef 1130]
type    = A
movetype= A
anim = 1130
velset = 1,-3.8

[State 1130, 1]
type = VelAdd
trigger1 = Time > 0
y = .2

[State 1130, 2]
type = ChangeState
;trigger1 = time = [1,50]
trigger1 = command = "a" || command = "b" || command = "c"
value = 1135

[State 1130, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Geki Ro (Kick 1)
[Statedef 1135]
type    = A
movetype= A
anim = 1135
velset = 1

[State 1135, 0]
type = PlaySnd
trigger1 = Time = 0
value = 210,2

[State 1135, 0]
type = VelAdd
trigger1 = Time = 0
y = -1.5

[State 1135, 1]
type = VelAdd
trigger1 = Time > 6
y = .4

[State 1135, 2]
type = HitDef
trigger1 = animelem = 1,=1
attr = A, SA
animtype = back
damage = 7,1
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 6,6
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-90
hitsound = S220,5
guardsound = S230,1
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-5
air.velocity = -1.5,-6
fall = 1
fall.recover = 1

[State 1135, 3]
type = VarSet
trigger1 = Time = 0
trigger2 = vel y >= 0
v = 2
value = 0

[State 1135, 4]
type = VarSet
;trigger1 = time = [1,50]
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = var(3) = 1 ; AI Trigger
v = 2
value = 1

[State 1135, 5]
type = ChangeState
trigger1 = var(2) = 1
trigger1 = time = 7
value = 1136

[State 1135, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Geki Ro (Kick 2)
[Statedef 1136]
type    = A
movetype= A
anim = 1136

[State 1136, 0]
type = PlaySnd
trigger1 = Time = 0
value = 210,2

[State 1136, 0]
type = VelAdd
trigger1 = Time = 0
y = -1.25

[State 1136, 1]
type = VelAdd
trigger1 = Time > 0
y = .4

[State 1136, 2]
type = HitDef
trigger1 = animelem = 1,=1
attr = A, SA
animtype = back
damage = 7,1
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 5,5
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-60
hitsound = S220,5
guardsound = S230,1
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-5
air.velocity = -1.5,-6
fall = 1
fall.recover = 1

[State 1136, 3]
type = VarSet
trigger1 = Time = 0
trigger2 = vel y > 0
v = 2
value = 0

[State 1136, 4]
type = VarSet
;trigger1 = time = [1,50]
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = var(3) = 1 ; AI Trigger
v = 2
value = 1

[State 1136, 5]
type = ChangeState
trigger1 = var(2) = 1
trigger1 = time = 5
value = 1137

[State 1136, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Geki Ro (Kick 3)
[Statedef 1137]
type    = A
movetype= A
anim = 1137

[State 1137, 0]
type = PlaySnd
trigger1 = Time = 0
value = 210,2

[State 1137, 0]
type = VelAdd
trigger1 = Time = 0
y = -1

[State 1137, 1]
type = VelAdd
trigger1 = Time > 0
y = .4

[State 1137, 2]
type = HitDef
trigger1 = animelem = 1,=1
attr = A, SA
animtype = back
damage = 7,1
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 4,4
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-60
hitsound = S220,5
guardsound = S230,1
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-5
air.velocity = -1.5,-6
fall = 1
fall.recover = 1

[State 1137, 3]
type = VarSet
trigger1 = Time = 0
trigger2 = vel y > 0
v = 2
value = 0

[State 1137, 4]
type = VarSet
;trigger1 = time = [1,50]
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = var(3) = 1 ; AI Trigger
v = 2
value = 1

[State 1137, 5]
type = ChangeState
trigger1 = var(2) = 1
trigger1 = time = 5
value = 1138

[State 1137, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Geki Ro (Kick 4)
[Statedef 1138]
type    = A
movetype= A
anim = 1138

[State 1138, 0]
type = PlaySnd
trigger1 = Time = 0
value = 210,2

[State 1138, 0]
type = VelAdd
trigger1 = Time = 0
y = -1.5

[State 1138, 1]
type = VelAdd
trigger1 = Time > 0
y = .4

[State 1138, 2]
type = HitDef
trigger1 = animelem = 1,=1
attr = A, SA
animtype = back
damage = 7,1
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 3,3
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-100
hitsound = S220,5
guardsound = S230,1
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-5
air.velocity = -1.5,-6
fall = 1
fall.recover = 1

[State 1138, 3]
type = VarSet
trigger1 = Time = 0
trigger2 = vel y > 0
v = 2
value = 0

[State 1138, 4]
type = VarSet
;trigger1 = time = [1,50]
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = var(3) = 1 ; AI Trigger
v = 2
value = 1

[State 1138, 5]
type = ChangeState
trigger1 = var(2) = 1
trigger1 = time = 5
value = 1139

[State 1138, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Geki Ro (Kick 5)
[Statedef 1139]
type    = A
movetype= A
anim = 1139

[State 1138, 4]
type = VarSet
;trigger1 = time = [1,50]
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = var(3) = 1 ; AI Trigger
v = 2
value = 1


[State 1139, 0]
type = PlaySnd
trigger1 = Time = 0
value = 210,2

[State 1139, 0]
type = VelAdd
trigger1 = Time = 0
y = -1.5

[State 1139, 1]
type = VelAdd
trigger1 = Time > 0
y = .4

[State 1139, 2]
type = HitDef
trigger1 = animelem = 3,=1
attr = A, SA
animtype = back
damage = 7,1
getpower = 25,12
givepower = 12,6
guardflag = MA
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-90
hitsound = S220,5
guardsound = S230,1
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -3,-4
air.velocity = -4,-5
fall = 1
fall.recover = 1

[State 1139, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Jya Sen (Light)
[Statedef 1200]
type    = S
movetype= A
physics = S
velset = 0
anim = 1200
ctrl = 0

[State 1200, 1]
type = Velset
trigger1 = Time = [9,15]
x = 6.5

[State 1200, 2]
type = NotHitBy
trigger1 = time = [9,15]
value = SCA
time = 1

[State 1200, 3]
type = Width
trigger1 = time = [0,15]
value = -20

[State 1200, 3]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
attr = C, SA
animtype = Medium
damage = 15,4
getpower = 60,16
givepower = 30,22
guardflag = MA
pausetime = 3,3
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-26
hitsound = S220,2
guardsound = S230,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-2

[State 1200, 4]
type = HitDef
trigger1 = Animelem = 8
attr = C, SA
animtype = Heavy
damage = 20,4
getpower = 60,16
givepower = 30,22
guardflag = MA
pausetime = 12,12
sparkno = 2
guard.sparkno = 40
sparkxy = -40,-55
hitsound = S220,2
guardsound = S230,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4,-4
air.velocity = -4,-4
fall = 1
fall.recover = 0

[State 1200, 5]
type = PlaySnd
trigger1 = Animelem = 6
value = 200,0

[State 1200, 6]
type = PlaySnd
trigger1 = Animelem = 6
value = 210,3

[State 1200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------
; Jya Sen (Medium)
[Statedef 1210]
type    = S
movetype= A
physics = S
velset = 0
anim = 1210
ctrl = 0

[State 1210, 1]
type = Velset
trigger1 = Time = [9,23]
x = 6.5

[State 1210, 2]
type = NotHitBy
trigger1 = time = [9,23]
value = SCA
time = 1

[State 1210, 3]
type = Width
trigger1 = time = [0,23]
value = -20

[State 1210, 3]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 8
attr = C, SA
animtype = Medium
damage = 15,5
getpower = 60,16
givepower = 30,22
guardflag = MA
pausetime = 3,3
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-26
hitsound = S220,2
guardsound = S230,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-2

[State 1210, 4]
type = HitDef
trigger1 = Animelem = 12
attr = C, SA
animtype = Heavy
damage = 20,5
getpower = 60,16
givepower = 30,22
guardflag = MA
pausetime = 12,12
sparkno = 2
guard.sparkno = 40
sparkxy = -40,-55
hitsound = S220,2
guardsound = S230,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4,-4
air.velocity = -4,-4
fall = 1
fall.recover = 0

[State 1210, 5]
type = PlaySnd
trigger1 = Animelem = 10
value = 200,0

[State 1210, 6]
type = PlaySnd
trigger1 = Animelem = 10
value = 210,3

[State 1210, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------
; Jya Sen (Hard)
[Statedef 1220]
type    = S
movetype= A
physics = S
velset = 0
anim = 1220
ctrl = 0

[State 1220, 1]
type = Velset
trigger1 = Time = [9,31]
x = 6.5

[State 1220, 2]
type = NotHitBy
trigger1 = time = [9,31]
value = SCA
time = 1

[State 1220, 3]
type = Width
trigger1 = time = [0,31]
value = -20

[State 1220, 3]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
attr = C, SA
animtype = Medium
damage = 15,6
getpower = 60,16
givepower = 30,22
guardflag = MA
pausetime = 3,3
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-26
hitsound = S220,2
guardsound = S230,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-2

[State 1220, 4]
type = HitDef
trigger1 = Animelem = 16
attr = C, SA
animtype = Heavy
damage = 20,6
getpower = 60,16
givepower = 30,22
guardflag = MA
pausetime = 12,12
sparkno = 2
guard.sparkno = 40
sparkxy = -40,-55
hitsound = S220,2
guardsound = S230,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4,-4
air.velocity = -4,-4
fall = 1
fall.recover = 0

[State 1220, 5]
type = PlaySnd
trigger1 = Animelem = 14
value = 200,0

[State 1220, 6]
type = PlaySnd
trigger1 = Animelem = 14
value = 210,3

[State 1220, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1



;---------------------------------------------------------
; Ouga (Jump 1)
[Statedef 1300]
type    = A
movetype= I
anim = 1300
ctrl = 0
sprpriority = 2

[State 1300, 1]
type = veladd
trigger1 = time > 0
y = .4


[State 1300, 2]
type = velset
trigger1 = time = 0
x = -6
y = -9

[State 200, 3]
type = PlaySnd
trigger1 = Time = 2
value = 200,1


[State 1300, 3]
type = changestate
trigger1 = pos y < -100 ;65
trigger1 = backedgebodydist < 30
value = 1305

[State 1300, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Ouga (Jump 2)
[Statedef 1301]
type    = A
movetype= I
anim = 1300
ctrl = 0
sprpriority = 2

[State 200, 3]
type = PlaySnd
trigger1 = Time = 2
value = 200,1


[State 1301, 1]
type = veladd
trigger1 = time > 0
y = .4

[State 1301, 2]
type = velset
trigger1 = time = 0
x = -8
y = -9

[State 1301, 3]
type = changestate
trigger1 = pos y < -100 ;-75
trigger1 = backedgebodydist < 30
value = 1305

[State 1301, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Ouga (Jump 3)
[Statedef 1302]
type    = A
movetype= I
anim = 1300
ctrl = 0
sprpriority = 2

[State 200, 3]
type = PlaySnd
trigger1 = Time = 2
value = 200,1

[State 1302, 1]
type = veladd
trigger1 = time > 0
y = .4

[State 1302, 2]
type = velset
trigger1 = time = 0
x = -12
y = -9

[State 1302, 3]
type = changestate
trigger1 = pos y < -100
trigger1 = backedgebodydist < 30
value = 1305

[State 1302, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Ouga (On Wall)
[Statedef 1305]
type    = A
movetype= I
physics = N
anim = 9999
velset = 0,0

[State 1100,VelSet]
type = PosSet
trigger1 = Time = 0
x = (Pos x-ScreenPos x)*Facing

[State 40,VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = 8

[State 1305, 0]
type = PlaySnd
trigger1 = Time = 0
value = 52,0

[State 1305, 1]
type = explod
trigger1 = time = 0
anim = 1301
postype = p1
pos = 0, 0
bindtime = -1

[State 1305, 2]
type = ChangeState
trigger1 = time = 12
trigger1 = command = "holdback"
trigger2 = p2stateno = [2000,4000]
;trigger2 = p2bodydist x > 100 ;AI Trigger
value = 1310

[State 1305, 3]
type = ChangeState
trigger1 = time = 12
trigger1 = command = "holdfwd"
;trigger2 = p2bodydist x > 200 ;AI Trigger
;trigger2 = random <= 500 ;AI Trigger
value = 1312

[State 1305, 3]
type = ChangeState
triggerall = Var(50) = 1
trigger1 = time = 12
trigger1 = command = "holdfwd"
;trigger2 = p2bodydist x > 200 ;AI Trigger
trigger2 = random <= 500 ;AI Trigger
value = 1312

[State 1305, 4]
type = ChangeState
trigger1 = time = 12
trigger1 = command = "holdup"
;trigger2 = p2bodydist x <= 100 ;AI Trigger
;trigger2 = random <= 500 ;AI Trigger
value = 1315


[State 1305, 4]
type = ChangeState
triggerall = Var(50) = 1
trigger1 = time = 12
trigger1 = command = "holdup"
;trigger2 = p2bodydist x <= 100 ;AI Trigger
trigger2 = random <= 500 ;AI Trigger
value = 1315

[State 1035, 5]
type = ChangeState
trigger1 = time = 12
value = 1311

;---------------------------------------------------------
; Ouga (No Attack)
[Statedef 1310]
type    = A
movetype= I
physics = N
anim = 1303
velset = 1.6, -5



[State 1310, 1]
type = gravity
trigger1 = 1

[State 1310, 2]
type = AssertSpecial
trigger1 = 1
flag = noairguard

[State 1310, 3]
type = CtrlSet
trigger1 = animelem = 4
value = 1

[State 1310, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Ouga (Neutral)
[Statedef 1311]
type    = A
movetype= A
physics = N
anim = 1302
velset = 4, -2



[State 1311, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,2

[State 1311, 1]
type = veladd
trigger1 = 1
y = .4

[State 1311, 2]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype = Back
damage = 46,4
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 12,12
sparkno = 2
guard.sparkno = 40
sparkxy = 10,-15
hitsound = S220,5
guardsound = S230,1
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2.3,-4
air.type = low
air.velocity = -2,-4
fall = 1
fall.recover = 0

[State 1311, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1320

;---------------------------------------------------------
; Ouga (Forward)
[Statedef 1312]
type    = A
movetype= A
physics = N
anim = 1304
velset = 9, -2


[State 1312, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,3

[State 1312, 1]
type = veladd
trigger1 = 1
y = .5

[State 1311, 2]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype = Back
damage = 64,5
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 12,12
sparkno = 2
guard.sparkno = 40
sparkxy = 10,-15
hitsound = S220,5
guardsound = S230,1
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5,-3
air.type = low
air.velocity = -5,-3
fall = 1
fall.recover = 0

[State 1312, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1320

;---------------------------------------------------------
; Ouga (Going Up)
[Statedef 1315]
type    = A
movetype= I
anim = 1300
ctrl = 0
sprpriority = 2

[State 200, 3]
type = PlaySnd
trigger1 = Time = 2
value = 200,1

[State 1315, 1]
type = turn
trigger1 = time = 0

[State 1315, 2]
type = velset
trigger1 = time = 0
x = -12
y = -1

[State 1315, 2]
type = veladd
trigger1 = time > 0
x = -0.12

[State 1315, 3]
type = changestate
;trigger1 = time = 10
trigger1 = P2BodyDist X > -10
value = 1316

[State 1315, 4]
type = Screenbound
trigger1 = 1
value = 0
movecamera = 1,0

[State 1315, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Ouga (On Top)
[Statedef 1316]
type    = A
movetype= I
physics = N
anim = 9999
velset = 0,0

[State 1316, 0]
type = PlaySnd
trigger1 = Time = 0
value = 52,0

[State 1316, 1]
type = explod
trigger1 = time = 0
anim = 1306
postype = p1
pos = 0, 0
bindtime = -1

[State 1316, 2]
type = ChangeState
trigger1 = time = 11
trigger1 = command = "holddown"
trigger2 = var(3) = 1 ; AI Trigger
value = 1317

[State 1316, 2]
type = ChangeState
triggerall = Var(50) = 1
trigger1 = time = 11
trigger1 = command = "holddown"
trigger2 = random <= 500 ;AI Trigger
;trigger3 = command = "x" || command = "y" || command = "z" || command = "a" || command = "b" || command = "c"
value = 1317

[State 1316, 3]
type = turn
trigger1 = time = 12

[State 1316, 4]
type = ChangeState
trigger1 = time = 12
value = 1310

;---------------------------------------------------------
; Ouga (Drop)
[Statedef 1317]
type    = A
movetype= A
physics = A
anim = 1307
velset = 0,0

[State 1316, 0]
type = PlaySnd
trigger1 = Time = 5
value = 210,3
channel = 0

[State 1316, 1]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype = Back
damage = 80,6
getpower = 90,60
givepower = 60,44
guardflag = MA
pausetime = 12,12
sparkno = 2
guard.sparkno = 40
sparkxy = 10,-15
hitsound = S220,5
guardsound = S230,1
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2.3,-4
air.type = low
air.velocity = -2,-4
fall = 1
fall.recover = 0

[State 1316, 2]
type = ChangeAnim
trigger1 = movecontact = 1
value = 1303
;persistent = 0

;[State 1316, 3]
;type = turn
;trigger1 = time = 0

[State 1316, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Jump Land
[Statedef 1320]
type    = S
physics = S
ctrl = 0
anim = 1305

[State 1320, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1320, 2]
type = PosSet
trigger1 = Time = 0
y = 0



[State 1320, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------
; Shin Ten Shu (Level 1)
[Statedef 2000]
type    = S
movetype= A
physics = S
velset = 0
anim = 2000
ctrl = 0
poweradd = -1000

[State 2000, 1]
type = SuperPause
trigger1 = Time = 3
time = 16
movetime = 15
anim = -1

[State 2000, 2]
type = SuperPause
trigger1 = Time = 18
time = 53
movetime = 53
anim = 100
pos = -7,-78

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

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


[State 2000, 3]
type = PlaySnd
trigger1 = Time = 18
value = 2010,0

[State 1005, 12]
type = PlaySnd
trigger1 = AnimElem = 16
trigger2 = AnimElem = 18
trigger3 = AnimElem = 21
value = 200,3

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2000, 5]
type = HitDef
trigger1 = AnimElem = 16,1
attr = S, HA
animtype = Medium
damage = 30,4
guardflag = MA
pausetime = 3,3
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-85
hitsound = S220,2
guardsound = S230,1
ground.type = High
ground.hittime  = 20
ground.velocity = 0
air.type = Low
air.velocity = -2,-2

[State 2000, 6]
type = HitDef
trigger1 = AnimElem = 18,1
attr = S, HA
animtype = Medium
damage = 40,4
guardflag = MA
pausetime = 3,3
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-45
hitsound = S220,2
guardsound = S230,1
ground.type = High
ground.hittime  = 20
ground.velocity = 0
air.velocity = -2,-2

[State 2000, 7]
type = HitDef
trigger1 = AnimElem = 21,1
ID = 2000
attr = S, HA
animtype = Heavy
damage = 50,4
guardflag = MA
pausetime = 12,12
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-68
hitsound = S220,2
guardsound = S230,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-3
air.type = Low
air.velocity = -3,-3
fall = 1
fall.recover = 0



[State 2000, 9]
type = PlaySnd
trigger1 = Animelem = 5
value = 2000,0

[State 2000, 10]
type = PlaySnd
trigger1 = Movehit = 1
trigger1 = animelem = 21
value = 190,0
persistent = 1

[State 2000, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Shin Ten Shu (Level 2)
[Statedef 2001]
type    = S
movetype= A
physics = S
velset = 0
anim = 2001
ctrl = 0
poweradd = -2000

[State 2001, 1]
type = SuperPause
trigger1 = Time = 3
time = 16
movetime = 15
anim = -1

[State 2001, 2]
type = SuperPause
trigger1 = Time = 18
time = 53
movetime = 53
anim = 100
pos = -7,-78

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

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


[State 2001, 3]
type = PlaySnd
trigger1 = Time = 18
value = 2010,0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 1005, 12]
type = PlaySnd
trigger1 = AnimElem = 16
trigger2 = AnimElem = 18
trigger3 = AnimElem = 20
trigger4 = AnimElem = 22
trigger5 = AnimElem = 25
value = 200,3

[State 2001, 5]
type = HitDef
trigger1 = AnimElem = 16,1
trigger2 = AnimElem = 20,1
attr = S, HA
animtype = Medium
damage = 30,5
guardflag = MA
pausetime = 3,3
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-50
hitsound = S220,2
guardsound = S230,1
ground.type = High
ground.hittime  = 20
ground.velocity = 0
air.type = Low
air.velocity = -3,-3

[State 2001, 6]
type = HitDef
trigger1 = AnimElem = 18,1
trigger2 = AnimElem = 22,1
attr = S, HA
animtype = medium
damage = 30,5
guardflag = MA
pausetime = 3,3
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-90
hitsound = S220,2
guardsound = S230,1
ground.type = Low
ground.hittime  = 20
ground.velocity = 0
air.velocity = -3,-3

[State 2001, 7]
type = HitDef
trigger1 = AnimElem = 25,1
ID = 2000
attr = S, HA
animtype = Heavy
damage = 40,5
guardflag = MA
pausetime = 10,10
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-68
hitsound = S220,2
guardsound = S230,1
ground.type = Low
ground.slidetime = 25
ground.hittime  = 20
ground.velocity = -3,-3
air.type = Low
air.velocity = -3,-3
ground.type = Low
air.type = Low
fall = 1
fall.recover = 0


[State 2001, 9]
type = PlaySnd
trigger1 = Animelem = 5
value = 2000,0

[State 2001, 10]
type = PlaySnd
trigger1 = Movehit = 1
trigger1 = animelem = 25
value = 190,0
persistent = 1

[State 2001, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Shin Ten Shu (Level 3)
[Statedef 2002]
type    = S
movetype= A
physics = S
velset = 0
anim = 2002
ctrl = 0
poweradd = -3000

[State 2002, 1]
type = SuperPause
trigger1 = Time = 3
time = 16
movetime = 15
anim = -1

[State 2002, 2]
type = SuperPause
trigger1 = Time = 18
time = 53
movetime = 53
anim = 100
pos = -7,-78

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

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


[State 2002, 3]
type = PlaySnd
trigger1 = Time = 18
value = 2010,0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20


[State 1005, 12]
type = PlaySnd
trigger1 = AnimElem = 16
trigger2 = AnimElem = 18
trigger3 = AnimElem = 20
trigger4 = AnimElem = 22
trigger5 = AnimElem = 24
trigger6 = AnimElem = 25
trigger7 = AnimElem = 26
trigger8 = AnimElem = 29
value = 200,3

[State 2002, 5]
type = HitDef
trigger1 = AnimElem = 16,1
trigger2 = AnimElem = 20,1
trigger3 = AnimElem = 24,1
attr = S, HA
animtype = Medium
damage = 20,6
guardflag = MA
pausetime = 3,3
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-50
hitsound = S220,2
guardsound = S230,1
ground.type = High
ground.hittime  = 20
ground.velocity = 0
air.type = Low
air.velocity = -3,-3

[State 2002, 6]
type = HitDef
trigger1 = AnimElem = 18,1
trigger2 = AnimElem = 22,1
trigger3 = AnimElem = 26,1
attr = S, HA
animtype = light
damage = 30,6
guardflag = MA
pausetime = 3,3
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-90
hitsound = S220,2
guardsound = S230,1
ground.type = Low
ground.hittime  = 20
ground.velocity = 0
air.velocity = -3,-3

[State 2002, 7]
type = HitDef
trigger1 = AnimElem = 29,1
ID = 2000
attr = S, HA
animtype = Heavy
damage = 50,6
guardflag = MA
pausetime = 10,10
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-68
hitsound = S220,2
guardsound = S230,1
ground.type = Low
ground.slidetime = 25
ground.hittime  = 20
ground.velocity = -3,-3
air.type = Low
air.velocity = -3,-3
ground.type = Low
air.type = Low
fall = 1
fall.recover = 0



[State 2002, 9]
type = PlaySnd
trigger1 = Animelem = 5
value = 2000,0

[State 2002, 10]
type = PlaySnd
trigger1 = Movehit = 1
trigger1 = animelem = 29
value = 190,0
persistent = 1

[State 2002, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Shin Ten Shu (Countdown)
[Statedef 2050]
type     = S
movetype = I
anim = 2050
velset = 0,0
ctrl = 0
sprpriority = 2


[State 2050, 1]
type = BindToTarget
trigger1 = Time = 0
pos = 0,-105
time = 9999

[State 2050, 2]
type = PosAdd
trigger1 = P2Dist X >= 0
x = 5

[State 2050, 3]
type = PosAdd
trigger1 = P2Dist X <= 0
x = -5

[State 2050, 4]
type = PosAdd
trigger1 = P2Dist Y <= 105
y = -5

[State 2050, 5]
type = PosAdd
trigger1 = P2Dist Y >= 105
y = 5

[State 2050, 6]
type = DestroySelf
trigger1 = parent, stateno = [5000,5070]
trigger2 = parent, stateno = 2000
trigger2 = parent, time = 1
trigger3 = parent, stateno = 2001
trigger3 = parent, time = 1
trigger4 = parent, stateno = 2002
trigger4 = parent, time = 1

[State 2050, 7]
type = ChangeState
trigger1 = animelem = 50
value = 2051

;---------------------------------------------------------
; Shin Ten Shu (Hit)
[Statedef 2051]
type     = S
movetype = A
velset = 0,0
ctrl = 0
sprpriority = 5

[State 2050, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, HA
animtype = back
damage = 50
hitflag = MAFD
guardflag = 
pausetime = 3,3
priority = 1
sparkno = 3
guard.sparkno = 41
sparkxy = -20,20
p2stateno = 2060
p2getp1state = 1
hitsound = 5,3

[State 2050, 2]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------
; Shin Ten Shu (Countdown)
[Statedef 2055]
type     = S
movetype = I
velset = 0,0
ctrl = 0
sprpriority = 4

[State 2050, 0]
type = ChangeAnim
trigger1 = Facing = -1
trigger1 = time = 0
value = 2055

[State 2050, 0]
type = ChangeAnim
trigger1 = Facing = 1
trigger1 = time = 0
value = 2057

[State 2050, 1]
type = BindToTarget
trigger1 = Time = 0
pos = 0,-105
time = 9999

[State 2050, 2]
type = PosAdd
trigger1 = P2Dist X >= 0
x = 5

[State 2050, 3]
type = PosAdd
trigger1 = P2Dist X <= 0
x = -5

[State 2050, 4]
type = PosAdd
trigger1 = P2Dist Y <= 105
y = -5

[State 2050, 5]
type = PosAdd
trigger1 = P2Dist Y >= 105
y = 5

[State 2050, 6]
type = DestroySelf
trigger1 = numhelper(2050) = 0

[State 2050, 7]
type = Explod
trigger1 = time = 552
anim = 2056
id = 2056
pos = -2,-105
postype = p2
bindtime = -1
pausemovetime = -1
sprpriority = 3
ignorehitpause = 1
removeongethit = 1

[State 2050, 8]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------
; Shin Ten Shu (P2 Get Dizzy-Shaking)
[Statedef 2060]
type    = A
movetype= H
physics = N
velset = 0,0

[State 2060, 1]
type = Nothitby
trigger1 = 1
value = SCA

[State 2060, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 2061

[State 2060, 3]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140

;---------------------------------------------------------
; Shin Ten Shu (P2 Get Dizzy-Fall Through Air)
[Statedef 2061]
type    = A
movetype= H
physics = N
anim = 5050
velset = -4,-5

[State 2061, 1]
type = Nothitby
trigger1 = 1
value = SCA

[State 2061, 2]
type = Pause
trigger1 = timemod = 2,0
trigger1 = time <= 13
time = 1
movetime = 0

[State 2061, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 2061, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
value = 2062

;---------------------------------------------------------
; Shin Ten Shu (P2 Get Dizzy-Bounce)
[Statedef 2062]
type    = L
movetype= H
physics = N
anim = 5160

[State 2062, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 2062, 2]
type = FallEnvShake
trigger1 = Time = 0

[State 2062, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2062, 4]
type = VelSet
trigger1 = Time = 0
y = 0

[State 2062, 5]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 2062, 6]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10

[State 2062, 7]
type = HitFallDamage
trigger1 = Time = 3

[State 2062, 8]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 2062, 9]
type = PosFreeze
trigger1 = time <= 3

[State 2062, 10]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

[State 2062, 11]
type = HitFallVel
trigger1 = Time = 0

[State 2062, 12]
type = PosSet
trigger1 = Time = 0
y = 20

[State 2062, 13]
type = VelAdd
trigger1 = 1
y = .4

[State 2062, 14]
type = VelSet
trigger1 = time = 0
y = -5.5

[State 2062, 15]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 2063


;---------------------------------------------------------
; Shin Ten Shu (P2 Get Dizzy-Lie Down)
[Statedef 2063]
type    = L
movetype= H
physics = N
velset = 0,0
anim = 5110

[State 2063, 1]
type = FallEnvShake
trigger1 = Time = 0

[State 2063, 2]
type = HitFallDamage
trigger1 = Time = 0

[State 2063, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2063, 4]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 2063, 5]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 2063, 6]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10

[State 2063, 7]
type = VelSet
trigger1 = Time = 0
y = 0

[State 2063, 8]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 2063, 9]
type = VelMul
trigger1 = 1
x = 0.85

[State 2063, 10]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 2063, 11]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

[State 2063, 12]
type = Nothitby
trigger1 = 1
value = SCA

[State 2063, 13]
type = ChangeState
trigger1 = alive
trigger1 = Time = 25
value = 2064

;---------------------------------------------------------
; Shin Ten Shu (P2 Get Dizzy-Getup)
[Statedef 2064]
type    = L
movetype= I
physics = N
anim = 5120
velset = 0,0

[State 2064, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 2064, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2065
ctrl = 0

;---------------------------------------------------------
; Shin Ten Shu (P2 Get Dizzy)
[Statedef 2065]
type    = S
physics = S
ctrl = 0

[State 2065, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Animexist(5300)
value = 5300

[State 2065, 2]
type = ChangeAnim2
trigger1 = Time = 0
trigger1 = !animexist(5300)
value = 5301

[State 2062, 3]
type = ChangeState
trigger1 = Time = 300
value = 0
ctrl = 1

;---------------------------------------------------------
; Custom Super-Yang, SF3 (Level 1)
[Statedef 2100]
type    = C
movetype= A
physics = C
velset = 0
anim = 2100
ctrl = 0
poweradd = -1000

[State 2100, 1]
type = SuperPause
trigger1 = Time = 3
time = 16
movetime = 15
anim = -1

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

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


[State 2100, 2]
type = SuperPause
trigger1 = Time = 18
time = 53
movetime = 11
anim = 100
pos = 58,-74

[State 2100, 3]
type = PlaySnd
trigger1 = Time = 18
value = 2010,0

[State 2100, 1]
type = PlaySnd
trigger1 = AnimElem = 15
value = 210,3

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2100, 5]
type = VelSet
trigger1 = Time = [31,40]
x = 6

[State 2100, 6]
type = PosAdd
trigger1 = AnimElem = 7
x = 40

[State 2100, 7]
type = HitDef
trigger1 = Time = 32
trigger2 = Time = 40
attr = S, HA
animtype = Medium
damage = 20,4
guardflag = MA
pausetime = 3,3
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-26
hitsound = S220,2
guardsound = S230,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-2

[State 2100, 8]
type = HitDef
trigger1 = Animelem = 16
attr = S, HA
animtype = Medium
damage = 20,4
guardflag = MA
pausetime = 2,2
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-70
hitsound = S220,5
guardsound = S230,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,-5
air.velocity = -1,-4
fall = 1
fall.recover = 0

[State 2100, 9]
type = PosAdd
trigger1 = AnimElem = 16
x = 10

[State 2100, 10]
type = PosAdd
trigger1 = AnimElem = 22
trigger2 = AnimElem = 23
trigger3 = AnimElem = 24
x = 13

[State 2100, 11]
type = Width
trigger1 = time = 1
value = 20

[State 2100, 11]
type = Width
trigger1 = time > 1
value = -20

[State 2100, 12]
type = MoveHitReset
trigger1 = Time < 42

[State 2100, 13]
type = PlaySnd
trigger1 = Animelem = 1
value = 2000,0

[State 2100, 14]
type = ChangeState
trigger1 = movehit = 1
;trigger1 = AnimElem = 16,=4
value = 2105

[State 2100, 15]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------
; Custom Super-Yang, SF3 (Level 2)
[Statedef 2101]
type    = C
movetype= A
physics = C
velset = 0
anim = 2101
ctrl = 0
poweradd = -2000

[State 2101, 1]
type = SuperPause
trigger1 = Time = 3
time = 16
movetime = 15
anim = -1

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

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


[State 2101, 2]
type = SuperPause
trigger1 = Time = 18
time = 53
movetime = 11
anim = 100
pos = 58,-74

[State 2101, 3]
type = PlaySnd
trigger1 = Time = 18
value = 2010,0

[State 2101, 1]
type = PlaySnd
trigger1 = AnimElem = 19
value = 210,3

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2101, 5]
type = VelSet
trigger1 = Time = [31,48]
x = 6

[State 2100, 6]
type = PosAdd
trigger1 = AnimElem = 7
x = 40

[State 2101, 7]
type = HitDef
trigger1 = Time = 32
trigger2 = Time = 40
trigger3 = Time = 48
attr = S, HA
animtype = Medium
damage = 20,5
guardflag = MA
pausetime = 3,3
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-26
hitsound = S220,2
guardsound = S230,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-2

[State 2101, 8]
type = HitDef
trigger1 = Animelem = 20
attr = S, HA
animtype = Medium
damage = 20,5
guardflag = MA
pausetime = 2,2
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-70
hitsound = S220,5
guardsound = S230,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,-5
air.velocity = -1,-4
fall = 1
fall.recover = 0

[State 2101, 9]
type = PosAdd
trigger1 = AnimElem = 20
x = 10

[State 2101, 10]
type = PosAdd
trigger1 = AnimElem = 26
trigger2 = AnimElem = 27
trigger3 = AnimElem = 28
x = 13

[State 2101, 11]
type = Width
trigger1 = time = 1
value = 20

[State 2101, 11]
type = Width
trigger1 = time > 1
value = -20

[State 2101, 12]
type = MoveHitReset
trigger1 = Time < 50

[State 2101, 13]
type = PlaySnd
trigger1 = Animelem = 1
value = 2000,0

[State 2101, 14]
type = ChangeState
trigger1 = movehit = 1
;trigger1 = AnimElem = 20,=4
value = 2106

[State 2101, 15]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------
; Custom Super-Yang, SF3 (Level 3)
[Statedef 2102]
type    = C
movetype= A
physics = C
velset = 0
anim = 2102
ctrl = 0
poweradd = -3000

[State 2102, 1]
type = SuperPause
trigger1 = Time = 3
time = 16
movetime = 15
anim = -1

[State 2102, 1]
type = SuperPause
trigger1 = Time = 18
time = 53
movetime = 11
anim = 100
pos = 58,-74

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

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


[State 2102, 1]
type = PlaySnd
trigger1 = Time = 18
value = 2010,0

[State 2102, 1]
type = PlaySnd
trigger1 = AnimElem = 23
value = 210,3

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2102, 4]
type = VelSet
trigger1 = Time = [31,56]
x = 6

[State 2102, 5]
type = PosAdd
trigger1 = AnimElem = 7
x = 40

[State 2102, 6]
type = HitDef
trigger1 = Time = 32
trigger2 = Time = 40
trigger3 = Time = 48
trigger4 = Time = 56
attr = S, HA
animtype = Medium
damage = 20,5
guardflag = MA
pausetime = 3,3
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-26
hitsound = S220,2
guardsound = S230,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-2

[State 2102, 7]
type = HitDef
trigger1 = Animelem = 24
attr = S, HA
animtype = Medium
damage = 20,5
guardflag = MA
pausetime = 2,2
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-70
hitsound = S220,5
guardsound = S230,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,-5
air.velocity = -1,-4
fall = 1
fall.recover = 0

[State 2102, 8]
type = PosAdd
trigger1 = AnimElem = 24
x = 10

[State 2102, 9]
type = PosAdd
trigger1 = AnimElem = 30
trigger2 = AnimElem = 31
trigger3 = AnimElem = 32
x = 13

[State 2102, 10]
type = Width
trigger1 = time = 1
value = 20

[State 2102, 10]
type = Width
trigger1 = time > 1
value = -20

[State 2102, 11]
type = MoveHitReset
trigger1 = Time < 58

[State 2102, 12]
type = PlaySnd
trigger1 = Animelem = 1
value = 2000,0

[State 2102, 13]
type = ChangeState
trigger1 = movehit = 1
;trigger1 = AnimElem = 24,=4
value = 2107

[State 2102, 14]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------
; Custom Super-Yang, SF3 (Level 1/Air)
[Statedef 2105]
type    = A
movetype= A
velset = 4
anim = 2105

;[State 3020, 2]
;type = AfterImage
;trigger1 = Time = [0,32] 
;trigger1 = AnimElem = 1
;time = 1

[State 2105, 1]
type = AfterImageTime
trigger1 = Time = [0,32] 
time = 2


[State 2105, 2]
type = VelAdd
trigger1 = Vel X > 0
x = -0.07

[State 2105, 3]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 2105, 4]
type = Velset
trigger1 = Time = [0,32]
y = -3.5

[State 2105, 5]
type = VelAdd
trigger1 = Time > 32
y = .4

[State 2105, 5]
type = PlaySnd
trigger1 = Animelem = 1
value = 210,3

[State 2105, 5]
type = PlaySnd
trigger1 = Animelem = 4
trigger2 = Animelem = 6
trigger3 = Animelem = 8
trigger4 = Animelem = 11
value = 210,2

[State 2105, 6]
type = HitDef
trigger1 = AnimElem = 2,=1
attr = A, SA
animtype = Up
damage = 20,4
guardflag = M
pausetime = 20,20
sparkno = 3
guard.sparkno = 41
sparkxy = 0,-90
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-8
air.type = low
air.velocity = -1,-7.5
fall = 1
fall.recover = 0

[State 2105, 7]
type = HitDef
trigger1 = animelem = 6,=1
attr = A, SA
animtype = back
damage = 20,4
guardflag = MA
pausetime = 3,3
sparkno = 3
guard.sparkno = 41
sparkxy = 0,-90
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0

[State 2105, 7]
type = HitDef
trigger1 = animelem = 8,=1
attr = A, SA
animtype = back
damage = 20,4
guardflag = MA
pausetime = 4,4
sparkno = 3
guard.sparkno = 41
sparkxy = 0,-60
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0

[State 2105, 7]
type = HitDef
trigger1 = animelem = 10,=1
attr = A, SA
animtype = back
damage = 10,2
guardflag = MA
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = 0,-60
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0

[State 2105, 8]
type = HitDef
trigger1 = animelem = 13,=1
attr = A, SA
animtype = back
damage = 20,4
guardflag = MA
pausetime = 15,15
sparkno = 3
guard.sparkno = 41
sparkxy = 0,-65
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6,-2
air.velocity = -6,-2
fall = 1
fall.recover = 0

[State 2105, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Custom Super-Yang, SF3 (Level 2/Air)
[Statedef 2106]
type    = A
movetype= A
velset = 4
anim = 2106

[State 2105, 1]
type = AfterImageTime
trigger1 = Time = [0,38] 
time = 2

[State 2106, 2]
type = VelAdd
trigger1 = Vel X > 0
x = -0.068

[State 2106, 3]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 2106, 4]
type = Velset
trigger1 = Time = [0,40]
y = -3.5

[State 2106, 5]
type = VelAdd
trigger1 = Time > 40
y = .4

[State 2106, 5]
type = PlaySnd
trigger1 = Animelem = 1
value = 210,3

[State 2106, 5]
type = PlaySnd
trigger1 = Animelem = 4
trigger2 = Animelem = 6
trigger3 = Animelem = 8
trigger4 = Animelem = 10
trigger5 = Animelem = 14
trigger6 = Animelem = 18
value = 210,2

[State 2106, 6]
type = HitDef
trigger1 = AnimElem = 2,=1
attr = A, SA
animtype = Up
damage = 20,4
guardflag = M
pausetime = 20,20
sparkno = 3
guard.sparkno = 41
sparkxy = 0,-90
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-8
air.type = low
air.velocity = -1,-7.5
fall = 1
fall.recover = 0

[State 2106, 7]
type = HitDef
trigger1 = animelem = 6,=1
attr = A, SA
animtype = back
damage = 10,2
guardflag = MA
pausetime = 3,3
sparkno = 3
guard.sparkno = 41
sparkxy = 0,-90
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0

[State 2106, 7]
type = HitDef
trigger1 = animelem = 8,=1
attr = A, SA
animtype = back
damage = 10,2
guardflag = MA
pausetime = 4,4
sparkno = 3
guard.sparkno = 41
sparkxy = 0,-60
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0

[State 2106, 7]
type = HitDef
trigger1 = animelem = 10,=1
attr = A, SA
animtype = back
damage = 10,2
guardflag = MA
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = 0,-60
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0

[State 2106, 7]
type = HitDef
trigger1 = animelem = 12,=1
attr = A, SA
animtype = back
damage = 20,4
guardflag = MA
pausetime = 6,6
sparkno = 3
guard.sparkno = 41
sparkxy = 0,-100
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0

[State 2106, 7]
type = HitDef
trigger1 = animelem = 16,=1
attr = A, SA
animtype = back
damage = 20,4
guardflag = MA
pausetime = 7,7
sparkno = 3
guard.sparkno = 41
sparkxy = 0,-90
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0

[State 2106, 8]
type = HitDef
trigger1 = animelem = 20,=1
attr = A, SA
animtype = back
damage = 20,4
guardflag = MA
pausetime = 15,15
sparkno = 3
guard.sparkno = 41
sparkxy = 0,-65
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6,-2
air.velocity = -6,-2
fall = 1
fall.recover = 0

[State 2106, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Custom Super-Yang, SF3 (Level 3/Air)
[Statedef 2107]
type    = A
movetype= A
velset = 4
anim = 2107

[State 2105, 1]
type = AfterImageTime
trigger1 = Time = [0,44] 
time = 2

[State 2107, 2]
type = VelAdd
trigger1 = Vel X > 0
x = -0.065

[State 2107, 3]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 2107, 4]
type = Velset
trigger1 = Time = [0,48]
y = -3.5

[State 2107, 5]
type = VelAdd
trigger1 = Time > 48
y = .4

[State 2107, 5]
type = PlaySnd
trigger1 = Animelem = 1
value = 210,3

[State 2107, 5]
type = PlaySnd
trigger1 = Animelem = 4
trigger2 = Animelem = 6
trigger3 = Animelem = 8
trigger4 = Animelem = 10
trigger5 = Animelem = 12
trigger6 = Animelem = 14
trigger7 = Animelem = 18
trigger8 = Animelem = 22
value = 210,2

[State 2107, 6]
type = HitDef
trigger1 = AnimElem = 2,=1
attr = A, SA
animtype = Up
damage = 20,4
guardflag = M
pausetime = 20,20
sparkno = 3
guard.sparkno = 41
sparkxy = 0,-90
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-8
air.type = low
air.velocity = -1,-7.5
fall = 1
fall.recover = 0

[State 2107, 7]
type = HitDef
trigger1 = animelem = 6,=1
attr = A, SA
animtype = back
damage = 10,2
guardflag = MA
pausetime = 3,3
sparkno = 3
guard.sparkno = 41
sparkxy = 0,-90
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0

[State 2107, 7]
type = HitDef
trigger1 = animelem = 8,=1
attr = A, SA
animtype = back
damage = 10,2
guardflag = MA
pausetime = 4,4
sparkno = 3
guard.sparkno = 41
sparkxy = 0,-60
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0

[State 2107, 7]
type = HitDef
trigger1 = animelem = 10,=1
attr = A, SA
animtype = back
damage = 10,2
guardflag = MA
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = 0,-60
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0

[State 2107, 7]
type = HitDef
trigger1 = animelem = 12,=1
attr = A, SA
animtype = back
damage = 10,2
guardflag = MA
pausetime = 6,6
sparkno = 3
guard.sparkno = 41
sparkxy = 0,-60
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0

[State 2107, 7]
type = HitDef
trigger1 = animelem = 14,=1
attr = A, SA
animtype = back
damage = 10,2
guardflag = MA
pausetime = 7,7
sparkno = 3
guard.sparkno = 41
sparkxy = 0,-60
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0

[State 2107, 7]
type = HitDef
trigger1 = animelem = 16,=1
attr = A, SA
animtype = back
damage = 20,4
guardflag = MA
pausetime = 8,8
sparkno = 3
guard.sparkno = 41
sparkxy = 0,-100
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0

[State 2107, 7]
type = HitDef
trigger1 = animelem = 20,=1
attr = A, SA
animtype = back
damage = 20,4
guardflag = MA
pausetime = 9,9
sparkno = 3
guard.sparkno = 41
sparkxy = 0,-90
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0

[State 2107, 8]
type = HitDef
trigger1 = animelem = 24,=1
attr = A, SA
animtype = back
damage = 20,4
guardflag = MA
pausetime = 15,15
sparkno = 3
guard.sparkno = 41
sparkxy = 0,-65
hitsound = S220,5
guardsound = S230,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6,-2
air.velocity = -6,-2
fall = 1
fall.recover = 0

[State 2105, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Zan Ei (Level 1)
[Statedef 2200]
type    = S
movetype= A
physics = S
velset = 0
anim = 2200
ctrl = 0
poweradd = -1000

[State 2200, 1]
type = SuperPause
trigger1 = Time = 3
time = 22
movetime = 22
anim = -1

[State 2200, 2]
type = SuperPause
trigger1 = Time = 22
time = 52
movetime = 52
anim = 100
pos = -53,-101

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

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


[State 2200, 3]
type = PlaySnd
trigger1 = Time = 22
value = 2010,0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20
[State 2200, 5]
type = VelSet
trigger1 = Time = [90,95]
x = 12

[State 2200, 6]
type = PosAdd
trigger1 = Animelem = 7
trigger2 = Animelem = 9
x = 25

[State 2200, 7]
type = HitDef
trigger1 = AnimElem = 7,1
attr = S, HA
animtype = Medium
damage = 44,4
guardflag = ;MA
pausetime = 7,7
sparkno = 3
guard.sparkno = 41
sparkxy = -10,-55
hitsound = S220,2
guardsound = S220,1
ground.type = High
ground.hittime  = 100
ground.velocity = 0
air.type = Low
air.velocity = -3,-3

[State 2200, 8]
type = Helper
trigger1 = MoveHit = 1
name = "Additional Hits"
ID = 2250
pos = 0,-100
postype = p2
stateno = 2250
helpertype = normal
bindtime = -1
keyctrl = 0
ownpal = 1
persistent = 0

[State 2200, 9]
type = PlaySnd
trigger1 = Animelem = 4
value = 2000,1

[State 2200, 10]
type = ChangeState
trigger1 = MoveContact = 1
value = 2205

[State 2200, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Zan Ei (Level 2)
[Statedef 2201]
type    = S
movetype= A
physics = S
velset = 0
anim = 2200
ctrl = 0
poweradd = -2000

[State 2200, 1]
type = SuperPause
trigger1 = Time = 3
time = 22
movetime = 22
anim = -1

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

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


[State 2201, 2]
type = SuperPause
trigger1 = Time = 22
time = 52
movetime = 52
anim = 100
pos = -53,-101

[State 2201, 2]
type = PlaySnd
trigger1 = Time = 22
value = 2010,0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2201, 5]
type = VelSet
trigger1 = Time = [90,95]
x = 16

[State 2201, 6]
type = PosAdd
trigger1 = Animelem = 7
trigger2 = Animelem = 9
x = 25

[State 2201, 7]
type = HitDef
trigger1 = AnimElem = 7,1
attr = S, HA
animtype = Medium
damage = 65,5
guardflag = ;MA
pausetime = 7,7
sparkno = 3
guard.sparkno = 41
sparkxy = -10,-55
hitsound = S220,2
guardsound = S220,1
ground.type = High
ground.hittime  = 100
ground.velocity = 0
air.type = Low
air.velocity = -3,-3

[State 2201, 8]
type = Helper
trigger1 = MoveHit = 1
name = "Additional Hits"
ID = 2251
pos = 0,-100
postype = p2
stateno = 2251
helpertype = normal
bindtime = -1
keyctrl = 0
ownpal = 1
persistent = 0

[State 2201, 9]
type = PlaySnd
trigger1 = Animelem = 4
value = 2000,1

[State 2201, 10]
type = ChangeState
trigger1 = MoveContact = 1
value = 2206

[State 2201, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Zan Ei (Level 3)
[Statedef 2202]
type    = S
movetype= A
physics = S
velset = 0
anim = 2200
ctrl = 0
poweradd = -3000

[State 2200, 1]
type = SuperPause
trigger1 = Time = 3
time = 22
movetime = 22
anim = -1

[State 2202, 2]
type = SuperPause
trigger1 = Time = 22
time = 52
movetime = 52
anim = 100
pos = -53,-101

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

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


[State 2202, 3]
type = PlaySnd
trigger1 = Time = 22
value = 2010,0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2202, 5]
type = VelSet
trigger1 = Time = [90,95]
x = 18

[State 2202, 6]
type = PosAdd
trigger1 = Animelem = 7
x = 25

[State 2202, 7]
type = PosAdd
trigger1 = Animelem = 9
x = 70

[State 2202, 8]
type = HitDef
trigger1 = AnimElem = 7,1
attr = S, HA
animtype = Medium
damage = 86,6
guardflag = ;MA
pausetime = 7,7
sparkno = 3
guard.sparkno = 41
sparkxy = -10,-55
hitsound = S220,2
guardsound = S220,1
ground.type = High
ground.hittime  = 100
ground.velocity = 0,0
air.type = Low
air.velocity = -3,-3

[State 2202, 9]
type = Helper
trigger1 = MoveHit = 1
name = "Additional Hits"
ID = 2252
pos = 0,-100
postype = p2
stateno = 2252
helpertype = normal
bindtime = -1
keyctrl = 0
ownpal = 1
persistent = 0

[State 2202, 10]
type = PlaySnd
trigger1 = Animelem = 4
value = 2000,1

[State 2202, 11]
type = ChangeState
trigger1 = MoveContact = 1
value = 2207

[State 2202, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Zan Ei (Level 1/Hit)
[Statedef 2205]
type    = S
movetype= A
physics = S
ctrl = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2205, 2]
type = PlayerPush
trigger1 = time = [0,6]
value = 0

[State 2205, 3]
type = VelSet
trigger1 = time = [0,6]
x = 12

[State 2205, 4]
type = PosAdd
trigger1 = time = 0
x = 30

[State 2205, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Zan Ei (Level 2/Hit)
[Statedef 2206]
type    = S
movetype= A
physics = S
ctrl = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2206, 2]
type = PlayerPush
trigger1 = time = [0,6]
value = 0

[State 2206, 3]
type = VelSet
trigger1 = time = [0,6]
x = 16

[State 2206, 4]
type = PosAdd
trigger1 = time = 0
x = 30

[State 2206, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Zan Ei (Level 3/Hit)
[Statedef 2207]
type    = S
movetype= A
physics = S
ctrl = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2207, 2]
type = PlayerPush
trigger1 = time = [0,6]
value = 0

[State 2207, 3]
type = VelSet
trigger1 = time = [0,6]
x = 18

[State 2207, 4]
type = PosAdd
trigger1 = time = 0
x = 30

[State 2207, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Zan Ei (Level 1/Helper)
[Statedef 2250]
type     = S
movetype = A
velset = 0,0
ctrl = 0
anim = 2250
sprpriority = 5

[State 2250, 1]
type = HitDef
trigger1 = Time = 30
trigger2 = Time = 42
attr = S, HA
animtype = Medium
damage = 20,4
guardflag = MA
pausetime = 3,3
sparkno = 3
guard.sparkno = 41
sparkxy = -10,20
hitsound = S220,2
guardsound = S220,1
ground.type = High
ground.hittime  = 20
ground.velocity = 0,0
air.type = Low
air.velocity = 0,-3

[State 2250, 2]
type = HitDef
trigger1 = Time = 36
attr = S, HA
animtype = light
damage = 20,4
guardflag = MA
pausetime = 3,3
sparkno = 3
guard.sparkno = 41
sparkxy = -10,60
hitsound = S220,2
guardsound = S220,1
ground.type = Low
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = 0,-2

[State 2250, 2]
type = HitDef
trigger1 = Time = 48
attr = S, HA
animtype = light
damage = 20,4
guardflag = MA
pausetime = 3,3
sparkno = 3
guard.sparkno = 41
sparkxy = -10,10
hitsound = S220,2
guardsound = S220,1
ground.type = Low
ground.hittime  = 20
ground.velocity = 0,-4
air.velocity = 0,-4
fall = 1
fall.recover = 0
;fall.xvelocity = -4

[State 2050, 4]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------
; Zan Ei (Level 2/Helper)
[Statedef 2251]
type     = S
movetype = A
velset = 0,0
ctrl = 0
anim = 2250
sprpriority = 5

[State 2251, 1]
type = HitDef
trigger1 = Time = 30
trigger2 = Time = 40
attr = S, HA
animtype = Medium
damage = 20,5
guardflag = MA
pausetime = 3,3
sparkno = 3
guard.sparkno = 41
sparkxy = -10,20
hitsound = S220,2
guardsound = S220,1
ground.type = High
ground.hittime  = 20
ground.velocity = 0,0
air.type = Low
air.velocity = 0,-2

[State 2251, 2]
type = HitDef
trigger1 = Time = 36
attr = S, HA
animtype = light
damage = 20,5
guardflag = MA
pausetime = 3,3
sparkno = 3
guard.sparkno = 41
sparkxy = -10,60
hitsound = S220,2
guardsound = S220,1
ground.type = Low
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = 0,-2

[State 2251, 2]
type = HitDef
trigger1 = Time = 46
attr = S, HA
animtype = light
damage = 20,5
guardflag = MA
pausetime = 3,3
sparkno = 3
guard.sparkno = 41
sparkxy = -10,60
hitsound = S220,2
guardsound = S220,1
ground.type = Low
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = 0,-2

[State 2251, 3]
type = HitDef
trigger1 = Time = 50
attr = S, HA
animtype = light
damage = 20,5
guardflag = MA
pausetime = 3,3
sparkno = 3
guard.sparkno = 41
sparkxy = -10,10
hitsound = S220,2
guardsound = S220,1
ground.type = Low
ground.hittime  = 20
ground.velocity = 0,-4
air.velocity = 0,-4
fall = 1
fall.recover = 0
;fall.xvelocity = -4

[State 2051, 4]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------
; Zan Ei (Level 3/Helper)
[Statedef 2252]
type     = S
movetype = A
velset = 0,0
ctrl = 0
anim = 2250
sprpriority = 5

[State 2252, 1]
type = HitDef
trigger1 = Time = 30
trigger2 = Time = 42
trigger3 = Time = 51
attr = S, HA
animtype = Medium
damage = 20,6
guardflag = MA
pausetime = 3,3
sparkno = 3
guard.sparkno = 41
sparkxy = -10,20
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.hittime  = 20
ground.velocity = 0,0
air.type = Low
air.velocity = 0,-2

[State 2252, 2]
type = HitDef
trigger1 = Time = 36
trigger2 = Time = 48
attr = S, HA
animtype = light
damage = 20,6
guardflag = MA
pausetime = 3,3
sparkno = 3
guard.sparkno = 41
sparkxy = -10,60
hitsound = S220,2
guardsound = S220,1
ground.type = Low
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = 0,-2

[State 2252, 3]
type = HitDef
trigger1 = Time = 56
attr = S, HA
animtype = light
damage = 20,6
guardflag = MA
pausetime = 3,3
sparkno = 3
guard.sparkno = 41
sparkxy = -10,10
hitsound = S220,2
guardsound = S220,1
ground.type = Low
ground.hittime  = 20
ground.velocity = 0,-4
air.velocity = 0,-4
fall = 1
fall.recover = 0
;fall.xvelocity = -4

[State 2052, 4]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------
; Jya Ho Ha (Level 1)
[Statedef 2300]
type    = S
movetype= A
physics = S
velset = 0
anim = 2300
ctrl = 0
poweradd = -1000

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2300, 3]
type = SuperPause
trigger1 = Time = 3
time = 3
movetime = 2
anim = -1

[State 2300, 4]
type = SuperPause
trigger1 = Time = 5
time = 53
movetime = 53
anim = 100
pos = -20,-74

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

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


[State 2300, 5]
type = PlaySnd
trigger1 = Time = 6
value = 2000,2

[State 2300, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 2305

;---------------------------------------------------------
; Jya Ho Ha (Level 2)
[Statedef 2301]
type    = S
movetype= A
physics = S
velset = 0
anim = 2300
ctrl = 0
poweradd = -2000

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

State 2301, 3]
type = SuperPause
trigger1 = Time = 3
time = 3
movetime = 2
anim = -1

[State 2301, 4]
type = SuperPause
trigger1 = Time = 5
time = 53
movetime = 53
anim = 100
pos = -20,-74

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

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


[State 2301, 5]
type = PlaySnd
trigger1 = Animelem = 2
value = 2000,2

[State 2301, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 2306



;---------------------------------------------------------
; Jya Ho Ha (Level 3)
[Statedef 2302]
type    = S
movetype= A
physics = S
velset = 0
anim = 2300
ctrl = 0
poweradd = -3000

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2302, 3]
type = SuperPause
trigger1 = Time = 3
time = 3
movetime = 2
anim = -1

[State 2302, 4]
type = SuperPause
trigger1 = Time = 5
time = 53
movetime = 53
anim = 100
pos = -20,-74

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

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


[State 2302, 5]
type = PlaySnd
trigger1 = Animelem = 2
value = 2000,2

[State 2302, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 2307;2307

;---------------------------------------------------------
; Jya Ho Ha (Level 1/Air)
[Statedef 2305]
type    = A
movetype= A
velset = 7,-9
anim = 2301

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2305, 2]
type = VelAdd
trigger1 = Time > 0
trigger1 = Vel X > 0
x = -0.25

[State 2305, 3]
type = VelAdd
trigger1 = Time > 0
y = .42

[State 2305, 4]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 2305, 5]
type = HitDef
Trigger1 = Time = 0
attr = S, HA
animtype = back
damage = 0
hitflag = A
guardflag = 
pausetime = 0
sparkno = 234234
hitsound = S220,14
p1stateno = 2310
p2stateno = 2330
p2getp1state = 1

[State 2305, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Jya Ho Ha (Level 2/Air)
[Statedef 2306]
type    = A
movetype= A
velset = 11,-9.5
anim = 2301

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2306, 3]
type = VelAdd
trigger1 = Time > 0
trigger1 = Vel X > 0
x = -0.4

[State 2306, 4]
type = VelAdd
trigger1 = Time > 0
y = .42

[State 2306, 5]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 2306, 6]
type = HitDef
Trigger1 = Time = 0
attr = S, HA
animtype = back
damage = 0
hitflag = A
guardflag = 
pausetime = 0
sparkno = 34534
hitsound = S220,14
p1stateno = 2311
p2stateno = 2331
p2getp1state = 1

[State 2306, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Jya Ho Ha (Level 3/Air)
[Statedef 2307]
type    = A
movetype= A
velset = 14,-10
anim = 2302

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2307, 2]
type = VelAdd
trigger1 = Time > 0
trigger1 = Vel X > 0
x = -0.5

[State 2307, 3]
type = VelAdd
trigger1 = Time > 0
y = .42

[State 2307, 4]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 2307, 5]
type = HitDef
Trigger1 = Time = 0
attr = S, HA
animtype = back
damage = 0
hitflag = A
guardflag = 
pausetime = 0
sparkno = 4564
hitsound = S220,14
p1stateno = 231581
p2stateno = 2331
p2getp1state = 1
;p1stateno = 2312
;p2stateno = 2332
;p2getp1state = 1

[State 2307, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Jya Ho Ha (Level 1/Throwing)
[Statedef 2310]
movetype= A
velset = 0,0
anim = 2305

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2310, 2]
type = VelSet
trigger1 = Time = [0,9]
x = 0
y = 0

[State 2310, 3]
type = VelSet
trigger1 = Time = 9
x = 7
y = -7

[State 2310, 4]
type = VelAdd
trigger1 = Time > 11
x = -.3
y = .43

[State 2310, 5]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 2310, 6]
type = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

;[State 2310, 7]
;type = Explod
;trigger1 = Vel Y > 0
;trigger1 = Pos Y >= 0

[State 2310, 8]
type = TargetLifeAdd
trigger1 = AnimElem = 11
value = -153

[State 810,Explod]
type = Explod
trigger1 = AnimElem = 11
anim = F62
pos = 0,0
postype = P2
sprpriority = 2
bindtime = 1
ownpal = 1




[State 2311, 8]
type = PlaySnd
trigger1 = AnimElem = 11
value = 2020,0

[State 2305, 4]
type = PlaySnd
trigger1 = Animelem = 6
value = 2010,1

[State 2310, 9]
type = EnvShake
trigger1 = Time = 56
time = 18

[State 2310, 10]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = 32,-54

[State 2310, 11]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = 19,-41

[State 2310, 12]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
pos = 26,-69

[State 2310, 13]
type = TargetBind
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
pos = 19,-72

[State 2310, 14]
type = TargetBind
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 6, < 0
pos = -25,-89

[State 2310, 15]
type = TargetBind
trigger1 = AnimElem = 6, >= 0
trigger1 = AnimElem = 7, < 0
pos = -21,-64

[State 2310, 16]
type = TargetBind
trigger1 = AnimElem = 7, >= 0
trigger1 = AnimElem = 8, < 0
pos = -20,-72

[State 2310, 17]
type = TargetBind
trigger1 = AnimElem = 8, >= 0
trigger1 = AnimElem = 9, < 0
pos = -20,-62

[State 2310, 18]
type = TargetBind
trigger1 = AnimElem = 9, >= 0
trigger1 = AnimElem = 10, < 0
pos = -43,-35

[State 2310, 19]
type = TargetBind
trigger1 = AnimElem = 10, >= 0
trigger1 = AnimElem = 11, < 0
pos = -14,-30

[State 2310, 20]
type = TargetBind
trigger1 = AnimElem = 11, >= 0
trigger1 = AnimElem = 12, < 0
pos = -14,0

[State 2310, 21]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,1

[State 2310, 22]
type = ChangeState
trigger1 = AnimTime = 0
value = 2320

;---------------------------------------------------------
; Jya Ho Ha (Level 2/Throwing)
[Statedef 2311]
movetype= A
velset = 0,0
anim = 2306



[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2311, 2]
type = VelSet
trigger1 = Time = [0,9]
x = 0
y = 0

[State 2311, 3]
type = VelSet
trigger1 = Time = 9
x = 8
y = -8

[State 2311, 4]
type = VelAdd
trigger1 = Time > 9
x = -.3
y = .42

[State 2311, 5]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 2311, 6]
type = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

;[State 2311, 7]
;type = Explod
;trigger1 = Vel Y > 0
;trigger1 = Pos Y >= 0

[State 2311, 8]
type = TargetLifeAdd
trigger1 = AnimElem = 13
value = -185

[State 810,Explod]
type = Explod
trigger1 = AnimElem = 13
anim = F62
pos = 0,0
postype = P2
sprpriority = 2
bindtime = 1
ownpal = 1

[State 2311, 9]
type = PlaySnd
trigger1 = AnimElem = 13
value = 2020,0

[State 2306, 5]
type = PlaySnd
trigger1 = Animelem = 6
trigger2 = Animelem = 8
value = 2010,1

[State 2311, 9]
type = EnvShake
trigger1 = Time = 61
time = 18

[State 2311, 10]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = 32,-54

[State 2311, 11]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = 19,-41

[State 2311, 12]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
pos = 26,-69

[State 2311, 13]
type = TargetBind
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
pos = 19,-72

[State 2311, 14]
type = TargetBind
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 6, < 0
pos = -25,-89

[State 2311, 15]
type = TargetBind
trigger1 = AnimElem = 6, >= 0
trigger1 = AnimElem = 7, < 0
pos = -21,-64

[State 2311, 16]
type = TargetBind
trigger1 = AnimElem = 7, >= 0
trigger1 = AnimElem = 8, < 0
trigger2 = AnimElem = 9, >= 0
trigger2 = AnimElem = 10, < 0
pos = -20,-72

[State 2311, 17]
type = TargetBind
trigger1 = AnimElem = 8, >= 0
trigger1 = AnimElem = 9, < 0
trigger2 = AnimElem = 10, >= 0
trigger2 = AnimElem = 11, < 0
pos = -20,-62

[State 2311, 18]
type = TargetBind
trigger1 = AnimElem = 11, >= 0
trigger1 = AnimElem = 12, < 0
pos = -43,-35

[State 2311, 19]
type = TargetBind
trigger1 = AnimElem = 12, >= 0
trigger1 = AnimElem = 13, < 0
pos = -14,-30

[State 2311, 20]
type = TargetBind
trigger1 = AnimElem = 13, >= 0
trigger1 = AnimElem = 14, < 0
pos = -14,0

[State 2311, 21]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,1

[State 2311, 22]
type = ChangeState
trigger1 = AnimTime = 0
value = 2320


;---------------------------------------------------------
; Jya Ho Ha (Level 2/Throwing)
[Statedef 231581]
movetype= A
velset = 0,0
anim = 2306

[State 810,Explod]
type = Explod
trigger1 = AnimElem = 13
anim = F62
pos = 0,0
postype = P2
sprpriority = 2
bindtime = 1
ownpal = 1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20
[State 2311, 2]
type = VelSet
trigger1 = Time = [0,9]
x = 0
y = 0

[State 2311, 3]
type = VelSet
trigger1 = Time = 9
x = 8
y = -8

[State 2311, 4]
type = VelAdd
trigger1 = Time > 9
x = -.3
y = .42

[State 2311, 5]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 2311, 6]
type = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

;[State 2311, 7]
;type = Explod
;trigger1 = Vel Y > 0
;trigger1 = Pos Y >= 0

[State 2311, 8]
type = TargetLifeAdd
trigger1 = AnimElem = 13
value = -227

[State 2311, 9]
type = PlaySnd
trigger1 = AnimElem = 13
value = 2020,0

[State 2306, 5]
type = PlaySnd
trigger1 = Animelem = 6
trigger2 = Animelem = 8
value = 2010,1

[State 2311, 9]
type = EnvShake
trigger1 = Time = 61
time = 18

[State 2311, 10]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = 32,-54

[State 2311, 11]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = 19,-41

[State 2311, 12]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
pos = 26,-69

[State 2311, 13]
type = TargetBind
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
pos = 19,-72

[State 2311, 14]
type = TargetBind
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 6, < 0
pos = -25,-89

[State 2311, 15]
type = TargetBind
trigger1 = AnimElem = 6, >= 0
trigger1 = AnimElem = 7, < 0
pos = -21,-64

[State 2311, 16]
type = TargetBind
trigger1 = AnimElem = 7, >= 0
trigger1 = AnimElem = 8, < 0
trigger2 = AnimElem = 9, >= 0
trigger2 = AnimElem = 10, < 0
pos = -20,-72

[State 2311, 17]
type = TargetBind
trigger1 = AnimElem = 8, >= 0
trigger1 = AnimElem = 9, < 0
trigger2 = AnimElem = 10, >= 0
trigger2 = AnimElem = 11, < 0
pos = -20,-62

[State 2311, 18]
type = TargetBind
trigger1 = AnimElem = 11, >= 0
trigger1 = AnimElem = 12, < 0
pos = -43,-35

[State 2311, 19]
type = TargetBind
trigger1 = AnimElem = 12, >= 0
trigger1 = AnimElem = 13, < 0
pos = -14,-30

[State 2311, 20]
type = TargetBind
trigger1 = AnimElem = 13, >= 0
trigger1 = AnimElem = 14, < 0
pos = -14,0

[State 2311, 21]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,1

[State 2311, 22]
type = ChangeState
trigger1 = AnimTime = 0
value = 2320

;---------------------------------------------------------
; Jya Ho Ha (Level 3/Throwing)
[Statedef 2312]
movetype= A
velset = 0,0
anim = 2307

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20
[State 2312, 2]
type = VelSet
trigger1 = Time = [0,9]
x = 0
y = 0

[State 2312, 3]
type = VelSet
trigger1 = Time = 9
x = 10
y = -9

[State 2312, 4]
type = VelAdd
trigger1 = Time > 9
trigger1 = AnimElem = 16, < 0
x = -.4
y = .4

[State 2312, 5]
type = VelSet
trigger1 = Vel X < 0
trigger1 = AnimElem = 16, < 0
x = 0

[State 2312, 6]
type = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = AnimElem = 16, < 0
y = 0

;[State 2312, 7]
;type = Explod
;trigger1 = Vel Y > 0
;trigger1 = Pos Y >= 0

[State 2312, 8]
type = TargetLifeAdd
trigger1 = AnimElem = 15
trigger2 = AnimElem = 21
value = -260

[State 2312, 9]
type = PlaySnd
trigger1 = AnimElem = 15
trigger2 = AnimElem = 21
value = 2020,0

[State 2307, 5]
type = PlaySnd
trigger1 = Animelem = 6
trigger2 = Animelem = 8
trigger3 = Animelem = 10
value = 2010,1

[State 2312, 9]
type = EnvShake
trigger1 = Time = 60
trigger2 = Time = 112;120
time = 18

[State 2312, 10]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = 32,-54

[State 2312, 11]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = 19,-41

[State 2312, 12]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
pos = 26,-69

[State 2312, 13]
type = TargetBind
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
pos = 19,-72

[State 2312, 14]
type = TargetBind
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 6, < 0
pos = -25,-89

[State 2312, 15]
type = TargetBind
trigger1 = AnimElem = 6, >= 0
trigger1 = AnimElem = 7, < 0
pos = -21,-64


[State 2312, 16]
type = TargetBind
trigger1 = AnimElem = 7, >= 0
trigger1 = AnimElem = 8, < 0
trigger2 = AnimElem = 9, >= 0
trigger2 = AnimElem = 10, < 0
trigger3 = AnimElem = 11, >= 0
trigger3 = AnimElem = 12 < 0
pos = -20,-72

[State 2312, 17]
type = TargetBind
trigger1 = AnimElem = 8, >= 0
trigger1 = AnimElem = 9, < 0
trigger2 = AnimElem = 10, >= 0
trigger2 = AnimElem = 11, < 0
trigger3 = AnimElem = 12, >= 0
trigger3 = AnimElem = 13, < 0
pos = -20,-62

[State 2312, 18]
type = TargetBind
trigger1 = AnimElem = 13, >= 0
trigger1 = AnimElem = 14, < 0
pos = -43,-35

[State 2312, 19]
type = TargetBind
trigger1 = AnimElem = 14, >= 0
trigger1 = AnimElem = 15, < 0
pos = -14,-30

[State 2312, 20]
type = TargetBind
trigger1 = AnimElem = 15, >= 0
trigger1 = AnimElem = 16, < 0
pos = -14,0

[State 2312, 21]
type = PosAdd
trigger1 = AnimElem = 17
y = -48

[State 2312, 22]
type = PosAdd
trigger1 = AnimElem = 18
y = -25

[State 2312, 23]
type = PosAdd
trigger1 = AnimElem = 19
y = -15

[State 2312, 24]
type = PosAdd
trigger1 = AnimElem = 20
y = 15

[State 2312, 25]
type = PosSet
trigger1 = AnimElem = 21
y = 0

[State 2312, 26]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,1

[State 2312, 27]
type = ChangeState
trigger1 = AnimTime = 0
value = 2320

;---------------------------------------------------------
; Jya Ho Ha (Back Flip)
[Statedef 2320]
movetype= A
physics = A
velset = 4,-8.5
anim = 2308

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2320, 2]
type = Turn
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0

[State 2320, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Jya Ho Ha (Level 1/Thrown)
[Statedef 2330]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 2330, 1]
type = Changeanim2
trigger1 = Time = 0
value = 2330

[State 2330, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 5
y = -5

[State 2330, 3]
type = SelfState
trigger1 = AnimTime = 0
value = 5100

;---------------------------------------------------------
; Jya Ho Ha (Level 2/Thrown)
[Statedef 2331]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 2331, 1]
type = Changeanim2
trigger1 = Time = 0
value = 2331

[State 2331, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 5
y = -5

[State 2331, 3]
type = SelfState
trigger1 = AnimTime = 0
value = 5100

;---------------------------------------------------------
; Jya Ho Ha (Level 3/Thrown)
[Statedef 2332]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 2332, 1]
type = Changeanim2
trigger1 = Time = 0
value = 2332

[State 2332, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 5
y = -10

[State 2332, 3]
type = SelfState
trigger1 = AnimTime = 0
value = 5100

;---------------------------------------------------------
;  Kouga (Level 1)
[Statedef 2400]
type    = A
movetype= A
velset = 0,0
ctrl = 0
anim = 2400
poweradd = -1000

[State 2400, 1]
type = SuperPause
trigger1 = Time = 3
time = 3
movetime = 2
anim = -1



[State 2400, 2]
type = SuperPause
trigger1 = Time = 5
time = 53
movetime = 53
anim = 100
pos = 59,-52

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

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


[State 2000, 3]
type = PlaySnd
trigger1 = Time = 18
value = 2010,0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2400, 5]
type = VelSet
trigger1 = Time = [0,60]
x = 0
y = 0

[State 2400, 6]
type = PosAdd
trigger1 = animelem = 3
x = 20

[State 2400, 7]
type = VelSet
trigger1 = Time = 61
x = 6

[State 2400, 8]
type = VelAdd
trigger1 = Time > 60
y = .45

[State 2400, 9]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype = Heavy
damage = 80,4
guardflag = MA
pausetime = 12,12
sparkno = 3
guard.sparkno = 41
sparkxy = -17,-5
hitsound = S220,5
guardsound = S230,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 30
ground.velocity = -5
air.type = High
air.velocity = -2,-3.2

[State 2400, 10]
type = playerpush
trigger1 = 1
value = 0

[State 2400, 11]
type = PlaySnd
trigger1 = Animelem = 2
value = 2000,1

[State 2400, 12]
type = PlaySnd
trigger1 = Animelem = 4
value = 200,2

[State 2400, 13]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2415

;---------------------------------------------------------
;  Kouga (Level 2)
[Statedef 2401]
type    = A
movetype= A
velset = 0,0
ctrl = 0
anim = 2400
poweradd = -2000

[State 2401, 1]
type = SuperPause
trigger1 = Time = 3
time = 3
movetime = 2
anim = -1

[State 2401, 2]
type = SuperPause
trigger1 = Time = 5
time = 53
movetime = 53
anim = 100
pos = 59,-52

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

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


[State 2000, 3]
type = PlaySnd
trigger1 = Time = 18
value = 2010,0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2401, 5]
type = VelSet
trigger1 = Time = [0,60]
x = 0
y = 0

[State 2401, 6]
type = PosAdd
trigger1 = animelem = 3
x = 20

[State 2401, 7]
type = VelSet
trigger1 = Time = 61
x = 6

[State 2401, 8]
type = VelAdd
trigger1 = Time > 60
y = .45

[State 2401, 9]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype = Heavy
damage = 90,5
guardflag = MA
pausetime = 12,12
sparkno = 3
guard.sparkno = 41
sparkxy = -17,-5
hitsound = S220,5
guardsound = S230,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 30
ground.velocity = -5
air.type = High
air.velocity = -2,-3.2

[State 2401, 10]
type = playerpush
trigger1 = 1
value = 0

[State 2401, 11]
type = PlaySnd
trigger1 = Animelem = 2
value = 2000,1

[State 2401, 12]
type = PlaySnd
trigger1 = Animelem = 4
value = 200,2

[State 2401, 13]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2410

;---------------------------------------------------------
;  Kouga (Level 3)
[Statedef 2402]
type    = A
movetype= A
velset = 0,0
ctrl = 0
anim = 2400
poweradd = -3000

[State 2402, 1]
type = SuperPause
trigger1 = Time = 3
time = 3
movetime = 2
anim = -1

[State 2402, 2]
type = SuperPause
trigger1 = Time = 5
time = 53
movetime = 53
anim = 100
pos = 59,-52

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

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


[State 2000, 3]
type = PlaySnd
trigger1 = Time = 18
value = 2010,0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2402, 5]
type = VelSet
trigger1 = Time = [0,60]
x = 0
y = 0

[State 2402, 6]
type = PosAdd
trigger1 = animelem = 3
x = 20

[State 2402, 7]
type = VelSet
trigger1 = Time = 61
x = 6

[State 2402, 8]
type = VelAdd
trigger1 = Time > 60
y = .45

[State 2402, 9]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype = Heavy
damage = 100,6
guardflag = MA
pausetime = 12,12
sparkno = 3
guard.sparkno = 41
sparkxy = -17,-5
hitsound = S220,5
guardsound = S230,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 30
ground.velocity = -5
air.type = High
air.velocity = -2,-3.2

[State 2402, 10]
type = playerpush
trigger1 = 1
value = 0

[State 2402, 11]
type = PlaySnd
trigger1 = Animelem = 2
value = 2000,1

[State 2402, 12]
type = PlaySnd
trigger1 = Animelem = 4
value = 200,2

[State 2402, 13]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2405

;---------------------------------------------------------
;  Kouga (Land 1)
[Statedef 2405]
type    = C
movetype= I
physics = C
anim = 2405
velset = 0,0
ctrl = 0

[State 4525, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0


[State 2405, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2405, 3]
type = PlaySnd
trigger1 = Time = 0
value = 52,0

[State 2405, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 2406

;---------------------------------------------------------
; Kouga (Jump 1)
[Statedef 2406]
type    = A
movetype= I
;physics = A
anim = 1300
ctrl = 0

[State 4525, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0


[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2406, 2]
type = playerpush
trigger1 = 1
value = 0

[State 2406, 3]
type = turn
trigger1 = time = 0

[State 2406, 4]
type = veladd
trigger1 = time > 0
y = .4

[State 2406, 5]
type = velset
trigger1 = time = 0
x = -9
y = -10.2

[State 2406, 6]
type = changestate
trigger1 = pos y < -65
trigger1 = backedgebodydist < 10
value = 2407

[State 2406, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 11
ctrl = 1

;---------------------------------------------------------
; Kouga (On Wall 1)
[Statedef 2407]
type    = A
movetype= I
physics = N
anim = 2406
velset = 0,0

[State 4525, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0


[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2407, 2]
type = ChangeState
trigger1 = time = 6
value = 2408

;---------------------------------------------------------
; Kouga (Kick 1)
[Statedef 2408]
type    = A
movetype= A
physics = N
anim = 2401
velset = 8,0

[State 4525, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0


[State 2408, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,3

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2408, 2]
type = veladd
trigger1 = time > 3
y = .6

[State 2408, 3]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype = Heavy
damage = 30,5
guardflag = MA
pausetime = 12,12
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-0
hitsound = S220,5
guardsound = S230,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 30
ground.velocity = -5
air.type = High
air.velocity = -2,-3.2

[State 2408, 4]
type = playerpush
trigger1 = 1
value = 0

[State 2408, 5]
type = PlaySnd
trigger1 = Animelem = 5
value = 200,2

[State 2408, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2410

;---------------------------------------------------------
;  Kouga (Land 2)
[Statedef 2410]
type    = C
movetype= I
physics = C
anim = 2405
velset = 0,0
ctrl = 0

[State 4525, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0


[State 2410, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2410, 3]
type = PlaySnd
trigger1 = Time = 0
value = 52,0

[State 2410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 2411

;---------------------------------------------------------
; Kouga (Jump 2)
[Statedef 2411]
type    = A
movetype= I
;physics = A
anim = 1300
ctrl = 0

[State 4525, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0


[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2411, 2]
type = playerpush
trigger1 = 1
value = 0

[State 2411, 3]
type = turn
trigger1 = time = 0

[State 2411, 4]
type = veladd
trigger1 = time > 0
y = .4

[State 2411, 5]
type = velset
trigger1 = time = 0
x = -9
y = -10.2

[State 2411, 6]
type = changestate
trigger1 = pos y < -65
trigger1 = backedgebodydist < 10
value = 2412

[State 2411, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 11
ctrl = 1

;---------------------------------------------------------
; Kouga (On Wall 2)
[Statedef 2412]
type    = A
movetype= I
physics = N
anim = 2406
velset = 0,0

[State 4525, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0


[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2412, 2]
type = ChangeState
trigger1 = time = 6
value = 2413

;---------------------------------------------------------
; Kouga (Kick 2)
[Statedef 2413]
type    = A
movetype= A
physics = N
anim = 2401
velset = 8,0

[State 4525, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0


[State 2413, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,3

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2413, 2]
type = veladd
trigger1 = time > 3
y = .6

[State 2413, 3]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype = Heavy
damage = 40,5
guardflag = MA
pausetime = 12,12
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-0
hitsound = S220,5
guardsound = S230,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 30
ground.velocity = -5
air.type = High
air.velocity = -2,-3.2

[State 2413, 4]
type = playerpush
trigger1 = 1
value = 0

[State 2413, 5]
type = PlaySnd
trigger1 = Animelem = 5
value = 200,2

[State 2413, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2415

;---------------------------------------------------------
;  Kouga (Land 3)
[Statedef 2415]
type    = C
movetype= I
physics = C
anim = 2405
velset = 0,0
ctrl = 0

[State 4525, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0


[State 2410, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2410, 3]
type = PlaySnd
trigger1 = Time = 0
value = 52,0

[State 2410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 2416

;---------------------------------------------------------
; Kouga (Jump 3)
[Statedef 2416]
type    = A
movetype= I
;physics = A
anim = 1300
ctrl = 0

[State 4525, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0


[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2416, 2]
type = playerpush
trigger1 = 1
value = 0

[State 2416, 3]
type = turn
trigger1 = time = 0

[State 2416, 4]
type = veladd
trigger1 = time > 0
y = .4

[State 2416, 5]
type = velset
trigger1 = time = 0
x = -9
y = -10.2

[State 2416, 6]
type = changestate
trigger1 = pos y < -65
trigger1 = backedgebodydist < 10
value = 2417

[State 2416, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 11
ctrl = 1

;---------------------------------------------------------
; Kouga (On Wall 3)
[Statedef 2417]
type    = A
movetype= I
physics = N
anim = 2406
velset = 0,0

[State 4525, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0


[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2417, 2]
type = ChangeState
trigger1 = time = 6
value = 2418

;---------------------------------------------------------
; Kouga (Kick 3)
[Statedef 2418]
type    = A
movetype= A
physics = N
anim = 2401
velset = 8,0

[State 4525, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0


[State 2418, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,3

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 2418, 2]
type = veladd
trigger1 = time > 3
y = .6

[State 2418, 3]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype = Back
damage = 50,5
guardflag = MA
pausetime = 12,12
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-0
hitsound = S220,5
guardsound = S230,1
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5,-3
air.type = low
air.velocity = -5,-3
fall = 1
fall.recover = 0

[State 2408, 4]
type = playerpush
trigger1 = 1
value = 0

[State 2418, 5]
type = PlaySnd
trigger1 = Animelem = 5
value = 200,1

[State 2418, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 11
ctrl = 1

;---------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundno = 1
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundno = 1
fvalue = 0

[State 5900, Set Guard Break Variables]
type = VarRangeSet
trigger1 = 1
first = 8
last = 9
value = 30

[State 5900, 9] ;Intro
type = ChangeState
trigger1 = roundno = 1
value = 190

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

; Stop AfterImage
[State -2, 1]
type = AfterImageTime
triggerall = Time = 0
trigger1 = Stateno = 5000
trigger2 = Stateno = 5010
trigger3 = Stateno = 5020
trigger4 = Stateno = 5070
Time = 0

; Explod Turn Anim
[State -2, 2]
type = Explod
triggerall = NumExplod(100) = 0
trigger1 = anim = 5
trigger1 = var(1) = 0
ID = 100
anim = 2
pos = 0,0
postype = p1
bindtime = 6
removetime = 6
shadow = 255,255,255
sprpriority = -1
ontop = 1
ownpal = 1

; Explod Turn Anim
[State -2, 2]
type = Explod
triggerall = NumExplod(101) = 0
trigger1 = anim = 5
trigger1 = var(1) > 0
ID = 101
anim = 2
pos = 0,0
postype = p1
bindtime = 6
removetime = 6
shadow = 255,255,255
sprpriority = -1
ontop = 1
ownpal = 1

; Explod Crouch Turn Anim
[State -2, 2]
type = Explod
triggerall = NumExplod(102) = 0
triggerall = command = "holddown"
trigger1 = anim = 6
trigger1 = var(1) = 0
ID = 102
anim = 8
pos = 0,0
postype = p1
bindtime = 6
removetime = 6
shadow = 255,255,255
sprpriority = -1
ontop = 1
ownpal = 1

; Explod Crouch Turn Anim
[State -2, 2]
type = Explod
triggerall = NumExplod(103) = 0
triggerall = command = "holddown"
trigger1 = anim = 6
trigger1 = var(1) > 0
ID = 103
anim = 7
pos = 0,0
postype = p1
bindtime = 6
removetime = 6
shadow = 255,255,255
sprpriority = -1
ontop = 1
ownpal = 1

; Remove Explod Turn Anim
[State -2, 2]
type = RemoveExplod
trigger1 = Stateno = 5000
trigger2 = Stateno = 5010
trigger3 = Stateno = 5020
trigger4 = Stateno = 5070
trigger5 = Stateno = 40
trigger6 = Stateno = 52
trigger7 = Statetype = A
trigger8 = ctrl = 0
trigger9 = movetype = A
trigger10 = anim != 6
trigger11 = anim = 11
ID = 100 && 101 && 102 && 103

[State -3, Hit1]
type = PlaySnd
triggerall = random < 300
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [0,50]
trigger1 = Stateno = 5000
trigger2 = Stateno = 5010
value = 5000, 2
channel = 1
lowpriority = 1

[State -3, Hit2]
type = PlaySnd
triggerall = random < 300
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [50,100]
trigger1 = stateno = 5020
trigger2 = stateno = 5030
trigger3 = stateno = 5050
trigger4 = stateno = 5070
trigger5 = stateno = 5080
value = 5000, 3
channel = 1
lowpriority = 1

[State -2, 7]
type = PlaySnd
trigger1 = time = 1
trigger1 = Alive = 1
trigger1 = anim = 5300
value = 5300,0

[State -2, 8]
type = TargetpowerAdd
;trigger1 = timemod = 1,1
trigger1 = 1
value = -2
id = 2000

[State -2, 9]
type = width
trigger1 = anim = 5300
value = -20


[State -2, Debug Info]
type = DisplayToClipboard
trigger1 = 1
text = "AI Level = %d"
params= var(20)
ignorehitpause = 1

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

[State -3, Helper]
type = Helper
triggerall = NumHelper(9999) = 0
trigger1 = anim = 3200123 && movehit  = 1
trigger2=anim=3100123
trigger2= winko && movecontact
helpertype = Normal
name = "CustomBGMusic"
id = 9999
pos = 0,4000
postype = p1
facing = -1
stateno = 9999
size.xscale = 0
size.yscale = 0
keyctrl = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause=1

;[STATE -3];King Boxer Finish
;type = VarSet
;triggerall=anim=3100123
;trigger1= winKO && Movehit = 1
;trigger2= winko && moveguarded = 1
;v = 1
;value = 1
;ignorehitpause=1

[state 3201, SplatPOW]
type = Explod
trigger1 = p2stateno = 3102123
trigger1 = stateno = 3100123
trigger1 = NumExplod(6040)=0
ID = 6040
anim = 6040
pos = -20,-50
postype = p2
sprpriority = -1

[state 3201, SplatPOWRemove]
type = RemoveExplod
trigger1 = p2stateno != 3102123
ID = 6040



