;---------------------------------------------------------------------------
;CNS Cyber Akuma PLUS [Version BETA]
[Data]
life = 1200;(1800FUERTE)	1500;(Medio)	1200;(debil)          
attack = 100;(120FUERTE);	100;(Medio)		80;(debil)         
defence = 100;(120FUERTE);	100;(Medio)		80;(debil)        
fall.defence_up = 30 
liedown.time = 30    
airjuggle = 15       
sparkno = S6031      
guard.sparkno = S6033   
KO.echo = 1
          
;---------------------------------------------------------------------------

[Size]
xscale = 1           
yscale = 1          
ground.back = 20    
ground.front = 20    
air.back = 20        
air.front = 20       
z.width = 3          
attack.width = 4,4   
attack.dist = 160    
proj.attack.dist = 90
;---------------------------------------------------------------------------

[Velocity]
walk.fwd  = 2.4        
walk.back = -2         
run.fwd  = 7           
run.back = -6          
jump.neu = 0,-10.8     
jump.back = -3.4       
jump.fwd = 3.4         
runjump.back = -4,-8.5 
runjump.fwd = 4,-8.5   
;---------------------------------------------------------------------------

[Movement]
airjump.num = 0       
airjump.height = 35   
yaccel = .48          
stand.friction = .85  ;
crouch.friction = .82 ;
;---------------------------------------------------------------------------

; Perder X tiempo [version BETA]
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

[State 170, 1]
type = Playsnd
trigger1 = AnimElem = 8
persistent = 0
value =  70, 2

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

;---------------------------------------------------------------------------
; Estados Ganadores
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = command = "hold_x"
value = 182

[State 180, 2]
type = ChangeState
trigger1 = command = "hold_y"
value = 184

[State 180, 3]
type = ChangeState
trigger1 = command = "hold_z"
value = 185

[State 180, 4]
type = ChangeState
trigger1 = command = "hold_a"
value = 181

[State 180, 5]
type = ChangeState
trigger1 = command = "hold_b"
value = 183

[State 180, 6]
type = ChangeState
trigger1 = command = "hold_c"
value = 186

[State 180, 7]
type = ChangeState
trigger1 = command = "hold_s"
value = 187

[State 180, 8]
type = ChangeState
trigger1 = Random < 167
value = 181

[State 180, 9]
type = ChangeState
trigger1 = Random < 200
value = 182

[State 180, 10]
type = ChangeState
trigger1 = Random < 250
value = 183

[State 180, 11]
type = ChangeState
trigger1 = Random > 333
value = 184

[State 180, 12]
type = ChangeState
trigger1 = Random > 500
value = 185

[State 180, 12]
type = ChangeState
trigger1 = Random < 500
value = 186

[State 180, 12]
type = ChangeState
trigger1 = Random < 600
value = 187

;---------------------------------------------------------------------------
; WIN1
[Statedef 181]
type = S
ctrl = 0
anim = 184
velset = 0,0,0
sprpriority = 1

[State 183, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 191, 2]
type = Playsnd
trigger1 = AnimElem = 3
persistent = 0
value = 0,0

[State 191, 3]
type = Playsnd
trigger1 = AnimElem = 3
persistent = 0
value = 0,1

[State 191, 4]
type = EnvShake
Trigger1 = AnimElem = 3
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10

[State 191, 5]
type = Playsnd
trigger1 = time = 75
persistent = 0
value = 70,9
volume = 255
;---------WIN SCREEN
[State 182, 5]
type = SuperPause
trigger1 = time = 100
movetime = 530
time = 530
anim = -1
 
[State 182, SND MvSF]
type = PlaySnd
trigger1 = time = 110
value = 70,4
abspan = 0
volume = 0

[State 183, Reset];Detiene el tiempo despues de ganar
type = AssertSpecial
trigger1 = time < 530
flag = RoundNotOver
flag2 = NoBarDisplay
flag3 =NoMusic
flag4 =NoFG

[State 183, 6]
type = Explod
trigger1 = time = 125
anim = 6060
ID = 6060
postype =left
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 7
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 0
supermovetime = 999
pausemovetime  = 999

[State 183, 7]
type = Explod
trigger1 = time = 125
anim = 6061
ID = 6061
postype = left
pos = -32,20
bindtime = -1
removetime = -1
sprpriority = 8
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 1
supermovetime = 999
pausemovetime  = 999

[State 181, 8];Back
type = Explod
trigger1 = time = 100
anim = 6066
ID = 6066
postype = back
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 1
scale = 1.1,1.1
ownpal = 1
ignorehitpause =1
ontop = 0
supermovetime = 999
pausemovetime  = 999

;---------------------------------------------------------------------------
; WIN2
[Statedef 182]
type = S
ctrl = 0
anim = 183
velset = 0,0,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 182, 3]
type = Playsnd
trigger1 = time = 40
persistent = 0
value = 25,0

[State 182, 5]
type = Playsnd
trigger1 = time = 75
persistent = 0
value = 70,9
volume = 255
;---------WIN SCREEN
[State 182, 5]; Foto 
type = SuperPause
trigger1 = time = 100
movetime = 530
time = 530
anim = -1
 
[State 182, SND MvSF]
type = PlaySnd
trigger1 = time = 110
value = 70,4
abspan = 0
volume = 0

[State 183, Reset];Detiene el tiempo despues de ganar
type = AssertSpecial
trigger1 = time < 530
flag = RoundNotOver
flag2 = NoBarDisplay
flag3 =NoMusic
flag4 =NoFG

[State 183, 6]
type = Explod
trigger1 = time = 125
anim = 6060
ID = 6060
postype =left
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 7
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 0
supermovetime = 999
pausemovetime  = 999

[State 183, 7]
type = Explod
trigger1 = time = 125
anim = 6061
ID = 6061
postype = left
pos = -32,20
bindtime = -1
removetime = -1
sprpriority = 7
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 1
supermovetime = 999
pausemovetime  = 999

[State 183, 7]
type = Explod
trigger1 = time = 125
anim = 6064
ID = 6064
postype = left
pos = -32,20
bindtime = -1
removetime = -1
sprpriority = 9
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 1
supermovetime = 999
pausemovetime  = 999

[State 181, 8];Back
type = Explod
trigger1 = time = 100
anim = 6066
ID = 6066
postype = back
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 1
scale = 1.1,1.1
ownpal = 1
ignorehitpause =1
ontop = 0
supermovetime = 999
pausemovetime  = 999

;---------------------------------------------------------------------------
; WIN 3
[Statedef 183]
type = S
ctrl = 0
anim = 185
velset = 0,0,0
sprpriority = 1

[State 183, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 183, 3]
type = Playsnd
trigger1 = AnimElem = 4
persistent = 0
value = 0,1

[State 183, 5];--------Cyber Akuma Win
type = Playsnd
trigger1 = time = 75
persistent = 0
value = 70,9
volume = 255
;---------WIN SCREEN
[State 183, 5]
type = SuperPause
trigger1 = time = 100
movetime = 530
time = 530
anim = -1
 
[State 183, SND MvSF]
type = PlaySnd
trigger1 = time = 110
value = 70,4
abspan = 0
volume = 0

[State 183, Reset];Detiene el tiempo despues de ganar
type = AssertSpecial
trigger1 = time < 530
flag = RoundNotOver
flag2 = NoBarDisplay
flag3 =NoMusic
flag4 =NoFG

[State 183, 6]
type = Explod
trigger1 = time = 125
anim = 6060
ID = 6060
postype =left
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 7
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 0
supermovetime = 999
pausemovetime  = 999

[State 183, 7]
type = Explod
trigger1 = time = 125
anim = 6061
ID = 6061
postype = left
pos = -32,20
bindtime = -1
removetime = -1
sprpriority = 7
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 1
supermovetime = 999
pausemovetime  = 999

[State 183, 7]
type = Explod
trigger1 = time = 125
anim = 6065
ID = 6065
postype = left
pos = -32,20
bindtime = -1
removetime = -1
sprpriority = 9
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 1
supermovetime = 999
pausemovetime  = 999

[State 181, 8];Back
type = Explod
trigger1 = time = 100
anim = 6066
ID = 6066
postype = back
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 1
scale = 1.1,1.1
ownpal = 1
ignorehitpause =1
ontop = 0
supermovetime = 999
pausemovetime  = 999

;---------------------------------------------------------------------------
; WIN4
[Statedef 184]
type = S
ctrl = 0
anim = 183
velset = 0,0,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 182, 3]
type = Playsnd
trigger1 = time = 40
persistent = 0
value = 25,0

[State 182, 5]
type = Playsnd
trigger1 = time = 75
persistent = 0
value = 70,9
volume = 255
;---------WIN SCREEN
[State 182, 5]; Foto 
type = SuperPause
trigger1 = time = 100
movetime = 530
time = 530
anim = -1
 
[State 182, SND MvSF]
type = PlaySnd
trigger1 = time = 110
value = 70,4
abspan = 0
volume = 0

[State 183, Reset];Detiene el tiempo despues de ganar
type = AssertSpecial
trigger1 = time < 530
flag = RoundNotOver
flag2 = NoBarDisplay
flag3 =NoMusic
flag4 =NoFG

[State 183, 6]
type = Explod
trigger1 = time = 125
anim = 6060
ID = 6060
postype =left
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 7
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 0
supermovetime = 999
pausemovetime  = 999

[State 183, 7]
type = Explod
trigger1 = time = 125
anim = 6061
ID = 6061
postype = left
pos = -32,20
bindtime = -1
removetime = -1
sprpriority = 7
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 1
supermovetime = 999
pausemovetime  = 999

[State 183, 7]
type = Explod
trigger1 = time = 125
anim = 6077
ID = 6077
postype = left
pos = -32,20
bindtime = -1
removetime = -1
sprpriority = 9
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 1
supermovetime = 999
pausemovetime  = 999

[State 181, 8];Back
type = Explod
trigger1 = time = 100
anim = 6066
ID = 6066
postype = back
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 1
scale = 1.1,1.1
ownpal = 1
ignorehitpause =1
ontop = 0
supermovetime = 999
pausemovetime  = 999

;---------------------------------------------------------------------------
; WIN5
[Statedef 185]
type = S
ctrl = 0
anim = 183
velset = 0,0,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 182, 3]
type = Playsnd
trigger1 = time = 40
persistent = 0
value = 25,0

[State 182, 5]
type = Playsnd
trigger1 = time = 75
persistent = 0
value = 70,9
volume = 255
;---------WIN SCREEN
[State 182, 5]; Foto 
type = SuperPause
trigger1 = time = 100
movetime = 530
time = 530
anim = -1
 
[State 182, SND MvSF]
type = PlaySnd
trigger1 = time = 110
value = 70,4
abspan = 0
volume = 0

[State 183, Reset];Detiene el tiempo despues de ganar
type = AssertSpecial
trigger1 = time < 530
flag = RoundNotOver
flag2 = NoBarDisplay
flag3 =NoMusic
flag4 =NoFG

[State 183, 6]
type = Explod
trigger1 = time = 125
anim = 6060
ID = 6060
postype =left
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 7
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 0
supermovetime = 999
pausemovetime  = 999

[State 183, 7]
type = Explod
trigger1 = time = 125
anim = 6061
ID = 6061
postype = left
pos = -32,20
bindtime = -1
removetime = -1
sprpriority = 7
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 1
supermovetime = 999
pausemovetime  = 999

[State 183, 7]
type = Explod
trigger1 = time = 125
anim = 6078
ID = 6078
postype = left
pos = -32,20
bindtime = -1
removetime = -1
sprpriority = 9
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 1
supermovetime = 999
pausemovetime  = 999

[State 181, 8];Back
type = Explod
trigger1 = time = 100
anim = 6066
ID = 6066
postype = back
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 1
scale = 1.1,1.1
ownpal = 1
ignorehitpause =1
ontop = 0
supermovetime = 999
pausemovetime  = 999

;---------------------------------------------------------------------------
; WIN 6
[Statedef 186]
type = S
ctrl = 0
anim = 185
velset = 0,0,0
sprpriority = 1

[State 183, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 183, 3]
type = Playsnd
trigger1 = AnimElem = 4
persistent = 0
value = 0,1

[State 183, 5];--------Cyber Akuma Win
type = Playsnd
trigger1 = time = 75
persistent = 0
value = 70,9
volume = 255
;---------WIN SCREEN
[State 183, 5]
type = SuperPause
trigger1 = time = 100
movetime = 530
time = 530
anim = -1
 
[State 183, SND MvSF]
type = PlaySnd
trigger1 = time = 110
value = 70,4
abspan = 0
volume = 0

[State 183, Reset];Detiene el tiempo despues de ganar
type = AssertSpecial
trigger1 = time < 530
flag = RoundNotOver
flag2 = NoBarDisplay
flag3 =NoMusic
flag4 =NoFG

[State 183, 6]
type = Explod
trigger1 = time = 125
anim = 6060
ID = 6060
postype =left
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 7
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 0
supermovetime = 999
pausemovetime  = 999

[State 183, 7]
type = Explod
trigger1 = time = 125
anim = 6061
ID = 6061
postype = left
pos = -32,20
bindtime = -1
removetime = -1
sprpriority = 7
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 1
supermovetime = 999
pausemovetime  = 999

[State 183, 7]
type = Explod
trigger1 = time = 125
anim = 6079
ID = 6079
postype = left
pos = -32,20
bindtime = -1
removetime = -1
sprpriority = 9
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 1
supermovetime = 999
pausemovetime  = 999

[State 181, 8];Back
type = Explod
trigger1 = time = 100
anim = 6066
ID = 6066
postype = back
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 1
scale = 1.1,1.1
ownpal = 1
ignorehitpause =1
ontop = 0
supermovetime = 999
pausemovetime  = 999

;---------------------------------------------------------------------------
; WIN1
[Statedef 187]
type = S
ctrl = 0
anim = 184
velset = 0,0,0
sprpriority = 1

[State 183, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 191, 2]
type = Playsnd
trigger1 = AnimElem = 3
persistent = 0
value = 0,0

[State 191, 3]
type = Playsnd
trigger1 = AnimElem = 3
persistent = 0
value = 0,1

[State 191, 4]
type = EnvShake
Trigger1 = AnimElem = 3
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10

[State 191, 5]
type = Playsnd
trigger1 = time = 75
persistent = 0
value = 70,9
volume = 255
;---------WIN SCREEN
[State 182, 5]
type = SuperPause
trigger1 = time = 100
movetime = 530
time = 530
anim = -1
 
[State 182, SND MvSF]
type = PlaySnd
trigger1 = time = 110
value = 70,4
abspan = 0
volume = 0

[State 183, Reset];Detiene el tiempo despues de ganar
type = AssertSpecial
trigger1 = time < 530
flag = RoundNotOver
flag2 = NoBarDisplay
flag3 =NoMusic
flag4 =NoFG

[State 183, 6]
type = Explod
trigger1 = time = 125
anim = 6060
ID = 6060
postype =left
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 7
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 0
supermovetime = 999
pausemovetime  = 999

[State 183, 7]
type = Explod
trigger1 = time = 125
anim = 6061
ID = 6061
postype = left
pos = -32,20
bindtime = -1
removetime = -1
sprpriority = 7
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 1
supermovetime = 999
pausemovetime  = 999

[State 183, 7]
type = Explod
trigger1 = time = 125
anim = 6080
ID = 6080
postype = left
pos = -32,20
bindtime = -1
removetime = -1
sprpriority = 9
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 1
supermovetime = 999
pausemovetime  = 999

[State 181, 8];Back
type = Explod
trigger1 = time = 100
anim = 6066
ID = 6066
postype = back
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 1
scale = 1.1,1.1
ownpal = 1
ignorehitpause =1
ontop = 0
supermovetime = 999
pausemovetime  = 999

;---------------------------------------------------------------------------
; Start boton
[Statedef 195]
type = S
movetype = A
ctrl = 0
velset = 0,0
anim = 195
poweradd = 130

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 195, 2]
type = Explod
trigger1 = AnimElem = 3
anim = 6050
sprpriority = -1
pos = -70,0
postype = p1
removeongethit = 1
sprpriority = -1

[State 191, 2]
type = Playsnd
trigger1 = AnimElem = 5
persistent = 0
value = 0,0

[State 191, 3]
type = Playsnd
trigger1 = time = 14
persistent = 0
value = 1,0

[State 182, 2]
type = NotHitBy
trigger1 = time <= 12
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = time >= 15
persistent = 0
attr = S, SA
animtype  = Heavy
damage    = 5
guardflag = 
hitflag = MAFDP
pausetime = 5,5
sparkno = S6010
sparkxy = -25,-50
guard.sparkno = S6010
guard.sparkxy = -25,-50
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5   
air.velocity = -5,-5
down.velocity = 0,0
fall = 1
air.fall = 1
air.recover = 0
fall.recover = 0
recover = 0
palfx.time = 35
palfx.add = 40,10,0
palfx.mul = 300,192,192

[State 191, 4]
type = EnvShake
Trigger1 = AnimElem = 5,-1
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10

[State 195, 5]
type = ChangeState
trigger1 = command = "Tameiki Wari" && power >= 1000
value = 198

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

;---------------------------------------------------------------------------
; TAUNT B
[Statedef 196]
type = S
ctrl = 0
velset = 0,0
anim = 196
poweradd = 33

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 191, 2]
type = Playsnd
trigger1 = AnimElem = 3
persistent = 0
value = 0,0

[State 191, 3]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 1,0

[State 191, 4]
type = EnvShake
Trigger1 = AnimElem = 3
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10

[State 195, Asura Fwd]
type = ChangeState
trigger1 = command = "holdfwd"
value = 970
ctrl = 1

[State 195, 1]
type = ChangeState
trigger1 = Time = 55
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; TAUNT C
[Statedef 197]
type = S
ctrl = 0
anim = 196
velset = 0,0,0
poweradd = 33

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 191, 3]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 0,1

[State 191, 4]
type = EnvShake
Trigger1 = AnimElem = 3
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10

[State 195, Asura Fwd]
type = ChangeState
trigger1 = command = "holdback"
value = 990
ctrl = 1

[State 195, 1]
type = ChangeState
trigger1 = Time = 55
value = 0
ctrl = 1

;-------------------------------------------------------------------------------------
;TAMEIKI WARI
[Statedef 198]
type = S
movetype = A
ctrl = 0
anim = 198
poweradd = -1000

[State 4120, 1]
type = SuperPause
trigger1 = time = 0
movetime = 50
time = 50
anim = -1

[State 198, 2]
type = Explod
trigger1 = AnimElem = 4
anim = 6050
sprpriority = -1
pos = -70,0
postype = p1
removeongethit = 1
sprpriority = -1
scale = 2,1

[State 198, 2]
type = Explod
trigger1 = AnimElem = 4
anim = 6081
pos = -65,0
postype = p1
removeongethit = 1
sprpriority = 1
scale = 2,1

[State 2010, Explod]
type = explod
trigger1 = time = 0
anim = 6038
ID =  6038
pos = IfElse(Facing = 1,-150,150),230
postype = front
facing = ifelse(Facing = 1,1,-1)
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 198, Explod]
type = Explod
trigger1 = animelem = 1
anim = 6039
ID =  6039
pos = -36,-57
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 40
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 198, Explod]
type = Explod
trigger1 =time = 0
anim =669
ID =669
pos = 0,0
postype =back 
removetime = 42
scale = 1,1.15
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90

[State 198, Hyperbg]
type = Explod
trigger1 = time = 0
anim = 6030
ID = 6030
pos = 0,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 50
supermovetime = 90
pausemovetime  = 90
scale = .9,1.1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90

[State 198, 5]
type = PosFreeze
trigger1 = time >= 0

[State 198, 2]
type = Playsnd
trigger1 = AnimElem = 4
persistent = 1
value = 0,0

[State 198, 3]
type = Playsnd
trigger1 = time = 0
value = 22, 2

[State 198, 2]
type = HitDef
trigger1 = time >= 12
persistent = 0
attr = C, SA
animtype  = Heavy
damage    = 200
hitflag = MAFDP
pausetime = 5,5
sparkno = S6010
sparkxy = 0,-20
guard.sparkno = S6010
guard.sparkxy = 0,-20
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,-12   
air.velocity = 0,-12
down.velocity = 0,0
fall = 1
air.fall = 1
air.recover = 0
fall.recover = 0
recover = 0

[State 198, 4]
type = EnvShake
Trigger1 = AnimElem = 3
persistent = 0
time = 20
ampl = -10
freq = 120
phase = 12

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

;---------------------------------------------------------------------------
; Intro-Estados decisivo
[Statedef 190]
type = S

[State 190, 1]
type = ChangeState
trigger1 = p2name = "Evil Ryu"
trigger2 = p2name = "Evil Ken"
trigger3 = p2name = "Evil Dan"
trigger4 = p2name = "Sevil Nahte"
trigger5 = p2name = "Bison"
trigger6 = p2name = "Shadow Bison"
trigger7 = p2name = "Soul gen"
trigger8 = p2name = "Akuma"
trigger9 = p2name = "Shin Akuma"
trigger10 = p2name = "Shin Gouki"
trigger11 = p2name = "Gouki"
trigger12 = p2name = "MvC Akuma/Gouki By Kamekaze"
trigger13 = p2name = "Zero-Akuma"
trigger14 = p2name = "Megaman PLUS"
value = 192

[State 190, 2]
type = ChangeState
trigger1 = p2name = "Apocalypse"
value = 193

[State 190, 3]
type = ChangeState
trigger1 = Random < 333
value = 191

[State 190, 4]
type = ChangeState
trigger1 = Random < 500
value = 191

[State 190, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; INTRO-Estilo Marvel vs. Street Fighters
[Statedef 191]
type = S
ctrl = 0
anim = 192
sprpriority = 3
velset = 0,3

[State 191, 1]
type = PosSet
trigger1 = AnimElem = 1
y = -195

[State 191, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 191, 3]
type = Playsnd
trigger1 = AnimElem = 1
value = 70,2

[State 191, a] ;Dust Spark
type = explod
trigger1 = Pos Y = -15
anim = 6050
pos = 0,0
sprpriority = 2

[State 191, b] ;Dust Spark
type = explod
trigger1 = Pos Y = -15
anim = 6051
pos = 0,0
sprpriority = 2

[State 191, 5]
type = ChangeState
trigger1 = Pos Y = 0
value = 1910
;---------------------------------------------------------------------------
; INTRO-Estilo Marvel vs. Street Fighters-Parte 2
[Statedef 1910]
type = S
ctrl = 0
anim = 1910
velset = 0,0

[State 191, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 191, 5]
type = ChangeState
trigger1 = AnimElem = 7
value = 0

;---------------------------------------------------------------------------
; INTRO 2
[Statedef 192]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 191, 1]
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 191, 3]
type = Playsnd
trigger1 = AnimElem = 6
persistent = 0
value = 23,3

[State 191, 2]
type = Playsnd
trigger1 = AnimElem = 6
persistent = 0
value = 0,0

[State 191, 4]
type = EnvShake
Trigger1 = AnimElem = 6,-1
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10

[State 191, 5]
type = Changeanim
trigger1 = AnimTime = 0
persistent = 0
value = 0

[State 191, 6] 
type = VarSet
trigger1 = Time = 70
v = 9
value = 0

;;---------------------------------------------------------------------------
;Intro Vs APOC. (Estilo MvSF)
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0,0

[State 193, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 193, 3]
type = ChangeState
trigger1 = Anim = 193 && Animtime = 0
value = 0

[State 193, Fuera Musik]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State 193, Fondo]
type = Explod
trigger1 = (Time = 0) && (NumExplod(6047) = 0) 
ID = 6047
anim = 6047
pos = -32,0
postype = back
bindtime = 1
removetime = 370
sprpriority = 5
ontop = 0

[State 193, Texto]
type = Explod
trigger1 = (Time = 0) && (NumExplod(6088) = 0) 
ID = 6048
anim = 6048
pos = -32,0
postype = back
facing = (facing)
bindtime = 1
removetime = 360
sprpriority = 7
ontop = 1

[State 193, Texto]
type = Explod
trigger1 = (Time = 0) && (NumExplod(6088) = 0) 
ID = 6088
anim = 6088
pos = -32,0
postype = back
facing = (facing)
bindtime = 1
removetime = 360
sprpriority = 7
ontop = 1

[State 193, 4]
type = Playsnd
trigger1 = AnimElem = 1
value = 70,6
loop = 0
volume = 255

[State 193, 5]
type = ChangeState
trigger1 = time = 370
value = 0

;-----------------------------------------------
[Statedef 199]; Move around before match
type = S
physics =S
sprpriority = 0

[State 0]
type = posset
trigger1 = 1
y = 0

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

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = 2.4

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = -2.0

[State 2]
type = ChangeAnim
trigger1 = command = "holdfwd"
trigger1 = Anim != 20
value = 20

[State 2]
type = ChangeAnim
trigger1 = command = "holdback"
trigger1 = Anim != 21
value = 21

[State 2]
type = ChangeAnim
trigger1 = command != "holdback"
trigger1 = command != "holdfwd"
trigger1 = Anim != 0
value = 0

[State 20, 2]
type = VelSet
trigger1 = command != "holdback"
trigger1 = command != "holdfwd"
x = 0

[State F]
type = posset
trigger1 = roundstate = 2
trigger2 = roundstate = 1
x = floor(pos x)

[State F]
type = changestate
trigger1 = ctrl
value = ifelse((command = "holdfwd") || (command ="holdback"),20,0)

;---------------------------------------------------------------------------
; golpe X
[Statedef 200]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 200 
poweradd = 30

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA   
damage    = 20 
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = S6031
sparkxy = -10,-70
guard.sparkno = S6033
guard.sparkxy = -10,-70
hitsound = S20,0
guardsound = S20,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = 0
air.velocity = 0,0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; golpe Y
[Statedef 201]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 201
poweradd = 70

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA  
damage    = 22 
animtype = Medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno = S6032
sparkxy = -10,-70
guard.sparkno = S6033
guard.sparkxy = -10,-70
hitsound = S20,1
guardsound = S20,6
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0
air.velocity = 0,0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,2

[State 201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Puņo Cohete cercano
[Statedef 202]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = -1,0
ctrl = 0  
anim = 667 
poweradd = 50

[State 181, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 668
projremovetime = 100
projhitanim = 307
projhits = 3
projmisstime = 3
projpriority = 30
projshadow = -1
projid = 50000
offset = 20,0
velocity = 10,0
attr = S, SP
damage   = 7,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 1,10
hitsound = S20,2
guardsound = S20,6
sparkno = 2
sparkxy = 500,500
removeongethit = 1
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 5
ground.velocity = -4
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6
down.hittime = 30
down.bounce = 0
palfx.time = 80
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA   
damage    = 22 
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S6010
sparkxy = -70,-75
guard.sparkno = S6033
guard.sparkxy = -70,-75
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.velocity = -4,-3
palfx.time = 80
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5

[State 667, Explod]
type = Explod
trigger1 = projhit(50000) = 1
anim =6036
ID =6036
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 40
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 667, 1]
type = Explod
trigger1 = projhit(50000) = 1
anim =6035
ID =6035
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 26
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 3
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 1,5

[State 202, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; patada A
[Statedef 204]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 204 
poweradd = 30

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA   
damage    = 20 
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = S6031
sparkxy = -25,-45
guard.sparkno = S6033
guard.sparkxy = -25,-45
hitsound = S20,3
guardsound = S20,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = 0
air.velocity = 0,0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; patada B
[Statedef 205]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 205
poweradd = 40

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA  
damage    = 22 
animtype = Medium
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = S6032
sparkxy = 23,-119
guard.sparkno = S6033
guard.sparkxy = 23,-119
hitsound = S20,4
guardsound = S20,6
ground.type = low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0
air.velocity = 0,0

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA  
damage    = 22 
animtype = Medium
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = S6032
sparkxy = -77,-82
guard.sparkno = S6033
guard.sparkxy = -77,-82
hitsound = S20,4
guardsound = S20,6
ground.type = low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0
air.velocity = 0,0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 3,-1
value = 21,2

[State 201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;patada C
[Statedef 206]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 206 
poweradd = 80

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA   
damage    = 22
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = S6037
sparkxy = -10,-80
guard.sparkno = S6033
guard.sparkxy = -10,-80
hitsound = S20,5
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0,0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 1,4

[State 202, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; CLOSE Y
[Statedef 301]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 301
poweradd = 25

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA  
damage    = 22 
animtype = Medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno = S6032
sparkxy = -20,-55
guard.sparkno = S6033
guard.sparkxy = -20,-55
hitsound = S20,1
guardsound = S20,6
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,2

[State 201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; CLOSE Z
[Statedef 302]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 302 
poweradd = 30

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 2,2
attr = S, NA   
damage    = 22 
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = S6031
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6
air.velocity = -3.5,-6

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 1,1

[State 202, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; CLOSE A
[Statedef 304]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 304 
poweradd = 20

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA   
damage    = 20 
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = S6031
sparkxy = -10,-20
guard.sparkno = S6033
guard.sparkxy = -10,-20
hitsound = S20,3
guardsound = S20,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; CLOSE B
[Statedef 305]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 205
poweradd = 25

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA  
damage    = 22 
animtype = Medium
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = S6032
sparkxy = 23,-119
guard.sparkno = S6033
guard.sparkxy = 23,-119
hitsound = S20,4
guardsound = S20,6
ground.type = low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA  
damage    = 22 
animtype = Medium
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = S6032
sparkxy = -77,-82
guard.sparkno = S6033
guard.sparkxy = -77,-82
hitsound = S20,4
guardsound = S20,6
ground.type = low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 3,-1
value = 21,2

[State 201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; C2
[Statedef 306]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 306 
poweradd = 30

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA   
damage    = 15
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = S6037
sparkxy = -10,-80
guard.sparkno = S6033
guard.sparkxy = -10,-80
hitsound = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 20
ground.velocity = -6
air.velocity = -4,-4

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA   
damage    = 35
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = S6037
sparkxy = -10,-80
guard.sparkno = S6033
guard.sparkxy = -10,-80
hitsound = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 20
ground.velocity = -6
air.velocity = -4,-4

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 3,-1
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 3
value = 1,4

[State 202, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ABAJO X
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 20
ctrl = 0
anim = 400

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA   
damage    = 20 
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = S6031
sparkxy = -20,-45
guard.sparkno = S6033
guard.sparkxy = -20,-45
hitsound = S20,0
guardsound = S20,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = 0
air.velocity = 0,0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; ABAJO Y
[Statedef 401]
type    = C     
movetype= A     
physics = C     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 401
poweradd = 80

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA  
damage    = 22 
animtype = Medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno = S6032
sparkxy = -20,-45
guard.sparkno = S6033
guard.sparkxy = -20,-45
hitsound = S20,1
guardsound = S20,6
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0
air.velocity = 0,0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,2

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; AGACHA2 Z (cohete)
[Statedef 402]
type    = C     
movetype= A     
physics = C     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 402 
poweradd = 100

[State 402, 1]
type = Explod
trigger1 = AnimElem = 3 && movehit
anim = 6046
sprpriority = 7
pos = -73, -44
postype = p1

[State 181, 1]
type = Projectile
trigger1 = AnimElem = 3
projanim = 666
projremovetime = 100
projhitanim = 307
projhits = 1
projmisstime = 1
projpriority = 30
projshadow = -1
projID = 50000
offset = 30,-35
velocity = 0,-8
attr = S, SP
damage   = 7,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 1,8
hitsound = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 5
ground.velocity = -2
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6
down.hittime = 30
down.bounce = 0

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = C, NA   
damage    = 25 
animtype = Heavy
guardflag = MA;M
hitflag = MAF
pausetime = 10,8
sparkno = S6010
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
hitsound = S20,2
guardsound = S20,6
ground.type = High;Low
ground.slidetime = 20;15
ground.hittime  = 20
air.hittime = 20
ground.velocity = 0 ,-12.3   
air.velocity = 0,-16
guard.velocity = -3   
airguard.velocity = -1.4,-.8
fall.recover = 0
air.type = High
air.juggle = 4
air.slidetime = 20
fall = 0

[State 402, Explod]
type = Explod
trigger1 = movehit && numexplod(6036) < 2
anim =6036
ID =6036
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 402, 1]
type = Explod
trigger1 = projhit(50000) = 1
anim =6035
ID =6035
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 200, 7]
type = Playsnd
trigger1 = projhit(50000) = 1
value = 667,0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2,-1
value = 21,3

[State 402, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Z (Puņo Cohete)
[Statedef 667]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = -1,0
ctrl = 0  
anim = 667 
poweradd = 100

[State 181, 1]
type = Projectile
;triggerall = P2name = "Apocalypse" 
trigger1 = AnimElem = 2
projanim = 668
projremovetime = 33
projhitanim = 307
projhits = 1
projmisstime = 1
projpriority = 30
projshadow = -1
projid = 50001
offset = 20,0
velocity = 9,0
attr = S, SP
damage   = 7,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 1,10
hitsound = S20,2
guardsound = S20,6
sparkno = 2
sparkxy = 500,500
guard.sparkno = S6033
guard.sparkxy = -70,-75
removeongethit = 1
guardsound = S20,6
ground.type = trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.velocity = -4,-3
air.type = trip
fall.yvelocity = -5
fall.xvelocity = -5
down.bounce = 1
fall.animtype = back
fall = 1
air.fall = 1
palfx.time = 80
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA   
damage    = 25 
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S6010
sparkxy = -70,-75
guard.sparkno = S6033
guard.sparkxy = -70,-75
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -2,-3
palfx.time = 80
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5

[State 667, Explod]
type = Explod
trigger1 = projhit(50000) = 1
anim =6036
ID =6036
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 40
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 667, 1]
type = Explod
trigger1 = projhit(50000) = 1
anim =6035
ID =6035
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 26
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 200, 7]
type = Playsnd
trigger1 = projhit(50000) = 1
value = 667,0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 3
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 1,5

[State 202, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

; Patada A
[Statedef 404]
type    = C     
movetype= A     
physics = C     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 404 
poweradd = 30

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA   
damage    = 20 
animtype = Light
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = S6031
sparkxy = -15,0
guard.sparkno = S6033
guard.sparkxy = -15,0
hitsound = S20,3
guardsound = S20,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = 0
air.velocity = 0,0
down.velocity = 0,0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Patada agachado B
[Statedef 405]
type    = C     
movetype= A     
physics = C     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 405
poweradd = 80

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA  
damage    = 22 
animtype = Medium
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = S6032
sparkxy = -15,0
guard.sparkno = S6033
guard.sparkxy = -15,0
hitsound = S20,4
guardsound = S20,6
ground.type = low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0
air.velocity = 0,0
down.velocity = 0,0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,2

[State 201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Agachado C
[Statedef 406]
type    = C     
movetype= A     
physics = N
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 406 
poweradd = 90

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA   
damage    = 25 
animtype = Heavy
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = S6037
sparkxy = -15,0
guard.sparkno = S6033
guard.sparkxy = -15,0
hitsound = S20,5
guardsound = S20,6
ground.type = trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 0     
air.velocity = 0,0
air.type = trip
fall.yvelocity = -5
fall.xvelocity = -5
down.bounce = 1
fall.animtype = back
fall = 1
air.fall = 1

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,3

[State 202, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; JUMP X
[Statedef 600]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 600 
poweradd = 30

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA   
damage    = 20 
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = S6031
sparkxy = -10,-70
guard.sparkno = S6033
guard.sparkxy = -10,-70
hitsound = S20,0
guardsound = S20,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 600, 2]
type = ChangeState
trigger1 = command = "QCF_c"
trigger2 = command = "QCF_b"
trigger3 = command = "QCF_a"
value = 850

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,1

;---------------------------------------------------------------------------
; Salto Y
[Statedef 601]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 601
poweradd = 80

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA  
damage    = 22 
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno = S6032
sparkxy = -10,-60
guard.sparkno = S6033
guard.sparkxy = -10,-60
hitsound = S20,1
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3

[State 600, 2]
type = ChangeState
trigger1 = command = "QCF_c"
trigger2 = command = "QCF_b"
trigger3 = command = "QCF_a"
value = 850

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,2

;---------------------------------------------------------------------------
; JUMP Z
[Statedef 602]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 602 
poweradd = 90

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA   
damage    = 25 
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S6010
sparkxy = -10,-60
guard.sparkno = S6033
guard.sparkxy = -10,-60
hitsound = S20,2
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.velocity = -9,6.5
air.fall = 1

[State 600, 2]
type = ChangeState
trigger1 = command = "QCF_c"
trigger2 = command = "QCF_b"
trigger3 = command = "QCF_a"
value = 850

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,3

;---------------------------------------------------------------------------
; JUMP A
[Statedef 604]
type    = A     
movetype= A     
physics = A    
juggle  = 1     
ctrl = 0  
anim = 604 
poweradd = 30

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA   
damage    = 20 
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = S6031
sparkxy = -10,-55
guard.sparkno = S6033
guard.sparkxy = -10,-55
hitsound = S20,3
guardsound = S20,6
ground.type = Low
air.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 600, 2]
type = ChangeState
trigger1 = command = "QCF_c"
trigger2 = command = "QCF_b"
trigger3 = command = "QCF_a"
value = 850

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,1

;---------------------------------------------------------------------------
; JUMP B
[Statedef 605]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 605
poweradd = 80

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA  
damage    = 22 
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = S6032
sparkxy = -10,-55
guard.sparkno = S6033
guard.sparkxy = -10,-55
hitsound = S20,4
guardsound = S20,6
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3

[State 600, 2]
type = ChangeState
trigger1 = command = "QCF_c"
trigger2 = command = "QCF_b"
trigger3 = command = "QCF_a"
value = 850

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,2

;---------------------------------------------------------------------------
;Salto C
[Statedef 606]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 606 
poweradd = 90

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA   
damage    = 27 
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = S6037
sparkxy = -10,-55
guard.sparkno = S6033
guard.sparkxy = -10,-55
hitsound = S20,5
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.type = Low
air.velocity = -10,3.5
air.fall = 1

[State 600, 2]
type = ChangeState
trigger1 = command = "QCF_c"
trigger2 = command = "QCF_b"
trigger3 = command = "QCF_a"
value = 850

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,3

;---------------------------------------------------------------------------
; JUMP UP A
[Statedef 704]
type    = A     
movetype= A     
physics = A    
juggle  = 1     
ctrl = 0  
anim = 704 
poweradd = 30

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA   
damage    = 20 
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = S6031
sparkxy = -10,-55
guard.sparkno = S6033
guard.sparkxy = -10,-55
hitsound = S20,3
guardsound = S20,6
ground.type = Low
air.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 600, 2]
type = ChangeState
trigger1 = command = "QCF_c"
trigger2 = command = "QCF_b"
trigger3 = command = "QCF_a"
value = 850

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,1

;---------------------------------------------------------------------------
; Salto y arriba B
[Statedef 705]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 603
poweradd = 80

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA  
damage    = 23 
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = S6032
sparkxy = -40,-90
guard.sparkno = S6033
guard.sparkxy = -40,-90
hitsound = S20,4
guardsound = S20,6
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-5

;[State 705, 7]
;type = ChangeState
;trigger1 = command = "b"
;value = 705

[State 705, 2]
type = ChangeState
trigger1 = command = "QCF_c"
trigger2 = command = "QCF_b"
trigger3 = command = "QCF_a"
value = 850

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,2

;---------------------------------------------------------------------------
;Salto para arriba C
[Statedef 706]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 706 
poweradd = 90

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA   
damage    = 28 
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = S6037
sparkxy = -10,-55
guard.sparkno = S6033
guard.sparkxy = -10,-55
hitsound = S20,5
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.type = Low
air.velocity = -8,-1
air.fall = 1

[State 600, 2]
type = ChangeState
trigger1 = command = "QCF_c"
trigger2 = command = "QCF_b"
trigger3 = command = "QCF_a"
value = 850

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 3
value = 21,3

;---------------------------------------------------------------------------
; Abajo b en el aire
[Statedef 800]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 603
poweradd = 80

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA  
damage    = 22 
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = S6032
sparkxy = -40,-90
guard.sparkno = S6033
guard.sparkxy = -40,-90
hitsound = S20,4
guardsound = S20,6
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-5

[State 705, 2]
type = ChangeState
trigger1 = command = "QCF_c"
trigger2 = command = "QCF_b"
trigger3 = command = "QCF_a"
value = 850

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,2

;---------------------------------------------------------------------------
; TENMA GOU KUU JIN KYAKU A 2°
[Statedef 847]
type    = A     
movetype= A     
physics = N     
juggle  = 1     
velset = 0,0
ctrl = 0
anim = 848
poweradd = 0

[State 847, 5]
type = Velset
trigger1 = AnimElem = 1
x = 8
y = 10

[State 847, 7]
type = AfterImagetime
trigger1 = animelem = 1
time = 0

[State 847, 2]
type = PlaySnd
trigger1 = Pos Y >= 0
value = 21,4
persistent = 1

[State 847, 2]
type = velset
trigger1 = Pos Y >= 0
x = 0

[State 847, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; TENMA GOU KUU JIN KYAKU A
[Statedef 848]
type    = A     
movetype= A     
physics = N     
juggle  = 1     
velset = 0,0
ctrl = 0
anim = 848
poweradd = 120

[State 848, 5]
type = posfreeze
trigger1 = time <= 8

[State 848, 5]
type = Velset
trigger1 = AnimElem = 1
x = 10
y = 12

[State 848, 6]
type = AfterImage
trigger1 = AnimElem = 1
time = 21
removetime = 21
remove = Pos Y = 0
removeongethit = 1
TimeGap  = 1
FrameGap = 4
length = 15
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = .8,.8,.8

[State 848, 7]
type = AfterImagetime
trigger1 = Pos Y = 0
time = 0

[State 848, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 99,8

[State 848, 1]
type = HitDef
trigger1 != time
attr = A, SA  
damage   = 50
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 5,4
sparkno = S6011
sparkxy = -10,0
guard.sparkno = S6033
guard.sparkxy = -10,0
hitsound = S20,4
guardsound = S20,6
ground.type = Low
ground.slidetime = 10
ground.hittime  = 30
ground.velocity = -3.4
air.velocity = -3.8,-3
down.velocity = 0,0
palfx.time = 30
palfx.add = 50,30,130
 
[State 848, Explod]
type = Explod
trigger1 = movehit = 1
anim =6040
ID =6040
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 28
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
 
[State 848, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,2

[State 848, 4]
type = ChangeState
trigger1 = MoveContact = 1
trigger2 = MoveHit = 1
value = 847
ctrl = 0

[State 848, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; TENMA GOU KUU JIN KYAKU B
[Statedef 849]
type    = A     
movetype= A     
physics = N     
juggle  = 1     
velset = 0,0
ctrl = 0
anim = 848
poweradd = 140

[State 849, 5]
type = posfreeze
trigger1 = time <= 8

[State 849, 5]
type = Velset
trigger1 = AnimElem = 1
x = 10
y = 12

[State 849, 6]
type = AfterImage
trigger1 = AnimElem = 1
time = 21
removetime = 21
remove = Pos Y = 0
removeongethit = 1
TimeGap  = 1
FrameGap = 4
length = 15
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = .8,.8,.8

[State 849, 7]
type = AfterImagetime
trigger1 = Pos Y = 0
time = 0

[State 849, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 99,8

[State 849, 1]
type = HitDef
trigger1 != time
attr = A, SA  
damage   = 50
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = S6011
sparkxy = -10,0
guard.sparkno = S6033
guard.sparkxy = -10,0
hitsound = S20,4
guardsound = S20,6
ground.type = Low
ground.slidetime = 10
ground.hittime  = 30
ground.velocity = -4
air.velocity = -4,-3
down.velocity = 0,0
palfx.time = 30
palfx.add = 50,30,130
 
[State 849, Explod]
type = Explod
trigger1 = movehit = 1
anim =6040
ID =6040
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 28
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
 
[State 849, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,2

[State 849, 4]
type = ChangeState
trigger1 = MoveContact = 1
trigger2 = MoveHit = 1
value = 851
ctrl = 0

[State 849, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; TENMA GOU KUU JIN KYAKU B 2°
[Statedef 851]
type    = A     
movetype= A     
physics = N     
juggle  = 1     
velset = 0,0
ctrl = 0
anim = 43
poweradd = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time <=10
value = 0

[State 848, 7]
type = AfterImagetime
trigger1 = animelem = 1
time = 0

[State 851, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 60;50
ignorehitpause =  0
persistent = 0

[State 851, Turn]
type = Turn
trigger1 = time = 0
ignorehitpause =  0
persistent = 0

[State 851, Velset]
type = VelSet
trigger1 = 1
x = -5

[State 851, VelAdd]
type = VelAdd
trigger1 = animelem = 1
y = -6

[State 851, 4]
type = ChangeState
trigger1 = animelem = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; TENMA GOU KUU JIN KYAKU C
[Statedef 850]
type    = A     
movetype= A     
physics = N     
juggle  = 1     
velset = 0,0
ctrl = 0
anim = 850
poweradd = 150

[State 1531, 5]
type = posfreeze
trigger1 = time <= 8

[State 1531, 5]
type = Velset
trigger1 = AnimElem = 2
x = 10
y = 12

[State 850, 6]
type = AfterImage
trigger1 = AnimElem = 2
time = 21
removetime = 21
remove = Pos Y = 0
removeongethit = 1
TimeGap  = 1
FrameGap = 4
length = 15
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = .8,.8,.8

[State 850, 7]
type = AfterImagetime
trigger1 = Pos Y = 0
time = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 99,8

;[State 1531, 5]
;type = PlaySnd
;trigger1 = AnimElem = 1
;value = 99,11

;[State 1531, 5]
;type = PlaySnd
;trigger1 = AnimElem = 1
;value = 99,0

[State 201, 1]
type = HitDef
trigger1 = time = 9
trigger2 = time = 11
trigger3 = time = 13
trigger4 = time = 15
trigger5 = time = 17
trigger6 = time = 19
trigger7 = time = 21
trigger8 = time = 23
trigger9 = time = 25
trigger10 = time = 27
trigger11 = time = 29
trigger12 = time = 31
trigger13 = time = 33
trigger14 = time = 35
trigger15 = time = 37
trigger16 = time = 39
trigger17 = time = 41
trigger18 = time = 43
trigger19 = time = 45
trigger20 = time = 47
trigger21 = time = 49
trigger22 = time = 51
attr = A, SA  
damage   = 30
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno = S6011
sparkxy = -10,0
guard.sparkno = S6033
guard.sparkxy = -10,0
hitsound = S20,4
guardsound = S20,6
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -4,-3
down.velocity = 0,0
palfx.time = 23
palfx.add = 50,30,130
 
[State 850, Explod]
type = Explod
trigger1 = movehit && numexplod(6040) < 3
anim =6040
ID =6040
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 28
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
 
[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,2

[State 210, 2]
type = PlaySnd
trigger1 = Pos Y >= 0
value = 21,4
persistent = 1

[State 210, 2]
type = velset
trigger1 = Pos Y >= 0
x = 0

[State 2002, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; GOU SHO RYU X (start)
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd = 70
ctrl = 0
anim = 1100
velset = 0,0,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1100, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 6057
sprpriority = 7
pos = 20, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1,2
attr = S, SA
animtype  = Heavy
damage    = 8,8
guardflag = M
hitflag = MAF
pausetime = 12,15
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 8,8
guardflag = M
hitflag = MAF
pausetime = 12,13
sparkno = S6011
sparkxy = -25,-60
guard.sparkno = S6033
guard.sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1  
air.velocity = -2.5, -7
fall = 1
air.fall = 1

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101

;---------------------------------------------------------------------------
; GOU SHO RYU X (rising)
[Statedef 1101]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1101

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1101, 6]
type = AfterImage
trigger1 = time = 2
time = 29
removetime = 21
remove = Pos Y = 0
removeongethit = 1
TimeGap  = 1
FrameGap = 4
length = 15
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = .8,.8,.8

[State 1101, 7]
type = AfterImagetime
trigger1 = Pos Y = 0
time = 0

[State 1111,1]
type = HitDef
triggerall = FrontEdgeDist >= 91
trigger1 = time = 0
attr = A, SA
animtype  = Heavy
damage    = 8,8
guardflag = M
hitflag = MAF
pausetime = 12,12
sparkno = S6011
sparkxy = -25,-60
guard.sparkno = S6033
guard.sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -8.5, -10   
air.velocity = -8.5, -10
fall = 1
air.fall = 1

[State 1111,1]
type = HitDef
triggerall = FrontEdgeDist <= 90
trigger1 = time = 3
trigger2 = time = 4
trigger3 = time = 5
trigger4 = time = 7
trigger5 = time = 9
trigger6 = time = 11
trigger7 = time = 13
trigger8 = time = 15
trigger9 = time = 17
trigger10 = time = 19
trigger11= time = 21
trigger12= time = 23
trigger13 = time = 25
trigger13 = time = 27
trigger13 = time = 29
attr = A, SA
animtype  = Heavy
damage    = 8,8
guardflag = M
hitflag = MAF
pausetime = 12,12
sparkno = S6011
sparkxy = -25,-60
guard.sparkno = S6033
guard.sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1
palfx.time = 50
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5

[State 1100, Explod]
type = Explod
trigger1 = movehit && numexplod(6036) < 2
anim =6036
ID =6036
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 1100, Hit Wall Spark]
type = Explod
triggerall = MoveHit && numexplod(6086) < 1
triggerall =  Stateno = 1101
triggerall = FrontEdgeDist <= 100
trigger1 = enemy, BackEdgeDist <= 10 
trigger2 = enemy, FrontEdgeDist <= 10
;triggerall = enemy, Pos Y <= -120
anim = 6086
ID = 6086
pos = 0,-27
postype = P2
removetime = 15
sprpriority = 3
ownpal = 1
ignorehitpause = 1
bindtime = -1
removeongethit = 0
ignorehitpause = 1

[State 210, 3]
type = Velset
trigger1 = time = 0
y = -8.3
x = 4

[State 210, 3]
type = VelAdd
trigger1 = time >= 0
trigger1 = vel x >= 0.3
x = -0.2

[State 210, 3]
type = VelSet
trigger1 = vel x = 0.3
x = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 6
value = 1102

;---------------------------------------------------------------------------
; GOU SHO RYU X (falling)
[Statedef 1102]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1102

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 210, 3]
type = Velset
trigger1 = time = 0
y = 1.2

[State 210, 3]
type = ChangeState
trigger1 = time = 15
value = 1103

;---------------------------------------------------------------------------
; GOU SHO RYU X (landing)
[Statedef 1103]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0
ctrl = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

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

[State 209, 1]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1103

[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

;---------------------------------------------------------------------------
; GOU SHO RYU Y (start)
[Statedef 1110]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd = 85
ctrl = 0
anim = 1100
velset = 0,0,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1100, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 6057
sprpriority = 7
pos = 20, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1,2
attr = S, SA
animtype  = Heavy
damage    = 12,8
guardflag = M
hitflag = MAF
pausetime = 12,15
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1
palfx.time = 50
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 12,8
guardflag = M
hitflag = MAF
pausetime = 12,13
sparkno = S6011
sparkxy = -25,-60
guard.sparkno = S6033
guard.sparkxy = -25,-60
hitsound = S20,2
priority = 7, Hit
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1   
air.velocity = -2.5, -7
fall = 1
air.fall = 1

[State 1100, Explod]
type = Explod
trigger1 = movehit && numexplod(6035) < 2
anim =6035
ID =6035
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
palfx.time = 50
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1111

;---------------------------------------------------------------------------
; GOU SHO RYU Y (rising)
[Statedef 1111]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1101

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1111, 6]
type = AfterImage
trigger1 = time = 2
time = 29
removetime = 21
remove = Pos Y = 0
removeongethit = 1
TimeGap  = 1
FrameGap = 4
length = 15
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = .8,.8,.8

[State 1111, 7]
type = AfterImagetime
trigger1 = Pos Y = 0
time = 0

[State 1111,1]
type = HitDef
trigger1 = time = 3
trigger2 = time = 4
trigger3 = time = 5
trigger4 = time = 7
trigger5 = time = 9
trigger6 = time = 11
trigger7 = time = 13
trigger8 = time = 15
trigger9 = time = 17
trigger10 = time = 19
trigger11= time = 21
trigger12= time = 23
trigger13 = time = 25
trigger14 = time = 27
trigger15 = time = 29
trigger13 = time = 31
trigger14 = time = 32
trigger15 = time = 35
attr = A, SA
animtype  = Heavy
damage    = 12,8
guardflag = M
hitflag = MAF
pausetime = 12,12
sparkno = S6011
sparkxy = -25,-60
guard.sparkno = S6033
guard.sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3, -7   
air.velocity = -3, -7
fall = 1
air.fall = 1
palfx.time = 50
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5

[State 1100, Explod]
type = Explod
trigger1 = movehit && numexplod(6036) < 2
anim =6036
ID =6036
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 1100, Hit Wall Spark]
type = Explod
triggerall = MoveHit && numexplod(6086) < 1
triggerall =  Stateno = 1111
triggerall = FrontEdgeDist <= 100
trigger1 = enemy, BackEdgeDist <= 10 
trigger2 = enemy, FrontEdgeDist <= 10
;triggerall = enemy, Pos Y <= -120
anim = 6086
ID = 6086
pos = 0,-27
postype = P2
removetime = 15
sprpriority = 3
ownpal = 1
ignorehitpause = 1
bindtime = -1
removeongethit = 0
ignorehitpause = 1

[State 210, 3]
type = Velset
trigger1 = time = 0
y = -10.5
x = 4.5

[State 210, 3]
type = VelAdd
trigger1 = time >= 0
trigger1 = vel x >= 0.3
x = -0.2

[State 210, 3]
type = VelSet
trigger1 = vel x = 0.3
x = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 14
value = 1112

;---------------------------------------------------------------------------
; GOU SHO RYU Y (falling)
[Statedef 1112]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1102

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 210, 3]
type = Velset
trigger1 = time = 0
y = 1

[State 210, 3]
type = ChangeState
trigger1 = time = 22
value = 1113

;---------------------------------------------------------------------------
; GOU SHO RYU Y (landing)
[Statedef 1113]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

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

[State 209, 1]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1103

[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

;---------------------------------------------------------------------------
; GOU SHO RYU Z (1°)
[Statedef 1120]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd = 120
ctrl = 0
anim = 1100
velset = 0,0,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1100, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 6057
sprpriority = 7
pos = 20, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
animtype  = Heavy
damage    = 12,8
guardflag = M
hitflag = MAF
pausetime = 12,15
;priority = 7, Hit
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1
palfx.time = 50
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 12,8
guardflag = M
hitflag = MAF
pausetime = 12,12
sparkno = S6011
sparkxy = -25,-60
guard.sparkno = S6033
guard.sparkxy = -25,-60
;priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1   
air.velocity = -2.5, -11
fall = 1
air.fall = 1
palfx.time = 50
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5

[State 1100, Explod]
type = Explod
trigger1 = movehit && numexplod(6036) < 2
anim =6036
ID =6036
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1121

;---------------------------------------------------------------------------
; GOU SHO RYU Z (rising)
[Statedef 1121]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1101

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1121, 6]
type = AfterImage
trigger1 = time = 2
time = 21
removetime = 21
remove = Pos Y = 0
removeongethit = 1
TimeGap  = 1
FrameGap = 4
length = 15
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = .8,.8,.8

[State 1121, 7]
type = AfterImagetime
trigger1 = Pos Y = 0
time = 0

[State 210, 3]
type = Velset
trigger1 = time = 0
y = -14.2
x = 6

[State 1111,1]
type = HitDef
triggerall = FrontEdgeDist >= 91
trigger1 = time = 3
trigger3 = time = 5
trigger5 = time = 9
trigger6 = time = 11
trigger7 = time = 13
trigger9 = time = 17
trigger10 = time = 19
trigger11 = time = 21
trigger13 = time = 25
trigger13 = time = 29
attr = A, SA
animtype  = Heavy
damage    = 8,8
guardflag = M
hitflag = MAF
pausetime = 12,12
sparkno = S6011
sparkxy = -25,-60
guard.sparkno = S6033
guard.sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
fall = 1
air.fall = 1
palfx.time = 50
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -8.5, -10   
air.velocity = -8.5, -10

[State 210, 2]
type = HitDef
triggerall = FrontEdgeDist <= 90
trigger1 = time = 3
trigger2 = time = 5
trigger3 = time = 7
trigger4 = time = 9
trigger5 = time = 11
trigger6 = time = 13
trigger7 = time = 14
trigger8 = time = 15
trigger9 = time = 17
trigger10 = time = 19
trigger11= time = 21
trigger12= time = 23
trigger13 = time = 25
trigger14 = time = 27
trigger15 = time = 29
trigger16 = time = 31
trigger17 = time = 33
trigger18 = time = 35
trigger19 = time = 37
trigger20 = time = 39
trigger21 = time = 41
trigger22 = time = 43
trigger23 = time = 45
trigger24 = time = 47
trigger25 = time = 49
trigger26 = time = 51
trigger27 = time = 53
trigger28 = time = 54
attr = A, SA
animtype  = Heavy
damage    = 12,8
guardflag = M
hitflag = MAF
pausetime = 12,12
sparkno = S6011
sparkxy = -25,-60
guard.sparkno = S6033
guard.sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1.5, -7   
air.velocity = -1.5, -14
fall = 1
air.fall = 1
palfx.time = 50
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5

[State 1100, Hit Wall Spark]
type = Explod
triggerall = MoveHit && numexplod(6086) < 1
triggerall =  Stateno = 1121
triggerall = FrontEdgeDist <= 100
trigger1 = enemy, BackEdgeDist <= 10 
trigger2 = enemy, FrontEdgeDist <= 10
;triggerall = enemy, Pos Y <= -120
anim = 6086
ID = 6086
pos = 0,-27
postype = P2
removetime = 15
sprpriority = 3
ownpal = 1
ignorehitpause = 1
bindtime = -1
removeongethit = 0
ignorehitpause = 1

[State 1100, Explod]
type = Explod
trigger1 = movehit && numexplod(6036) < 2
anim =6036
ID =6036
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 210, 3]
type = VelAdd
trigger1 = time >= 0
trigger1 = vel x >= 0.3
x = -0.2

[State 1121, Command]
type = ChangeState
trigger1 = command = "QCB2_y"
value = 3600

[State 210, 3]
type = VelSet
trigger1 = vel x = 0.3
x = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 16
value = 1122

;---------------------------------------------------------------------------
; GOU SHO RYU Z (falling)
[Statedef 1122]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1102
velset = 0,0

[State 210, 3]
type = VelAdd
trigger1 = AnimElem = 1
trigger1 = AnimElem <= 2
x = -0.3

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 24
value = 1123

;---------------------------------------------------------------------------
; GOU SHO RYU Z (landing)
[Statedef 1123]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

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

[State 209, 1]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1103

[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

;---------------------------------------------------------------------------
; SCRAMBLE GOU PUNCH (Karga)
[Statedef 1170]
type    = S
movetype= A
physics = N
poweradd= -1000
ctrl = 0
anim = 1150
velset = 0

[State 1170, 1]
type = SuperPause
trigger1 = time = 2
movetime = 30
time = 30
;pos = 15, -46
anim = -1

[State 1100, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 6057
sprpriority = 7
pos = 20, 0

[State 1170, Explod]
type = explod
trigger1 = animelem = 1
anim = 6038
ID =  6038
pos = IfElse(Facing = 1,-150,150),230
postype = front
facing = ifelse(Facing = 1,1,-1)
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 1170, Explod]
type = Explod
trigger1 = animelem = 1
anim = 6039
ID =  6039
pos = 46,-50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 40
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 669, Explod]
type = Explod
trigger1 =time = 0
anim =669
ID =669
pos = 0,0
postype =back ;p2,front,back,left,right
removetime = 42
scale = 1,1.15
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90

[State 6030, Hyperbg]
type = Explod
trigger1 = time = 0
anim = 6030
ID = 6030
pos = 0,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 140
supermovetime = 90
pausemovetime  = 90
scale = .9,1.1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90

[State 1170, 3]
type = PosFreeze
trigger1 = time >= 0

[State 1170, 4]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 23,0

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 4
length = 15

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = S22,2

[State 610, 4]
type = ChangeState
trigger1 = Time = 30
value = 1171
ctrl = 0

;---------------------------------------------------------------------------
; SCRAMBLE GOU PUNCH (Comienzo)
[Statedef 1171]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1151
velset = 18,0,0

[State 100, 6]
type = MakeDust
trigger1 = Time >= 0
pos = -10,-2
spacing = 2

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 24,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 21,3

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype  = Heavy
damage    = 30,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 6,6
sparkno = S6010
sparkxy = -25,-60
guard.sparkno = S6033
guard.sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -3,-4
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX

[State 11999, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Heavy
damage    = 30,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 6,6
sparkno = S6010
sparkxy = -25,-60
guard.sparkno = S6033
guard.sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -3,-4
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1172
ctrl = 0

;---------------------------------------------------------------------------
; SCRAMBLE GOU PUNCH  (1° pasada)
[Statedef 1172]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1152

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Heavy
damage    = 30,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 6,6
sparkno = S6010
sparkxy = -25,-60
guard.sparkno = S6033
guard.sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -3,-6
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX

[State 11999, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 1


[State 210, 3]
type = ChangeState
trigger1 = Time = 8
value = 1173
ctrl = 0

;---------------------------------------------------------------------------
; SCRAMBLE GOU PUNCH (1° Fallo)
[Statedef 1173]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1153

[State 210, 3]
type = ChangeState
trigger1 = time = 6
value = 1174
ctrl = 0

;---------------------------------------------------------------------------
; SCRAMBLE GOU PUNCH (first landing)
[Statedef 1174]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0
anim = 1103

[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 = time = 4
value = 1175
ctrl = 0

;---------------------------------------------------------------------------
; SCRAMBLE GOU PUNCH (2°)
[Statedef 1175]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1151
velset = 12,0,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,4

[State 100, 6]
type = MakeDust
trigger1 = Time >= 0
pos = -10,-2
spacing = 2

[State 1100, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 6057
sprpriority = 7
pos = 20, 0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 24,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 21,3

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype  = Heavy
damage    = 30,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 6,6
sparkno = S6010
sparkxy = -25,-60
guard.sparkno = S6033
guard.sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -3,-4
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX

[State 11999, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 1


[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Heavy
damage    = 30,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 6,6
sparkno = S6010
sparkxy = -25,-60
guard.sparkno = S6033
guard.sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -3,-4
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1176
ctrl = 0

;---------------------------------------------------------------------------
; SCRAMBLE GOU PUNCH (2° pasada)
[Statedef 1176]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1152

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Heavy
damage    = 30,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 6,6
sparkno = S6010
sparkxy = -25,-60
guard.sparkno = S6033
guard.sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4,-6
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX

[State 11999, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 1


[State 210, 3]
type = ChangeState
trigger1 = Time = 8
value = 1177
ctrl = 0

;---------------------------------------------------------------------------
; SCRAMBLE GOU PUNCH (2° falling)
[Statedef 1177]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1153

[State 210, 3]
type = ChangeState
trigger1 = time = 6
value = 1178
ctrl = 0

;---------------------------------------------------------------------------
; SCRAMBLE GOU PUNCH (2° landing)
[Statedef 1178]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0
anim = 1103

[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 = time = 4
value = 1179
ctrl = 0

;---------------------------------------------------------------------------
; SCRAMBLE GOU PUNCH (3°Comienzo)
[Statedef 1179]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1151
velset = 22,0

[State 100, 6]
type = MakeDust
trigger1 = Time >= 0
pos = -10,-2
spacing = 2

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 24,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,3

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 11999, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 1

[State 1100, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 6057
sprpriority = 7
pos = 20, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype  = Heavy
damage    = 30,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 6,6
sparkno = S6010
sparkxy = -25,-60
guard.sparkno = S6033
guard.sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -3,-4
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX
palfx.time = 30
palfx.add = 50,30,130

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Heavy
damage    = 30,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 6,6
sparkno = S6010
sparkxy = -25,-60
guard.sparkno = S6033
guard.sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -3,-5
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1180
ctrl = 0

;---------------------------------------------------------------------------
; SCRAMBLE GOU PUNCH (3°Pasada)
[Statedef 1180]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1152

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 3]
type = Velset
trigger1 = time = 0
y = -10.5
x = 7

[State 11999, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 1

[State 1180, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Heavy
damage    = 30,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 6,6
sparkno = S6010
sparkxy = -25,-60
guard.sparkno = S6033
guard.sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4   
air.velocity = -4, -9
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX
palfx.time = 50
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5

[State 1180, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, HA
animtype  = Heavy
damage    = 30,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 6,6
sparkno = S6010
sparkxy = -25,-60
guard.sparkno = S6033
guard.sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4   
air.velocity = -4, -9
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX
palfx.time = 50
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5

[State 1180, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
animtype  = Heavy
damage    = 30,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 6,6
sparkno = S6010
sparkxy = -25,-60
guard.sparkno = S6033
guard.sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4   
air.velocity = -4, -9
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX
palfx.time = 50
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5

[State 667, Explod]
type = Explod
trigger1 = movehit && numexplod(6036) < 2
anim =6036
ID =6036
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 667, Explod]
type = Explod
trigger1 = movehit && numexplod(6035) < 2
anim =6035
ID =6035
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 210, 3]
type = VelAdd
trigger1 = time >= 0
trigger1 = vel x >= 0.3
x = -0.2

[State 210, 3]
type = VelSet
trigger1 = vel x = 0.3
x = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 12
value = 1181
ctrl = 0

;---------------------------------------------------------------------------
; SCRAMBLE GOU PUNCH (3° falling)
[Statedef 1181]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 1
anim = 1153

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 32
value = 1182
ctrl = 0

;---------------------------------------------------------------------------
; SCRAMBLE GOU PUNCH (3° landing)
[Statedef 1182]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

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

[State 209, 1]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1103

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

[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 6
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;GOU HADO KEN X
[Statedef 1000]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 70
juggle = 0
ctrl = 0
anim = 1000

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 1,1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,1

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1003
projhitanim = 1004
projpriority = 1
projshadow = -1
projscale = 1, 1.3
projID = 1000
offset = 5,10
velocity = 2.5
attr = S, SP
damage   = 30,8
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkno = S6011
sparkxy = 77,-55
guard.sparkno = S6033
guard.sparkxy = 77,-55
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
air.animtype = Back
air.velocity = -5,-6
air.juggle = 3
air.fall = 1
down.velocity = -5,-6
down.hittime = 30
down.bounce = 0

[State 2010, Explod]
type = explod
trigger1 = animelem = 4
anim = 6049
ID =  6049
pos = 0,0
postype = p1
facing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 1000, 6]
type = Helper
trigger1 = AnimElem = 4
name = "Dust"
stateno = 1013

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;GOU HADO KEN Y
[Statedef 1001]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 85
juggle = 0
ctrl = 0
anim = 1000

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 1,1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 2,1

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1003
projhitanim = 1004
projpriority = 1
projshadow = -1
projscale = 1, 1.3
projID = 1000
offset = 5,10
velocity = 2.5
attr = S, SP
damage   = 30,8
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkno = S6011
sparkxy = 77,-55
guard.sparkno = S6033
guard.sparkxy = 77,-55
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
air.animtype = Back
air.velocity = -7,-6
air.juggle = 3
air.fall = 1
down.velocity = -7,-6
down.hittime = 30
down.bounce = 0

[State 1000, Explod]
type = explod
trigger1 = animelem = 4
anim = 6049
ID =  6049
pos = 0,0
postype = p1
facing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 1000, 6]
type = Helper
trigger1 = AnimElem = 4
name = "Dust"
stateno = 1013

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;GOU HADO KEN Z
[Statedef 1002]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 150
juggle = 0
ctrl = 0
anim = 1000

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 1,1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 2,1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 2,2

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1003
projhitanim = 1004
projpriority = 1
projshadow = -1
projscale = 1, 1.3
projID = 1000
offset = 5,10
velocity = 4.5
attr = S, SP
damage    = 30,8
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkno = S6011
sparkxy = 77,-55
guard.sparkno = S6033
guard.sparkxy = 77,-55
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -10,-6
air.juggle = 3
air.fall = 1
down.velocity = -10,-6
down.hittime = 30
down.bounce = 0

[State 1000, Explod]
type = explod
trigger1 = animelem = 4
anim = 6049
ID =  6049
pos = 0,0
postype = p1
facing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 1000, 6]
type = Helper
trigger1 = AnimElem = 4
name = "Dust"
stateno = 1014

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Dust-Tierra
[Statedef 1013]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 2.5,0
anim = 6058
sprpriority = 3

[State 10013, 1]
type = VelSet
trigger1 = parent, NumProjID(1000) = 0
trigger1 = Anim != 6059
x = 1

[State 1013, 2]
type = ChangeAnim
trigger1 = parent, NumProjID(1000) = 0
trigger1 = Anim != 6059
value = 6059

[State 1013, 3]
type = DestroySelf
trigger1 = Anim = 4017
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; Dust-Tierra
[Statedef 1014]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 4.5,0
anim = 6058
sprpriority = 3

[State 10013, 1]
type = VelSet
trigger1 = parent, NumProjID(1000) = 0
trigger1 = Anim != 6059
x = 1

[State 1013, 2]
type = ChangeAnim
trigger1 = parent, NumProjID(1000) = 0
trigger1 = Anim != 6059
value = 6059

[State 1013, 3]
type = DestroySelf
trigger1 = Anim = 4017
trigger1 = AnimTime = 0

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

;---------------------------------------------------------------------------
;GOU HADO KEN X (close)
[Statedef 1010]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 70
juggle = 0
ctrl = 1
anim = 1000

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 99,5

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,0

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1003
projhitanim = 1004
projpriority = 1
projshadow = -1
projscale = 1, 1.3
offset = 5,10
velocity = 2.5
attr = S, SP
damage   = 100,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkno = S6011
sparkxy = 77,-55
guard.sparkno = S6033
guard.sparkxy = 77,-55
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5   
fall = 1
air.animtype = Back
air.velocity = -5,-6
air.juggle = 3
air.fall = 1
down.velocity = -5,-6
down.hittime = 30
down.bounce = 0

[State 1000, Explod]
type = explod
trigger1 = animelem = 4
anim = 6049
ID =  6049
pos = 0,0
postype = p1
facing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;GOU HADO KEN Y (close)
[Statedef 1011]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 85
juggle = 0
ctrl = 1
anim = 1000

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 99,4

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 2,1

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1003
projhitanim = 1004
projpriority = 1
projshadow = -1
projscale = 1, 1.3
offset = 5,10
velocity = 2.5
attr = S, SP
damage   = 100,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkno = S6011
sparkxy = 77,-55
guard.sparkno = S6033
guard.sparkxy = 77,-55
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -7   
fall = 1
air.animtype = Back
air.velocity = -7,-6
air.juggle = 3
air.fall = 1
down.velocity = -7,-6
down.hittime = 30
down.bounce = 0

[State 1000, Explod]
type = explod
trigger1 = animelem = 4
anim = 6049
ID =  6049
pos = 0,0
postype = p1
facing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;GOU HADO KEN Z (close)
[Statedef 1012]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 100
juggle = 0
ctrl = 1
anim = 1000

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 99,3

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 2,1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 2,2

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1003
projhitanim = 1004
projpriority = 1
projshadow = -1
projscale = 1, 1.3
offset = 5,10
velocity = 4.5
attr = S, SP
damage   = 100,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkno = S6011
sparkxy = 77,-55
guard.sparkno = S6033
guard.sparkxy = 77,-55
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -10   
fall = 1
air.animtype = Back
air.velocity = -10,-6
air.juggle = 3
air.fall = 1
down.velocity = -10,-6
down.hittime = 30
down.bounce = 0

[State 1000, Explod]
type = explod
trigger1 = animelem = 4
anim = 6049
ID =  6049
pos = 0,0
postype = p1
facing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;HIGH MEGA GOU BEAM (Karga) 
[Statedef 2010]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = -1000
juggle = 0
ctrl = 0
anim = 2000

[State 4120, 1]
type = SuperPause
trigger1 = time = 0
movetime = 50
time = 50
;pos = -35, -46
anim = -1

[State 2010, Explod]
type = explod
trigger1 = animelem = 1
anim = 6038
ID =  6038
pos = IfElse(Facing = 1,-150,150),230
postype = front
facing = ifelse(Facing = 1,1,-1)
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 2010, Explod]
type = Explod
trigger1 = animelem = 1
anim = 6039
ID =  6039
pos = -36,-57
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 40
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

;[State 4120, 1]
;type = SuperPause
;trigger1 = time = 2
;movetime = 50
;time = 50
;pos = 40, -46
;anim = 30

[State 669, Explod]
type = Explod
trigger1 =time = 0
anim =669
ID =669
pos = 0,0
postype =back 
removetime = 42
scale = 1,1.15
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90

[State 2010, Hyperbg]
type = Explod
trigger1 = time = 0
anim = 6030
ID = 6030
pos = 0,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 58
supermovetime = 90
pausemovetime  = 90
scale = .9,1.1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 191, 3]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 23,1

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 4
length = 15

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 22,2

[State 610, 4]
type = ChangeState
trigger1 = Time = 50
value = 2011

;---------------------------------------------------------------------------
;HIGH MEGA GOU BEAM [Expulsion]
[Statedef 2011]
type    = S
movetype= A
physics = S
juggle = 0
ctrl = 0
anim = 2002

[State 1000, Explod]
type = explod
trigger1 = animelem = 3
anim = 6082
ID =  6082
pos = 0,0
postype = p1
facing = 1
bindtime = 1
removetime = 71
sprpriority = 4
ownpal = 1
removeongethit = 1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-2
value = 1,0

;[State 11999, 2]
;type = NotHitBy
;trigger1 = Time >= 0
;value = SCA, NA, NP, NT, SA, SP, ST, HA, HP, HT
;time = 1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 30,0

[State 2011, Hyperbg]
type = Explod
trigger1 = time = 0
anim = 6030
ID = 6030
pos = 0,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 75
supermovetime = 90
pausemovetime  = 90
scale = .9,1.1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90

[State 3000, 3];laser
type = Helper
trigger1 = AnimElem = 3
stateno = 2012
pos = 35, -6;

[State 1000, Explod]
type = explod
trigger1 = animelem = 6
anim = 6049
ID =  6049
pos = 0,0
postype = p1
facing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 2010, Explod]
type = RemoveExplod
trigger1 = Stateno = 2011
trigger1 = animelem = 25
Trigger2 = Stateno != 2011
ID =  6082

[State 210, 1]
type = AfterImageTime
trigger1 = animtime = 0
Time = 0

[State 12000, 6]
type = ScreenBound
trigger1 = AnimElemTime(6) >=5
Trigger2 = MoveHit
value = 0

[State 12000, 10a]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = FrontEdgeDist < 299
value = 0
ctrl = 1

[State 12000, 10]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = FrontEdgeDist > 300
value = 970
ctrl = 1

;---------------------------------------------------------------------------
; Laser
[Statedef 2012]
type    = S
movetype= A
physics = S
anim = 9999
sprpriority = 4

[State 184, 2]
type = Projectile
trigger1 = Time = 0
projanim = 2010
projhitanim = 2011
projremanim = 2011
projhits = 15
projmisstime = 3
projshadow = -1
projpriority = 30
projremovetime = 58
projremoveongethit = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projID = 2000
getpower = 0,0
velocity = 0.001,0.001
offset = 0,0
attr = S, HP
damage   = 20,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = S30,1
sparkno = 2
sparkxy = 500,500
guard.sparkno = S6033
guard.sparkxy = (enemynear,const(size.mid.pos.x))-10,-50
removeongethit = 1
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -15   
fall = 1
air.animtype = Back
air.velocity = -10;,-6
air.juggle = 3
air.fall = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 198, 4]
type = EnvShake
Trigger1 = ProjHit(2000) = 1
persistent = 0
time = 40
ampl = -10
freq = 120
phase = 12

[State 2011, Explod]
type = Explod
trigger1 = projhit(2000) = 3
anim =6040
ID =6040
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2011, Explod]
type = Explod
trigger1 = projhit(2000) = 1;
anim = 2013
ID =2013
pos = 0,0 
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 5
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2011, Explod]
type = Explod
trigger1 = projhit(2000) = 1;
anim = 2013
ID =2013
pos = 10,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 5
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2011, Explod]
type = Explod
trigger1 = projhit(2000) = 1
anim = 2013
ID =2013
pos = -10,0 
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 5
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2011, Explod]
type = Explod
trigger1 = projhit(2000) = 0
trigger1 = projcontact(2000) = 1
anim = 6034
ID = 6034
pos = -10,-55 
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 5
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2011, Explod]
type = Explod
trigger1 = projhit(2000) = 0
trigger1 = projcontact(2000) = 1
anim = 6034
ID = 6035
pos = 0,-55
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 5
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2011, Explod]
type = Explod
trigger1 = projhit(2000) = 0
trigger1 = projcontact(2000) = 1
anim = 6034
ID = 6036
pos = 10,-55
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 5
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3001, 3]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent, stateno != 2011
trigger2 = Parent, stateno != 3601

;---------------------------------------------------------------------------
;HIGH MEGA GOU BEAM AIRE (Karga) 
[Statedef 3600]
type    = A
movetype= A
physics = A
velset = 0,0,0
poweradd = -1000
juggle = 0
ctrl = 0
anim = 3600

[State 4120, 1]
type = SuperPause
trigger1 = time = 0
movetime = 50
time = 50
;pos = -35, -46
anim = -1

[State 2010, Explod]
type = explod
trigger1 = animelem = 1
anim = 6038
ID =  6038
pos = IfElse(Facing = 1,-150,150),230
postype = front
facing = ifelse(Facing = 1,1,-1)
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 2010, Explod]
type = Explod
trigger1 = animelem = 1
anim = 6039
ID =  6039
pos = -36,-57
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 40
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

;[State 4120, 1]
;type = SuperPause
;trigger1 = time = 2
;movetime = 50
;time = 50
;pos = 40, -46
;anim = 30

[State 669, Explod]
type = Explod
trigger1 =time = 0
anim =669
ID =669
pos = 0,0
postype =back 
removetime = 42
scale = 1,1.15
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90

[State 2010, Hyperbg]
type = Explod
trigger1 = time = 0
anim = 6030
ID = 6030
pos = 0,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 58
supermovetime = 90
pausemovetime  = 90
scale = .9,1.1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 191, 3]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 23,1

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 4
length = 15

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 22,2

[State 610, 4]
type = ChangeState
trigger1 = Time = 50
value = 3601

;---------------------------------------------------------------------------
;HIGH MEGA GOU BEAM AIRE [Expulsion]
[Statedef 3601]
type    = A
movetype= A
physics = A
juggle = 0
ctrl = 0
anim = 3601

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 2,-2
value = 1,0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 30,0

[State 1300, 1]
type = Velset
trigger1 = 1
y = .5

[State 1300, 1]
type = Velset
triggerall = time >= 11
triggerall = time <= 80
trigger1 = 1
y = 0

[State 2011, Hyperbg]
type = Explod
trigger1 = time = 0
anim = 6030
ID = 6030
pos = 0,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 75
supermovetime = 90
pausemovetime  = 90
scale = .9,1.1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90

[State 3000, 3];laser
type = Helper
trigger1 = AnimElem = 2
stateno = 2012
pos = -11, -19;

[State 1000, Explod]
type = explod
trigger1 = animelem = 6
anim = 6049
ID =  6049
pos = 0,0
postype = p1
facing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 210, 1]
type = AfterImageTime
trigger1 = animtime = 0
Time = 0

[State 1300, 1]
type = Velset
trigger1 = AnimElem = 3
y = .3
x = -10

[State 12000, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU A (1°)
[Statedef 3000]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 150
ctrl = 0
anim = 3000
velset = 0,-2,0

[State 1531, 5]
type = velset
trigger1 = time >= 0
x = 2

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1,2
attr = A, SA
animtype  = Heavy
damage    = 30,10
guardflag = MA
hitflag = MAF
pausetime = 10,12
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 6, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1
palfx.time = 23
palfx.add = 50,30,130

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU A (2°)
[Statedef 3001]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 3001

[State 1531, 5]
type = velset
trigger1 = time >= 0
x = 2
y = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 40,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1
palfx.time = 23
palfx.add = 50,30,130

[State 3001, Explod]
type = Explod
trigger1 = animelem = 1
anim =4504
ID =4504
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 11
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 3001, Hit Wall Spark]
type = Explod
triggerall = MoveHit && NumExplod(6086) < 1
triggerall =  Stateno = 3001
triggerall = FrontEdgeDist <= 100
trigger1 = enemy, BackEdgeDist <= 10 
trigger2 = enemy, FrontEdgeDist <= 10
;triggerall = enemy, Pos Y <= -120
anim = 6086
ID = 6086
pos = 0,-27
postype = P2
removetime = 15
sprpriority = 3
ownpal = 1
ignorehitpause = 1
bindtime = -1

[State 3001, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 70, 0

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 210, 3]
type = ChangeState
trigger1 = Time = 6
value = 3002

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU A (3°)
[Statedef 3002]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 3002

[State 1531, 5]
type = velset
trigger1 = time >= 0
x = 2

[State 1531, 5]
type = Changestate
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3003

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU A (4°)
[Statedef 3003]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
anim = 3003
velset = 0,0,0
ctrl = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

[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
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU B (start)
[Statedef 3010]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 160
ctrl = 0
anim = 3000
velset = 0,-2,0

[State 1531, 5]
type = velset
trigger1 = time >= 0
x = 2.5

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1,2
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,12
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 6, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1
palfx.time = 23
palfx.add = 50,30,130

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3011

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU B (spinning)
[Statedef 3011]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 3001

[State 1531, 5]
type = velset
trigger1 = time >= 0
x = 2.5
y = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 30,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1
palfx.time = 23
palfx.add = 50,30,130

[State 3001, Explod]
type = Explod
trigger1 = animelem = 1
anim =4504
ID =4504
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 23
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 3001, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 70, 0

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
animtype  = Heavy
damage    = 30,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1
palfx.time = 23
palfx.add = 50,30,130

[State 3011, Hit Wall Spark]
type = Explod
triggerall = MoveHit && NumExplod(6086) < 1
triggerall =  Stateno = 3011
triggerall = FrontEdgeDist <= 100
trigger1 = enemy, BackEdgeDist <= 10 
trigger2 = enemy, FrontEdgeDist <= 10
;triggerall = enemy, Pos Y <= -120
anim = 6086
ID = 6086
pos = 0,-27
postype = P2
removetime = 15
sprpriority = 3
ownpal = 1
ignorehitpause = 1
bindtime = -1

[State 3001, snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 70, 0

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 9
value = 21,3

[State 210, 3]
type = ChangeState
trigger1 = Time = 12
value = 3012

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU B (landing)
[Statedef 3012]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 3002

[State 1531, 5]
type = velset
trigger1 = time >= 0
x = 2.5

[State 1531, 5]
type = Changestate
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3013

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU B (landed)
[Statedef 3013]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
anim = 3003
velset = 0,0,0
ctrl = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

[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
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU C (start)
[Statedef 3020]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 170
ctrl = 0
anim = 3000
velset = 0,-2,0

[State 1531, 5]
type = velset
trigger1 = time >= 0
x = 3

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1,2
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,12
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 6, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1
palfx.time = 23
palfx.add = 50,30,130

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3021

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU C (spinning)
[Statedef 3021]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 3001

[State 1531, 5]
type = velset
trigger1 = time >= 0
x = 3
y = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim =4504
ID =4504
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 35
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 3001, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 70, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1
palfx.time = 23
palfx.add = 50,30,130

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1
palfx.time = 23
palfx.add = 50,30,130

[State 3001, snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 70, 0

[State 210, 2]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 8
value = 21,3

[State 3001, snd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 70, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 9
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1
palfx.time = 23
palfx.add = 50,30,130

[State 1100, Explod]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 12
value = 21,3

[State 3001, snd]
type = PlaySnd
trigger1 = AnimElem = 12
value = 70, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 13
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1
palfx.time = 23
palfx.add = 50,30,130

[State 1100, Explod]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 16
value = 21,3

[State 3001, snd]
type = PlaySnd
trigger1 = AnimElem = 16
value = 70, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 17
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1
air.recover = 0
fall.recover = 0
recover = 0
palfx.time = 23
palfx.add = 50,30,130

[State 1100, Explod]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 20
value = 21,3

[State 3001, snd]
type = PlaySnd
trigger1 = AnimElem = 20
value = 70, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 21
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1
air.recover = 0
fall.recover = 0
recover = 0
palfx.time = 23
palfx.add = 50,30,130

[State 1100, Explod]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 3021, Hit Wall Spark]
type = Explod
triggerall = MoveHit && NumExplod(6086) < 1
triggerall =  Stateno = 3021
triggerall = FrontEdgeDist <= 100
trigger1 = enemy, BackEdgeDist <= 10 
trigger2 = enemy, FrontEdgeDist <= 10
;triggerall = enemy, Pos Y <= -120
anim = 6086
ID = 6086
pos = 0,-27
postype = P2
removetime = 15
sprpriority = 3
ownpal = 1
ignorehitpause = 1
bindtime = -1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 24
value = 21,3

[State 3001, snd]
type = PlaySnd
trigger1 = AnimElem = 24
value = 70, 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 30
value = 3022

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU C (landing)
[Statedef 3022]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 3002

[State 1531, 5]
type = velset
trigger1 = time >= 0
x = 3

[State 1531, 5]
type = Changestate
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3023

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU C (landed)
[Statedef 3023]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
velset = 0,0,0
ctrl = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

[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
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; KUUCHUU TATSU MAKI ZANKUU KYAKU A (start)
[Statedef 3030]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 150
ctrl = 0
anim = 3030

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 2,-1
value = 21,3

[State 1531, 5]
type = velmul
trigger1 = time = 0
x = 1

[State 1531, 5]
type = veladd
trigger1 = vel x = 0
x = 2

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Heavy
damage    = 30,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1
palfx.time = 23
palfx.add = 50,30,130

[State 3001, Explod]
type = Explod
trigger1 = animelem = 2
anim =4504
ID =4504
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 3001, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 70, 0

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 21,3

[State 3001, snd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 70, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1
palfx.time = 23
palfx.add = 50,30,130

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 9
value = 21,3

[State 3001, snd]
type = PlaySnd
trigger1 = AnimElem = 9
value = 70, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 10
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1
palfx.time = 23
palfx.add = 50,30,130

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 13
value = 21,3

[State 1531, 5]
type = Changestate
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3060

;---------------------------------------------------------------------------
; KUUCHUU TATSU MAKI ZANKUU KYAKU B (start)
[Statedef 3040]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 120
ctrl = 0
anim = 3030

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 2,-1
value = 21,3

[State 1531, 5]
type = velmul
trigger1 = time = 0
trigger1 = vel x > 0
x = 1.25

[State 1531, 5]
type = veladd
trigger1 = time >= 0
y = -.1

[State 1531, 5]
type = veladd
trigger1 = vel x = 0
x = 2.25

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Heavy
damage    = 30,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1
palfx.time = 23
palfx.add = 50,30,130

[State 3001, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 70, 0

[State 3001, Explod]
type = Explod
trigger1 = animelem = 2
anim =4504
ID =4504
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 21,3

[State 3001, snd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 70, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1
palfx.time = 23
palfx.add = 50,30,130

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 9
value = 21,3

[State 3001, snd]
type = PlaySnd
trigger1 = AnimElem = 9
value = 70, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 10
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1
palfx.time = 23
palfx.add = 50,30,130

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 13
value = 21,3

[State 1531, 5]
type = Changestate
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3060

;---------------------------------------------------------------------------
; KUUCHUU TATSU MAKI ZANKUU KYAKU C (start)
[Statedef 3050]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 120
ctrl = 0
anim = 3030

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 2,-1
value = 21,3

[State 1531, 5]
type = velmul
trigger1 = time = 0
trigger1 = vel x > 0
x = 1.5

[State 1531, 5]
type = veladd
trigger1 = time >= 0
y = -.2

[State 1531, 5]
type = veladd
trigger1 = vel x = 0
x = 2.5

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Heavy
damage    = 30,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1
palfx.time = 23
palfx.add = 50,30,130

[State 3001, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 70, 0

[State 3001, Explod]
type = Explod
trigger1 = animelem = 2
anim =4504
ID =4504
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 21,3

[State 3001, snd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 70, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1
palfx.time = 23
palfx.add = 50,30,130

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 9
value = 21,3

[State 3001, snd]
type = PlaySnd
trigger1 = AnimElem = 9
value = 70, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 10
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkno = S6011
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1
palfx.time = 23
palfx.add = 50,30,130

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 13
value = 21,3

[State 1531, 5]
type = Changestate
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3060

;---------------------------------------------------------------------------
; KUUCHUU TATSU MAKI ZANKUU KYAKU (land)
[Statedef 3060]
type    = S
movetype= A
physics = S
juggle  = 0
anim = 47
poweradd= 0
velset = 0,0,0
ctrl = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

[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 = time = 4
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ZANKUU HADO KEN X
[Statedef 1300]
type    = A
movetype= A
physics = A
poweradd = 150
juggle = 0
ctrl = 0
velset = 0,0
anim = 1300

[State 1300, 1]
type = Velset
trigger1 = 1
y = .5

[State 1300, 1]
type = Velset
triggerall = time = 17
trigger1 = 1
y = 0

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2,-1
value = 1,1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 2,-1
value = 2,1

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2,-1
value = 2,2

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1303
projID = 1300
projhitanim = 1304
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 15,5
velocity = 3.7, 2
attr = S, SP
damage   = 40,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkno = S6011
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.animtype = Back
air.velocity = -6,6
air.juggle = 3
air.fall = 1
down.velocity = -0,0
down.hittime = 30
down.bounce = 0

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 7,-1
value = 1,1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 7,-1
value = 2,1

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 7,-1
value = 2,2

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 7
projanim = 1303
projID = 1300
projhitanim = 1304
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 15,5
velocity = 3.7, 2
attr = S, SP
damage   = 40,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkno = S6011
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.animtype = Back
air.velocity = -6,6
air.juggle = 3
air.fall = 1
down.velocity = 0,0
down.hittime = 30
down.bounce = 0

[State 1302, 8] 
type = ChangeState
trigger1 = AnimElem = 13
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;ZANKUU HADO KEN Y
[Statedef 1301]
type    = A
movetype= A
physics = A
poweradd = 170
juggle = 0
ctrl = 0
velset = 0,0
anim = 13000

[State 1300, 1]
type = Velset
trigger1 = 1
y = .5

[State 1300, 1]
type = Velset
triggerall = time = 18
trigger1 = 1
y = 0

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2,-1
value = 1,1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 2,-1
value = 2,1

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2,-1
value = 2,2

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1303
projhitanim = 1304
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 15,5
velocity = 3.7, 2
attr = S, SP
damage   = 40,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkno = S6011
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.animtype = Back
air.velocity = -6,6
air.juggle = 3
air.fall = 1
down.velocity = -0,0
down.hittime = 30
down.bounce = 0

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 8,-1
value = 1,1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 8,-1
value = 2,1

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 8,-1
value = 2,2

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 8
projanim = 1303
projhitanim = 1304
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 15,5
velocity = 3.7, 2
attr = S, SP
damage   = 40,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkno = S6011
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.animtype = Back
air.velocity = -6,6
air.juggle = 3
air.fall = 1
down.velocity = 0,0
down.hittime = 30
down.bounce = 0

[State 1302, 8] 
type = ChangeState
trigger1 = AnimElem = 13;animtime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;ZANKUU HADO KEN Z
[Statedef 1302]
type    = A
movetype= A
physics = A
poweradd = 190
juggle = 0
ctrl = 0
velset = 0,0;Vel X / 2, Vel Y / 2
anim = 13001

[State 1300, 1]
type = Velset
trigger1 = 1
y = .5

[State 1300, 1]
type = Velset
triggerall = time = 19
trigger1 = 1
y = 0

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2,-1
value = 1,1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 2,-1
value = 2,1

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2,-1
value = 2,2

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1303
projhitanim = 1304
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 15,5
velocity = 5.5, 2.3
attr = S, SP
damage   = 40,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkno = S6011
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.animtype = Back
air.velocity = -6,6
air.juggle = 3
air.fall = 1
down.velocity = -0,0
down.hittime = 30
down.bounce = 0

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 9,-1
value = 1,1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 9,-1
value = 2,1

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 9,-1
value = 2,2

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 9
projanim = 1303
projhitanim = 1304
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 15,5
velocity = 5.5, 2.3
attr = S, SP
damage   = 40,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkno = S6011
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.animtype = Back
air.velocity = -6,6
air.juggle = 3
air.fall = 1
down.velocity = 0,0
down.hittime = 30
down.bounce = 0

[State 1302, 8] 
type = ChangeState
trigger1 = AnimElem = 13
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;THUNDER GOU SHOWER (punto 0-Karga)
[Statedef 2700]
type    = A
movetype= A
physics = N
juggle = 0
ctrl = 0
anim = 2505

;[State 11999, 2]
;type = NotHitBy
;trigger1 = Time >= 0
;value = SCA, NA, NP, NT, SA, SP, ST, HA, HP, HT
;time = 1

[State 1000, 1]
type = VelMul
trigger1 = Time = 0
x = .05
y = .05

[State 1300, 2]
type = PlaySnd
trigger1 = time = 0
persistent = 0
value = 35,0

[State 1000, 8]
type = ChangeState
trigger1 = animtime = 0
value = 2701

;---------------------------------------------------------------------------
;THUNDER GOU SHOWER (Karga)
[Statedef 2701]
type    = A
movetype= A
physics = N
poweradd = -1000
juggle = 0
ctrl = 0
anim = 2500
        
[State 191, 3]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 35,1

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 4
length = 15

[State 4120, 1]
type = SuperPause
trigger1 = time = 2
movetime = 50
time = 50
;pos = 60, -56
anim = -1

[State 2701, Explod]
type = explod
trigger1 = animelem = 1
anim = 6038
ID =  6038
pos = IfElse(Facing = 1,-150,150),230
postype = front
facing = ifelse(Facing = 1,1,-1)
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 2701, Explod]
type = Explod
trigger1 = animelem = 1
anim = 6039
ID =  6039
pos = 63,-59
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 40
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 669, Explod]
type = Explod
trigger1 =time = 0
anim =669
ID =669
pos = 0,0
postype =back ;p2,front,back,left,right
removetime = 42
scale = 1,1.15
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90

[State 6030, Hyperbg]
type = Explod
trigger1 = time = 0
anim = 6030
ID = 6030
pos = 0,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 50
supermovetime = 90
pausemovetime  = 90
scale = .9,1.1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90

;[State 11999, 2]
;type = NotHitBy
;trigger1 = Time >= 0
;value = SCA, NA, NP, NT, SA, SP, ST, HA, HP, HT
;time = 1

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 22,2

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 610, 4]
type = ChangeState
trigger1 = Time = 50
value = 2702

;---------------------------------------------------------------------------
;THUNDER GOU SHOWER  (throwing)
[Statedef 2702]
type    = A
movetype= A
physics = N
juggle = 0
ctrl = 0
anim = 2501

;[State 11999, 2]
;type = NotHitBy
;trigger1 = AnimElem <= 3
;value = SCA, NA, NP, NT, SA, SP, ST, HA, HP, HT
;time = 1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 2,2
value = 1,1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 2,3
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 2,3
value = 2,2

[State 198, 4]
type = EnvShake
Trigger1 = ProjHit(6000) = 1
persistent = 0
time = 50
ampl = -10
freq = 120
phase = 12

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 2,3
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2700, 2]
type = Explod
trigger1 = projhit(6000) = 1
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 3
projid = 6000
projanim = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 4
projid = 6000
projanim = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 7,-37
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,1

[State 2700, 2]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 5
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = -25,-18
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 6
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 39,-21
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 7
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 7
value = 2,2

[State 2700, 2]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 7
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 23,14
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 8,-1
value = 1,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2,2

[State 2700, 2]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 8
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 8,3
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 8,3
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 8,3
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 8,-39
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 9
value = 2,1

[State 2700, 2]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 9
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 9
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = -12,0
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 10
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 10
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 10
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 29,2
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 11
value = 2,1

[State 2700, 2]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 11
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 11
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 2,-33
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 12
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 12
value = 2,2

[State 2700, 2]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 12
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = -25,-17
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 13
value = 2,1

[State 2700, 2]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 13
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 13
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 14,-1
value = 1,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 14
value = 2,1

[State 2700, 2]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 14
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 14
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 9,-25
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 14,3
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 14,3
value = 2,2

[State 2700, 2]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 14,3
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = -10,-15
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 15
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 15
value = 2,2

[State 2700, 2]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 15
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 11,14
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 16
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 16
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 16
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 44,-19
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 17
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 17
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 17
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 18
value = 2,1

[State 2700, 2]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 18
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 18
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = -18,-2
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 19
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 19
value = 2,2

[State 2700, 2]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 19
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = -1,-40
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 20,-1
value = 1,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 20
value = 2,1

[State 2700, 2]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 20
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 20
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 33,-13
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 1]
type = ChangeState
trigger1 = animelem = 20,1
value = 2703

;---------------------------------------------------------------------------
;THUNDER GOU SHOWER (2)
[Statedef 2703]
type    = A
movetype= A
physics = N
juggle = 0
ctrl = 0

[State 198, 4]
type = EnvShake
Trigger1 = ProjHit(6000) = 1
persistent = 0
time = 50
ampl = -10
freq = 120
phase = 12

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 20,3
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 20,3
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 20,3
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2700, 2]
type = Explod
trigger1 = projhit(6000)=1
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 21
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 21
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 21
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 33,-13
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 22
value = 2,1

[State 2700, 2]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 22
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 22
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 7,-38
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 23
value = 2,1

[State 2700, 2]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 23
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 23
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = -17,-15
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 24
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 24
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 24
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 38,-3
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 25
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 25
value = 2,2

[State 2700, 2]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 25
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = -2,-2
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 26,-1
value = 1,1

[State 2702, 3]
type = PlaySnd        
trigger1 = AnimElem = 26
value = 2,1

[State 2700, 2]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 2702, 3]
type = PlaySnd        
trigger1 = AnimElem = 26
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 26
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 39,-14
getpower = 0,0
velocity = 8,4.5
attr = A, HP
damage   = 11,5
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd        
trigger1 = AnimElem = 26,3
value = 2,1

[State 2702, 3]
type = PlaySnd        
trigger1 = AnimElem = 26,3
value = 2,2

[State 2700, 2]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 26,3
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = -21,-15
getpower = 0,0
velocity = 8,4.5
attr = A, HP
damage   = 11,5
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd        
trigger1 = AnimElem = 27
value = 2,1

[State 2702, 3]
type = PlaySnd        
trigger1 = AnimElem = 27
value = 2,2

[State 2700, 2]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 27
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 22,3
getpower = 0,0
velocity = 8,4.5
attr = A, HP
damage   = 11,5
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd        
trigger1 = AnimElem = 28
value = 2,1

[State 2700, 2]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 2702, 3]
type = PlaySnd        
trigger1 = AnimElem = 28
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 28
projanim = 6000
projid = 6000
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 14,-29
velocity = 8,4.5
attr = A, HP
damage   = 11,5
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkno = S6010
sparkxy = 50,-43
guard.sparkno = S6033
guard.sparkxy = 50,-43
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2700, 2]
type = Explod
trigger1 = movehit && numexplod(6012) < 2
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 2703, 3]
type = VelAdd
trigger1 = Time >= 64
y = .4

[State 2703, 2]
type = ChangeState
trigger1 = command = "QCF_c"
trigger2 = command = "QCF_b"
trigger3 = command = "QCF_a"
value = 850

[State 2703, 4]
type = ChangeState
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
trigger1 = time >= 64
value = 50

[State 2703, 5]
type = Velset
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
y = 0

;---------------------------------------------------------------------------
; ZUGAI HASSATSU
[Statedef 500]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 500
poweradd = 90

[State 610, 4]
type = Velset
trigger1 = AnimElem = 4
x = 4

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA  
damage    = 20 
animtype = Medium
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S6032
sparkxy = -35,-60
guard.sparkno = S6033
guard.sparkxy = -35,-60
hitsound = S20,1
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA  
damage    = 20 
animtype = Medium
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S6032
sparkxy = -40,-20
guard.sparkno = S6033
guard.sparkxy = -40,-20
hitsound = S20,1
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA  
damage    = 20 
animtype = Medium
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S6032
sparkxy = -40,-20
hitsound = S20,1
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA  
damage    = 20 
animtype = Medium
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S6032
sparkxy = -40,-20
guard.sparkno = S6033
guard.sparkxy = -40,-20
hitsound = S20,1
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA  
damage    = 20 
animtype = Medium
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S6032
sparkxy = -40,-20
guard.sparkno = S6033
guard.sparkxy = -40,-20
hitsound = S20,1
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3

[State 1000, 2]
type = PlaySnd
trigger1 = time = 0
value = 1,1

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 6
value = 1,5

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 5,-1
value = 21,3

[State 201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; SENPUU KYAKU
[Statedef 550]
type    = A
movetype= A
physics = A
juggle  = 1
velset = 3,-4
ctrl = 0
anim = 550
poweradd = 100

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 5,-1
value = 1,1

;[State 1000, 2]
;type = PlaySnd
;trigger1 = AnimElem = 4
;value = 99,1

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 4
value = 21,2

[State 207, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 40
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno= S6031
sparkxy = -20,-60
guard.sparkno = S6033
guard.sparkxy = -20,-60
hitsound = S20,4
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3.5
air.type = High
air.velocity = -4,-5
air.fall = 1
fall.animtype = Low
fall = 1
air.fall = 1
air.recover = 0
fall.recover = 0
recover = 0

[State 207, 1]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52

;---------------------------------------------------------------------------
; SENPUU KYAKU ELECTRIC
[Statedef 560]
type    = A
movetype= A
physics = A
juggle  = 1
velset = 4,-4
ctrl = 0
anim = 550
poweradd = 130

[State 1000, Explod]
type = explod
trigger1 = animelem = 2
anim = 6083
ID =  6083
pos = 0,0
postype = p1
facing = 1
bindtime = 1
removetime = 13
sprpriority = 4
ownpal = 1
removeongethit = 1

[State 2010, Explod]
type = RemoveExplod
trigger1 = Stateno = 560
trigger1 = animelem = 4
Trigger2 = Stateno != 560
ID =  6083

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 5,-1
value = 1,1

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 4
value = 21,2

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA   
damage    = 20 
animtype = Light
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 8,8
sparkno = S6031
sparkxy = -10,-70
guard.sparkno = S6033
guard.sparkxy = -10,-70
hitsound = S20,0
guardsound = S20,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 30
ground.velocity = 0
air.velocity = 0,0
palfx.time = 30
palfx.add = 50,30,130

[State 1100, Explod]
type = Explod
trigger1 = movehit
anim =6012
ID =6012
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 25
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 207, 1]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER X
[Statedef 900]
type    = S
movetype= A
physics = S
poweradd= -500
anim = 900
velset = 0,0,0
ctrl = 0

[State 2010, Explod]
type = explod
trigger1 = animelem = 1
anim = 6038
ID =  6038
pos = IfElse(Facing = 1,-150,150),230
postype = front
facing = ifelse(Facing = 1,1,-1)
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

;[State 1531, 5]
;type = PlaySnd
;trigger1 = time = 0
;value = 99,13

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 50,0

[State 900, 1]
type = EnvColor
trigger1 = Time = 0
value = 255, 255, 255
time = 1

[State 900, 2]
type = PosFreeze
trigger1 = time >= 0

[State 900,3]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 900,4]
type = Projectile
trigger1 = AnimElem = 3
projanim = 901
projremanim = -1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 0,0
velocity = 0.001, 0.001
accel = 0, 0
projremovetime = 9
sprpriority = 1

[State 900,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 901

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER X (start)
[Statedef 901]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1151
velset = 0,0,0

[State 100, 6]
type = MakeDust
trigger1 = Time >= 0
pos = -10,-2
spacing = 2

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 24,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,3

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1,2
attr = S, SA
animtype  = Heavy
damage    = 40,10
guardflag = M
getpower = 0,0
hitflag = MAF
pausetime = 12,15
sparkxy = -20,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1
;PalFX
palfx.time = 30
palfx.add = 50,30,130
fall.recover = 0
air.recover = 0
recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 40,10
guardflag = M
getpower = 0,0
hitflag = MAF
pausetime = 12,13
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1
;PalFX
palfx.time = 30
palfx.add = 50,30,130
fall.recover = 0
air.recover = 0
recover = 0

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 902

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER X (rising)
[Statedef 902]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1152

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 40,10
guardflag = M
getpower = 0,0
hitflag = MAF
pausetime = 12,12
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1
;PalFX
palfx.time = 30
palfx.add = 50,30,130
fall.recover = 0
air.recover = 0
recover = 0

[State 210, 3]
type = Velset
trigger1 = time = 0
y = -5
x = 3

[State 210, 3]
type = VelAdd
trigger1 = time >= 0
trigger1 = vel x >= 0.3
x = -0.2

[State 210, 3]
type = VelSet
trigger1 = vel x = 0.3
x = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 6
value = 903

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER X (falling)
[Statedef 903]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1153

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 15
value = 904

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER X (landing)
[Statedef 904]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0
ctrl = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

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

[State 209, 1]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1103

[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

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Y
[Statedef 910]
type    = S
movetype= A
physics = S
poweradd= -500
anim = 900
velset = 0,0,0
ctrl = 0

[State 2010, Explod]
type = explod
trigger1 = animelem = 1
anim = 6038
ID =  6038
pos = IfElse(Facing = 1,-150,150),230
postype = front
facing = ifelse(Facing = 1,1,-1)
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

;[State 1531, 5]
;type = PlaySnd
;trigger1 = time = 0
;value = 99,13

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 50,0

[State 900, 1]
type = EnvColor
trigger1 = Time = 0
value = 255, 255, 255
time = 1

[State 900, 2]
type = PosFreeze
trigger1 = time >= 0

[State 900,3]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 900,4]
type = Projectile
trigger1 = AnimElem = 3
projanim = 901
projremanim = -1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 0,0
velocity = 0.001, 0.001
accel = 0, 0
projremovetime = 9
sprpriority = 1

[State 900,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 911

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Y (start)
[Statedef 911]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1151
velset = 0,0,0

[State 100, 6]
type = MakeDust
trigger1 = Time >= 0
pos = -10,-2
spacing = 2

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 24,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,3

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1,2
attr = S, SA
animtype  = Heavy
damage    = 40,10
guardflag = M
getpower = 0,0
hitflag = MAF
pausetime = 12,15
sparkxy = -20,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1
;PalFX
palfx.time = 30
palfx.add = 50,30,130
fall.recover = 0
air.recover = 0
recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 40,10
guardflag = M
getpower = 0,0
hitflag = MAF
pausetime = 12,13
sparkxy = -25,-60
hitsound = S20,2
priority = 7, Hit
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1
;PalFX
palfx.time = 30
palfx.add = 50,30,130
fall.recover = 0
air.recover = 0
recover = 0

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 912

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Y (rising)
[Statedef 912]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1152

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 40,10
guardflag = M
getpower = 0,0
hitflag = MAF
pausetime = 12,12
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1
;PalFX
palfx.time = 30
palfx.add = 50,30,130
fall.recover = 0
air.recover = 0
recover = 0

[State 210, 3]
type = Velset
trigger1 = time = 0
y = -7.5
x = 4.5

[State 210, 3]
type = VelAdd
trigger1 = time >= 0
trigger1 = vel x >= 0.3
x = -0.2

[State 210, 3]
type = VelSet
trigger1 = vel x = 0.3
x = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 10
value = 913

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Y (falling)
[Statedef 913]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1153

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 22
value = 914

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Y (landing)
[Statedef 914]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

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

[State 209, 1]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1103

[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

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Z
[Statedef 920]
type    = S
movetype= A
physics = S
poweradd= -500
anim = 900
velset = 0,0,0
ctrl = 0

[State 2010, Explod]
type = explod
trigger1 = animelem = 1
anim = 6038
ID =  6038
pos = IfElse(Facing = 1,-150,150),230
postype = front
facing = ifelse(Facing = 1,1,-1)
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

;[State 1531, 5]
;type = PlaySnd
;trigger1 = time = 0
;value = 99,13

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 50,0

[State 900, 1]
type = EnvColor
trigger1 = Time = 0
value = 255, 255, 255
time = 1

[State 900, 2]
type = PosFreeze
trigger1 = time >= 0

[State 900,3]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 900,4]
type = Projectile
trigger1 = AnimElem = 3
projanim = 901
projremanim = -1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 0,0
velocity = 0.001, 0.001
accel = 0, 0
projremovetime = 9
sprpriority = 1

[State 900,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 921

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Z (start)
[Statedef 921]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1151
velset = 0,0,0

[State 100, 6]
type = MakeDust
trigger1 = Time >= 0
pos = -10,-2
spacing = 2

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 24,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,3

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
animtype  = Heavy
damage    = 40,10
guardflag = M
getpower = 0
hitflag = MAF
pausetime = 12,15
priority = 7, Hit
sparkxy = -20,-60
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1
;PalFX
palfx.time = 30
palfx.add = 50,30,130
fall.recover = 0
air.recover = 0
recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 40,10
guardflag = M
getpower = 0
hitflag = MAF
pausetime = 12,13
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1
;PalFX
palfx.time = 30
palfx.add = 50,30,130
fall.recover = 0
air.recover = 0
recover = 0

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 922

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Z (rising)
[Statedef 922]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1152

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 3]
type = Velset
trigger1 = time = 0
y = -9.5
x = 6

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 40,10
guardflag = M
getpower = 0
hitflag = MAF
pausetime = 12,12
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1
;PalFX
palfx.time = 30
palfx.add = 50,30,130
fall.recover = 0
air.recover = 0
recover = 0

[State 210, 3]
type = VelAdd
trigger1 = time >= 0
trigger1 = vel x >= 0.3
x = -0.2

[State 210, 3]
type = VelSet
trigger1 = vel x = 0.3
x = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 16
value = 923

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Z (falling)
[Statedef 923]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1153

[State 210, 3]
type = VelAdd
trigger1 = AnimElem = 1
trigger1 = AnimElem <= 2
x = -0.3

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 24
value = 924

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Z (landing)
[Statedef 924]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

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

[State 209, 1]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1103

[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

;-------------------------------------------------------------------------------------
;Parry touch-TiERRA
[Statedef 925]  
type     = S
physics  = S
movetype = A
ctrl     = 0
poweradd = -100
velset = 0,0,0
anim     = 900
sprpriority = 2

[State 925, 1]
type = PosSet
trigger1 = Time <= 4
y = 0

[State 900,3]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 925, widt]
type = width
trigger1 = Time = 0 || Time = 2
value = 35,10

[State 925, 2]
type = Pause
trigger1 = time = 0
time = 15;20
movetime = 15;20
IgnoreHitPause = 1

[State 925, piscaP1] 
type = palFX
trigger1 = time = 0
time = 10 
add = 0,0,150 
Palfx.color = 256 

[State 2010, Explod]
type = explod
trigger1 = animelem = 1
anim = 6038
ID =  6038
pos = IfElse(Facing = 1,-150,150),230
postype = front
facing = ifelse(Facing = 1,1,-1)
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 925, PISCA]
type = EnvColor
trigger1 = time = 0
value = 240,240,255
time = 1
under = 0

[State 925, env]
type = EnvShake
trigger1 = time = 4
time = 10
ampl = -3
freq = 30
phase = 30

[State 925, ctrl]
type = ctrlSet
trigger1 = Time > 16
value = 1

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 99,6

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 50,0

[State 925, Change] ; morre na defesa
type = ChangeState
Trigger1 = life <= 0
value = 5050
ctrl = 0

[State 900,4]
type = Projectile
trigger1 = AnimElem = 3
projanim = 901
projremanim = -1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 0,0
velocity = 0.001, 0.001
accel = 0, 0
projremovetime = 9
sprpriority = 1

[State 925, Change]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------------- 
;Parry touch AIRE
[Statedef 926]   
type     = A
physics  = N
movetype = A
ctrl     = 0
poweradd = -100
velset = 0,0,0
anim     = 162
sprpriority = 2

[State 1320, widt]
type = width
trigger1 = Time = 0 || Time = 2
value = 35,10

[State 1320, 1]
type = Pause
trigger1 = time = 0
time = 15;20
movetime = 15;20
IgnoreHitPause = 1

[State 1320, piscaP1] 
type = palFX
trigger1 = time = 0
time = 10 
add = 0,0,150 
Palfx.color = 256 

[State 1320, PISCA]
type = EnvColor
trigger1 = time = 0
value = 240,240,255
time = 1
under = 0

[State 2010, Explod]
type = explod
trigger1 = animelem = 1
anim = 6038
ID =  6038
pos = IfElse(Facing = 1,-150,150),230
postype = front
facing = ifelse(Facing = 1,1,-1)
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 99,6

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 50,0

[State 1320, env]
type = EnvShake
trigger1 = time = 4
time = 10
ampl = -3
freq = 30
phase = 30

[State 1320, ctrl]
type = ctrlSet
trigger1 = Time > 12
value = 1

[State 900,3]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 900,4]
type = Projectile
trigger1 = AnimElem = 3
projanim = 901
projremanim = -1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 0,0
velocity = 0.001, 0.001
accel = 0, 0
projremovetime = 9
sprpriority = 1

[State 1320, Change]
type = ChangeState
Trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; ZERO COUNTER
[Statedef 945]
type    = S
movetype= A
physics = S
poweradd= -500
anim = 900
velset = 0,0,0
ctrl = 0

[State 2010, Explod]
type = explod
trigger1 = animelem = 1
anim = 6038
ID =  6038
pos = IfElse(Facing = 1,-150,150),230
postype = front
facing = ifelse(Facing = 1,1,-1)
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 99,6

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 50,0

[State 900, 1]
type = EnvColor
trigger1 = Time = 0
value = 255, 255, 255
time = 1

[State 900, 2]
type = PosFreeze
trigger1 = time >= 0

[State 900,3]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 900,4]
type = Projectile
trigger1 = AnimElem = 3
projanim = 901
projremanim = -1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 0,0
velocity = 0.001, 0.001
accel = 0, 0
projremovetime = 9
sprpriority = 1

[State 900,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 946

;---------------------------------------------------------------------------
; ZERO COUNTER SWEEP
[Statedef 946]
type    = C     
movetype= A     
physics = N
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 940 
poweradd = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Animelem = 4,-1
value = 4500,0

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA   
damage    = 80 
animtype = Heavy
guardflag = L
getpower = 0,0
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkxy = -15,0
hitsound = S20,5
guardsound = S20,6
ground.type = trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3.5   
air.velocity = -2,-5
air.type = trip
fall = 1
air.fall = 1
recover = 0
fall.recover = 0
air.recover = 0
fall.animtype = back
down.bounce = 1
bounce = 1
palfx.time = 40
palfx.add = 50,30,130

[State 900,3]
type = NotHitBy
trigger1 = Time < 7
value = SCA
time = 1

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = time = 0
value = 99,12

[State 202, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; ZENPOU TENSHIN X (ROLL)
[Statedef 950]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 10
ctrl = 0
anim = 950
velset = 4,0,0

[State 100, 6]
type = MakeDust
trigger1 = Time >= 0
pos = -10,-2
spacing = 5

[State 182, 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 6

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 6

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 955

;---------------------------------------------------------------------------
; ZENPOU TENSHIN Y (ROLL)
[Statedef 951]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 10
ctrl = 0
anim = 951
velset = 4,0,0

[State 100, 6]
type = MakeDust
trigger1 = Time >= 0
pos = -10,-2
spacing = 5

[State 182, 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 6

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 7

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 955

;---------------------------------------------------------------------------
; ZENPOU TENSHIN Z (ROLL)
[Statedef 952]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 10
ctrl = 0
anim = 952
velset = 4,0,0

[State 100, 6]
type = MakeDust
trigger1 = Time >= 0
pos = -10,-2
spacing = 5

[State 182, 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 6

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 7

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 955

;---------------------------------------------------------------------------
; ZENPOU TENSHIN (END)
[Statedef 955]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 955
velset = 0,0,0

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; ASURA SENKUU FORWARD XYZ (START)
[Statedef 960]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 120
ctrl = 0
anim = 960
velset = 0,0,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 1,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 4
length = 15
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = .8,.8,.8

[State 4110, 6]
type = Velset
trigger1 = time = 0
x = 3

[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = -3

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 961

;---------------------------------------------------------------------------
; ASURA SENKUU FORWARD XYZ (MOVE)
[Statedef 961]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 961
velset = 9,0,0

[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6

[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 962

[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 182, 2]
type = Velmul
trigger1 = Time >= 25
trigger1 = Vel X > 0
x = .92

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 3]
type = Velset
trigger1 = Time = 45
trigger2 = frontedgedist = 10
x = 0

[State 210, 3]
type = Turn
trigger1 = Time = 45
trigger1 = anim = 962

[State 210, 1]
type = AfterImageTime
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
Time = 0

[State 4110, 6]
type = Sprpriority
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 45
trigger2 = frontedgedist = 10
value = 0
ctrl = 1

[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 962

[State 210, 3]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ASURA SENKUU FORWARD ABC (START)
[Statedef 970]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 100
ctrl = 0
anim = 960
velset = 0,0,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 1,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 4
length = 15
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = .8,.8,.8

[State 4110, 6]
type = Velset
trigger1 = time = 0
x = 3

[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = -3

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 971

;---------------------------------------------------------------------------
; ASURA SENKUU FORWARD ABC (MOVE)
[Statedef 971]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 961
velset = 6.5,0,0

[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6

[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 962

[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 182, 2]
type = Velmul
trigger1 = Time >= 15
trigger1 = Vel X > 0
x = .92

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 3]
type = Velset
trigger1 = Time = 25
trigger2 = frontedgedist = 10
x = 0

[State 210, 3]
type = Turn
trigger1 = Time = 25
trigger1 = anim = 962

[State 210, 1]
type = AfterImageTime
trigger1 = time = 13
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
Time = 0

[State 4110, 6]
type = Sprpriority
trigger1 = time = 13
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 25
trigger2 = frontedgedist = 10
value = 0
ctrl = 1

[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 962

[State 210, 3]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ASURA SENKUU BACKWARD XYZ (START)
[Statedef 980]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 120
ctrl = 0
anim = 960
velset = 0,0,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 1,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 4
length = 15
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = .8,.8,.8

[State 4110, 6]
type = Velset
trigger1 = time = 0
x = -3

[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = 3

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 981

;---------------------------------------------------------------------------
; ASURA SENKUU BACKWARD XYZ (MOVE)
[Statedef 981]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 961
velset = -9,0,0

[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6

[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 962

[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 182, 2]
type = Velmul
trigger1 = Time >= 25
trigger1 = Vel X < 0
x = .92

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 3]
type = Velset
trigger1 = Time = 45
trigger2 = frontedgedist = 10
x = 0

[State 210, 3]
type = Turn
trigger1 = Time = 45
trigger1 = anim = 962

[State 210, 1]
type = AfterImageTime
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
Time = 0

[State 4110, 6]
type = Sprpriority
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 45
trigger2 = frontedgedist = 10
value = 0
ctrl = 1

[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 962

[State 210, 3]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ASURA SENKUU BACKWARD ABC (START)
[Statedef 990]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 100
ctrl = 0
anim = 960
velset = 0,0,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 1,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 4
length = 15
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = .8,.8,.8

[State 4110, 6]
type = Velset
trigger1 = time = 0
x = -3

[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = 3

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 991

;---------------------------------------------------------------------------
; ASURA SENKUU BACKWARD ABC (MOVE)
[Statedef 991]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 961
velset = -6.5,0,0

[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6

[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 962

[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 182, 2]
type = Velmul
trigger1 = Time >= 15
trigger1 = Vel X < 0
x = .92

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 3]
type = Velset
trigger1 = Time = 25
trigger2 = frontedgedist = 10
x = 0

[State 210, 3]
type = Turn
trigger1 = Time = 25
trigger1 = anim = 962

[State 210, 1]
type = AfterImageTime
trigger1 = time = 13
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
Time = 0

[State 4110, 6]
type = Sprpriority
trigger1 = time = 13
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 25
trigger2 = frontedgedist = 10
value = 0
ctrl = 1

[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 962

[State 210, 3]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HYAKKI SHUU A
[Statedef 3500]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 3500
velset = 2,-8,0

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.4

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3510

;---------------------------------------------------------------------------
; HYAKKI SHUU B
[Statedef 3501]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 3500
velset = 3.5,-8,0

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.4

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3510

;---------------------------------------------------------------------------
; HYAKKI SHUU C
[Statedef 3502]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 3500
velset = 4.8,-8,0

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.4

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3510

;---------------------------------------------------------------------------
; HYAKKI GOU ZAN
[Statedef 3510]
type    = C     
movetype= A     
physics = C     
juggle  = 1     
ctrl = 0  
anim = 3510
poweradd = 25

[State 200, 7]
type = Playsnd
trigger1 = time = 0
value = 99,15

[State 201, 1]
type = Playsnd
trigger1 = time = 0
value = 21,7

[State 201, 1]
type = Velset
trigger1 = time = 0
y = 0

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, SA  
damage    = 50 
animtype = Heavy
guardflag = L
hitflag = MAFD
priority = 4, Hit
pausetime = 10,10
sparkxy = -15,0
hitsound = S20,5
guardsound = S20,6
ground.type = trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3     
air.velocity = -3,-4
down.velocity = 0,0
bounce = 1
down.bounce = 1

[State 100, 6]
type = MakeDust
trigger1 = time = 3
pos = -40,-5
spacing = 1

[State 100, 6]
type = MakeDust
trigger1 = time = 3
pos = 15,-2
spacing = 1

[State 100, 6]
type = MakeDust
trigger1 = time = 3
pos = 60,-5
spacing = 1

[State 201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; HYAKKI GOU SHOU
[Statedef 3520]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 3520

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.4

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = time <= 15
attr = A, SA   
damage    = 50 
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkxy = -10,-62
hitsound = S20,2
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5   
air.velocity = -8.5,6
fall = 1
air.fall = 1
recover = 0
fall.recover = 0
air.recover = 0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2,-1
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = time = 0
value = 1,2

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3521

;---------------------------------------------------------------------------
; HYAKKI GOU SHOU (land)
[Statedef 3521]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 3521

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; HYAKKI GOU SEN
[Statedef 3530]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 3530

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.4

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA   
damage    = 60 
animtype = Heavy
guardflag = HA
hitflag = MAFD
priority = 2, Hit
pausetime = 12,12
sparkxy = -10,-62
hitsound = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5   
air.velocity = -8.5,8
down.velocity = 0,0
down.hittime = 20
fall = 1
air.fall = 1
recover = 0
fall.recover = 0
air.recover = 0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = time = 0
value = 1,2

[State 2206, 2]
type = Playsnd
trigger1 = Pos Y >= 20
trigger1 = Vel Y > 0
value = 21,7
persistent = 0

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 22
trigger1 = Vel Y > 0
value = 3531

;---------------------------------------------------------------------------
; HYAKKI GOU SEN (land)
[Statedef 3531]
type    = L
movetype= H
physics = S
anim = 5105

[State 201, 1]
type = Velset
trigger1 = time = 0
y = 0

[State 100, 6]
type = MakeDust
trigger1 = time = 0
pos = -20,-24
spacing = 1

[State 100, 6]
type = MakeDust
trigger1 = time = 0
pos = 15,-27
spacing = 1

[State 5110, 1]
type = PosSet
trigger1 = Time = 0
y = 0

;[State 5110, 3]
;type = PlaySnd
;trigger1 = Time = 0
;trigger1 = Var(9) = 0
;value = F7, 0 ;Hit ground

;[State 5110, 7] ;Friction
;type = VelMul
;trigger1 = Time >= 0
;x = 0.85

[State 5110, 5]
type = ChangeAnim
trigger1 = Time = 4
value = 5110

[State 5110, 5]
type = ChangeState
trigger1 = Time = 16
value = 3532

;---------------------------------------------------------------------------
; HYAKKI GOU SEN (getup)
[Statedef 3532]
type    = L
movetype= I
physics = N

[State 5120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 5120

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 4]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 5]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; HYAKKI GOU SAI (grab)
[Statedef 3540]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 3539

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.4

[State 202, 1]
type = HitDef
trigger1 = time <= 1
attr = A, ST   
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag = 
hitflag = MA
priority = 1, Hit
pausetime = 0,0
snap = 8
sparkno = -1
hitsound = S21,5
guardsound = S20,6
p1stateno = 3541
p2stateno = 3545

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA   
damage    = 50 
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkxy = -10,-62
hitsound = S20,2
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5   
air.velocity = -8.5,6
fall = 1
air.fall = 1
recover = 0
fall.recover = 0
air.recover = 0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2,-1
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = time = 2
value = 1,2

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3521

;---------------------------------------------------------------------------
; HYAKKI GOU SAI (grab success)
[Statedef 3541]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3540

[State 210, 3]
type = Playsnd
trigger1 = time = 0
value = 1,1

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = -20,-70
time = 4

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 0,-80
time = 5

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 4
pos = 10,-60
time = 99

[State 210, 3]
type = sprpriority
trigger1 = AnimELem = 4
value = -1

[State 210, 3]
type = PosFreeze
trigger1 = time < 10

[State 210, 3]
type = Velset
trigger1 = time = 10
y = -4

[State 210, 3]
type = Velset
trigger1 = time = 10
x = 2.8

[State 210, 3]
type = VelAdd
trigger1 = time > 10
y = 0.35

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3542

;---------------------------------------------------------------------------
; HYAKKI GOU SAI (slam)
[Statedef 3542]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3541

[State 210, 3]
type = Playsnd
trigger1 = AnimElem = 2,-1
value = 1,4

[State 191, 4]
type = EnvShake
Trigger1 = AnimElem = 2,-1
persistent = 0
time = 10
ampl = -5
freq = 100
phase = 10

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 1
pos = 28,-30
time = 2

[State 210, 3]
type = TargetState
trigger1 = time = 0
value = 3546

[State 210, 3]
type = sprpriority
trigger1 = AnimElem = 4
value = 0

[State 210, 3]
type = PosFreeze
trigger1 = time >= 0

[State 210, 3]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -190

[State 1531, 5]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 1531, 5]
type = GameMakeAnim
trigger1 = AnimElem = 2
value = 7
pos = 18, -30

[State 1531, 5]
type = GameMakeAnim
trigger1 = AnimElem = 2
value = 15
pos =  0, 5
under = 1

;[State 210, 3]
;type = TargetDrop
;trigger1 = AnimElem = 2,1

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = 30,-20
time = 8

[State 210, 3]
type = Playsnd
trigger1 = AnimElem = 2,-1
value = 20,2

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; HYAKKI GOU SAI (grabbed)
[Statedef 3545]
type    = A
movetype= H
physics = N

;[State 210, 3]
;type = PosSet
;trigger1 = time = 0
;x = 0

[State 210, 3]
type = PosFreeze
trigger1 = time <= 10

[State 325, 0]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 3545

[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = -1

[State 210, 3]
type = sprpriority
trigger1 = AnimElem = 4
value = 1

;[State 210, 3]
;type = PosSet
;trigger1 = time = 0
;y = 0           

;---------------------------------------------------------------------------
; HYAKKI GOU SAI (slammed)
[Statedef 3546]
type    = A
movetype= H
physics = N

[State 325, 0]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 210, 3]
type = ChangeAnim2
trigger1 = time = 0
value = 3546

[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = 1

[State 210, 3]
type = PosFreeze
trigger1 = time > 2
trigger1 = time <= 12

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 3547

;---------------------------------------------------------------------------
; HYAKKI GOU SAI (falling)
[Statedef 3547]
type    = A
movetype= H
physics = N
velset = -6,-4

[State 5050, 1] ;Change anim when done with last
type = ChangeAnim
trigger1 = AnimTime = 0
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = Vel Y >= 1
trigger1 = animexist(5051)
value = 5051
persistent = 0

[State 5050, 3]
type = VelAdd;Gravity
trigger1 = Time >= 0
y = .35

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 25
value = 6100 ;HIT_BOUNCE

;---------------------------------------------------------------------------
; HYAKKI GOU TSUI A (grab)
[Statedef 3550]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 3549

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.4

[State 202, 1]
type = HitDef
trigger1 = time <= 1
attr = A, ST   
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag = 
hitflag = MA
priority = 1, Hit
pausetime = 0,0
snap = 10
sparkno = -1
hitsound = S21,5
guardsound = S20,6
p1stateno = 3551
p2stateno = 3553

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA   
damage    = 60 
animtype = Heavy
guardflag = HA
hitflag = MAFD
priority = 2, Hit
pausetime = 12,12
sparkxy = -10,-62
hitsound = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5   
air.velocity = -8.5,8
down.velocity = 0,0
down.hittime = 20
fall = 1
air.fall = 1
recover = 0
fall.recover = 0
air.recover = 0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = time = 2
value = 1,2

[State 2206, 2]
type = Playsnd
trigger1 = Pos Y >= 20
trigger1 = Vel Y > 0
value = 21,7
persistent = 0

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 22
trigger1 = Vel Y > 0
value = 3531

;---------------------------------------------------------------------------
; HYAKKI GOU TSUI A (grab success)
[Statedef 3551]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3550

[State 210, 3]
type = Playsnd
trigger1 = time = 0
value = 1,1

;[State 210, 3]
;type = TargetBind
;trigger1 = AnimElem = 1
;pos = 10,0
;time = 8

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = 15,-5
time = 20

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 8,-25
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 4
pos = 0,-25
time = 99

[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = 1

[State 210, 3]
type = PosFreeze
trigger1 = time <= 8

[State 210, 3]
type = Velset
trigger1 = time = 9
y = -8

[State 210, 3]
type = Velset     
trigger1 = time = 9
x = 2

[State 210, 3]
type = VelAdd
trigger1 = time > 9
y = 0.4

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3560

;---------------------------------------------------------------------------
; HYAKKI GOU TSUI A (grabbed)
[Statedef 3553]
type    = A
movetype= H
physics = N

[State 210, 3]
type = PosFreeze
trigger1 = time <= 8

[State 325, 0]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 3551

[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = -1

;[State 210, 3]
;type = PosSet
;trigger1 = time = 0
;y = 0           

;---------------------------------------------------------------------------
; HYAKKI GOU TSUI B (grab)
[Statedef 3555]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 3549

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.4

[State 202, 1]
type = HitDef
trigger1 = time <= 1
attr = A, ST   
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag = 
hitflag = MA
priority = 1, Hit
pausetime = 0,0
snap = 10
sparkno = -1
hitsound = S21,5
guardsound = S20,6
p1stateno = 3556
p2stateno = 3558

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA   
damage    = 60 
animtype = Heavy
guardflag = HA
hitflag = MAFD
priority = 2, Hit
pausetime = 12,12
sparkxy = -10,-62
hitsound = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5   
air.velocity = -8.5,8
down.velocity = 0,0
down.hittime = 20
fall = 1
air.fall = 1
recover = 0
fall.recover = 0
air.recover = 0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = time = 2
value = 1,2

[State 2206, 2]
type = Playsnd
trigger1 = Pos Y >= 20
trigger1 = Vel Y > 0
value = 21,7
persistent = 0

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 22
trigger1 = Vel Y > 0
value = 3531

;---------------------------------------------------------------------------
; HYAKKI GOU TSUI B (grab success)
[Statedef 3556]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3555

[State 210, 3]
type = Playsnd
trigger1 = time = 0
value = 1,0

[State 210, 3]
type = Turn
trigger1 = AnimElem = 2

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = 30,-80
time = 6

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -10,-90
time = 6

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 4
pos = -10,-35
time = 6

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 5
pos = 20,-30
time = 6

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 6
pos = 25,-90
time = 6

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 7
pos = -10,-90
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 8
pos = -10,-35
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 9
pos = 20,-30
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 10
pos = 25,-90
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 11
pos = -10,-90
time = 2
       
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 12
pos = -10,-35
time = 2

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 13
pos = 20,-30
time = 2

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 14
pos = 25,-90
time = 2

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 15
pos = -10,-90
time = 4

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 16
pos = -10,-35
time = 99

[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = 1

[State 210, 3]
type = PosFreeze
trigger1 = time <= 6

[State 210, 3]
type = Velset
trigger1 = time = 7
y = -4

[State 210, 3]
type = Velset     
trigger1 = time = 7
x = -2.5

[State 210, 3]
type = VelSet
trigger1 = time = 56
y = 0

[State 210, 3]
type = VelSet
trigger1 = time = 56
x = 0

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 16
x = 0

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 16
y = 10

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 8
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 11
value = 21,3

[State 182, 2]
type = Playsnd
trigger1 = AnimELem = 16
value = 99,14

;[State 210, 3]
;type = VelAdd
;trigger1 = AnimElem >= 16
;y = 0.35

[State 210, 3]
type = VelAdd
trigger1 = time < 56
trigger1 = time > 6
y = 0.08

;[State 210, 3]
;type = VelAdd
;trigger1 = time < 56
;trigger1 = time > 15
;x = 0.07

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3561

;---------------------------------------------------------------------------
; HYAKKI GOU TSUI B (grabbed)
[Statedef 3558]
type    = A
movetype= H
physics = N

[State 210, 3]
type = Turn
trigger1 = time = 6

[State 210, 3]
type = PosFreeze
trigger1 = time <= 6

[State 325, 0]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 3558

[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = -1

;[State 210, 3]
;type = PosSet
;trigger1 = time = 0
;y = 0           

;---------------------------------------------------------------------------
; HYAKKI GOU TSUI A (slam)
[Statedef 3560]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3560

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = Heavy
damage    = 10
guardflag = 
hitflag = FD
pausetime = 5,5
sparkxy = 0,0
hitsound = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
down.hittime = 15
ground.velocity = -5   
air.velocity = -5,-5
down.velocity = 0,0
fall = 1
air.fall = 1
air.recover = 0
fall.recover = 0
recover = 0

[State 200, 7]
type = Playsnd
trigger1 = time = 0
value = 1,2

[State 191, 4]
type = EnvShake
Trigger1 = time = 0
persistent = 0
time = 12
ampl = -5
freq = 100
phase = 10

[State 1531, 5]
type = HitAdd
trigger1 = time = 0
value = 1

[State 210, 3]
type = Playsnd
trigger1 = time = 0
value = 20,5

[State 210, 3]
type = TargetBind
trigger1 = time = 0
pos = 0,-5
time = 12

[State 210, 3]
type = Posfreeze
trigger1 = time < 12

[State 210, 3]
type = TargetState
trigger1 = time = 0
value = 3565

[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = 1

[State 210, 3]
type = TargetLifeAdd
trigger1 = time = 0
value = -195

[State 1531, 5]
type = GameMakeAnim
trigger1 = time = 0
value = 7
pos = 0, 0

[State 1531, 5]
type = GameMakeAnim
trigger1 = time = 0
value = 15
pos =  0, 5
under = 1

[State 210, 3]
type = TargetDrop
trigger1 = time = 12

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 3562

;----------------------------------------------------------------------------------------------
; HYAKKI GOU TSUI B (slam)
[Statedef 3561]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3560

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = Heavy
damage    = 10
guardflag = 
hitflag = FD
pausetime = 5,5
sparkxy = 0,0
hitsound = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5   
air.velocity = -5,-5
down.hittime = 15
down.velocity = 0,0
fall = 1
air.fall = 1
air.recover = 0
fall.recover = 0
recover = 0

[State 191, 4]
type = EnvShake
Trigger1 = time = 0
persistent = 0
time = 12
ampl = -5
freq = 100
phase = 10

[State 1531, 5]
type = HitAdd
trigger1 = time = 0
value = 1

[State 210, 3]
type = Playsnd
trigger1 = time = 0
value = 0,0

[State 210, 3]
type = TargetBind
trigger1 = time = 0
pos = 0,-5
time = 12

[State 210, 3]
type = Posfreeze
trigger1 = time < 12

[State 210, 3]
type = TargetState
trigger1 = time = 0
value = 3565

[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = 1

[State 210, 3]
type = TargetLifeAdd
trigger1 = time = 0
value = -200

[State 1531, 5]
type = GameMakeAnim
trigger1 = time = 0
value = 7
pos = 0, 0

[State 1531, 5]
type = GameMakeAnim
trigger1 = time = 0
value = 15
pos =  0, 5
under = 1

[State 210, 3]
type = TargetDrop
trigger1 = time = 12

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 3562

;----------------------------------------------------------------------------------------------
; HYAKKI GOU TSUI (end)
[Statedef 3562]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 3,-7
ctrl = 0
anim = 3561

[State 5050, 3]
type = VelAdd;Gravity
trigger1 = Time >= 0
y = .35

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 1

;----------------------------------------------------------------------------------------------
; HYAKKI GOU TSUI (slammed)
[Statedef 3565]
type    = A
movetype= H
physics = N

[State 325, 0]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 210, 3]
type = ChangeAnim2
trigger1 = time = 0
value = 3565

[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = -1

[State 210, 3]
type = PosFreeze
trigger1 = time >= 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 3566

;----------------------------------------------------------------------------------------------
; HYAKKI GOU TSUI (falling)
[Statedef 3566]
type    = A
movetype= H
physics = N
velset = 4,-6.5

[State 5050, 1]
type = ChangeAnim2
trigger1 = AnimTime = 0
trigger2 = Time = 0
value = 3566

[State 5050, 3]
type = VelAdd;Gravity
trigger1 = Time >= 0
y = .35

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 6100 ;HIT_BOUNCE

;----------------------------------------------------------------------------------------------
;----------------------------------------------------------------------------------------------
; Agarre en tierra con XYZ  (toma)
[Statedef 4000]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 4000

[State 2206, 2]
type = Playsnd
trigger1 = AnimElem = 2
value = 4000,0

[State 4000, 1]
type = HitDef
trigger1 = time < 1
attr = S, NT   
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag = 
hitflag = M
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S21,5
guardsound = S20,6
p1stateno = 4001
p2stateno = 4002

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------------------------
; Agarre en tierra con XYZ (P1)
[Statedef 4001]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 4001

[State 4000, 2]
type = turn
trigger1 = time = 0

[State 4000, 2]
type = posfreeze
trigger1 = time >= 0

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 1
pos = 40,0
time = 12

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 2
pos = 50,-100
time = 5

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 3
pos = 20,-85
time = 8

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 4
pos = -20,-75
time = 4

[State 4000, 2]
type = targetstate
trigger1 = AnimElem = 5
value = 4003

[State 2206, 2]
type = Playsnd
trigger1 = AnimElem = 4
value = 1,4

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 4
value = 21,3

[State 4000, 2]
type = targetlifeadd
trigger1 = AnimElem = 5
value = -120

[State 4000, 2]
type = targetDrop
trigger1 = AnimElem = 5,1

[State 1531, 5]
type = HitAdd
trigger1 = AnimElem = 5
value = 1

[State 2206, 2]
type = Turn
trigger1 = AnimTime = 0

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------------------------
; Agarre en tierra con XYZ (grabbed) P2
[Statedef 4002]
type    = A
movetype= H
physics = N

[State 4000, 2]
type = turn
trigger1 = time = 0

[State 210, 3]
type = PosFreeze
trigger1 = time <= 8

[State 325, 0]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 4003

[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = -1

;----------------------------------------------------------------------------------------------
; Agarre en tierra con XYZ (thrown)
[Statedef 4003]
type    = A
movetype= H
physics = N

[State 325, 0]
type = velset
trigger1 = time = 0
x = 16
y = -7

[State 325, 0]
type = Posadd
trigger1 = AnimElem = 6
y = 20

[State 325, 0]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 842, Explod] ;Wall Spark Front
type = Explod
trigger1 = Time = 0
anim = 6084
pos = floor(P2Dist X) - 10, -70
sprpriority = 3

[State 842, Explod] ;Wall Spark Back
type = Explod
trigger1 = Time = 0
anim = 6085
pos = floor(P2Dist X) - 10, -70
sprpriority = -1

[State 4003, freno0]
type = VelAdd
triggerall = P2Stateno = 4003
trigger1 = BackEdgeDist <= 10 
trigger2 = FrontEdgeDist <= 10
triggerall = Pos Y <= -120
x = 0
y = 0

[State 4003, freno]
type = VelSet
triggerall = P2Stateno = 4003
trigger1 = BackEdgeDist <= 10 
trigger2 = FrontEdgeDist <= 10
triggerall = Pos Y <= -120
x = 0
y = 0

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 6100

;----------------------------------------------------------------------------------------------
; Agarre en tierra con XYZ ATRAS (grab)
[Statedef 4005]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 4000

[State 2206, 2]
type = Playsnd
trigger1 = AnimElem = 2
value = 4000,0

[State 4000, 1]
type = HitDef
trigger1 = time < 1
attr = S, NT   
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag = 
hitflag = M
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S21,5
guardsound = S20,6
p1stateno = 4006
p2stateno = 4007

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------------------------
; Agarre en tierra con XYZ ATRAS (throwing) p1
[Statedef 4006]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 4001

[State 4000, 2]
type = posfreeze
trigger1 = time >= 0

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 1
pos = 40,0
time = 12

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 2
pos = 50,-100
time = 5

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 3
pos = 20,-85
time = 8

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 4
pos = -20,-75
time = 4

[State 2206, 2]
type = Playsnd
trigger1 = AnimElem = 4
value = 1,4

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 4
value = 21,3

[State 4000, 2]
type = targetstate
trigger1 = AnimElem = 5
value = 4008

[State 4000, 2]
type = targetlifeadd
trigger1 = AnimElem = 5
value = -120

[State 4000, 2]
type = targetDrop
trigger1 = AnimElem = 5,1

[State 1531, 5]
type = HitAdd
trigger1 = AnimElem = 5
value = 1

[State 2206, 2]
type = Turn
trigger1 = AnimTime = 0

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------------------------
; Agarre en tierra con XYZ ATRAS (grabbed) p2
[Statedef 4007]
type    = A
movetype= H
physics = N

[State 210, 3]
type = PosFreeze
trigger1 = time <= 8

[State 325, 0]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 4003

[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = -1

;----------------------------------------------------------------------------------------------
; Agarre en tierra con XYZ ATRAS (thrown)
[Statedef 4008]
type    = A
movetype= H
physics = N

[State 325, 0]
type = velset
trigger1 = time = 0
x = 16
y = -7

[State 842, Explod] ;Wall Spark Front
type = Explod
trigger1 = Time = 0
anim = 6084
pos = floor(P2Dist X) - 10, -70
sprpriority = 3

[State 842, Explod] ;Wall Spark Back
type = Explod
trigger1 = Time = 0
anim = 6085
pos = floor(P2Dist X) - 10, -70
sprpriority = -1

[State 4003, freno0]
type = VelAdd
triggerall = P2Stateno = 4008
trigger1 = BackEdgeDist <= 10 
trigger2 = FrontEdgeDist <= 10
triggerall = Pos Y <= -120
x = 0
y = 0

[State 4003, freno]
type = VelSet
triggerall = P2Stateno = 4008
trigger1 = BackEdgeDist <= 10 
trigger2 = FrontEdgeDist <= 10
triggerall = Pos Y <= -120
x = 0
y = 0

[State 325, 0]
type = Posadd
trigger1 = AnimElem = 6
y = 20

[State 325, 0]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 6100

;----------------------------------------------------------------------------------------------
; KICK THROW FORWARD (grab)
[Statedef 4010]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 4000

[State 2206, 2]
type = Playsnd
trigger1 = AnimElem = 2
value = 4000,0

[State 4000, 1]
type = HitDef
trigger1 = time < 1
attr = S, NT   
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag = 
hitflag = M
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S21,5
guardsound = S20,6
p1stateno = 4011
p2stateno = 4012

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------------------------
; KICK THROW FORWARD (throwing)
[Statedef 4011]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 4031

[State 2206, 2]
type = Playsnd
trigger1 = time = 0
value = 1,1

[State 4000, 2]
type = turn
trigger1 = time = 0
trigger1 = Vel X > 0

[State 4000, 2]
type = Velset
trigger1 = time = [13,57]
x = -3

[State 4000, EnvShake]
type = EnvShake
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 10
trigger4 = animelem = 14
trigger5 = animelem = 16
time = 12
freq = 60
ampl = 3
phase = 90

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 1
pos = 40,0
time = 8

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = 30,-70
time = 5

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -5,-55
time = 5

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 4
pos = -15,-5
time = 5
       
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 5
pos = 5,-10
time = 5

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 6
pos = 15,-70
time = 5

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 7
pos = -15,-60
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 8
pos = -15,-5
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 9
pos = 5,-10
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 10
pos = 15,-70
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 11
pos = -15,-60
time = 2
       
[State 210, 3]
type = TargetBind       
trigger1 = AnimElem = 12
pos = -15,-5
time = 2

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 13
pos = 5,-10
time = 2

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 14
pos = 15,-70
time = 2

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 15
pos = -5,-50
time = 3

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 16
pos = -50,-25
time = 2

[State 4000, 2]
type = posset
trigger1 = AnimElem = 15
y = 0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 4
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 7
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 11
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 15
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 15
value = 99,14

[State 4000, 2]
type = targetstate
trigger1 = AnimElem = 16
value = 4013

[State 4000, 2]
type = targetlifeadd
trigger1 = AnimElem = 16
value = -130

[State 4000, 2]
type = targetDrop
trigger1 = AnimElem = 16,1

[State 1531, 5]
type = HitAdd
trigger1 = AnimElem = 16
value = 1

[State 2206, 2]
type = Velset
trigger1 = AnimElem = 15
x = 0

[State 2206, 2]
type = Turn
trigger1 = AnimTime = 0

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 12
ctrl = 1

;-------------------------------------------------------------------------------------
; KICK THROW FORWARD (grabbed)
[Statedef 4012]
type = A
movetype = H
physics = N
velset = 0,0

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 4032

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

[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = -1

;----------------------------------------------------------------------------------------------
; KICK THROW FORWARD (thrown)
[Statedef 4013]
type    = A
movetype= H
physics = N

[State 325, 0]
type = velset
trigger1 = time = 0
x = 16
y = -7

[State 842, Explod] ;Wall Spark Front
type = Explod
trigger1 = Time = 0
anim = 6084
pos = floor(P2Dist X) - 10, -70
sprpriority = 3

[State 842, Explod] ;Wall Spark Back
type = Explod
trigger1 = Time = 0
anim = 6085
pos = floor(P2Dist X) - 10, -70
sprpriority = -1

[State 325, 0]
type = Posadd
trigger1 = AnimElem = 6
y = 20

[State 325, 0]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 6100

;----------------------------------------------------------------------------------------------
; KICK THROW BACKWARD (grab)
[Statedef 4015]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 4000

[State 2206, 2]
type = Playsnd
trigger1 = AnimElem = 2
value = 4000,0

[State 4000, 1]
type = HitDef
trigger1 = time < 1
attr = S, NT   
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag = 
hitflag = M
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S21,5
guardsound = S20,6
p1stateno = 4016
p2stateno = 4017

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------------------------
; KICK THROW BACKWARD (throwing)
[Statedef 4016]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 4031

[State 2206, 2]
type = Playsnd
trigger1 = time = 0
value = 1,1

[State 4000, 2]
type = turn
trigger1 = time = 0
trigger1 = Vel X > 0

[State 4000, 2]
type = Velset
trigger1 = time = [13,57]
x = -3

[State 4000, EnvShake]
type = EnvShake
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 10
trigger4 = animelem = 14
trigger5 = animelem = 16
time = 12
freq = 60
ampl = 3
phase = 90

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 1
pos = 40,0
time = 8

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = 30,-70
time = 5

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -5,-55
time = 5

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 4
pos = -15,-5
time = 5
       
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 5
pos = 5,-10
time = 5

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 6
pos = 15,-70
time = 5

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 7
pos = -15,-60
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 8
pos = -15,-5
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 9
pos = 5,-10
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 10
pos = 15,-70
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 11
pos = -15,-60
time = 2
       
[State 210, 3]
type = TargetBind       
trigger1 = AnimElem = 12
pos = -15,-5
time = 2

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 13
pos = 5,-10
time = 2

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 14
pos = 15,-70
time = 2

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 15
pos = -5,-50
time = 3

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 16
pos = -50,-25
time = 2

[State 4000, 2]
type = posset
trigger1 = AnimElem = 15
y = 0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 4
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 7
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 11
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 15
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 15
value = 99,14

[State 4000, 2]
type = targetstate
trigger1 = AnimElem = 16
value = 4018

[State 4000, 2]
type = targetlifeadd
trigger1 = AnimElem = 16
value = -130

[State 4000, 2]
type = targetDrop
trigger1 = AnimElem = 16,1

[State 1531, 5]
type = HitAdd
trigger1 = AnimElem = 16
value = 1

[State 2206, 2]
type = Velset
trigger1 = AnimElem = 15
x = 0

[State 2206, 2]
type = Turn
trigger1 = AnimTime = 0

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 12
ctrl = 1

;----------------------------------------------------------------------------------
; KICK THROW BACKWARD (grabbed)
[Statedef 4017]
type = A
movetype = H
physics = N
velset = 0,0

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 4032

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

[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = -1

;---------------------------------------------------------------------------
; KICK THROW BACKWARD (thrown)
[Statedef 4018]
type    = A
movetype= H
physics = N

[State 325, 0]
type = velset
trigger1 = time = 0
x = 16
y = -7

[State 842, Explod] ;Wall Spark Front
type = Explod
trigger1 = Time = 0
anim = 6084
pos = floor(P2Dist X) - 10, -70
sprpriority = 3

[State 842, Explod] ;Wall Spark Back
type = Explod
trigger1 = Time = 0
anim = 6085
pos = floor(P2Dist X) - 10, -70
sprpriority = -1

[State 325, 0]
type = Posadd
trigger1 = AnimElem = 6
y = 20

[State 325, 0]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 6100

;----------------------------------------------------------------------------------------------
; Agarre en tierra con XYZ  (toma)
[Statedef 4020]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 4000

[State 2206, 2]
type = Playsnd
trigger1 = AnimElem = 2
value = 4000,0

[State 4000, 1]
type = HitDef
trigger1 = time < 1
attr = S, NT   
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag = 
hitflag = M
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S21,5
guardsound = S20,6
p1stateno = 4021
p2stateno = 4022

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------------------------
; Agarre en tierra con XYZ (P1)
[Statedef 4021]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 4002

[State 4000, 2]
type = turn
trigger1 = time = 0

[State 4000, 2]
type = posfreeze
trigger1 = time >= 0

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 1
pos = 40,0
time = 12

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 2
pos = 50,0
time = 4

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 3
pos = 20,0
time = 2

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 4
pos = -20,0
time = 2

[State 4000, 2]
type = targetstate
trigger1 = AnimElem = 5
value = 4023

[State 2206, 2]
type = Playsnd
trigger1 = AnimElem = 4
value = 1,4

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 4
value = 21,3

[State 4000, 2]
type = targetlifeadd
trigger1 = AnimElem = 5
value = -120

[State 4000, 2]
type = targetDrop
trigger1 = AnimElem = 5,1

[State 1531, 5]
type = HitAdd
trigger1 = AnimElem = 5
value = 1

[State 2206, 2]
type = Turn
trigger1 = AnimTime = 0

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------------------------
; Agarre en tierra con XYZ (grabbed) P2
[Statedef 4022]
type    = A
movetype= H
physics = N

[State 4000, 2]
type = turn
trigger1 = time = 0

;[State 210, 3]
;type = PosFreeze
;trigger1 = time <= 8

[State 325, 0]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 4005

[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = -1

;----------------------------------------------------------------------------------------------
; Agarre en tierra con XYZ (thrown)
[Statedef 4023]
type    = A
movetype= H
physics = N

[State 325, 0]
type = velset
trigger1 = time = 0
x = 16
y = -7

[State 325, 0]
type = Posadd
trigger1 = AnimElem = 6
y = 20

[State 325, 0]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 842, Explod] ;Wall Spark Front
type = Explod
trigger1 = Time = 0
anim = 6084
pos = floor(P2Dist X) - 10, -70
sprpriority = 3

[State 842, Explod] ;Wall Spark Back
type = Explod
trigger1 = Time = 0
anim = 6085
pos = floor(P2Dist X) - 10, -70
sprpriority = -1

[State 4003, freno0]
type = VelAdd
triggerall = P2Stateno = 4023
trigger1 = BackEdgeDist <= 10 
trigger2 = FrontEdgeDist <= 10
triggerall = Pos Y <= -120
x = 0
y = 0

[State 4003, freno]
type = VelSet
triggerall = P2Stateno = 4023
trigger1 = BackEdgeDist <= 10 
trigger2 = FrontEdgeDist <= 10
triggerall = Pos Y <= -120
x = 0
y = 0

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 6100

;----------------------------------------------------------------------------------------------
; Agarre en tierra con XYZ ATRAS (grab)
[Statedef 4025]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 4000

[State 2206, 2]
type = Playsnd
trigger1 = AnimElem = 2
value = 4000,0

[State 4000, 1]
type = HitDef
trigger1 = time < 1
attr = S, NT   
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag = 
hitflag = M
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S21,5
guardsound = S20,6
p1stateno = 4026
p2stateno = 4027

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------------------------
; Agarre en tierra con XYZ ATRAS (throwing) p1
[Statedef 4026]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 4002

[State 4000, 2]
type = posfreeze
trigger1 = time >= 0

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 1
pos = 40,0
time = 12

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 2
pos = 40,0
time = 5

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 3
pos = 20,0
time = 8

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 4
pos = -20,0
time = 4

[State 2206, 2]
type = Playsnd
trigger1 = AnimElem = 4
value = 1,4

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 4
value = 21,3

[State 4000, 2]
type = targetstate
trigger1 = AnimElem = 5
value = 4028

[State 4000, 2]
type = targetlifeadd
trigger1 = AnimElem = 5
value = -120

[State 4000, 2]
type = targetDrop
trigger1 = AnimElem = 5,1

[State 1531, 5]
type = HitAdd
trigger1 = AnimElem = 5
value = 1

[State 2206, 2]
type = Turn
trigger1 = AnimTime = 0

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------------------------
; Agarre en tierra con XYZ ATRAS (grabbed) p2
[Statedef 4027]
type    = A
movetype= H
physics = N

;[State 210, 3]
;type = PosFreeze
;trigger1 = time <= 8

[State 325, 0]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 4005

[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = -1

;----------------------------------------------------------------------------------------------
; Agarre en tierra con XYZ ATRAS (thrown)
[Statedef 4028]
type    = A
movetype= H
physics = N

[State 325, 0]
type = velset
trigger1 = time = 0
x = 16
y = -7

[State 842, Explod] ;Wall Spark Front
type = Explod
trigger1 = Time = 0
anim = 6084
pos = floor(P2Dist X) - 10, -70
sprpriority = 3

[State 842, Explod] ;Wall Spark Back
type = Explod
trigger1 = Time = 0
anim = 6085
pos = floor(P2Dist X) - 10, -70
sprpriority = -1

[State 4003, freno0]
type = VelAdd
triggerall = P2Stateno = 4028
trigger1 = BackEdgeDist <= 10 
trigger2 = FrontEdgeDist <= 10
triggerall = Pos Y <= -120
x = 0
y = 0

[State 4003, freno]
type = VelSet
triggerall = P2Stateno = 4028
trigger1 = BackEdgeDist <= 10 
trigger2 = FrontEdgeDist <= 10
triggerall = Pos Y <= -120
x = 0
y = 0

[State 325, 0]
type = Posadd
trigger1 = AnimElem = 6
y = 20

[State 325, 0]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 6100

;----------------------------------------------------------------------------------------------
; Agarre en el aire (toma)
[Statedef 4030]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 4030

[State 2206, 2]
type = Playsnd
trigger1 = AnimElem = 2
value = 4000,0

[State 4000, 1]
type = HitDef
trigger1 = time < 1
attr = A, NT   
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag = 
hitflag = A
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S21,5
guardsound = S20,6
p1stateno = 4031
p2stateno = 4032

;-------------------------------------------------------------------------------------
; Agarre en el aire (giro)P1
[Statedef 4031]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 4031

[State 2206, 2]
type = Playsnd
trigger1 = time = 0
value = 1,1

[State 4000, 2]
type = turn
trigger1 = time = 0
trigger1 = Vel X > 0

[State 4000, 2]
type = VelAdd
trigger1 = Time >= 0
trigger1 = Pos Y < 0
y = 0.35

[State 2206, 2]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0
x = -5

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 1
pos = 40,0
time = 8

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = 20,0
time = 5

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -15,-60
time = 5

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 4
pos = -15,-5
time = 5
       
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 5
pos = 5,-10
time = 5

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 6
pos = 15,-70
time = 5

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 7
pos = -15,-60
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 8
pos = -15,-5
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 9
pos = 5,-10
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 10
pos = 15,-70
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 11
pos = -15,-60
time = 2
       
[State 210, 3]
type = TargetBind       
trigger1 = AnimElem = 12
pos = -15,-5
time = 2

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 13
pos = 5,-10
time = 2

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 14
pos = 15,-70
time = 2

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 15
pos = 15,-115
time = 3

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 16
pos = -50,-50
time = 2

[State 4000, 2]
type = posset
trigger1 = AnimElem = 15
y = 0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 4
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 7
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 11
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 15
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 15
value = 99,14

[State 4000, 2]
type = targetstate
trigger1 = AnimElem = 16
value = 4033

[State 4000, 2]
type = targetlifeadd
trigger1 = AnimElem = 16
value = -130

[State 4000, 2]
type = targetDrop
trigger1 = AnimElem = 16,1

[State 1531, 5]
type = HitAdd
trigger1 = AnimElem = 16
value = 1

[State 2206, 2]
type = Velset
trigger1 = AnimElem = 16
x = 0

[State 2206, 2]
type = Turn
trigger1 = AnimTime = 0

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 12
ctrl = 1

;----------------------------------------------------------------------------------------------
; Agarre en el aire (Esta2 P2)
[Statedef 4032]
type    = A
movetype= H
physics = N

[State 4000, 2]
type = turn
trigger1 = time = 0
trigger1 = Vel X < 0

[State 2206, 2]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 4032

[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = -1

;----------------------------------------------------------------------------------------------
; Agarre en el aire (thrown)
[Statedef 4033]
type    = A
movetype= H
physics = N

[State 325, 0]
type = velset
trigger1 = time = 0
x = 5
y = -7

[State 325, 0]
type = Posadd
trigger1 = AnimElem = 18
y = 20

[State 325, 0]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 6100

;------------------------------------------------------------------------------------
; RECOVERY ROLL X 
[Statedef 930]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 210, 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 931

;---------------------------------------------------------------------------
; RECOVERY ROLL X (roll)
[Statedef 931]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 930
velset = 0,0,0

[State 610, 4]
type = posset
trigger1 = time = 0
y = 0

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 8
value = 12
ctrl = 1

;---------------------------------------------------------------------------
; RECOVERY ROLL Y (fall change)
[Statedef 932]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 210, 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 933

;---------------------------------------------------------------------------
; RECOVERY ROLL Y (roll)
[Statedef 933]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 930
velset = 0,0,0

[State 610, 4]
type = posset
trigger1 = time = 0
y = 0

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 8

[State 210, 3]
type = ChangeState
trigger1 = Time = 14
value = 12
ctrl = 1

;---------------------------------------------------------------------------
; RECOVERY ROLL Z (fall change)
[Statedef 934]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 210, 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 935

;---------------------------------------------------------------------------
; RECOVERY ROLL Z (roll)
[Statedef 935]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 930
velset = 0,0,0

[State 610, 4]
type = posset
trigger1 = time = 0
y = 0

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 8

[State 210, 3]
type = ChangeState
trigger1 = Time = 26
value = 12
ctrl = 1

;---------------------------------------------------------------------------
; RECOVERY ROLL A (fall change)
[Statedef 936]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 210, 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 937

;---------------------------------------------------------------------------
; RECOVERY ROLL A (roll)
[Statedef 937]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 931
velset = 0,0,0

[State 610, 4]
type = posset
trigger1 = time = 0
y = 0

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 8
value = 12
ctrl = 1

;---------------------------------------------------------------------------
; RECOVERY ROLL B (fall change)
[Statedef 938]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 210, 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 939

;---------------------------------------------------------------------------
; RECOVERY ROLL B (roll)
[Statedef 939]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 931
velset = 0,0,0

[State 610, 4]
type = posset
trigger1 = time = 0
y = 0

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = -8

[State 210, 3]
type = ChangeState
trigger1 = Time = 14
value = 12
ctrl = 1

;---------------------------------------------------------------------------
; RECOVERY ROLL C (fall change)
[Statedef 940]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 210, 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 941

;---------------------------------------------------------------------------
; RECOVERY ROLL C (roll)
[Statedef 941]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 931
velset = 0,0,0

[State 610, 4]
type = posset
trigger1 = time = 0
y = 0

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = -8

[State 210, 3]
type = ChangeState
trigger1 = Time = 26
value = 12
ctrl = 1

;------------------------------------------------------------------------------------
; Override common states 
;--------------------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1
velset = 2.5,0

[State 100, 1]
type = VelSet
trigger1 = Time > 0
x = 8.2

[State 100, 1]
type = VelMul
trigger1 = Time > 19
x = .12

[State 100, 3]
type = explod
trigger1 = Time % 2 = 0
anim := 106 + (Time % 8) / 2
pos = -100,-45
vel = -2
random = 12,60
sprpriority = 7

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time > 19
value = 0

[State 100, 2] 
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] 
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, dust]
type = MakeDust
trigger1 = Time = 2 || Time = 12 || Time = 22
pos = -20
spacing = 2

[State 100, 4]
type = ChangeState
trigger1 = command = "c"
triggerall = command = "holdfwd"
ctrl = 1
value = 606
 
[State 100, 4]
type = ChangeState
trigger1 = Vel X < 1 && Time > 0
ctrl = 1
value = 0

;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type    = S
physics = S
anim = 105
sprpriority = 1
velset = -2.2,0

[State 100, 1]
type = VelSet
trigger1 = Time > 0
x = -8.2

[State 100, 1]
type = VelMul
trigger1 = Time > 19
x = .12

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time > 19
value = 0

[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] 
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, dust]
type = MakeDust
trigger1 = Time = 2 || Time = 12 || Time = 22
pos = 20
spacing = 2
 
[State 100, 4]
type = ChangeState
trigger1 = Vel X > -1 && Time > 0
ctrl = 1
value = 0

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

[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0

[State 210, 2]
type = PlaySnd
trigger1 = time = 0
value = 21,4

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

[State 52, 4]
type = Explod
trigger1 = Time = 1
anim = 6050
sprpriority = -1

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

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

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Super Salto (start)
[Statedef 60]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 60, VelAdd]
type = VelAdd
triggerall = Vel X >= -2
trigger1 = command = "holdback"
trigger1 = Anim != 43
x = -0.7

[State 60, VelAdd]
type = VelAdd
triggerall = Vel X <= 1
trigger1 = command = "holdfwd"
trigger1 = Anim != 42
x = 5

[State 60, 2] ;Dust Spark
type = explod
trigger1 = AnimTime = -1
anim = 6050
pos = 0,0
sprpriority = 4

[State 110, 2] ;Dust Spark
type = explod
trigger1 = AnimTime = -1
anim = 6051
pos = 0,0
sprpriority = 4

[State 60, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 60, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 60, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 60, 4]
type = VelSet
trigger1 = AnimTime = 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 60, 5];60, 7
type = ChangeState
trigger1 = AnimTime = 0
value = 61
ctrl = 1

;---------------------------------------------------------------------------
; Super Salto (up)
[Statedef 61]
type    = A
physics = A
anim = 41
ctrl = 1

[State 61, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[state 61, 2]
type = VelSet
trigger1 = Time = 0
y = -18

[State 61, 2]
type = Playsnd
trigger1 = time = 0
value = 70,1

[state 61, 3]
type = VelAdd
trigger1 = Time = 1
y = -.105 ;.102

[State 61, 4]
type = VelAdd
trigger1 = Time >= 5 
trigger1 = Command = "holdback" 
trigger1 = Vel X > -1.8
x = -0.18

[State 61, 5]
type = VelAdd
trigger1 = Time >= 5 
trigger1 = Command = "holdfwd" 
trigger1 = Vel X < 1.8
x = 3

;[State -3];	-[En kreacion]-solo funciona Cyber akuma vs cyber akuma-PORKE será?
;type = Explod
;triggerall = alive = 1
;trigger1 = enemynear, screenpos y <= 130 - (const(size.head.pos.y))
;trigger2 = P2bodyDist y > 130
;removetime = 1
;pos = ceil(backedgedist),20+(screenpos y>0)*200 	;0,-75
;postype = p1
;anim = 6056
;id = 6056
;facing = (facing)
;facing = ifelse(Facing = 1,-1,1)
;sprpriority = 7

[State -3]
type = Explod
triggerall = alive = 1
trigger1 = enemynear, screenpos y <0
trigger2 = enemynear, screenpos y > 220 - (const(size.head.pos.y))
trigger3 = P2bodyDist y > 220
anim = ifelse(TeamSide = 1,6055,6056) 
id = 6055
pos = ceil(backedgedist+p2dist x),20+(enemynear, screenpos y>0)*200
postype = back
sprpriority = 7
ignorehitpause = 1
ontop = 2
bindtime = -1
persistent = 1
facing = (facing)
removetime = 1 

[State 61, Explod] ;Super Jump Dust
type = explod
trigger1 = Time = [17, 39]
trigger1 = Vel Y < 0
trigger1 = Time % 3 = 2
anim = 102 + Random / 500
pos = -10 + ifelse((time - 17)%2,-1,1) * ((time - 11) / 6) * 10,-30
removetime = 6
sprpriority = 7
ownpal = 1

[State 100, 7] 
type = VarRandom
trigger1 = 1
v = 7
range = 2

[state 61, 6]
type = VelAdd
trigger1 = AnimElem = 15
y = 0.05

[State 61, 7]; 
type = VarSet
trigger1 = Time = 0
v = 12
value = 1

[State 61, 11]
type = Turn
trigger1 = P2Dist X < -5 ;0

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

[State -2, Continue]
type = Explod
trigger1 = Stateno = 5500
anim = 5501
ID = 5501
postype = P1
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 7
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 1
supermovetime = 999
pausemovetime  = 999

;Hit Wall Spark;---------------------------------------------------------------------
[State -2, Hit Wall Spark]
type = Explod
triggerall = (P2Stateno = 4003) || (P2Stateno = 4008)
trigger1 = enemy, BackEdgeDist <= 10 
trigger2 = enemy, FrontEdgeDist <= 10
triggerall = enemy, Pos Y <= -120
anim = 6084
ID = 6084
pos = 0,-27
postype = P2
removetime = 13 
sprpriority = 3
ownpal = 1
ignorehitpause = 1
bindtime = -1

[State 4550] 
type = Playsnd
triggerall = (P2Stateno = 4003) || (P2Stateno = 4008)
trigger1 = enemy, BackEdgeDist <= 10 
trigger2 = enemy, FrontEdgeDist <= 10
triggerall = enemy, Pos Y <= -121.5
value = 20, 0

[State -2, Hit Wall Spark]
type = Explod
triggerall = (P2Stateno = 4023) || (P2Stateno = 4028)
trigger1 = enemy, BackEdgeDist <= 10 
trigger2 = enemy, FrontEdgeDist <= 10
triggerall = enemy, Pos Y <= -66
anim = 6084
ID = 6084
pos = 0,-27
postype = P2
removetime = 13 
sprpriority = 3
ownpal = 1
ignorehitpause = 1
bindtime = -1

[State 4550] 
type = Playsnd
triggerall = (P2Stateno = 4023) || (P2Stateno = 4028)
trigger1 = enemy, BackEdgeDist <= 10 
trigger2 = enemy, FrontEdgeDist <= 10
triggerall = enemy, Pos Y <= -66.5
value = 20, 0

[State -2, Hit Wall Spark]
type = Explod
triggerall = (P2Stateno = 4013) || (P2Stateno = 4018)
trigger1 = enemy, BackEdgeDist <= 10 
trigger2 = enemy, FrontEdgeDist <= 10
triggerall = enemy, Pos Y <= -84
anim = 6084
ID = 6084
pos = 0,-27
postype = P2
removetime = 13 
sprpriority = 3
ownpal = 1
ignorehitpause = 1
bindtime = -1

[State 4550] 
type = Playsnd
triggerall = (P2Stateno = 4013) || (P2Stateno = 4018)
trigger1 = enemy, BackEdgeDist <= 10 
trigger2 = enemy, FrontEdgeDist <= 10
triggerall = enemy, Pos Y <= -84.5
value = 20, 0

[State -2, Omega]
type = AfterImage
trigger1 = stateno = [5000,5120]
time = 1

[State -2, 3]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5000
value = 12,0
poweradd = 50

[State -2, 4]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5001
value = 12,3
poweradd = 60

[State -2, 5]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5002
value = 12,0
poweradd = 60

[State -2, 6]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5010
value = 12,1
poweradd = 80

[State -2, 7]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5011
value = 12,4
poweradd = 80           

[State -2, 8]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5012
value = 12,1
poweradd = 80

[State -2, 9]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5010
trigger1 = anim = 5020
value = 12,2
poweradd = 100

[State -2, 10]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5010
trigger1 = anim = 5021
value = 12,5
poweradd = 100

[State -2, 11]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5010
trigger1 = anim = 5022
value = 12,2
poweradd = 100

[State -2, 11]
type = PlaySnd
triggerall = random < 500
triggerall = stateno = 5035
trigger1 = anim = 5035
trigger1 = time = 0
value = 12,6
poweradd = 120

[State -2, 11]
type = PlaySnd
triggerall = random < 500
triggerall = stateno = 5070
trigger1 = time = 0
value = 12,6
poweradd = 150

[State -2, 12]
type = posset
trigger1 = stateno = 0
trigger1 = anim = 0
trigger2 = stateno = 11
trigger2 = anim = 11
trigger3 = stateno = 12
trigger3 = anim = 12
y = 0

[State -2, 13]
type = RemoveExplod
trigger1 = Pos Y = 0
id = 4504

[State -2, 14]
type = Explod
triggerall = winko && Var(8) = 0
trigger1 = winko && stateno = [1170,1180]
trigger2 = winko && stateno = [2010,2011]
trigger3 = winko && stateno = [2700,2703]
trigger4 = winko && stateno = 198
trigger5 = winko && stateno = [4501,4502]
trigger6 = winko && stateno = [3600,3601]
anim = 6041
ID = 6041
postype =left
pos = 0,0
bindtime = -1
removetime = 126
sprpriority = 0
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop =0
supermovetime = 999
pausemovetime  = 999

[State -2, 14-KO SND]
type = playsnd
triggerall = winko && Var(8)= 1
trigger1 = winko && (stateno = [1170,1181])
trigger2 = winko && (stateno = [2010,2011]) 
trigger3 = winko && (stateno = [2700,2703])
trigger4 = winko && stateno = 198
trigger5 = winko && (stateno = [4501,4502])
trigger6 = winko && (stateno = [3600,3601])
value = S70, 8
volume = 255
loop = 0

[State -2, 15];Scramble Gou Punch
type = Explod
triggerall = winko && Var(8) = 0
triggerall = winko && stateno = [1170,1181]
trigger1 = time = 1
anim = 6043
ID = 6043
postype =left
pos = -35,-20
bindtime = -1
removetime = 126
sprpriority = 1
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop =1
facing = ifelse(facing = 1, 1,1)
supermovetime = 999
pausemovetime  = 999

[State -2, 16];Mega Gou Beam
type = Explod
triggerall = winko && Var(8) = 0
triggerall = winko && stateno = [2010,2011]
trigger1 = stateno = [2010,2011]
trigger2 = projhit(2000) = 1
trigger3 = time = 1
anim = 6042
ID = 6042
postype =left
pos = -30,-20
bindtime = -1
removetime = 126
sprpriority = 1
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop =1
facing = ifelse(facing = 1, 1,1)
supermovetime = 999
pausemovetime  = 999

[State -2, 16];Mega Gou Beam
type = Explod
triggerall = winko && Var(8) = 0
triggerall = winko && stateno = [3600,3601]
trigger1 = stateno = [3600,3601]
trigger2 = projhit(2000) = 1
trigger3 = time = 1
anim = 6042
ID = 6042
postype =left
pos = -30,-20
bindtime = -1
removetime = 126
sprpriority = 1
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop =1
facing = ifelse(facing = 1, 1,1)
supermovetime = 999
pausemovetime  = 999

[State -2, 17];THUNDER GOU SHOWER
type = Explod
triggerall = winko && Var(8) = 0
triggerall = winko && stateno = [2700,2703]
trigger1 = stateno = [2700,2701]
trigger2 = stateno = [2702,2703]
trigger3 = time = 1
anim = 6044
ID = 6044
postype =left
pos = -35,-20
bindtime = -1
removetime = 126
sprpriority = 1
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop =1
facing = ifelse(facing = 1, 1,1)
supermovetime = 999
pausemovetime  = 999

[State -2, 18];Shining Gou Shock
type = Explod
triggerall = winko && stateno = 4952
trigger1 = time = 171
anim = 6045
ID = 6045
postype = left
pos = -35,-20
bindtime = -1
removetime = 160
sprpriority = 7
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 1
facing = ifelse(facing = 1, 1,1)
supermovetime = 999
pausemovetime  = 999

[State -2, 19]
type = Explod
triggerall = winko && stateno = 4952
trigger1 = time =  171
anim = 6053
ID = 6053
postype =left
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 0
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop =0
supermovetime = 999
pausemovetime  = 999

[State -2, 20]; SND IDEM
type = Playsnd
triggerall = winko && stateno = 4952
trigger1 = time = 172
value = S70 ,3

[State -2, Hyper Finish Superpause]
type = SuperPause
triggerall = winko && Var(8)= 1
trigger1 = winko && stateno = [1170,1180]
trigger2 = winko && stateno = [2010,2011]
trigger3 = winko && stateno = [2700,2703]
trigger4 = winko && stateno = 198
trigger5 = winko && stateno = [4501,4502]
trigger4 = winko && stateno = [3600,3601]
time = 30
anim = -1

[State -2, Hyper Combo Finish VarAdd]
type = varadd
triggerall = winko
trigger1 = Var(8)<= 2 
v = 8
value = 1

;[State -2, 21]
;type = RemoveExplod
;trigger1 = Pos Y <= -50
;id = 6055

[State -2, 21]
type = RemoveExplod
trigger1 = 1
id = 6055

;[State -2, 22]
;type = RemoveExplod
;trigger1 = 1
;id = 6056

[State -2, Debug]
type = DisplayToClipBoard
trigger1 = 1
text = "P2Dist X: %f \n Pos Y: %f P2Dist Y: %f FrontEdgeDist: %d BackEdgeDist: %d"
params = (P2Dist X), (Pos Y), (P2Dist Y), (FrontEdgeDist), (BackEdgeDist)
ignorehitpause = 1

[State -2, 23]; Tameiki Wari
type = Explod
triggerall = winko && stateno = 198
trigger1 = time = 5
trigger2 = stateno = 198
anim = 6062
ID = 6062
postype = left
pos = -10,0
bindtime = -1
removetime = 160
sprpriority = 7
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 1
facing = ifelse(facing = 1, 1,1)
supermovetime = 999
pausemovetime  = 999

[State -2, 24];Scramble Gou Rassen
type = Explod
triggerall = winko && stateno = [4500,4502]
trigger1 = time = 1
trigger2 = stateno = 4501
trigger3 = stateno = 4502
anim = 6063
ID = 6063
postype = left
pos = -35,0
bindtime = -1
removetime = 160
sprpriority = 7
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop = 1
facing = ifelse(facing = 1, 1,1)
supermovetime = 999
pausemovetime  = 999

[State -2, MechSND] 
type = Playsnd
triggerall = StateNo = [5000,5070]
trigger1 = HitShakeOver = 1
trigger1 = time = 1
value = S4550, 0

;-------------paletas falsas
[State -2, pal7]
type = PalFX
triggerall = palno = 2
trigger1 = Time = 0	
time = 999999992			
add = 140, 140, 140

[State -2, pal9];SHADOW
type = PalFX
triggerall = palno = 3
trigger1 = Time = 0	
time = 999999992			
add = -127, -127, -127

[State -2, pal10]
type = PalFX
triggerall = palno = 4
trigger1 = Time = 0	
time = 999999992			
add = -256,-25,0

[State -2, pal11]
type = PalFX
triggerall = palno = 5
trigger1 = Time = 0	
time = 999999992			
add = 0,-50,-256

[State -2, pal12]
type = PalFX
triggerall = palno = 6
trigger1 = Time = 0	
time = 999999992			
add = -256,0,-125

[State -2, pal12]
type = PalFX
triggerall = palno = 7
trigger1 = Time = 0	
time = 999999992			
add = 0,-256,0
;-------------

; -[ HITS ]-----------------------------------------------------------------------------------
; Hit (shaking)
[Statedef 4550]
type = A
movetype = H
physics = N
poweradd = 50

[State 1280, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 4550] 
type = Playsnd
triggerall = HitShakeOver = 1
trigger1 = time = 0
value = S4550, 0

[State 1280, 2]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 4550
poweradd = 80

[State 1280, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 4551

; Hit-----------------------------------------------------------------------------------------
[Statedef 4551]
type = A
movetype = H
physics = N
velset = 6,-7
poweradd = 150

[State 1281, 1]
type = VelAdd
trigger1 = Time > 0
y = .35

[State 4550] 
type = Playsnd
trigger1 = time = 0
value = S4550, 0

[State 1281, 3]
type = SelfState
trigger1 = time = 16
value = 5050
poweradd = 70

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 6100]
type    = L
movetype= H
physics = N

[State 5100, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 5100
poweradd = 200

[State 5100, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4550] 
type = Playsnd
trigger1 = time = 0
value = S4550, 0

[State 5100, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 3] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 4]
type = GameMakeAnim
trigger1 = Time = 1
value = 15
pos = 0, 0
under = 1

[State 5100, 5]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 5]
type = PlaySnd
trigger1 = Time = 1
value = F7, 0 

[State 5100, 6]
type = PosFreeze
trigger1 = Time >= 0

[State 5100, 7]
type = SelfState
trigger1 = Time = 3
value = 5101
poweradd = 250

[State 5100, 8]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 255,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; Mareo en picada
[Statedef 5300]
type    = A
movetype= H
physics = N
ctrl = 0
anim = 5250
poweradd = 0
velset = -2.5,-16
sprpriority = 1

[State 5300, a];Sonido ITEM
type = PlaySnd
trigger1 = Time = 10
value = 20, 2

[state 5300, Mareo]
type = Playsnd
trigger1 = time = 0
value = 16, 6

[State 5300, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5300, 2]
type = VelAdd
trigger1 = 1
y = 0.5

[State 5300, 3]
type = VarSet
trigger1 = Time = 0
v = 22
value = 0

[State 5300, 4]
type = VarSet
trigger1 = Time = 0
v = 24
value = 1

[State 5300, 5]
type = ChangeAnim
trigger1 = (Vel Y > 0) && (Anim != 5251)
value = 5251

[State 5300, 6]
type = ChangeState
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
value = 5302

;---------------------------------------------------------------------------
; Mareado
[Statedef 5302]
type    = S
movetype= I
physics = S
ctrl = 0
poweradd = 0
anim = 5300
velset = 0,0
sprpriority = 0

[State 5302, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5302, Choke en tierra]
type = Explod
trigger1 = time = 0
ID = 6051
postype = P1
anim = 6051
sprpriority = 3

[State -3, 1]
type = VarSet
trigger1 = Time = 0
v = 39
value = 0

;[State 5302, Mareo]
;type = Explod
;triggerall = Anim = 5300
;trigger1 = AnimElem = 3
;anim = 5262
;id = 5262
;postype = P1
;pos = 0,0
;sprpriority = 2
;bindtime = -1
;removeongethit = 1
;removetime = 120
;ownpal = 1

;[State -2, Mareo]
;type = RemoveExplod
;trigger1 = Time >= 120
;trigger2 = Anim != 5300
;trigger3 = StateNo!= 5302
;id = 5262

[state 5302, Mareo2]
type = Playsnd
trigger1 = AnimElem = 6
value = 12, 5

[State 5302, 2]
type = ChangeState
trigger1 = Time = 125
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Mareadito 

[State -3, 1]
type = VarAdd
triggerall = Var(39) = 0
triggerall = Time = 0
trigger1 = (Anim = 5000) || (Anim = 5001) || (Anim = 5010) || (Anim = 5020) || (Anim = 5030) || (Anim = 5070) || (Anim = 5071) ||(Anim = 5080)
trigger2 = (StateNo = 5000) || (StateNo = 5001) || (StateNo = 5010) || (StateNo = 5020) || (StateNo = 5030) || (StateNo = 5070) || (StateNo = 5071) ||(StateNo = 5080)
v = 23
value = 1
ignorehitpause = 1

[State -3, 2]
type = VarSet
triggerall = Var(39) = 0
trigger1 = MoveType != H
v = 23
value = 0
ignorehitpause = 1

[State -3, 3]
type = VarAdd
triggerall = Var(39) = 0
triggerall = (Time = 0) && (Var(23) < 15) && (Var(24) = 0)
trigger1 = (Anim = 5000) || (Anim = 5001) || (Anim = 5010) || (Anim = 5020) || (Anim = 5030) || (Anim = 5070) || (Anim = 5071) ||(Anim = 5080)
trigger2 = (StateNo = 5000) || (StateNo = 5001) || (StateNo = 5010) || (StateNo = 5020) || (StateNo = 5030) || (StateNo = 5070) || (StateNo = 5071) ||(StateNo = 5080)
v = 22
value = ((GetHitVar(animtype)=0)*400)+((GetHitVar(animtype)=1)*500)+((GetHitVar(animtype)=2)*600)+((GetHitVar(animtype)>=3)*700)

[State -3, 4]
type = VarAdd
triggerall = Var(39) = 0
trigger1 = Var(22) > 0
v = 22
value = ifelse(MoveType = A,-3,-2)

[State -3, 5]
type = VarSet
triggerall = Var(39) = 0
trigger1 = Var(22) < 0
v = 22
value = 0
ignorehitpause = 1

[State -3, 6]
type = VarSet
triggerall = Var(39) = 0
trigger1 = (MoveType != H) && (StateNo != [980,990])
v = 24
value = 0

[State -3, 7]
type = ChangeState
triggerall = Var(39) = 0
triggerall = Time = 1
trigger1 = (Anim = 5000) || (Anim = 5001) || (Anim = 5010) || (Anim = 5020) || (Anim = 5030) || (Anim = 5070) || (Anim = 5071) ||(Anim = 5080)
trigger2 = (StateNo = 5000) || (StateNo = 5001) || (StateNo = 5010) || (StateNo = 5020) || (StateNo = 5030) || (StateNo = 5070) || (StateNo = 5071) ||(StateNo = 5080)
trigger1 = (Var(22) >= 1000) && (LoseKO = 0)
trigger2 = (Var(22) >= 1000) && (LoseKO = 0)
value = 5300
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = VelSet
trigger1 = (PrevStateNo = 100) || (PrevStateNo = 105)
x = 0
y = 0

[State 130, 2]
type = PosSet
trigger1 = (PrevStateNo = 100) || (PrevStateNo = 105)
y = 0

[State 130, 3]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 1]
type = VelSet
trigger1 = (PrevStateNo = 100) || (PrevStateNo = 105)
x = 0
y = 0

[State 131, 2]
type = PosSet
trigger1 = (PrevStateNo = 100) || (PrevStateNo = 105)
y = 0

[State 131, 3]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

;---------------------------------------------------------------------------
; GUARD_PUSH (STAND)
[Statedef 160]
type    = S
movetype= A
physics = N
anim = 160
ctrl = 0
velset = 0,0
poweradd = 60

[State 160, 1]
type = Helper
trigger1 = Time = 1
name = "Push"
pos = 30,0
postype = p2
stateno = 163

[State 160, 2]
type = Explod
trigger1 = Time = 0
anim = 6020
pos = 29, -59
ontop = 1
ownpal = 1

[State 160, 4]
type = PlaySnd
trigger1 = Time = 1
value = S20,6

[State 160, 4]
type = VelAdd
trigger1 = Vel X > 0
x = -1

[State 160, 5]
type = ChangeState
trigger1 = AnimTime = 0
ctrl = 1
value = 150

;---------------------------------------------------------------------------
; GUARD_PUSH (CROUCH)
[Statedef 161]
type    = C
movetype= A
physics = N
anim = 161
ctrl = 0
velset = 0,0
poweradd = 60

[State 160, 4]
type = PlaySnd
trigger1 = Time = 1
value = S20,6

[State 161, 1]
type = Helper
trigger1 = Time = 1
name = "Push"
pos = 30,0
postype = p2
stateno = 163

[State 161, 2]
type = Explod
trigger1 = Time = 0
anim = 6020
pos = 39, -37
ontop = 1
ownpal = 1

[State 161, 4]
type = VelAdd
trigger1 = Vel X > 0
x = -1

[State 161, 5]
type = ChangeState
trigger1 = AnimTime = 0
ctrl = 1
value = 152

;---------------------------------------------------------------------------
; GUARD_PUSH (AIR)
[Statedef 162]
type    = A
movetype= A
physics = N
anim = 162
ctrl = 0
velset = 0,0
poweradd = 160

[State 160, 4]
type = PlaySnd
trigger1 = Time = 1
value = S20,6

[State 162, 1]
type = Helper
trigger1 = Time = 1
name = "Push"
pos = 30,0
postype = p2
stateno = 163

[State 162, 2]
type = Explod
trigger1 = Time = 0
anim = 6020
pos = 51, -68
ontop = 1
ownpal = 1

[State 162, 4]
type = VelAdd
trigger1 = Vel X > 0
x = -1

[State 162, 5]
type = ChangeState
trigger1 = AnimTime = 0
ctrl = 1
value = 154

;---------------------------------------------------------------------------
; GUARD_PUSH_BLOCK (Estado P2)
[Statedef 163]
type    = A
movetype= A
physics = N
anim = 163
ctrl = 0
velset = -16,0

[State 163, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 163, 2]
type = PlayerPush
trigger1 = 1
value = 1

[State 163, 3]
type = VelSet
trigger1 = 1
x = -16;ifelse(Time >= 0 && Time <= 10, 20, ifelse(Time >= 11 && Time <= 13, 12, 10))

[State 163, 4]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------------------------
;SHINING GOU SHOCK
[Statedef 4900]
type = S 
movetype= A 
physics = N 
juggle = 8 
velset = 0,0 
anim = 4900
ctrl = 0 
sprpriority = 2 
poweradd = -1000

[State 4900, Spause]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
anim = -1
persistent = 0

[State 2010, Explod]
type = explod
trigger1 = animelem = 1
anim = 6038
ID =  6038
pos = IfElse(Facing = 1,-150,150),230
postype = front
facing = ifelse(Facing = 1,1,-1)
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 2010, Explod]
type = Explod
trigger1 = animelem = 1
anim = 6039
ID =  6039
pos = 0,-79
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 40
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = S22,2

[State 6030, Hyperbg]
type = Explod
trigger1 = time = 0
anim = 6030
ID = 6030
pos = 0,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 100
supermovetime = 90
pausemovetime  = 90
scale = .9,1.1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90

[State 4900, AfterImage]
type = AfterImage
trigger1 = Time = 1
time = -1
length = 12
palcolor = 0
palinvertall = 0
palbright = 0,0,0
palcontrast = 256,256,256
palpostbright = 0,0,0
paladd = -75,-75,61
palmul = 1,1,1
timegap = 1
framegap = 3

[State 4900, AfterImageTime]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

[State 4900, Velocidad]
type = VelSet 
trigger1 = AnimElem = 6 
x = 9

[State 4900, 6]
type = HitDef 
trigger1 = !Time 
attr = S, HA ;
animtype = Hard 
damage = 1,0 
hitflag = MAF 
pausetime = 2,9 
sparkno = -1
guard.sparkno = -1
sparkxy = 10,-60 
hitsound = -1
guardsound = -1
ground.type = Low 
ground.slidetime = 12 
ground.hittime = 15 
ground.velocity = 0,0 
guard.velocity = -3 
air.velocity = 0,0 
numhits = 0
getpower = 0
airguard.velocity = -3,-3 
p1stateno = 4952 
p2stateno = 4990 
p2facing = 1 ;
;mindist = 49,0 ;control mínimo de distancia entre  p2 - p1
;maxdist = 55,0 ;control máximo de distancia entre  p2 - p1

[State 4900, VelMul]
type = VelMul
trigger1 = Time > 29
x = 0.7

[State 4900, VelMul]
type = ChangeState
trigger1 = Time = 36
value = 0
ctrl = 1

;----------------------------------------------------------------------------------------------
[Statedef 4990] ;statedef p2 
type = S 
movetype= H 
physics = N 
velset = 0,0 
ctrl = 0 
facep2 = 1 

[State 4990, ca2]
type = ChangeAnim2 
Trigger1 = Time = 0 
value = 4990 

[State 4990]
type = SelfState 
trigger1 = AnimTime = 0 
value = ifelse(Alive,5120,5150) 

[State 4990, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 4990, LA]
type = LifeAdd 
trigger1 = time = 170
value = -470 

[State 4990, SprPriority]
type = SprPriority
trigger1 = Time > 28
value = 3

;----------------------------------------------------------------------------------------------
[Statedef 4952] ;P1
type = S 
movetype= A 
physics = S 
juggle = 0 
velset = 0,0 
ctrl = 0 
anim = 4952 
sprpriority = 2 

[State 4952, SND]
type = PlaySnd 
trigger1 = time = 168
value = 25,0
volume = 255

[State 4952, SND]
type = PlaySnd 
trigger1 = AnimElem = 3 
value = 3000, 2 

[State 4952, PA]
type = posadd 
trigger1 = Time = 0 
trigger1 = FrontEdgeBodyDist < 40 
x = -25 

[State 4952, PS]
type = PosSet
trigger1 = AnimElem = 2
x = -25

[State 4952, AftI] 
type = AfterImage
trigger1 = time = 0
time = -1
length = 12
palcolor = 0
palinvertall = 0
palbright = 0,0,0
palcontrast = 256,256,256
palpostbright = 0,0,0
paladd = -75,-75,61
palmul = 1,1,1
timegap = 1
framegap = 4

[State 4952, AftIT] 
type = AfterImageTime
trigger1 = animtime = 0
time = 0

[State 4952, PP]
type = PlayerPush 
trigger1 = 1 
value = 0 

[State 4952, NHB] 
type = NotHitBy
trigger1 = 1
value = AA, AP, AT
time = 1

[State 4952, TargetBind]
type = BindToTarget
trigger1 = Time < 26
time = 1
pos = 0,0;const(size.head.pos.y)+ 0

[State 4952, Ha]
type = Hitadd 
trigger1 = Time = 147
value = 24 

[State 4952, SND]
type = PlaySnd 
trigger1 = time = 30
trigger2 = time = 40
trigger3 = time = 50
trigger4 = time = 60
trigger5 = time = 70
trigger6 = time = 80
trigger7 = time = 90
trigger8 = time = 100
trigger9 = time = 110
trigger10 = time = 120
trigger11 = time = 130
trigger12 = time = 140
value = 20,3
channel = 1

[State 4952, SND]
type = PlaySnd 
trigger1 = time = 25
trigger2 = time = 35
trigger3 = time = 45
trigger4 = time = 55
trigger5 = time = 65
trigger6 = time = 75
trigger7 = time = 85
trigger8 = time = 95
trigger9 = time = 105
trigger10 = time = 115
trigger11 = time = 125
trigger12 = time = 135
value = 20,6
channel = 2

[State 4952, Explod] ;1
type = Explod
trigger1 = time = 25
persistent = 0
anim = 6010
ID = 6010
postype = p1
bindtime = -1
pos = 0,0
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] ;2
type = Explod
trigger1 = time = 35
persistent = 0
anim = 6010
ID = 6010
postype = p1
bindtime = -1
pos = 72,-67
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] ;3
type = Explod
trigger1 = time = 45
persistent = 0
anim = 6010
ID = 6010
postype = p1
bindtime = -1
pos = -46,-57
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] ;4
type = Explod
trigger1 = time = 55
persistent = 0
anim = 6010
ID = 6010
postype = p1
bindtime = -1
pos = -79,-108
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] ;5
type = Explod
trigger1 = time = 65
persistent = 0
anim = 6010
ID = 6010
postype = p1
bindtime = -1
pos = 40,-50
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] ;6
type = Explod
trigger1 = time = 75
persistent = 0
anim = 6010
ID = 6010
postype = p1
bindtime = -1
pos = -55,-40
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] ;7
type = Explod
trigger1 = time = 85
persistent = 0
anim = 6010
ID = 6010
postype = p1
bindtime = -1
pos = 74,-80
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] ;8
type = Explod
trigger1 = time = 95
persistent = 0
anim = 6010
ID = 6010
postype = p1
bindtime = -1
pos = -23,-97
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] ;9
type = Explod
trigger1 = time = 105
persistent = 0
anim = 6010
ID = 6010
postype = p1
bindtime = -1
pos = 80,-120
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] ;10
type = Explod
trigger1 = time = 115
persistent = 0
anim = 6010
ID = 6010
postype = p1
bindtime = -1
pos = -50,-60
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] ;11
type = Explod
trigger1 = time = 125
persistent = 0
anim = 6010
ID = 6010
postype = p1
bindtime = -1
pos = 59,-20
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] ;12
type = Explod
trigger1 = time = 135
persistent = 0
anim = 6010
ID = 6010
postype = p1
bindtime = -1
pos = 0,-120
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] ;13
type = Explod
trigger1 = time = 30
persistent = 0
anim = 6011
ID = 6011
postype = p1
bindtime = -1
pos = 50,-80
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] ;14
type = Explod
trigger1 = time = 40
persistent = 0
anim = 6011
ID = 6011
postype = p1
bindtime = -1
pos = -110,-30
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] ;15
type = Explod
trigger1 = time = 50
persistent = 0
anim = 6011
ID = 6011
postype = p1
bindtime = -1
pos = -3,-110
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] ;16
type = Explod
trigger1 = time = 60
persistent = 0
anim = 6011
ID = 6011
postype = p1
bindtime = -1
pos = 30,-80
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] ;17
type = Explod
trigger1 = time = 70
persistent = 0
anim = 6011
ID = 6011
postype = p1
bindtime = -1
pos = -30,-10
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] ;18
type = Explod
trigger1 = time = 80
persistent = 0
anim = 6011
ID = 6011
postype = p1
bindtime = -1
pos = 100,-35
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] ;19
type = Explod
trigger1 = time = 90
persistent = 0
anim = 6011
ID = 6011
postype = p1
bindtime = -1
pos = -80,-115
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] ;20
type = Explod
trigger1 = time = 100
persistent = 0
anim = 6011
ID = 6011
postype = p1
bindtime = -1
pos = 40,-50
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] ;21
type = Explod
trigger1 = time = 110
persistent = 0
anim = 6011
ID = 6011
postype = p1
bindtime = -1
pos = 0,0
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] ;22
type = Explod
trigger1 = time = 120
persistent = 0
anim = 6011
ID = 6011
postype = p1
bindtime = -1
pos = 70,-115
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] ;23
type = Explod
trigger1 = time = 130
persistent = 0
anim = 6011
ID = 6011
postype = p1
bindtime = -1
pos = 52,-35
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] ;24
type = Explod
trigger1 = time = 140
persistent = 0
anim = 6011
ID = 6011
postype = p1
bindtime = -1
pos = -50,-50
removetime = 12
ontop = 1
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 8

[State 4952, Explod] 
type = Explod
trigger1 = time = 19
persistent = 0
anim = 4999
ID = 4999
postype = P1
bindtime = -1
pos = 0,0
removetime = 147
time = 147
ontop = 0
supermove = 1
ignorehitpause = 1
facing = -1
sprpriority = 6

[State 4952]
type = Changestate 
trigger1 = !AnimTime 
value = 0 
ctrl = 1

;-----------------------------------------------------------------------------------------
; SCRAMBLE GOU RASSEN (1°)
[Statedef 4500]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 4500
poweradd= -1000
sprpriority = 1

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 0

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 2010, Explod]
type = explod
trigger1 = animelem = 1
anim = 6038
ID =  6038
pos = IfElse(Facing = 1,-150,150),230
postype = front
facing = ifelse(Facing = 1,1,-1)
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 18
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 2010, Explod]
type = Explod
trigger1 = animelem = 1
anim = 6039
ID =  6039
pos = -36,-57
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 40
supermove = 999999999
pausemove = 999999999
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 669, Explod]
type = Explod
trigger1 =time = 0
anim =669
ID =669
pos = 0,0
postype =back 
removetime = 42
scale = 1,1.15
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90

[State 2010, Hyperbg]
type = Explod
trigger1 = time = 0
anim = 6030
ID = 6030
pos = 0,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 58
supermovetime = 90
pausemovetime  = 90
scale = .9,1.1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90

[State 191, 3]
type = Playsnd
trigger1 = AnimElem = 4
persistent = 0
value = 23,4

;[State 4110, 6]
;type = AfterImage
;trigger1 = AnimElem = 6
;time = 999
;TimeGap  = 1
;FrameGap = 4
;length = 15

[State 4120, 1]
type = SuperPause
trigger1 = AnimElem = 6
movetime = 50
time = 50
anim = -1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 6
value = 22,1

[State 610, 4]
type = ChangeState
triggerall = var(59) = 0
trigger1 = time = 36
value = 4501
ctrl = 0

[State 610, 4]
type = ChangeState
triggerall = var(59) != 0
trigger1 = time = 36
value = 4501
ctrl = 0

[State 610, 4]
type = ChangeState
triggerall = var(59) = 0
trigger1 = time = 36
value = 4501
ctrl = 0

;---------------------------------------------------------------------------
; SCRAMBLE GOU RASSEN (Hop)
[Statedef 4501]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 4501
velset = 0,0
sprpriority = 1

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 2010, Hyperbg]
type = Explod
trigger1 = time = 0
anim = 6030
ID = 6030
pos = 0,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
supermovetime = 90
pausemovetime  = 90
scale = .9,1.1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Heavy
damage    = 35,10
guardflag = M
hitflag = MAF
getpower = 0,0
pausetime = 15,0
sparkxy = -20,-60
sparkno = S6010
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1     
air.velocity = -1, -5.8
fall = 1
air.fall = 1
recover = 0
fall.recover = 0
air.recover = 0

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 21,3

[State 191, 3]
type = Playsnd
trigger1 = AnimElem = 5
persistent = 0
value = 4500,1

[State 1531, 5]
type = Sprpriority
trigger1 = AnimElem = 5
value = -1

[state 4502,6]
type = changestate
triggerall = var(59) != 0
trigger1 = animtime = 0
value = 4502
ctrl = 0

[state 4502,6]
type = changestate
triggerall = var(59) = 0
trigger1 = animtime = 0
value = 4502
ctrl = 1

;---------------------------------------------------------------------------
; SCRAMBLE GOU RASSEN (spinning)
[Statedef 4502]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 4502
velset = 0,-1
sprpriority = 1

;[State 191, 3]
;type = Projectile
;trigger1 = time = 0
;projanim = 4512
;projremanim = -1
;projhitanim = -1
;projheightbound = -240, 100
;projedgebound = 100
;projscreenbound = 100
;postype = p1
;offset = 0,0
;velocity = 0.0001, 0.0001
;accel = 0, 0
;projremovetime = 40

[State 2010, Hyperbg]
type = Explod
trigger1 = time = 0
anim = 6030
ID = 6030
pos = 0,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 50
supermovetime = 90
pausemovetime  = 90
scale = .9,1.1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90

;[State 1531, 5]
;type = Posadd
;trigger1 = time = 0
;y = -10

[State 1531, 5]
type = Playerpush
trigger1 = time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 0

[State 1531, 5]
type = VelMul
trigger1 = time >= 0
y = .9

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = -1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
sparkno = S6010
guard.sparkno = S6034
guard.sparkxy = -20,-60
snap = 40
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 22   
air.velocity = 22,-1
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
p2facing = 1
getpower = 0,0
p2turn = 1
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = 1
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
sparkno = S6010
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -22   
air.velocity = -22,-1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
animtype  = Heavy
damage    = 29,10
guardflag = MA
getpower = 0,0
p2facing = -1
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
sparkno = S6010
guard.sparkno = S6034
guard.sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
snap = 40,-15
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 22   
air.velocity = 22,-1
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 7
attr = A, HA
p2facing = 1
getpower = 0,0
p2turn = 1
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = 1
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
sparkno = S6010
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -22   
air.velocity = -22,-1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 9
attr = A, HA
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = -1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
sparkno = S6010
guard.sparkno = S6034
guard.sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
snap = 40,-15
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 22   
air.velocity = 22,-1
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 11
attr = A, HA
p2facing = 1
p2turn = 1
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = 1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
sparkno = S6010
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -22   
air.velocity = -22,-1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 13
attr = A, HA
p2facing = -1
p2turn = 1
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = 1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
sparkno = S6010
guard.sparkno = S6034
guard.sparkxy = -20,-60
priority = 5, Hit
snap = 40,-15
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 22   
air.velocity = 22,-1
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 15
attr = A, HA
p2facing = 1
p2turn = 1
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = 1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
sparkno = S6010
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -22   
air.velocity = -22,-1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 17
attr = A, HA
p2facing = -1
p2turn = 1
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = 1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
sparkno = S6010
guard.sparkno = S6034
guard.sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
snap = 40,-15
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 22   
air.velocity = 22,-1
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 19
attr = A, HA
p2facing = 1
p2turn = 1
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = 1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
sparkno = S6010
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -22   
air.velocity = -22,-1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 21
attr = A, HA
p2facing = -1
p2turn = 1
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = 1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
sparkno = S6010
guard.sparkno = S6034
guard.sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
snap = 40,-15
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 22   
air.velocity = 22,-1
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 23
attr = A, HA
p2facing = 1
p2turn = 1
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = 1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
sparkno = S6010
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -22   
air.velocity = -22,-1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 25
attr = A, HA
p2facing = -1
p2turn = 1
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = 1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
sparkno = S6010
guard.sparkno = S6034
guard.sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
snap = 40,-15
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 22   
air.velocity = 22,-1
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 27
attr = A, HA
p2facing = 1
p2turn = 1
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = 1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
sparkno = S6010
guard.sparkno = S6033
guard.sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -22   
air.velocity = -22,-1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 29
attr = A, HA
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = -1
snap = 40,-15
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
sparkno = S6010
guard.sparkno = S6034
guard.sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 6   
air.velocity = 6,-7
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 4500, Vel_BACK]
type = VelAdd
trigger1 = command = "holdback"
x = -2.2

[State 4500, Vel_FWD]
type = VelAdd
trigger1 = command = "holdfwd"
x = 2.2

[State 4500, Vel_UP]
type = VelAdd
trigger1 = command = "holdup"
y = -0.8

[State 4500, Vel_DOWN]
type = VelAdd
Triggerall = Pos Y <= -21
trigger1 = command = "holddown"
y = 0.8

[State 4500, Vel_DOWN2]
type = VelAdd
Triggerall = Pos Y >= -22
trigger1 = command = "holddown"
y = 0

[State 4500, Vel_DOWN2]
type = VelSet
Triggerall = Pos Y >= -22
trigger1 = command = "holddown"
y = 0

[State 4500, Explod]
type = Explod
trigger1 = animelem = 1
anim =4504
ID =4504
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 48
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 4500, 4]
type = EnvShake
trigger1 = movehit >= 1 && NumExplod(4504) < 2
persistent = 1
time = 20
ampl = -5
freq = 100
phase = 10

[State 4500, Explod]
type = RemoveExplod
trigger1 = stateno != 4502
ID = 4504

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 6
trigger3 = time = 12
trigger4 = time = 18
trigger5 = time = 24
trigger6 = time = 30
trigger7 = time = 36
trigger8 = time = 42
trigger9 = time = 48
trigger10 = time = 54
trigger11 = time = 60
trigger12 = time = 66
value = 4500,0

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 8
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 12
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 16
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 20
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 24
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 28
value = 21,3

[State 210, 3]
type = ChangeState
triggerll = var(59) != 0
trigger1 = Time = 44
value = 4503
ctrl = 0

[State 210, 3]
type = ChangeState
triggerll = var(59) = 0
trigger1 = Time = 44
value = 4503
ctrl = 0

;---------------------------------------------------------------------------
; SCRAMBLE GOU RASSEN (cae)
[Statedef 4503]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 4503
sprpriority = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 21,3

[State 1531, 5]
type = Playerpush
trigger1 = time >= 0
value = 0

[State 1000, 1]
type = VelMul
trigger1 = Time >= 0
trigger1 = Time < 7
y = 0.1

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 0

[State 1531, 5]
type = VelAdd
trigger1 = time >= 7
y = 0.35

[State 2002, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52

;---------------------------------------------------------------------------
; Helper text-de peligro
[Statedef 6070]
type = A
movetype = I
physics = N
anim = 9999

[State 6070, text]
type = Explod
trigger1 = time = 0
ID = 60700
anim = 6070
postype = back
pos = 0, 50
bindtime = -1
removetime = 30
ontop = 1
ownpal = 1

[State 6070, DangerSND]
type = PlaySnd
trigger1 = time = 0
value = 80, 7
volume = 200

[State 6070, 3]
type = DestroySelf
trigger1 = NumExplod(60700) = 0
trigger2 = time = 50000

;---------------------------------------------------------------------------
; Power Add Fast
[Statedef 6072]
type = S
movetype = A
physics = S
anim = 6072
velset = 0,0
ctrl = 0

[State 6072, Kambio] 
type = ChangeState 
trigger1 = time = 5
value = 6073
ctrl = 0

;---------------------------------------------------------------------------
; Power Add Fast
[Statedef 6073]
type = S
movetype = A
physics = S
anim = 6073
velset = 0,0
ctrl = 0

[State 6073, 1]
type = Playsnd
trigger1 = AnimElem = 1
persistent = 0
value = 0,0

[State 6073, 2]
type = EnvShake
Trigger1 = AnimElem = 1
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10

[State 6073, SND]
type = PlaySnd
trigger1 = (gametime%15) = 1
persistent = 0
ignorehitpause = 1
channel = 2
value = 0,1

[State 6073, POWER ADD]
type = poweradd
triggerall = var(59) = 0
trigger1 = command = "hold_x" && command = "hold_a"
value = 13

[State 6073, POWER ADD]
type = poweradd
trigger1 = var(59) != 0
value = 13

[state 6073,6]
type = changestate
trigger1 = command != "hold_x" && command != "hold_a"
value = 6075
ctrl = 0

[state 6073,6b]
type = changestate
trigger1 = power = 3000
value = 6075
ctrl = 0

;-----------------------------------------------------------------------------------
; Power Add Fast
[Statedef 6075]
type = S
movetype = A
physics = S
anim = 6075
velset = 0,0
ctrl = 0

[State 6075, Kambio] 
type = ChangeState 
trigger1 = time = 4
value = 0
ctrl = 1