;Evil Ryu's CNS
;   by
;MystikBlaze
;(mystik3984@hotmail.com)

[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 50
airjuggle = 15
sparkno = 2
guard.sparkno = S8500
KO.echo = 0
volume = 0
IntPersistIndex = 59
FloatPersistIndex = 40

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

[Velocity]
walk.fwd  = 2.6
walk.back = -2.2
run.fwd  = 7,0
run.back = -6,0
jump.neu = 0,-9
jump.back = -3.4
jump.fwd = 3.4
runjump.back = -4,-8.4
runjump.fwd = 4,-8.4
;airjump.neu = 0,-8.1
;airjump.back = -2.55
;airjump.fwd = 2.5

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .47
stand.friction = .85
crouch.friction = .82

;---------------------------------------------------------------------------
; Lose by Time Over
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
; Win state decider

[Statedef 180]
type = S

[State 180, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,1

[State 180, 1]
type = ChangeState
trigger1 = Var(2) = 0
value = 181

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

;---------------------------------------------------------------------------
; Win Pose 1 (Turning his back)

[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

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

;---------------------------------------------------------------------------
; Win Pose 2 (Foot stomp)

[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 182, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 3,0
channel = 1

[State 182, EnvShake]
type = EnvShake
trigger1 = AnimElem = 5
time = 20
freq = 100
ampl = -6

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

;---------------------------------------------------------------------------
; Preintro

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

[State 190, 1]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,5

[State 190, Bison]
type = ChangeState
trigger1 = p2name = "Bison"
trigger2 = p2name = "M. Bison"
trigger3 = p2name = "M Bison"
value = 9500

[State 190, Akuma]
type = ChangeState
trigger1 = p2name = "Gouki"
trigger2 = p2name = "Akuma"
trigger3 = p2name = "Shin Akuma"
trigger4 = p2name = "Shin Gouki"
value = 9501

[State 190, Ken]
type = ChangeState
trigger1 = p2name = "Ken"
trigger2 = p2name = "Ken Masters"
trigger3 = p2name = "Ken-X"
trigger4 = p2name = "Ken & Gang"
trigger5 = p2name = "KenGang"
value = 9502

[State 190, Sagat]
type = ChangeState
trigger1 = p2name = "Sagat"
value = 9503

[State 190, Evil Ken]
type = ChangeState
trigger1 = p2name = "Evil Ken"
trigger2 = p2name = "Dark Ken"
value = 9504

[State 190, Ryu]
type = ChangeState
trigger1 = p2name = "Ryu"
trigger2 = p2name = "Ryulee"
trigger3 = p2name = "Ryu-X"
trigger4 = p2name = "Marvel Ryu Zero"
trigger5 = p2name = "Ryu Hoshi"
value = 9505

[State 190, Silent Storm]
type = ChangeState
trigger1 = p2name = "Silent Storm"
trigger2 = p2name = "Silent Strom"
trigger3 = p2name = "SStorm"
trigger4 = p2name = "SStrom"
value = 9506

[State 190, Flaming Fist Intro]
type = ChangeState
trigger1 = Var(2) = 0
value = 191

[State 190, Turning Around Intro]
type = ChangeState
trigger1 = Var(2) = 1
value = 192

[State 190, Fixing Gi Intro]
type = ChangeState
trigger1 = Var(2) = 2
value = 193

[State 190, Charging Up Intro]
type = ChangeState
trigger1 = Var(2) = 3
value = 194

[State 190, Dan 1]
type = ChangeState
triggerall = p2name != "Dan"
triggerall = p2name != "TNGNM Dan"
triggerall = p2name != "Dan Hibiki"
triggerall = p3name != "Dan"
triggerall = p3name != "TNGNM Dan"
triggerall = p3name != "Dan Hibiki"
triggerall = p4name != "Dan"
triggerall = p4name != "TNGNM Dan"
triggerall = p4name != "Dan Hibiki"
trigger1 = Var(2) = 4
value = 9600

[State 190, Dan 2]
type = ChangeState
triggerall = p2name != "Dan"
triggerall = p2name != "TNGNM Dan"
triggerall = p2name != "Dan Hibiki"
triggerall = p3name != "Dan"
triggerall = p3name != "TNGNM Dan"
triggerall = p3name != "Dan Hibiki"
triggerall = p4name != "Dan"
triggerall = p4name != "TNGNM Dan"
triggerall = p4name != "Dan Hibiki"
trigger1 = Var(2) = 5
value = 9610

;---------------------------------------------------------------------------
; Introduction 1 (Flaming hand)

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

;[State 191, 1] ;Freeze animation until PreIntro is over
;type = ChangeAnim
;trigger1 = RoundState = 0
;value = 190

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 191,0
channel = 1

[State 191, Exlod]
type = Explod
trigger1 = AnimElem = 2
anim = 8105
postype = p1
pos = 30,-65
ownpal = 1
bindtime = -1
sprpriority = 2

[State 191, Exlod2]
type = Explod
trigger1 = AnimElem = 3
anim = 8106
postype = p1
pos = 26,-51
ownpal = 1
bindtime = -1
sprpriority = 2

[State 191, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction 2 (Turning around)

[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 192, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 192

[State 192, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction 3 (Fixing Gi)

[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 193, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 193

[State 193, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 193, PlaySnd]
type = PlaySnd
trigger1 = Time = 124
value = 3,0
channel = 1

[State 193, EnvShake]
type = EnvShake
trigger1 = Time = 124
time = 20
freq = 100
ampl = -6

[State 193, 4]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 195

[State 193, 5]
type = ChangeState
trigger1 = Time = 144
value = 0

;---------------------------------------------------------------------------
; Introduction 4 (Charging Up After Fire Burst)

[Statedef 194]
type = S
ctrl = 0
anim = 194
velset = 0,0

[State 194, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 194, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = Var(58) <= -250
v = 58
value = 0

[State 194, VarAdd]
type = VarAdd
trigger1 = Time = [10,130]
v = 58
value = -2

[State 194, BGPalFX]
type = BGPalFX
trigger1 = Time = [10,130]
add = var(58),var(58),var(58)
time = 1
persistent = 1
ignorehitpause = 1

[State 194, BGPalFX]
type = BGPalFX
trigger1 = Time = [130,213]
add = -250,-250,-250
time = 1

[State 194, CC Beam Explod]
type = Explod
trigger1 = Time = 190
ID = 8830
anim = 8830
postype = p1
pos = -12,-0
ownpal = 1
ignorehitpause = 1
ontop = 1

[State 194, Electricity Explod]
type = Explod
anim = 8003
trigger1 = Time = 230
trigger2 = Time = 330
postype = P1
pos = 6,-3
ownpal = 1
sprpriority = 5
bindtime = -1

[State 194, EnvShake]
type = EnvShake
trigger1 = Time = 20
time = 170
freq = 100
ampl = -6

[State 194, EnvShake2]
type = EnvShake
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"
time = 1
freq = 1

[State 194, Earthquake PlaySnd]
type = PlaySnd
trigger1 = Time = 20
value = 0,4
channel = 5

[State 194, Earthquake StopSnd]
type = StopSnd
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"
channel = 5

[State 194, Fire Burst PlaySnd]
type = PlaySnd
trigger1 = Time = 190
value = 221,2
channel = 1

[State 194, Electricity PlaySnd]
type = PlaySnd
trigger1 = Time = 230
trigger2 = Time = 330
value = 0,2

[State 194, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction Dan 1 (Raging Demon)

[Statedef 9600]
type = S
ctrl = 0
;anim = 9607
anim = 9600
velset = 0,0

[State 9600, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 9600, Evil Ryu Helper]
type = Helper
trigger1 = Time = 60
helpertype = Normal
name = "EvilRyu"
postype = Front
pos = 50,0
stateno = 9605
ownpal = 1

[State 9600, ChangeAnim] ;Dan change to hit anim
type = ChangeAnim
trigger1 = Var(49) = 1
value = 9601

[State 9600, ChangeState] ;Evil Ryu change to taunt anim
type = ChangeState
trigger1 = Var(49) = 2
value = 9601

;---------------------------------------------------------------------------
; Evil Ryu Taunting Anim / Dan Lying Dead

[Statedef 9601]
type = S
ctrl = 0
anim = 9603
velset = 0,0

[State 9601, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 9601, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3,0
channel = 1

[State 9601, EnvShake]
type = EnvShake
trigger1 = AnimElem = 6
time = 20
freq = 100
ampl = -6

[State 9601, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Evil Ryu Rushing Towards Dan (Raging Demon)

[Statedef 9605]
type    = S
movetype= A
physics = N
ctrl = 0
velset = -12,0
anim = 9605
sprpriority = 2

[State 9605, Turn]
type = Turn
trigger1 = Time = 0

[State 9605, AfterImage]
type = AfterImage
trigger1 = Time = 0
length = 15
time = 100
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 9605, ParentVarSet]
type = ParentVarSet
trigger1 = ParentDist X <= 45
v = 49
value = 1

[State 9605, EnvColor]
type = EnvColor
trigger1 = Anim = 9606
trigger1 = AnimTime = 1
value = 230,230,230
time = 50

[State 9605, VelMul]
type = VelMul
trigger1 = Vel X > 0
trigger1 = ParentDist X <= 140
x = 0.91

[State 9605, VelSet]
type = VelSet
trigger1 = ParentDist X <= 45
x = 0
y = 0

[State 9605, PlaySnd] ;Warp sound
type = PlaySnd
trigger1 = Time = 0
value = 230,0
channel = 1

[State 9605, 5]
type = ChangeState
trigger1 = ParentDist X <= 45
value = 9606
ctrl = 0

;---------------------------------------------------------------------------
; Evil Ryu Grabbing Dan

[Statedef 9606]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 9606
sprpriority = 2

[State 9606, VarSet]
type = VarSet
trigger1 = Time = 0
v = 58
value = 250

[State 9606, VarAdd]
type = VarAdd
trigger1 = Time = [20,75]
v = 58
value = -4

[State 9606, EnvColor]
type = EnvColor
trigger1 = Time = [20,75]
value = var(58),var(58),var(58)
time = 1

[State 9606, EnvColor]
type = EnvColor
trigger1 = Time = 75
value = 20,20,20
time = 15

[State 9606, Exlod 1]
type = Explod
triggerall = Time = [20,70]
trigger1 = (Time%6) = 0
ontop = 1
anim = 8300
postype = p1
pos = 40, -50
random = 100, 100

[State 9606, Exlod 2]
type = Explod
triggerall = Time = [20,70]
trigger1 = (Time%6) = 1
ontop = 1
anim = 8301
postype = p1
pos = 40, -50
random = 100, 100

[State 9606, Exlod 3]
type = Explod
triggerall = Time = [20,70]
trigger1 = (Time%6) = 2
ontop = 1
anim = 8302
postype = p1
pos = 40, -50
random = 100, 100

[State 9606, PlaySnd] ;Grab sound
type = PlaySnd
trigger1 = Time = 0
value = 150,0
channel = 1

[State 9606, PlaySnd] ;Hit sounds
type = PlaySnd
trigger1 = Time = 20
trigger2 = Time = 23
trigger3 = Time = 26
trigger4 = Time = 29
trigger5 = Time = 32
trigger6 = Time = 35
trigger7 = Time = 38
trigger8 = Time = 41
trigger9 = Time = 44
trigger10 = Time = 47
trigger11 = Time = 50
trigger12 = Time = 53
trigger13 = Time = 56
trigger14 = Time = 59
trigger15 = Time = 62
trigger16 = Time = 65
trigger17 = Time = 68
trigger18 = Time = 71
value = 100,3

[State 9606, VarSet]; Makes Evil Ryu go to standing anim
type = ParentVarSet
trigger1 = Time = 90
v = 49
value = 2

[State 9606, PosAdd]
type = PosAdd
trigger1 = Time = 90
x = 70

[State 9606, VarSet]; Makes Dan go to lie dead anim
type = ChangeAnim
trigger1 = Time = 90
value = 9602

[State 9606, DestroySelf]
type = DestroySelf
trigger1 = Time = 220

;---------------------------------------------------------------------------
; Introduction Dan 2 (Hadouken)

[Statedef 9610]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 0

[State 9610, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 9610, ScreenBound]
type = ScreenBound
trigger1 = Time >=0
value = 0
movecamera = 0,0

[State 9610, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = -250

[State 9610, PosAdd2]
type = PosAdd
trigger1 = Time = 270
x = 250

[State 9610, PlaySnd]; "Hadouken"
type = PlaySnd
trigger1 = Time = 150
value = 200, 0
channel = 0

[State 9610, PlaySnd]; Evil Ryu dashing voice
type = PlaySnd
trigger1 = Time = 220
value = 10, 0
channel = 0

[State 9610, ChangeAnim]; Change to dashing anim
type = ChangeAnim
trigger1 = Time = 220
value = 9614

[State 9610, Dan Helper]
type = Helper
trigger1 = Time = 50
helpertype = Normal
name = "Dan"
postype = p1
pos = 0,0
stateno = 9611
ownpal = 1

[State 9610, ChangeState]
type = ChangeState
trigger1 = Time = 270
value = 0

;---------------------------------------------------------------------------
; Dan Rolling and Taunting

[Statedef 9611]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 9610

[State 9611, ScreenBound]
type = ScreenBound
trigger1 = Time >=0
value = 0
movecamera = 0,0

[State 9611, PosAdd]
type = PosAdd
trigger1 = Time = [0,49]
x = 5

[State 9611, MakeDust]
type = MakeDust
trigger1 = Time = [0,49]
pos = -20,-2

[State 9611, Fireball Explod]
type = Explod
trigger1 = Time = 100
anim = 9613
postype = p1
pos = 0,-50
ownpal = 1
ignorehitpause = 1
sprpriority = 2

[State 9611, PlaySnd];Fireball sound
type = PlaySnd
trigger1 = Time = 100
value = 201,0
channel = 1

[State 9611, PlaySnd];Fireball hit sound
type = PlaySnd
trigger1 = Time = 122
value = 100,3
channel = 1

[State 9611, PlaySnd];Taunt sound
type = PlaySnd
trigger1 = Time = 54
value = 9000,0
channel = 0

[State 9611, PlaySnd];Hit sound
type = PlaySnd
trigger1 = Time = 126
value = 9000,1
channel = 0

[State 9611, ChangeAnim];Change to taunt
type = ChangeAnim
trigger1 = Time = 50
value = 9611

[State 9611, ChangeAnim];Change to get hit anim
type = ChangeAnim
trigger1 = Time = 124
value = 9612

[State 9611, VelSet]
type = VelSet
trigger1 = Time = 126
x = 10
y = -8

[State 9611, VelAdd]
type = VelAdd
trigger1 = Time >= 126
y = 0.39

[State 9611, DestroySelf]
type = DestroySelf
trigger1 = Time = 200

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

[Statedef 9500]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 9500, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1300
flag = Intro

[State 9500, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = 9501
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 9500, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = 9500
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 9500, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1300
value = 0

;------------------------------------------------------------
; Introduction Against Gouki/Akuma

[Statedef 9501]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 9501, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1360
flag = Intro

[State 9501, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 160
anim = 9506
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 9501, Exlod2] ;Text
type = Explod
trigger1 = Time = 140
anim = 9505
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 9501, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1360
value = 0

;------------------------------------------------------------
; Introduction Against Ken

[Statedef 9502]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 9502, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro

[State 9502, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = 9511
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 9502, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = 9510
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 9502, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0

;------------------------------------------------------------
; Introduction Against Sagat

[Statedef 9503]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 9503, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1100
flag = Intro

[State 9503, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 100
anim = 9516
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 9503, Exlod2] ;Text
type = Explod
trigger1 = Time = 80
anim = 9515
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 9503, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1100
value = 0

;------------------------------------------------------------
; Introduction Against Evil Ken

[Statedef 9504]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 9504, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1900
flag = Intro

[State 9504, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 140
anim = 9521
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 9504, Exlod2] ;Text
type = Explod
trigger1 = Time = 120
anim = 9520
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 9504, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1900
value = 0

;------------------------------------------------------------
; Introduction Against Ryu

[Statedef 9505]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 9505, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 980
flag = Intro

[State 9505, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 80
anim = 9526
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 9505, Exlod2] ;Text
type = Explod
trigger1 = Time = 60
anim = 9525
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 9505, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 980
value = 0

;------------------------------------------------------------
; Introduction Against Silent Storm

[Statedef 9506]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 9506, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time <= 1960
flag = Intro

[State 9506, Exlod] ;Textbox background
type = Explod
trigger1 = Time = 60
anim = 9531
postype = left
pos = 160,50
ownpal = 1
sprpriority = 5

[State 9506, Exlod2] ;Text
type = Explod
trigger1 = Time = 40
anim = 9530
postype = left
pos = 160,50
ownpal = 1
ontop = 1

[State 9506, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 1960
value = 0

;---------------------------------------------------------------------------
; Taunt

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

[State 195, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 3,0
channel = 1

[State 195, EnvShake]
type = EnvShake
trigger1 = AnimElem = 5
time = 20
freq = 100
ampl = -6

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


;---------------------------------------------------------------------------
; Stand X

[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = ifelse (var(10) = 1, 0, 40)
sprpriority = 2

[State 3900, CC VelAdd]
type = VelAdd
trigger1 = Time = 0
trigger1 = Var(10) = 1
x = 3

[State 200, HitDef]
type = HitDef
triggerall = var(10) != 1
trigger1 = AnimElem = 2
attr = S, NA
damage = 20, 0
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = S8300
sparkxy = -10, -76
guard.sparkno = S8500
hitsound = S100, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.hittime = 10
air.type = High
air.velocity = -1,-3

[State 200, CC HitDef]
type = HitDef
triggerall = var(10) = 1
trigger1 = AnimElem = 2
attr = S, NA
damage = 10, 0
getpower = 0
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = S8300
sparkxy = -10, -76
guard.sparkno = S8500
hitsound = S100, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.type = High
air.velocity = -1,-3

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 110, 1
channel = 1

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand Y

[Statedef 201]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 60)
ctrl = 0
velset = 0,0
anim = 201
sprpriority = 2

[State 3900, CC VelAdd]
type = VelAdd
trigger1 = Time = 0
trigger1 = Var(10) = 1
x = 3

[State 201, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 3
attr = S, NA
damage = 40, 0
animtype = Medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = S8301
sparkxy = -10, -74
guard.sparkno = S8500
hitsound = S100, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.type = High
air.velocity = -2,-3

[State 201, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 3
attr = S, NA
damage = 20, 0
getpower = 0
animtype = Medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = S8301
sparkxy = -10, -74
guard.sparkno = S8500
hitsound = S100, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.type = High
air.velocity = -2,-3

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 110, 2
channel = 1

[State 201, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand Z

[Statedef 202]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 80)
ctrl = 0
velset = 0,0
anim = 202
sprpriority = 2

[State 3900, CC VelAdd]
type = VelAdd
trigger1 = Time = 0
trigger1 = Var(10) = 1
x = 3

[State 202, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 2
attr = S, NA
damage = 60, 0
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = S8302
sparkxy = -10, -74
guard.sparkno = S8500
hitsound = S100, 3
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.type = High
air.velocity = -4,-3

[State 202, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
attr = S, NA
damage = 30, 0
getpower = 0
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = S8302
sparkxy = -10, -74
guard.sparkno = S8500
hitsound = S100, 3
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.type = High
air.velocity = -4,-3

[State 202, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 110, 3
channel = 1

[State 202, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Close Y

[Statedef 301]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 60)
ctrl = 0
velset = 0,0
anim = 301
sprpriority = 2

[State 3900, CC VelAdd]
type = VelAdd
trigger1 = Time = 0
trigger1 = Var(10) = 1
x = 3

[State 301, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 3
attr = S, NA
damage = 40, 0
animtype = Medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = S8301
sparkxy = -10, -78
guard.sparkno = S8500
hitsound = S100, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.type = High
air.velocity = -2,-3

[State 301, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 3
attr = S, NA
damage = 20, 0
getpower = 0
animtype = Medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = S8301
sparkxy = -10, -78
guard.sparkno = S8500
hitsound = S100, 2
guardsound = S0, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.type = High
air.velocity = -2,-3

[State 301, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 110, 2
channel = 1

[State 301, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Close Z

[Statedef 302]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 80)
ctrl = 0
velset = 0,0
anim = 302
sprpriority = 2

[State 3900, CC VelAdd]
type = VelAdd
trigger1 = Time = 0
trigger1 = Var(10) = 1
x = 3

[State 302, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 2
attr = S, NA
damage = 60, 0
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = S8302
sparkxy = -10, -78
guard.sparkno = S8500
hitsound = S100, 3
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.type = High
air.velocity = -4,-3

[State 302, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
attr = S, NA
damage = 30, 0
getpower = 0
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = S8302
sparkxy = -10, -78
guard.sparkno = S8500
hitsound = S100, 3
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.type = High
air.velocity = -4,-3

[State 302, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 110, 3
channel = 1

[State 302, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Forward Y

[Statedef 206]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 80)
ctrl = 0
velset = 0,0
anim = 206
sprpriority = 2

[State 3900, CC VelAdd]
type = VelAdd
trigger1 = Time = 0
trigger1 = Var(10) = 1
x = 3

[State 206, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 3

[State 206, HitDef 1]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 5
attr = S, NA
damage = 30, 0
animtype = Medium
guardflag = H
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = S8301
sparkxy = -4, -78
guard.sparkno = S8500
hitsound = S100, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3

[State 206, HitDef 2]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 6
attr = S, NA
damage = 30, 0
animtype = Medium
guardflag = H
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = S8301
sparkxy = -10, -50
guard.sparkno = S8500
hitsound = S100, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3

[State 206, CC HitDef 1]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 5
attr = S, NA
damage = 15, 0
getpower = 0
animtype = Medium
guardflag = H
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = S8301
sparkxy = -4, -78
guard.sparkno = S8500
hitsound = S100, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3

[State 206, CC HitDef 2]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 6
attr = S, NA
damage = 15, 0
getpower = 0
animtype = Medium
guardflag = H
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = S8301
sparkxy = -10, -50
guard.sparkno = S8500
hitsound = S100, 2
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3

[State 206, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 110, 2
channel = 1

[State 206, 4]
type = PlaySnd
trigger1 = AnimElem = 6
value = 10, 0
channel = 0

[State 206, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Forward Z

[Statedef 207]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 80)
ctrl = 0
velset = 0,0
anim = 207
sprpriority = 2

[State 207, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 6

[State 207, HitDef 1]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 4
attr = S, NA
damage = 30, 0
animtype = Medium
guardflag = H
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = S8302
sparkxy = 20, -62
guard.sparkno = S8500
hitsound = S100, 5
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3

[State 207, HitDef 2]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 5
attr = S, NA
damage = 30, 0
getpower = ifelse (var(10) = 1, 0, 20)
animtype = Medium
guardflag = H
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = S8302
sparkxy = -10, -50
guard.sparkno = S8500
hitsound = S100,5
guardsound = S0,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3

[State 207, CC HitDef 1]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 4
attr = S, NA
damage = 15, 0
getpower = 0
animtype = Medium
guardflag = H
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = S8302
sparkxy = 20, -62
guard.sparkno = S8500
hitsound = S100, 5
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3

[State 207, CC HitDef 2]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 5
attr = S, NA
damage = 15, 0
getpower = 0
animtype = Medium
guardflag = H
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = S8302
sparkxy = -10, -50
guard.sparkno = S8500
hitsound = S100,5
guardsound = S0,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3

[State 207, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 110, 2
channel = 1

[State 207, 4]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 1
channel = 0

[State 207, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand A

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 40)
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2

[State 3900, CC VelAdd]
type = VelAdd
trigger1 = Time = 0
trigger1 = Var(10) = 1
x = 3

[State 210, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Light
damage    = 20, 0
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = S8300
sparkxy = -10,-40
guard.sparkno = S8500
hitsound   = S100,4
guardsound = S0,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 210, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Light
damage    = 10, 0
getpower = 0
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = S8300
sparkxy = -10,-40
guard.sparkno = S8500
hitsound   = S100,4
guardsound = S0,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 210, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 110, 1
channel = 1

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand B

[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 60)
ctrl = 0
velset = 0,0
anim = 211
sprpriority = 2

[State 3900, CC VelAdd]
type = VelAdd
trigger1 = Time = 0
trigger1 = Var(10) = 1
x = 3

[State 211, HitDef 1]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 20, 0
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = S8301
sparkxy = -10,-64
guard.sparkno = S8500
hitsound   = S100,5
guardsound = S0,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -2
air.velocity = -2,-3

[State 211, HitDef 2]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 20, 0
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = S8301
sparkxy = -10,-30
guard.sparkno = S8500
hitsound   = S100,5
guardsound = S0,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3

[State 211, CC HitDef 1]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 10, 0
getpower = 0
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = S8301
sparkxy = -10,-64
guard.sparkno = S8500
hitsound   = S100,5
guardsound = S0,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -2
air.velocity = -2,-3

[State 211, CC HitDef 2]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 10, 0
getpower = 0
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = S8301
sparkxy = -10,-30
guard.sparkno = S8500
hitsound   = S100,5
guardsound = S0,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3

[State 211, 4]
type = PlaySnd
trigger1 = AnimElem = 3
value = 110, 2
channel = 1

[State 211, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand C

[Statedef 212]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 80)
ctrl = 0
velset = 0,0
anim = 212
sprpriority = -1

[State 3900, CC VelAdd]
type = VelAdd
trigger1 = Time = 0
trigger1 = Var(10) = 1
x = 3

[State 212, 1]
type = SprPriority
trigger1 = AnimElem = 3
value = 2

[State 212, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Light
damage    = 60, 0
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 10,12
sparkno = S8302
sparkxy = -10,-76
guard.sparkno = S8500
hitsound   = S100,6
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.velocity = -4,-5

[State 212, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Light
damage    = 30, 0
getpower = 0
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 10,12
sparkno = S8302
sparkxy = -10,-76
guard.sparkno = S8500
hitsound   = S100,6
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.velocity = -4,-5

[State 212, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 110, 3
channel = 1

[State 212, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Back B

[Statedef 215]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 80)
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 215, VelSet]
type = Velset
trigger1 = AnimElem = 1
x = 3
y = -4

[State 215, VelAdd]
type = VelAdd
trigger1 = Time >= 1
y = 0.43

[State 215, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 6
attr = S, NA
animtype  = Heavy
damage    = 60, 0
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12,10
sparkno = S8301
sparkxy = -12,-56
guard.sparkno = S8500
hitsound   = S100,5
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8
air.velocity = -6,-2
air.fall = 1

[State 215, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 6
attr = S, NA
animtype  = Heavy
damage    = 30, 0
getpower = 0
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12,10
sparkno = S8301
sparkxy = -12,-56
guard.sparkno = S8500
hitsound   = S100,5
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8
air.velocity = -6,-2
air.fall = 1

[State 215, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 110, 3
channel = 1

[State 215, 4]
type = PlaySnd
trigger1 = AnimElem = 6
value = 10, 0
channel = 0

[State 215, 5]
type = ChangeState
trigger1 = AnimElem = 9
value = 220
ctrl = 0

;---------------------------------------------------------------------------
; Back B (landing)

[Statedef 220]
type    = C
movetype= I
physics = C
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 0

[State 220, Landing Sound]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 220, Landing Explod]
type = Explod
anim = 8000
trigger1 = Time = 1
postype = P1
pos = 0,2
ownpal = 1

[State 220, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 220, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Forward B

[Statedef 216]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 80)
ctrl = 0
velset = 0,0
anim = 216
sprpriority = 2

[State 3900, CC VelAdd]
type = VelAdd
trigger1 = Time = 0
trigger1 = Var(10) = 1
x = 3

[State 216, 1]
type = Velset
trigger1 = AnimElem = 1
x = 3

[State 216, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Heavy
damage    = 60, 0
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = S8301
sparkxy = -10,-50
guard.sparkno = S8500
hitsound   = S100,5
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.velocity = -4,-5

[State 216, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Heavy
damage    = 30, 0
getpower = 0
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = S8301
sparkxy = -10,-50
guard.sparkno = S8500
hitsound   = S100,5
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.velocity = -4,-5

[State 216, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 110, 2
channel = 1

[State 216, 4]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 0
channel = 0

[State 216, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Forward C (starting)

[Statedef 217]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 80)
ctrl = 0
velset = 0,0
anim = 217
sprpriority = 2

[State 217, 1]
type = PosAdd
trigger1 = Time >= 0
x = 1

[State 217, 2]
type = ChangeState
trigger1 = AnimElem = 4
value = 218

;---------------------------------------------------------------------------
; Forward C (in air)
[Statedef 218]
type    = A
movetype= A
juggle = 5
velset = 0, -2.6

[State 218, PosAdd]
type = PosAdd
trigger1 = Time >= 0
x = 1

[State 218, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = 0.20

[State 218, PosAdd]
type = PosAdd
trigger1 = Animelem = 9
x = 6

[State 218, HitDef 1]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Heavy
damage    = 40, 0
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,12
sparkno = S8302
sparkxy = -10,-54
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 14
ground.velocity = -6
air.velocity = -6,-4

[State 218, HitDef 2]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 11
attr = S, NA
animtype  = Heavy
damage    = 40, 0
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = S8302
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4,-4
air.velocity = -4,-4
fall = 1

[State 218, CC HitDef 1]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Heavy
damage    = 20, 0
getpower = 0
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,12
sparkno = S8302
sparkxy = -10,-54
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 14
ground.velocity = -6
air.velocity = -6,-4

[State 218, CC HitDef 2]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 11
getpower = 0
attr = S, NA
animtype  = Heavy
damage    = 20, 0
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = S8302
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4,-4
air.velocity = -4,-4
fall = 1

[State 218, 4]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
value = 110, 3
channel = 1

[State 218, 6]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 1
channel = 0

[State 218, 7]
type = ChangeState
trigger1 = Time >= 5
trigger1 = Pos Y >= 0
value = 219

;---------------------------------------------------------------------------
; Forward C (landing)
[Statedef 219]
type = S
movetype = I
physics = S
velset = 2, 0
anim = 218

[State 219, PosSet]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 219, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Crouch X

[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 40)
velset = 0,0
ctrl = 0
anim = 400
sprpriority = 2

[State 400, HitDef]
type = HitDef
triggerall Var(10) != 1
trigger1 = AnimElem = 2
attr = C, NA
damage    = 20, 0
priority  = 3, Hit
animtype  = Light
hitflag = MAF
guardflag = M
pausetime = 8,8
sparkno = S8300
sparkxy = -6,-48
guard.sparkno = S8500
hitsound   = S100,1
guardsound = S0,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 400, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
attr = C, NA
damage    = 10, 0
getpower = 0
priority  = 3, Hit
animtype  = Light
hitflag = MAF
guardflag = M
pausetime = 8,8
sparkno = S8300
sparkxy = -6,-48
guard.sparkno = S8500
hitsound   = S100,1
guardsound = S0,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 400, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 110, 1
channel = 1

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

;---------------------------------------------------------------------------
;Crouch Y

[Statedef 401]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 60)
velset = 0,0
ctrl = 0
anim = 401
sprpriority = 2

[State 401, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 3
attr = C, NA
damage    = 40, 0
priority  = 3, Hit
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 9,9
sparkno = S8301
sparkxy = -6,-48
guard.sparkno = S8500
hitsound   = S100,2
guardsound = S0,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3

[State 401, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 3
attr = C, NA
damage    = 20, 0
getpower = 0
priority  = 3, Hit
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 9,9
sparkno = S8301
sparkxy = -6,-48
guard.sparkno = S8500
hitsound   = S100,2
guardsound = S0,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3

[State 401, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 110, 2
channel = 1

[State 401, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouch Z

[Statedef 402]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= ifelse (var(10) = 1, 0, 80)
velset = 0,0
ctrl = 0
anim = 402
sprpriority = 2

[State 402, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 2
attr = C, NA
damage    = 60, 0
priority  = 4, Hit
animtype  = Heavy
hitflag = MAF
guardflag = M
pausetime = 10,8
sparkno = S8302
sparkxy = 0,-70
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
guard.velocity = -3
ground.velocity = 0,-14
airguard.velocity = -4,-1
air.velocity = -3,-5
fall.recover = 0
p2stateno = 403

[State 402, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
attr = C, NA
damage    = 30, 0
getpower = 0
priority  = 4, Hit
animtype  = Heavy
hitflag = MAF
guardflag = M
pausetime = 10,8
sparkno = S8302
sparkxy = 0,-70
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
guard.velocity = -3
ground.velocity = 0,-12
airguard.velocity = -4,-1
air.velocity = -3,-5
fall.recover = 0
p2stateno = 403

[State 402, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 110, 3
channel = 1

[State 402, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 2
channel = 0

[State 402, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouch Z (Hit, still on ground)

[Statedef 403]
type    = S
movetype= H
physics = N
poweradd= 0
velset = 0,0
ctrl = 0

[State 403, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = AnimExist(5012) = 1
value = 5012

[State 403, ChangeAnim2];Freeze Anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 403, PosAdd]
type = PosAdd
trigger1 = Time = 0
trigger2 = Time = 2
trigger3 = Time = 4
trigger4 = Time = 6
trigger5 = Time = 8
trigger6 = Time = 10
x = 1

[State 403, PosAdd2]
type = PosAdd
trigger1 = Time = 1
trigger2 = Time = 3
trigger3 = Time = 5
trigger4 = Time = 7
trigger5 = Time = 9
x = -1

[State 403, ChangeState]
type = ChangeState
trigger1 = Time = 10
value = 404

;---------------------------------------------------------------------------
;Crouch Z (Being hit, fly up in air)

[Statedef 404]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0

[State 404, ChangeAnim];Freeze Anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 404, VelSet]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = Time = 0
x = 0
y = -12

[State 404, VelSet2]
type = VelSet
trigger1 = Pos Y < 0
trigger1 = Time = 0
trigger1 = P2Dist X < 0
x = 3
y = -5

[State 404, VelSet3]
type = VelSet
trigger1 = Pos Y < 0
trigger1 = Time = 0
trigger1 = P2Dist X >= 0
x = -3
y = -5

[State 404, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = .39

[State 404, ChangeState]
type = ChangeState
trigger1 = Time = 10
value = 405

[State 404, SelfState]
type = SelfState
trigger1 = Pos Y < 0
trigger1 = Time = 0
value = 5030

;---------------------------------------------------------------------------
;Crouch Z (Being hit, fly up in air) Air Hit Back

[Statedef 405]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0

[State 405, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = AnimExist(5030) = 1
value = 5030

[State 405, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = .39

[State 405, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = Time >= 7
value = 406

;---------------------------------------------------------------------------
;Crouch Z (Being hit, fly up in air) Air Hit Transition

[Statedef 406]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0

[State 406, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = AnimExist(5035) = 1
value = 5035

[State 406, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = .39

[State 406, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = Time >= 14
value = 407

;---------------------------------------------------------------------------
;Crouch Z (Being hit, fly up in air) Air Recover

[Statedef 407]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0

[State 407, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = AnimExist(5050) = 1
value = 5050

[State 407, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = .39

[State 407, SelfState 1]
type = SelfState
trigger1 = Time >= 12
value = 5040
ctrl = 1

[State 407, SelfState 2]
type = SelfState
trigger1 = HitFall
value = 5050
ctrl = 0

[State 407, SelfState!]
type = SelfState
trigger1 = Pos Y > -30
trigger1 = Time >= 0
value = 5200
ctrl = 1

;---------------------------------------------------------------------------
;Crouch A

[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd= ifelse (var(10) = 1, 0, 40)
velset = 0,0
ctrl = 0
anim = 410
sprpriority = 2

[State 410, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 2
attr = C, NA
damage    = 20, 0
animtype  = Light
hitflag = MAFD
guardflag = L
priority = 3, Hit
pausetime = 8,8
sparkno = S8300
sparkxy = -10,-8
guard.sparkno = S8500
hitsound   = S100,4
guardsound = S0,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3
down.velocity = -4,-3

[State 410, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
attr = C, NA
damage    = 10, 0
getpower = 0
animtype  = Light
hitflag = MAFD
guardflag = L
priority = 3, Hit
pausetime = 8,8
sparkno = S8300
sparkxy = -10,-8
guard.sparkno = S8500
hitsound   = S100,4
guardsound = S0,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3
down.velocity = -4,-3

[State 410, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 110, 1
channel = 1

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouch B

[Statedef 411]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd= ifelse (var(10) = 1, 0, 60)
velset = 0,0
ctrl = 0
anim = 411
sprpriority = 2

[State 411, HitDef]
type = HitDef
trigger1 = Var(10) != 1
trigger1 = AnimElem = 2
attr = C, NA
damage    = 40, 0
animtype  = Medium
hitflag = MAFD
guardflag = L
priority = 4, Hit
pausetime = 9,9
sparkno = S8301
sparkxy = -10,-8
guard.sparkno = S8500
hitsound   = S100,5
guardsound = S0,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3
down.velocity = -4,-3

[State 411, CC HitDef]
type = HitDef
trigger1 = Var(10) = 1
trigger1 = AnimElem = 2
attr = C, NA
damage    = 20, 0
getpower = 0
animtype  = Medium
hitflag = MAFD
guardflag = L
priority = 4, Hit
pausetime = 9,9
sparkno = S8301
sparkxy = -10,-8
guard.sparkno = S8500
hitsound   = S100,5
guardsound = S0,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3
down.velocity = -4,-3

[State 411, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 110, 2
channel = 1

[State 411, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouch C

[Statedef 412]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd= ifelse (var(10) = 1, 0, 80)
velset = 0,0
ctrl = 0
anim = 412
sprpriority = 2

[State 412, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 2
attr = C, NA
damage    = 60, 0
animtype  = Heavy
hitflag = MAFD
guardflag = L
priority = 4, Hit
pausetime = 10,10
sparkno = S8302
sparkxy = -10,-8
guard.sparkno = S8500
hitsound   = S100,6
guardsound = S0,0
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1.5,-4.5
air.velocity = -1,-4
air.type = Trip
down.velocity = -4,-4
;down.hittime = 20
down.bounce = 1
fall.animtype = Heavy
fall = 1
air.fall = 1

[State 412, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
attr = C, NA
damage    = 30, 0
getpower = 0
animtype  = Heavy
hitflag = MAFD
guardflag = L
priority = 4, Hit
pausetime = 10,10
sparkno = S8302
sparkxy = -10,-8
guard.sparkno = S8500
hitsound   = S100,6
guardsound = S0,0
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1.5,-4.5
air.velocity = -1,-4
air.type = Trip
down.velocity = -4,-4
;down.hittime = 20
down.bounce = 1
fall.animtype = Heavy
fall = 1
air.fall = 1

[State 412, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 110, 3
channel = 1

[State 412, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Jump X

[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 40)
ctrl = 0
anim = 600
sprpriority = 2

[State 600, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 2
attr = A, NA
damage    = 20, 0
guardflag = HA
hitflag = MAF
animtype = Light
priority = 3, Hit
pausetime = 8,8
sparkno = S8300
sparkxy = -5,-58
guard.sparkno = S8500
hitsound   = S100,1
guardsound = S0,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 600, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
attr = A, NA
damage    = 10, 0
getpower = 0
guardflag = HA
hitflag = MAF
animtype = Light
priority = 3, Hit
pausetime = 8,8
sparkno = S8300
sparkxy = -5,-58
guard.sparkno = S8500
hitsound   = S100,1
guardsound = S0,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 600, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 110, 1
channel = 1

;---------------------------------------------------------------------------
;Jump Y

[Statedef 601]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 60)
ctrl = 0
anim = 601
sprpriority = 2

[State 601, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 4
trigger2  =AnimElem = 5
attr = A, NA
damage = 20, 0
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno = S8301
sparkxy = -10,-70
guard.sparkno = S8500
hitsound   = S100,2
guardsound = S0,0
animtype = Medium
ground.type = High
air.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3

[State 601, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
attr = A, NA
damage = 10, 0
getpower = 0
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno = S8301
sparkxy = -10,-70
guard.sparkno = S8500
hitsound   = S100,2
guardsound = S0,0
animtype = Medium
ground.type = High
air.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3

[State 601, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 110, 2
channel = 1

;---------------------------------------------------------------------------
;Jump Z

[Statedef 602]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 80)
ctrl = 0
anim = 602
sprpriority = 2

[State 602, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 3
attr = A, NA
damage = 60, 0
getpower = ifelse (var(10) = 1, 0, 40)
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,14
sparkno = S8302
sparkxy = -10,-55
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
animtype = Heavy
ground.type = High
air.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.velocity = -9,7
air.fall = 1

[State 602, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 3
attr = A, NA
damage = 30, 0
getpower = 0
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10,14
sparkno = S8302
sparkxy = -10,-55
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
animtype = Heavy
ground.type = High
air.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.velocity = -9,7
air.fall = 1

[State 602, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 110, 3
channel = 1

;---------------------------------------------------------------------------
;Jump A

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 40)
ctrl = 0
anim = 610
sprpriority = 2

[State 610, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 2
attr = A, NA
damage = 20, 0
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = S8300
sparkxy = 5,-50
guard.sparkno = S8500
hitsound   = S100,4
guardsound = S0,0
animtype = Light
ground.type = Low
air.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 610, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
attr = A, NA
damage = 10, 0
getpower = 0
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = S8300
sparkxy = 5,-50
guard.sparkno = S8500
hitsound   = S100,4
guardsound = S0,0
animtype = Light
ground.type = Low
air.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 610, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 110, 1
channel = 1

;---------------------------------------------------------------------------
;Jump B

[Statedef 611]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 60)
ctrl = 0
anim = 611
sprpriority = 2

[State 611, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 3
attr = A, NA
damage = 40, 0
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = S8301
sparkxy = -10,-50
guard.sparkno = S8500
hitsound   = S100,5
guardsound = S0,0
animtype = Medium
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3

[State 611, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 3
attr = A, NA
damage = 20, 0
getpower = 0
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = S8301
sparkxy = -10,-50
guard.sparkno = S8500
hitsound   = S100,5
guardsound = S0,0
animtype = Medium
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3

[State 611, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 110, 2
channel = 1

;---------------------------------------------------------------------------
;Jump C

[Statedef 612]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 80)
ctrl = 0
anim = 612
sprpriority = 2

[State 612, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 2
attr = A, NA
damage = 60, 0
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,14
sparkno = S8302
sparkxy = -15,-45
guard.sparkno = S8500
hitsound   = S100,6
guardsound = S0,0
animtype = Heavy
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.velocity = -10,7
air.fall = 1

[State 612, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
attr = A, NA
damage = 30, 0
getpower = 0
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,14
sparkno = S8302
sparkxy = -15,-45
guard.sparkno = S8500
hitsound   = S100,6
guardsound = S0,0
animtype = Heavy
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.velocity = -10,7
air.fall = 1

[State 612, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 110, 3
channel = 1

;---------------------------------------------------------------------------
;Jump Up A

[Statedef 615]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 40)
ctrl = 0
anim = 615
sprpriority = 2

[State 615, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 2
attr = A, NA
damage = 20, 0
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = S8300
sparkxy = 10,-50
guard.sparkno = S8500
hitsound   = S100,4
guardsound = S0,0
animtype = Light
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.type = High
air.velocity = -1,-3

[State 615, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
attr = A, NA
damage = 10, 0
getpower = 0
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = S8300
sparkxy = 10,-50
guard.sparkno = S8500
hitsound   = S100,4
guardsound = S0,0
animtype = Light
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.type = High
air.velocity = -1,-3

[State 615, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 110, 1
channel = 1

;---------------------------------------------------------------------------
;Jump Up B

[Statedef 616]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 60)
ctrl = 0
anim = 616
sprpriority = 2

[State 616, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 2
attr = A, NA
damage = 40, 0
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = S8301
sparkxy = 0,-80
guard.sparkno = S8500
hitsound   = S100,5
guardsound = S0,0
animtype = Medium
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-5

[State 616, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
attr = A, NA
damage = 20, 0
getpower = 0
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = S8301
sparkxy = 0,-80
guard.sparkno = S8500
hitsound   = S100,5
guardsound = S0,0
animtype = Medium
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-5

[State 616, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 110, 2
channel = 1

;---------------------------------------------------------------------------
;Jump Up C

[Statedef 617]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 80)
ctrl = 0
anim = 617
sprpriority = 2

[State 617, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 4
attr = A, NA
damage = 60, 0
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = S8302
sparkxy = -10,-55
guard.sparkno = S8500
hitsound   = S100,6
guardsound = S0,0
animtype = Heavy
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.type = Low
air.velocity = -8,-1
air.fall = 1

[State 617, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 4
attr = A, NA
damage = 30, 0
getpower = 0
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = S8302
sparkxy = -10,-55
guard.sparkno = S8500
hitsound   = S100,6
guardsound = S0,0
animtype = Heavy
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.type = Low
air.velocity = -8,-1
air.fall = 1

[State 617, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 110, 3
channel = 1

;---------------------------------------------------------------------------
;Ground Throw Attempt P

[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = -1
p1stateno = 810
p2stateno = 811
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Throwing (P)

[Statedef 810]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 810
poweradd = ifelse (var(10) = 1, 0, 80)

[State 810, PlaySnd 1]
type = PlaySnd
trigger1 = Time = 0
value = 150, 0
channel = 1

[State 810, PlaySnd 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 150, 1
channel = 1

[State 810, Width 1]
type = Width
trigger1 = Time >= 20
edge = 0,40

[State 810, Width 2]
type = Width
trigger1 = Time >= 24
edge = 0,80

[State 810, Bind 1]
type = TargetBind
trigger1 = Time = 0
pos = 40, 0

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 26, -90

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 2, -84

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -44, -65

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -60, -4

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -120

[State 810, TargetState]
type = TargetState
trigger1 = Time = 28
value = 812

[State 810, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 8010
postype = p2
pos = -20,5
ownpal = 1
ignorehitpause = 1
sprpriority = -1

[State 810, EnvShake]
type = EnvShake
trigger1 = AnimElem = 5
time = 10
ampl = -8

[State 810, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Thrown P (opponent thrown)

[Statedef 811]
type    = A
movetype= H
physics = N
velset = 0,0

[State 811, ScreenBound]
type = ScreenBound
trigger1 = Time >= 0
value = 0
movecamera = 1,0

[State 811, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 811

;---------------------------------------------------------------------------
;Thrown P (opponent thrown - down)

[Statedef 812]
type    = A
movetype= H
physics = N
velset = -3,3
poweradd = 40

[State 812, 4]
type = SelfState
trigger1 = Time = 0
value = 5100

;---------------------------------------------------------------------------
;Ground Throw Attempt K

[Statedef 801]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 801, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = -1
p1stateno = 820
p2stateno = 821
fall = 1

[State 801, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Throwing (K)

[Statedef 820]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 820
poweradd = ifelse (var(10) = 1, 0, 80)

[State 820, PlaySnd 1]
type = PlaySnd
trigger1 = Time = 0
value = 150, 0
channel = 1

[State 820, PlaySnd 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 1
channel = 0

[State 820, Width 1]
type = Width
trigger1 = Time >= 0
edge = 0,40

[State 820, Bind 1]
type = TargetBind
trigger1 = Time = 0
pos = 40, 0

[State 820, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 20, 0

[State 820, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -30, -56

[State 820, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -84, -44

[State 820, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -120

[State 820, TargetState]
type = TargetState
trigger1 = Time = 27
value = 822

[State 820, PosAdd]
type = PosAdd
trigger1 = AnimTime = 0
x = -20

[State 820, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 903
ctrl = 0

;---------------------------------------------------------------------------
;Thrown K (opponent thrown)

[Statedef 821]
type    = A
movetype= H
physics = N
velset = 0,0

[State 821, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 821

;---------------------------------------------------------------------------
;Thrown K (opponent thrown - in air)

[Statedef 822]
type    = A
movetype= H
physics = N
velset = -4,-7
poweradd = 40

[State 822, Turn]
type = Turn
trigger1 = Time = 0

[State 822, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = .39

[State 822, 4]
type = SelfState
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;Air Throw Attempt P

[Statedef 850]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 801
sprpriority = 2

[State 850, 1]
type = HitDef
Trigger1 = Time = 0
attr = A, NT
hitflag = A
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = -1
p1stateno = 860
p2stateno = 861
fall = 1

;---------------------------------------------------------------------------
;Air Throwing (P)

[Statedef 860]
type    = A
movetype= A
physics = N
anim = 850
poweradd = ifelse (var(10) = 1, 0, 80)

[State 860, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = -3

[State 860, PosAdd]
type = PosAdd
trigger1 = Time >= 30
x = 2

[State 860, PosFreeze]
type = PosFreeze
trigger1 = Time = [0,30]

[State 860, VelAdd]
type = VelAdd
trigger1 = Time >= 30
y = 0.39

[State 860, PlaySnd 1]
type = PlaySnd
trigger1 = Time = 0
value = 150, 0
channel = 1

[State 860, PlaySnd 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10,1
channel = 0

[State 860, Bind 1]
type = TargetBind
trigger1 = Time = 0
pos = 40, 0

[State 860, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 42, -86

[State 860, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 18, -88

[State 860, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -48, -75

[State 860, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -80, -40

[State 860, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -120

[State 860, TargetState]
type = TargetState
trigger1 = Time = 26
value = 862

[State 860, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
;Air Thrown P (opponent thrown)

[Statedef 861]
type    = A
movetype= H
physics = N
velset = 0,0

[State 861, PosFreeze]
type = PosFreeze
trigger1 = Time = [0,26]

[State 861, ScreenBound]
type = ScreenBound
trigger1 = Time >= 0
value = 0
movecamera = 1,0

[State 861, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 851

;---------------------------------------------------------------------------
;Air Thrown P (opponent thrown - in air)

[Statedef 862]
type    = A
movetype= H
physics = N
velset = -4,-6
poweradd = 40

[State 862, Turn]
type = Turn
trigger1 = Time = 0

[State 862, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = .39

[State 862, 4]
type = SelfState
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;Air Throw Attempt K

[Statedef 851]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 801
sprpriority = 2

[State 851, 1]
type = HitDef
Trigger1 = Time = 0
attr = A, NT
hitflag = A
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = -1
p1stateno = 870
p2stateno = 871
fall = 1

;---------------------------------------------------------------------------
;Air Throwing (K)

[Statedef 870]
type    = A
movetype= A
physics = N
anim = 860
poweradd = ifelse (var(10) = 1, 0, 80)
velset = 0,0

[State 870, VelAdd]
type = VelAdd
trigger1 = Time >= 30
y = 0.39

[State 870, PlaySnd 1]
type = PlaySnd
trigger1 = Time = 0
value = 150, 0
channel = 1

[State 870, PlaySnd 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 1
channel = 0

[State 870, Bind 1]
type = TargetBind
trigger1 = Time = 0
pos = 40, -60

[State 870, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 8, -95

[State 870, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -70, -80

[State 870, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -120

[State 870, TargetState]
type = TargetState
trigger1 = Time = 25
value = 872

[State 870, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
;Air Thrown K (opponent thrown)

[Statedef 871]
type    = A
movetype= H
physics = N
velset = 0,0

[State 871, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 861

;---------------------------------------------------------------------------
;Air Thrown K (opponent thrown - in air)

[Statedef 872]
type    = A
movetype= H
physics = N
velset = -5,-5
poweradd = 40

[State 872, Turn]
type = Turn
trigger1 = Time = 0

[State 872, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = .39

[State 872, 4]
type = SelfState
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; Zenhou Tenshin (Ground Roll) X

[Statedef 900]
type    = C
movetype= I
physics = N
juggle  = 0
poweradd= ifelse (var(10) = 1, 0, 60)
velset = 4,0
ctrl = 0
anim = 900
sprpriority = 2

[State 900, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 900, 3]
type = MakeDust
trigger1 = Time >= 0
pos = -16,0
spacing = 6

[State 900, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 20

[State 900, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 903
ctrl = 0

;---------------------------------------------------------------------------
; Zenhou Tenshin (Ground Roll) Y

[Statedef 901]
type    = C
movetype= I
physics = N
juggle  = 0
poweradd= ifelse (var(10) = 1, 0, 60)
velset = 4,0
ctrl = 0
anim = 901
sprpriority = 2

[State 901, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 901, 3]
type = MakeDust
trigger1 = Time >= 0
pos = -16,0
spacing = 6

[State 901, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 20

[State 901, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 903
ctrl = 0

;---------------------------------------------------------------------------
; Zenhou Tenshin (Ground Roll) Z

[Statedef 902]
type    = C
movetype= I
physics = N
juggle  = 0
poweradd= ifelse (var(10) = 1, 0, 60)
velset = 4,0
ctrl = 0
anim = 902
sprpriority = 2

[State 902, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 902, 3]
type = MakeDust
trigger1 = Time >= 0
pos = -16,0
spacing = 6

[State 902, 4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 20

[State 902, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 903
ctrl = 0

;---------------------------------------------------------------------------
; Zenhou Tenshin (Ground Roll) End

[Statedef 903]
type    = C
movetype= I
physics = C
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 903

[State 903, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Recovery Roll X (falling)

[Statedef 910]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0

[State 910, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = .39

[State 910, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 911

;---------------------------------------------------------------------------
; Recovery Roll X (rolling)

[Statedef 911]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 910
sprpriority = -1

[State 911, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 911, PosSet]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 911, MakeDust]
type = MakeDust
trigger1 = Time >= 0
pos = -16,0
spacing = 6

[State 911, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10

[State 911, ChangeState]
type = ChangeState
trigger1 = Time >= 10
value = 903
ctrl = 0

;---------------------------------------------------------------------------
; Recovery Roll Y (falling)

[Statedef 915]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0

[State 915, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = .39

[State 915, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 916

;---------------------------------------------------------------------------
; Recovery Roll Y (rolling)

[Statedef 916]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 910
sprpriority = -1

[State 916, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 916, VelSet]
type = VelSet
trigger1 = Time >= 0
x = 8

[State 916, PosSet]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 916, MakeDust]
type = MakeDust
trigger1 = Time >= 0
pos = -16,0
spacing = 6

[State 916, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 20

[State 916, ChangeState]
type = ChangeState
trigger1 = Time >= 18
value = 903
ctrl = 0

;---------------------------------------------------------------------------
; Recovery Roll Z (falling)

[Statedef 920]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0

[State 920, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = .39

[State 920, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 921

;---------------------------------------------------------------------------
; Recovery Roll Z (rolling)

[Statedef 921]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 910
sprpriority = -1

[State 921, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 921, VelSet]
type = VelSet
trigger1 = Time >= 0
x = 8

[State 921, PosSet]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 921, MakeDust]
type = MakeDust
trigger1 = Time >= 0
pos = -16,0
spacing = 6

[State 921, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 20

[State 921, ChangeState]
type = ChangeState
trigger1 = Time >= 26
value = 903
ctrl = 0

;---------------------------------------------------------------------------
; Recovery Roll A (falling)

[Statedef 930]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0

[State 930, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = .39

[State 930, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 931

;---------------------------------------------------------------------------
; Recovery Roll A (rolling)

[Statedef 931]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 920
sprpriority = -1

[State 931, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 931, PosSet]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 931, MakeDust]
type = MakeDust
trigger1 = Time >= 0
pos = 16,0
spacing = 6

[State 931, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 20

[State 931, ChangeState]
type = ChangeState
trigger1 = Time >= 10
value = 903
ctrl = 0

;---------------------------------------------------------------------------
; Recovery Roll B (falling)

[Statedef 935]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0

[State 935, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = .39

[State 935, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 936

;---------------------------------------------------------------------------
; Recovery Roll B (rolling)

[Statedef 936]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = -8,0
ctrl = 0
anim = 920
sprpriority = -1

[State 936, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 936, VelSet]
type = VelSet
trigger1 = Time >= 0
x = -8

[State 936, PosSet]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 936, MakeDust]
type = MakeDust
trigger1 = Time >= 0
pos = 16,0
spacing = 6

[State 936, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 20

[State 936, ChangeState]
type = ChangeState
trigger1 = Time >= 18
value = 903
ctrl = 0

;---------------------------------------------------------------------------
; Recovery Roll C (falling)

[Statedef 940]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0

[State 940, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = .39

[State 940, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 941

;---------------------------------------------------------------------------
; Recovery Roll C (rolling)

[Statedef 941]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = -8,0
ctrl = 0
anim = 920
sprpriority = -1

[State 941, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 941, VelSet]
type = VelSet
trigger1 = Time >= 0
x = -8

[State 941, PosSet]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 941, MakeDust]
type = MakeDust
trigger1 = Time >= 0
pos = 16,0
spacing = 6

[State 941, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 20

[State 941, ChangeState]
type = ChangeState
trigger1 = Time >= 26
value = 903
ctrl = 0

;---------------------------------------------------------------------------
; Alpha Counter (Start)

[Statedef 950]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 950
poweradd = -500
sprpriority = 2

[State 950, Flash Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 8095
pos  =  39,-77
postype = P1
sprpriority = 3
ignorehitpause = 1
supermovetime = 20
ownpal = 1

[State 950, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 950, SuperPause]
type = SuperPause
trigger1 = AnimElem = 2
anim = -1
darken = 0
time = 20
movetime = 20

[State 950, Flash]
type = EnvColor
trigger1 = Time = 0
value = 255, 255, 255
time = 1

[State 950, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

[State 950, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 951
ctrl = 0

;---------------------------------------------------------------------------
; Shouryuu Ken Alpha Counter (Dragon Punch) (start)

[Statedef 951]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 0
ctrl = 0
anim = 1520
sprpriority = 2

[State 952, Whirl Explod]
type = Explod
trigger1 = P2StateNo = 952
trigger1 = P2MoveType = H
persistent = 0
anim = 8090
pos  =  10,-22
postype = P2
sprpriority = 1
ID = 950
ignorehitpause = 1
bindtime = -1
ownpal = 1

[State 951, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Heavy
damage    = 80, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 10,10
sparkno = S8400
sparkxy = -10,-40
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6,-10
air.type = Low
air.velocity = -6,-8
air.juggle = 3
fall = 1
p2stateno = 952
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 951, Special Explod Dust]
type = Explod
trigger1 = AnimElem = 1
anim = 8070
postype = p1
pos = 30,5
ownpal = 1
ignorehitpause = 1
sprpriority = 4

[State 951, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 951, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 220, 0
channel = 0

[State 951, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1521

;---------------------------------------------------------------------------
; Alpha Counter GetHit State

[Statedef 952]
type    = A
movetype= H
physics = N
ctrl = 0

[State 952, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 952

[State 952, PosSet]
type = PosSet
trigger1 = Time = 0
trigger1 = Pos Y >= -20
y = -30

[State 952, PosFreeze]
type = PosFreeze
trigger1 = Time = [0,12]

[State 952, VelSet]
type = VelSet
trigger1 = Time = 12
x = -5
y = -9

[State 952, 6] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .39

[State 952, 7]
type = SelfState
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; Parrying Standing

[Statedef 960]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 960
sprpriority = 2
velset = 0,0

[State 960, PalFX 1]
type = PalFX
trigger1 = Time = [0, 1]
time = 1
add = -20,-20,20
ignorehitpause = 1
[State 960, PalFX 2]
type = PalFX
trigger1 = Time = [2, 3]
time = 1
add = -20,-20,60
ignorehitpause = 1
[State 960, PalFX 3]
type = PalFX
trigger1 = Time = [4, 5]
time = 1
add = -20,-20,80
ignorehitpause = 1
[State 960, PalFX 1]
type = PalFX
trigger1 = Time >= 6
time = 1
add = -20,-20,100
ignorehitpause = 1

[State 960, SuperPause]
type = SuperPause
trigger1 = Time = 0
anim = S8819
pos = -24,-68
sound = S0,3
darken = 0
time = 12
movetime = 12

[State 960, NotHitBy]
type = NotHitBy
trigger1 = Time <= 12
value = SCA

[State 960, CtrlSet]
type = CtrlSet
trigger1 = Time = 12
value = 1

[State 960, VarSet 1]
type = VarSet
trigger1 = (Time = 10) && (command != "tapfwd")
v = 5
value = 0

[State 960, VarSet 2]
type = VarSet
trigger1 = command = "tapfwd"
v = 5
value = 1

[State 960, ChangeState]
type = ChangeState
trigger1 = Time = 22
value = 00
ctrl = 1

;---------------------------------------------------------------------------
; Parrying Crouching

[Statedef 961]
type    = C
movetype= A
physics = S
ctrl = 0
anim = 961
sprpriority = 2
velset = 0,0

[State 961, PalFX 1]
type = PalFX
trigger1 = Time = [0, 1]
time = 1
add = -20,-20,20
ignorehitpause = 1
[State 961, PalFX 2]
type = PalFX
trigger1 = Time = [2, 3]
time = 1
add = -20,-20,60
ignorehitpause = 1
[State 961, PalFX 3]
type = PalFX
trigger1 = Time = [4, 5]
time = 1
add = -20,-20,80
ignorehitpause = 1
[State 961, PalFX 1]
type = PalFX
trigger1 = Time >= 6
time = 1
add = -20,-20,100
ignorehitpause = 1

[State 961, SuperPause]
type = SuperPause
trigger1 = Time = 0
anim = S8819
pos = -6,-40
sound = S0,3
darken = 0
time = 12
movetime = 12

[State 961, NotHitBy]
type = NotHitBy
trigger1 = Time <= 12
value = SCA

[State 961, CtrlSet]
type = CtrlSet
trigger1 = Time = 12
value = 1

[State 961, ChangeState]
type = ChangeState
trigger1 = Time = 22
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Parrying Air

[Statedef 962]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 962
sprpriority = 2

[State 962, PalFX 1]
type = PalFX
trigger1 = Time = [0, 1]
time = 1
add = -20,-20,20
ignorehitpause = 1
[State 962, PalFX 2]
type = PalFX
trigger1 = Time = [2, 3]
time = 1
add = -20,-20,60
ignorehitpause = 1
[State 962, PalFX 3]
type = PalFX
trigger1 = Time = [4, 5]
time = 1
add = -20,-20,80
ignorehitpause = 1
[State 962, PalFX 1]
type = PalFX
trigger1 = Time >= 6
time = 1
add = -20,-20,100
ignorehitpause = 1

[State 962, SuperPause]
type = SuperPause
trigger1 = Time = 0
anim = S8819
pos = 0,-76
sound = S0,3
darken = 0
time = 12
movetime = 12

[State 962, PosFreeze]
type = PosFreeze
trigger1 = 1

[State 962, NotHitBy]
type = NotHitBy
trigger1 = Time <= 12
value = SCA

[State 962, CtrlSet]
type = CtrlSet
trigger1 = Time = 12
value = 1

[State 962, ChangeState]
type = ChangeState
trigger1 = Time = 22
trigger2 = command = "holdfwd" && Time >= 12
value = 963
ctrl = 1

;---------------------------------------------------------------------------
; Parrying Air

[Statedef 963]
type    = A
movetype= I
physics = A
ctrl = 1
anim = 963
sprpriority = 1

[State 963, VarSet]
type = VarSet
trigger1 = Command = "tapfwd"
v = 9
value = 8

[State 963, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; Guard Push

[Statedef 980]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 980
sprpriority = 2

[State 980, VelMul]
type = VelMul
trigger1 = 1
x = 0.75

[State 980, VelSet]
type = VelSet
trigger1 = Time = 10
x = 0

[State 980, Width]
type = Width
trigger1 = 1
value = 10,0

[State 980, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 23

[State 980, PlaySnd 1]
type = PlaySnd
trigger1 = Time = 0
value = 10,0
channel = 0

[State 980, PlaySnd 2]
type = PlaySnd
trigger1 = Time = 0
value = 160,0

[State 980, Push Spark]
type = Explod
trigger1 = Time = 0
anim = 8800
ID = 8800
postype = p1
pos = 51,-57
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 3

[State 980, Guard Push Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 981
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 980, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Guard Push (Helper)

[Statedef 981]
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 981
sprpriority = -4

[State 981, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 981, VelSet 1]
type = VelSet
trigger1 = Time = [0,10]
x = 30

[State 981, VelSet 2]
type = VelSet
trigger1 = Time = [11,13]
x = 20

[State 981, VelSet 2]
type = VelSet
trigger1 = Time >= 14
x = 10

[State 981, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 981, DestroySelf]
type = DestroySelf
trigger1 = Time >= 18

;---------------------------------------------------------------------------
; Guard Push (Crouching)

[Statedef 982]
type    = C
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 982
sprpriority = 2

[State 982, VelMul]
type = VelMul
trigger1 = 1
x = 0.75

[State 982, VelSet]
type = VelSet
trigger1 = Time = 10
x = 0

[State 982, Width]
type = Width
trigger1 = 1
value = 10,0

[State 982, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 23

[State 982, PlaySnd 1]
type = PlaySnd
trigger1 = Time = 0
value = 10,0
channel = 0

[State 982, PlaySnd 2]
type = PlaySnd
trigger1 = Time = 0
value = 160,0

[State 982, Push Spark]
type = Explod
trigger1 = Time = 0
anim = 8800
ID = 8800
postype = p1
pos = 50,-48
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 3

[State 982, Guard Push Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 981
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 982, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Guard Push (Air)

[Statedef 983]
type    = A
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 983
sprpriority = 2

[State 983, VelMul]
type = VelMul
trigger1 = 1
x = 0.75

[State 983, VelSet]
type = VelSet
trigger1 = Time = 10
x = 0

[State 983, Width]
type = Width
trigger1 = 1
value = 10,0

[State 983, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 23

[State 983, PlaySnd 1]
type = PlaySnd
trigger1 = Time = 0
value = 10,0
channel = 0

[State 983, PlaySnd 2]
type = PlaySnd
trigger1 = Time = 0
value = 160,0

[State 983, Push Spark]
type = Explod
trigger1 = Time = 0
anim = 8800
ID = 8800
postype = p1
pos = 40,-84
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 3

[State 983, Guard Push Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 985
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 983, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 984
ctrl = 1

;---------------------------------------------------------------------------
; Guard Push (Air - Falling)

[Statedef 984]
type    = A
movetype= I
physics = A
poweradd= 0
ctrl = 1
anim = 984
sprpriority = 1

[State 984, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
; Guard Push (Air Helper)

[Statedef 985]
type    = A
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 985
sprpriority = -4

[State 985, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 985, VelSet 1]
type = VelSet
trigger1 = Time = [0,10]
x = 30

[State 985, VelSet 2]
type = VelSet
trigger1 = Time = [11,13]
x = 20

[State 985, VelSet 2]
type = VelSet
trigger1 = Time >= 14
x = 10

[State 985, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 985, DestroySelf]
type = DestroySelf
trigger1 = Time >= 18

;---------------------------------------------------------------------------
; LieDown Recovery

[Statedef 990]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 990

[State 990, VelSet1]
type = VelSet
trigger1 = AnimElem = 4
x = -7
y = -1.8

[State 990, VelAdd]
type = VelAdd
trigger1 = Time >= 10
x = 0.25
y = 0.39

[State 990, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 990, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 990, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 10
value = 52
ctrl = 0

;---------------------------------------------------------------------------
;AI Super Jump

[Statedef 998]
type    = A
physics = A
ctrl = 1
anim = 42
velset = 0, -12

[State 998, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,0

[State 998, AfterImage]
type = AfterImage
trigger1 = Time = 3
trigger1 = Var(10) != 1
length = 10
time = 40
framegap = 2
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 998, 2a]
type = VelSet
trigger1 = Time = [0,5]
x = 4

[State 998, ChangeAnim]
type = ChangeAnim
trigger1 = Time = [0,5]
trigger2 = Var(3) = 1 && Time = [0,5];AI Super Jump
value = 42

;---------------------------------------------------------------------------
;Super Jump

[Statedef 999]
type    = A
physics = A
ctrl = 1
anim = 41
velset = 0, -12

[State 999, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,0

[State 999, AfterImage]
type = AfterImage
trigger1 = Time = 3
trigger1 = Var(10) != 1
length = 10
time = 40
framegap = 2
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 999, 1a]
type = VelAdd
triggerall = Vel X >= -2
trigger1 = command = "holdback"
trigger1 = Anim != 43
;trigger1 = (Anim != 42)||(Anim != 43)
x = -0.1

[State 999, 1b]
type = VelAdd
triggerall = Vel X <= 2.5
trigger1 = command = "holdfwd"
trigger1 = Anim != 42
;trigger1 = (Anim != 42)||(Anim != 43)
x = 0.25

[State 999, 2a]
type = VelSet
trigger1 = Anim = 42
trigger1 = Time = [0,5]
x = 4

[State 999, 2b]
type = VelSet
trigger1 = Anim = 43
trigger1 = Time = [0,5]
x = -3.5

[State 999, ChangeAnim] ;Change to jumping forward anim
type = ChangeAnim
trigger1 = Vel X > 0
trigger1 = Time = [0,5]
trigger2 = Var(3) = 1 && Time = [0,5];AI Super Jump
value = 42

[State 998, ChangeAnim2] ;Change to jumping back anim
type = ChangeAnim
trigger1 = Vel X < 0
trigger1 = Time = [0,5]
value = 43

;---------------------------------------------------------------------------
; Hadouken X

[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 80)
ctrl = 0
velset = 0,0
anim = 1000
sprpriority = 2

[State 1000, Width]
type = Width
trigger1 = Time = [6,37]
value = 10,0

[State 1000, Projectile Far]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 4
trigger1 = P2BodyDist X > 100
ProjID = 1000
projanim = 1005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 2
projmisstime = 0
offset = 60,-52
velocity = 3,0
attr = S, SP
animtype  = Heavy
damage    = 30,5
guardflag = MA
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2,-2
air.velocity = -4,-3
air.animtype = Back
air.juggle = 5
air.fall = 1
fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1000, Projectile Close]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 4
trigger1 = P2BodyDist X <= 100
ProjID = 1000
projanim = 1005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 2
projmisstime = 0
offset = 60,-52
velocity = 3,0
attr = S, SP
animtype  = Heavy
damage    = 30,5
guardflag = MA
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-6
air.velocity = -10,-4
air.animtype = Back
air.juggle = 5
fall = 1
fall.recover = 0
air.fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1000, CC Projectile Far]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 4
trigger1 = P2BodyDist X > 100
ProjID = 1000
projanim = 1005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 2
projmisstime = 0
offset = 60,-52
velocity = 3,0
attr = S, SP
animtype  = Heavy
damage    = 15,5
getpower = 0
guardflag = MA
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2,-2
air.velocity = -4,-3
air.animtype = Back
air.juggle = 5
air.fall = 1
fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1000, CC Projectile Close]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 4
trigger1 = P2BodyDist X <= 100
ProjID = 1000
projanim = 1005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 2
projmisstime = 0
offset = 60,-52
velocity = 3,0
attr = S, SP
animtype  = Heavy
damage    = 15,5
getpower = 0
guardflag = MA
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-6
air.velocity = -10,-4
air.animtype = Back
air.juggle = 5
fall = 1
fall.recover = 0
air.fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1000, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 200, 0
channel = 0

[State 1000, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 201, 0
channel = 1

[State 1000, Explod 1];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = -8,-20
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 1000, Explod 2];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(101) < 1
anim = 8101
ID = 101
postype = p2
pos = -20,-60
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1000, Special Explod Dust]
type = Explod
trigger1 = AnimElem = 1
anim = 8070
postype = p1
pos = 25,5
ownpal = 1
ignorehitpause = 1
sprpriority = 4

[State 1000, Fireball Dust Trail Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
name = "dusttrail"
postype = p1
pos = 40,10
stateno = 1021
ownpal = 1
persistent = 0

[State 1000, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hadouken Y

[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 90)
ctrl = 0
velset = 0,0
anim = 1000
sprpriority = 2

[State 1010, Width]
type = Width
trigger1 = Time = [6,37]
value = 10,0

[State 1010, Projectile Far]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 4
trigger1 = P2BodyDist X > 100
ProjID = 1000
projanim = 1015
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 2
projmisstime = 0
offset = 60,-52
velocity = 4,0
attr = S, SP
animtype  = Heavy
damage    = 40,5
guardflag = MA
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4,-2
air.velocity = -5,-3
air.animtype = Back
air.juggle = 5
fall = 1
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1010, Projectile Close]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 4
trigger1 = P2BodyDist X <= 100
ProjID = 1000
projanim = 1015
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 2
projmisstime = 0
offset = 60,-52
velocity = 4,0
attr = S, SP
animtype  = Heavy
damage    = 40,5
guardflag = MA
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -11,-6.5
air.velocity = -11,-4.5
air.animtype = Back
air.juggle = 5
fall = 1
fall.recover = 0
air.fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1010, CC Projectile Far]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 4
trigger1 = P2BodyDist X > 100
ProjID = 1000
projanim = 1015
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 2
projmisstime = 0
offset = 60,-52
velocity = 4,0
attr = S, SP
animtype  = Heavy
damage    = 20,5
getpower = 0
guardflag = MA
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4,-2
air.velocity = -5,-3
air.animtype = Back
air.juggle = 5
fall = 1
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1010, CC Projectile Close]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 4
trigger1 = P2BodyDist X <= 100
ProjID = 1000
projanim = 1015
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 2
projmisstime = 0
offset = 60,-52
velocity = 4,0
attr = S, SP
animtype  = Heavy
damage    = 20,5
getpower = 0
guardflag = MA
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -11,-6.5
air.velocity = -11,-4.5
air.animtype = Back
air.juggle = 5
fall = 1
fall.recover = 0
air.fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1010, Explod 1];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = -8,-20
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 1010, Explod 2];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(101) < 1
anim = 8101
ID = 101
postype = p2
pos = -20,-60
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1010, Special Explod Dust]
type = Explod
trigger1 = AnimElem = 1
anim = 8070
postype = p1
pos = 25,5
ownpal = 1
ignorehitpause = 1
sprpriority = 4

[State 1010, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 200, 0
channel = 0

[State 1010, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 201, 0
channel = 1

[State 1010, Fireball Dust Trail Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
name = "dusttrail"
postype = p1
pos = 40,10
stateno = 1021
ownpal = 1
persistent = 0

[State 1010, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hadouken Z

[Statedef 1020]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 100)
ctrl = 0
velset = 0,0
anim = 1000
sprpriority = 2

[State 1020, Width]
type = Width
trigger1 = Time = [6,37]
value = 10,0

[State 1020, Projectile Far]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 4
trigger1 = P2BodyDist X > 100
ProjID = 1000
projanim = 1025
projhitanim = 1026
projpriority = 1
projshadow = -1
projhits = 3
projmisstime = 0
offset = 60,-52
velocity = 6.5,0
attr = S, SP
animtype  = Heavy
damage    = 30,5
guardflag = MA
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-3
air.velocity = -6,-3
air.animtype = Back
air.juggle = 5
fall = 1
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1020, Projectile Close]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 4
trigger1 = P2BodyDist X <= 100
ProjID = 1000
projanim = 1025
projhitanim = 1026
projpriority = 1
projshadow = -1
projhits = 3
projmisstime = 0
offset = 60,-52
velocity = 6.5,0
attr = S, SP
animtype  = Heavy
damage    = 30,5
guardflag = MA
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -12,-7
air.velocity = -12,-5
air.animtype = Back
air.juggle = 5
fall = 1
fal.recover = 0
air.fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1020, CC Projectile Far]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 4
trigger1 = P2BodyDist X > 100
ProjID = 1000
projanim = 1025
projhitanim = 1026
projpriority = 1
projshadow = -1
projhits = 3
projmisstime = 0
offset = 60,-52
velocity = 6.5,0
attr = S, SP
animtype  = Heavy
damage    = 15,5
getpower = 0
guardflag = MA
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-3
air.velocity = -6,-3
air.animtype = Back
air.juggle = 5
fall = 1
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1020, CC Projectile Close]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 4
trigger1 = P2BodyDist X <= 100
ProjID = 1000
projanim = 1025
projhitanim = 1026
projpriority = 1
projshadow = -1
projhits = 3
projmisstime = 0
offset = 60,-52
velocity = 6.5,0
attr = S, SP
animtype  = Heavy
damage    = 15,5
getpower = 0
guardflag = MA
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -12,-7
air.velocity = -12,-5
air.animtype = Back
air.juggle = 5
fall = 1
fal.recover = 0
air.fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1020, Explod 1];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = -8,-20
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 1020, Explod 2];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(101) < 1
anim = 8101
ID = 101
postype = p2
pos = -20,-60
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1020, Special Explod Dust]
type = Explod
trigger1 = AnimElem = 1
anim = 8070
postype = p1
pos = 25,5
ownpal = 1
ignorehitpause = 1
sprpriority = 4

[State 1020, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 200, 0
channel = 0

[State 1020, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 201, 0
channel = 1

[State 1020, Fireball Dust Trail Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
name = "dusttrail"
postype = p1
pos = 40,10
stateno = 1021
ownpal = 1
persistent = 0

[State 1020, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Fireball Dust Trail Helper

[Statedef 1021]
type = C
movetype = I
ctrl = 0
anim = 8075
sprpriority = 5

[State 1021, VelSet X]
type = VelSet
trigger1 = Time = 0
trigger1 = parent, StateNo = 1000
x = 3

[State 1021, VelSet Y]
type = VelSet
trigger1 = Time = 0
trigger1 = parent, StateNo = 1010
x = 4

[State 1021, VelSet Z]
type = VelSet
trigger1 = Time = 0
trigger1 = parent, StateNo = 1020
x = 6.5

[State 1021, VelSet X];Shaku Netsu Hadouken X
type = VelSet
trigger1 = Time = 0
trigger1 = parent, StateNo = 1800
x = 4

[State 1021, VelSet Y];Shaku Netsu Hadouken Y
type = VelSet
trigger1 = Time = 0
trigger1 = parent, StateNo = 1810
x = 5.5

[State 1021, VelSet Z];Shaku Netsu Hadouken Z
type = VelSet
trigger1 = Time = 0
trigger1 = parent, StateNo = 1820
x = 7

[State 1021, VelSet Denjin];Denjin Hadouken
type = VelSet
trigger1 = Time = 0
trigger1 = parent, StateNo = 3601
x = 4

[State 1021, ChangeState]
type = ChangeState
trigger1 = parent, Var(50) = 1
trigger2 = FrontEdgeBodyDist <= -100
value = 1022

;---------------------------------------------------------------------------
; Fireball Dust Trail Helper (End)

[Statedef 1022]
type = C
movetype = I
ctrl = 0
anim = 8076
velset = 1,0
sprpriority = 5

[State 1022, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; Zankuu Hadouken X (horizontal fireball)

[Statedef 1050]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 80)
ctrl = 0
anim = 1050
sprpriority = 2

[State 1050, VelMul]
type = VelMul
trigger1 = Time = 0
x = .08
y = .08

[State 1050, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
y = 0

[State 1050, VelAdd]
type = VelAdd
trigger1 = Time >= 39
y = .39

[State 1050, Projectile Far 1]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 2
trigger1 = P2BodyDist X > 100
projid = 1000
projanim = 1005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 1
projmisstime = 0
offset = 40,-76
velocity = 3,0
attr = A, SP
animtype  = Heavy
damage    = 30,3
guardflag = MA
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8
air.velocity = -6,-2
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1050, Projectile Far 2]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 5
trigger1 = P2BodyDist X > 100
projid = 1000
projanim = 1005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 1
projmisstime = 0
offset = 40,-70
velocity = 3,0
attr = A, SP
animtype  = Heavy
damage    = 30,3
guardflag = MA
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8
air.velocity = -6,-2
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1050, Projectile Close 1]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 2
trigger1 = P2BodyDist X <= 100
projid = 1000
projanim = 1005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 1
projmisstime = 0
offset = 40,-76
velocity = 3,0
attr = A, SP
animtype  = Heavy
damage    = 30,3
guardflag = MA
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2,-8
air.velocity = -2,-8
air.animtype = Back
air.juggle = 3
fall = 1
fall.recover = 0
air.fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1050, Projectile Close 2]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 5
trigger1 = P2BodyDist X <= 100
projid = 1000
projanim = 1005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 1
projmisstime = 0
offset = 40,-70
velocity = 3,0
attr = A, SP
animtype  = Heavy
damage    = 30,3
guardflag = MA
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-6
air.velocity = -10,-4
air.animtype = Back
air.juggle = 3
fall = 1
fall.recover = 0
air.fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1050, CC Projectile Far 1]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
trigger1 = P2BodyDist X > 100
projid = 1000
projanim = 1005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 1
projmisstime = 0
offset = 40,-76
velocity = 3,0
attr = A, SP
animtype  = Heavy
damage    = 15,3
getpower = 0
guardflag = MA
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8
air.velocity = -6,-2
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1050, CC Projectile Far 2]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 5
trigger1 = P2BodyDist X > 100
projid = 1000
projanim = 1005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 1
projmisstime = 0
offset = 40,-70
velocity = 3,0
attr = A, SP
animtype  = Heavy
damage    = 15,3
getpower = 0
guardflag = MA
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8
air.velocity = -6,-2
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1050, CC Projectile Close 1]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
trigger1 = P2BodyDist X <= 100
projid = 1000
projanim = 1005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 1
projmisstime = 0
offset = 40,-76
velocity = 3,0
attr = A, SP
animtype  = Heavy
damage    = 15,3
getpower = 0
guardflag = MA
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2,-8
air.velocity = -2,-8
air.animtype = Back
air.juggle = 3
fall = 1
fall.recover = 0
air.fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1050, CC Projectile Close 2]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 5
trigger1 = P2BodyDist X <= 100
projid = 1000
projanim = 1005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 1
projmisstime = 0
offset = 40,-70
velocity = 3,0
attr = A, SP
animtype  = Heavy
damage    = 15,3
getpower = 0
guardflag = MA
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-6
air.velocity = -10,-4
air.animtype = Back
air.juggle = 3
fall = 1
fall.recover = 0
air.fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1050, Explod 1];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = -8,-20
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 1050, Explod 2];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(101) < 1
anim = 8101
ID = 101
postype = p2
pos = -20,-60
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1050, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200, 0
channel = 0

[State 1050, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
value = 201, 0
channel = 1

[State 1050, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 38
value = 1051
ctrl = 0

;---------------------------------------------------------------------------
; Zankuu Hadouken Y (horizontal fireball)

[Statedef 1060]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 90)
ctrl = 0
anim = 1050
sprpriority = 2

[State 1060, VelMul]
type = VelMul
trigger1 = Time = 0
x = .08
y = .08

[State 1060, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
y = 0

[State 1060, VelAdd]
type = VelAdd
trigger1 = Time >= 39
y = .39

[State 1060, Projectile Far 1]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 2
trigger1 = P2BodyDist X > 100
projid = 1000
projanim = 1015
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 2
projmisstime = 0
offset = 40,-76
velocity = 4,0
attr = A, SP
animtype  = Heavy
damage    = 20,2
guardflag = MA
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9
air.velocity = -7,-2
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1060, Projectile Far 2]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 5
trigger1 = P2BodyDist X > 100
projid = 1000
projanim = 1015
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 2
projmisstime = 0
offset = 40,-70
velocity = 4,0
attr = A, SP
animtype  = Heavy
damage    = 20,2
guardflag = MA
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9
air.velocity = -7,-2
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1060, Projectile Close 1]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 2
trigger1 = P2BodyDist X <= 100
projid = 1000
projanim = 1015
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 2
projmisstime = 0
offset = 40,-76
velocity = 4,0
attr = A, SP
animtype  = Heavy
damage    = 20,2
guardflag = MA
pausetime = 4,12
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-6
air.velocity = -10,-4
air.animtype = Back
fall = 1
fall.recover = 0
air.juggle = 3
air.fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1060, Projectile Close 2]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 5
trigger1 = P2BodyDist X <= 100
projid = 1000
projanim = 1015
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 2
projmisstime = 0
offset = 40,-70
velocity = 4,0
attr = A, SP
animtype  = Heavy
damage    = 20,2
guardflag = MA
pausetime = 4,12
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-6
air.velocity = -10,-4
air.animtype = Back
fall = 1
fall.recover = 0
air.juggle = 3
air.fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1060, CC Projectile Far 1]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
trigger1 = P2BodyDist X > 100
projid = 1000
projanim = 1015
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 2
projmisstime = 0
offset = 40,-76
velocity = 4,0
attr = A, SP
animtype  = Heavy
damage    = 10,2
getpower = 0
guardflag = MA
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9
air.velocity = -7,-2
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1060, CC Projectile Far 2]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 5
trigger1 = P2BodyDist X > 100
projid = 1000
projanim = 1015
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 2
projmisstime = 0
offset = 40,-70
velocity = 4,0
attr = A, SP
animtype  = Heavy
damage    = 10,2
getpower = 0
guardflag = MA
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9
air.velocity = -7,-2
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1060, CC Projectile Close 1]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
trigger1 = P2BodyDist X <= 100
projid = 1000
projanim = 1015
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 2
projmisstime = 0
offset = 40,-76
velocity = 4,0
attr = A, SP
animtype  = Heavy
damage    = 10,2
getpower = 0
guardflag = MA
pausetime = 4,12
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-6
air.velocity = -10,-4
air.animtype = Back
fall = 1
fall.recover = 0
air.juggle = 3
air.fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1060, CC Projectile Close 2]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 5
trigger1 = P2BodyDist X <= 100
projid = 1000
projanim = 1015
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 2
projmisstime = 0
offset = 40,-70
velocity = 4,0
attr = A, SP
animtype  = Heavy
damage    = 10,2
getpower = 0
guardflag = MA
pausetime = 4,12
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-6
air.velocity = -10,-4
air.animtype = Back
fall = 1
fall.recover = 0
air.juggle = 3
air.fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1060, Explod 1];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = -8,-20
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 1060, Explod 2];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(101) < 1
anim = 8101
ID = 101
postype = p2
pos = -20,-60
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1060, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200, 0
channel = 0

[State 1060, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
value = 201, 0
channel = 1

[State 1060, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 38
value = 1051
ctrl = 0

;---------------------------------------------------------------------------
; Zankuu Hadouken Z (horizontal fireball)

[Statedef 1070]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 100)
ctrl = 0
anim = 1050
sprpriority = 2

[State 1070, VelMul]
type = VelMul
trigger1 = Time = 0
x = .08
y = .08

[State 1070, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
y = 0

[State 1070, VelAdd]
type = VelAdd
trigger1 = Time >= 39
y = .39

[State 1070, Projectile Far 1]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 2
trigger1 = P2BodyDist X > 100
projid = 1000
projanim = 1025
projhitanim = 1026
projpriority = 1
projshadow = -1
projhits = 3
projmisstime = 0
offset = 40,-76
velocity = 6,0
attr = A, SP
animtype  = Heavy
damage    = 15,2
guardflag = MA
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10
air.velocity = -8,-2
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1070, Projectile Far 2]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 5
trigger1 = P2BodyDist X > 100
projid = 1000
projanim = 1025
projhitanim = 1026
projpriority = 1
projshadow = -1
projhits = 3
projmisstime = 0
offset = 40,-70
velocity = 6,0
attr = A, SP
animtype  = Heavy
damage    = 15,2
guardflag = MA
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10
air.velocity = -8,-2
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1070, Projectile Close 1]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 2
trigger1 = P2BodyDist X <= 100
projid = 1000
projanim = 1025
projhitanim = 1026
projpriority = 1
projshadow = -1
projhits = 3
projmisstime = 0
offset = 40,-76
velocity = 6,0
attr = A, SP
animtype  = Heavy
damage    = 15,2
guardflag = MA
pausetime = 4,12
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-6
air.velocity = -10,-4
air.animtype = Back
fall = 1
fall.recover = 0
air.juggle = 3
air.fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1070, Projectile Close 2]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 5
trigger1 = P2BodyDist X <= 100
projid = 1000
projanim = 1025
projhitanim = 1026
projpriority = 1
projshadow = -1
projhits = 3
projmisstime = 0
offset = 40,-70
velocity = 6,0
attr = A, SP
animtype  = Heavy
damage    = 15,2
getpower = ifelse (var(10) = 1, 0, 20)
guardflag = MA
pausetime = 4,12
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-6
air.velocity = -10,-4
air.animtype = Back
fall = 1
fall.recover = 0
air.juggle = 3
air.fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1070, CC Projectile Far 1]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
trigger1 = P2BodyDist X > 100
projid = 1000
projanim = 1025
projhitanim = 1026
projpriority = 1
projshadow = -1
projhits = 3
projmisstime = 0
offset = 40,-76
velocity = 6,0
attr = A, SP
animtype  = Heavy
damage    = 7,2
getpower = 0
guardflag = MA
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10
air.velocity = -8,-2
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1070, CC Projectile Far 2]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 5
trigger1 = P2BodyDist X > 100
projid = 1000
projanim = 1025
projhitanim = 1026
projpriority = 1
projshadow = -1
projhits = 3
projmisstime = 0
offset = 40,-70
velocity = 6,0
attr = A, SP
animtype  = Heavy
damage    = 7,2
getpower = 0
guardflag = MA
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10
air.velocity = -8,-2
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1070, CC Projectile Close 1]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
trigger1 = P2BodyDist X <= 100
projid = 1000
projanim = 1025
projhitanim = 1026
projpriority = 1
projshadow = -1
projhits = 3
projmisstime = 0
offset = 40,-76
velocity = 6,0
attr = A, SP
animtype  = Heavy
damage    = 7,2
getpower = 0
guardflag = MA
pausetime = 4,12
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-6
air.velocity = -10,-4
air.animtype = Back
fall = 1
fall.recover = 0
air.juggle = 3
air.fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1070, CC Projectile Close 2]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 5
trigger1 = P2BodyDist X <= 100
projid = 1000
projanim = 1025
projhitanim = 1026
projpriority = 1
projshadow = -1
projhits = 3
projmisstime = 0
offset = 40,-70
velocity = 6,0
attr = A, SP
animtype  = Heavy
damage    = 7,2
getpower = 0
guardflag = MA
pausetime = 4,12
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-6
air.velocity = -10,-4
air.animtype = Back
fall = 1
fall.recover = 0
air.juggle = 3
air.fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1070, Explod 1];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = -8,-20
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 1070, Explod 2];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(101) < 1
anim = 8101
ID = 101
postype = p2
pos = -20,-60
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1070, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200, 0
channel = 0

[State 1070, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
value = 201, 0
channel = 1

[State 1070, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 38
value = 1051
ctrl = 0

;---------------------------------------------------------------------------
; Zankuu Hadouken Landing

[Statedef 1051]
type = S
ctrl = 0
anim = 47
;sprpriority = 0

[State 1051, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,1

[State 1051, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1051, 3]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1051, Explode]
type = Explod
anim = 8000
trigger1 = Time = 0
postype = P1
pos = 0,2
ownpal = 1

[State 1051, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Zankuu Hadouken X (diagonal fireball)

[Statedef 1100]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 80)
ctrl = 0
anim = 1100
sprpriority = 2

[State 1100, VelMul]
type = VelMul
trigger1 = Time = 0
x = .08
y = .08

[State 1100, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
y = 0

[State 1100, VelAdd]
type = VelAdd
trigger1 = Time >= 40
y = .39

[State 1100, Projectile 1]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 2
projid = 1000
projanim = 1105
projhitanim = 1106
projpriority = 1
projshadow = -1
projhits = 1
projmisstime = 0
projheightbound = -240,-10
offset = 40,-76
velocity = 3.2,2
attr = A, SP
animtype  = Heavy
damage    = 30,3
guardflag = MA
hitflag = MAFD
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 20,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
down.velocity = -4, 0
air.velocity = -5,5
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1100, Projectile 2]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 5
projid = 1000
projanim = 1105
projhitanim = 1106
projpriority = 1
projshadow = -1
projhits = 1
projmisstime = 0
projheightbound = -240,-10
offset = 48,-62
velocity = 3,2.6
attr = A, SP
animtype  = Heavy
damage    = 30,3
guardflag = MA
hitflag = MAFD
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 20,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
down.velocity = -4, 0
air.velocity = -5,5
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1100, CC Projectile 1]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
projid = 1000
projanim = 1105
projhitanim = 1106
projpriority = 1
projshadow = -1
projhits = 1
projmisstime = 0
projheightbound = -240,-10
offset = 40,-76
velocity = 3.2,2
attr = A, SP
animtype  = Heavy
damage    = 15,3
getpower = 0
guardflag = MA
hitflag = MAFD
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 20,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
down.velocity = -4, 0
air.velocity = -5,5
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1100, CC Projectile 2]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 5
projid = 1000
projanim = 1105
projhitanim = 1106
projpriority = 1
projshadow = -1
projhits = 1
projmisstime = 0
projheightbound = -240,-10
offset = 48,-62
velocity = 3,2.6
attr = A, SP
animtype  = Heavy
damage    = 15,3
getpower = 0
guardflag = MA
hitflag = MAFD
pausetime = 5,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 20,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
down.velocity = -4, 0
air.velocity = -5,5
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1100, Explod 1];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = -8,-20
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 1100, Explod 2];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(101) < 1
anim = 8101
ID = 101
postype = p2
pos = -20,-60
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1100, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200, 0
channel = 0

[State 1100, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
value = 201, 0
channel = 1

[State 1100, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 40
value = 1051
ctrl = 0

;---------------------------------------------------------------------------
; Zankuu Hadouken Y (diagonal fireball)

[Statedef 1110]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 90)
ctrl = 0
anim = 1100
sprpriority = 2

[State 1110, VelMul]
type = VelMul
trigger1 = Time = 0
x = .08
y = .08

[State 1110, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
y = 0

[State 1110, VelAdd]
type = VelAdd
trigger1 = Time >= 40
y = .39

[State 1110, Projectile 1]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 2
projid = 1000
projanim = 1115
projhitanim = 1106
projpriority = 1
projshadow = -1
projhits = 2
projmisstime = 0
projheightbound = -240,-10
offset = 44,-72
velocity = 3.5,2
attr = A, SP
animtype  = Heavy
damage    = 20,2
guardflag = MA
hitflag = MAFD
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 20,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
down.velocity = -5, 0
air.velocity = -7,6
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1110, Projectile 2]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 5
projid = 1000
projanim = 1115
projhitanim = 1106
projpriority = 1
projshadow = -1
projhits = 2
projmisstime = 0
projheightbound = -240,-10
offset = 50,-64
velocity = 3,2.5
attr = A, SP
animtype  = Heavy
damage    = 20,2
guardflag = MA
hitflag = MAFD
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 20,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
down.velocity = -5, 0
air.velocity = -7,6
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1110, CC Projectile 1]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
projid = 1000
projanim = 1115
projhitanim = 1106
projpriority = 1
projshadow = -1
projhits = 2
projmisstime = 0
projheightbound = -240,-10
offset = 44,-72
velocity = 3.5,2
attr = A, SP
animtype  = Heavy
damage    = 10,2
getpower = 0
guardflag = MA
hitflag = MAFD
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 20,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
down.velocity = -5, 0
air.velocity = -7,6
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1110, CC Projectile 2]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 5
projid = 1000
projanim = 1115
projhitanim = 1106
projpriority = 1
projshadow = -1
projhits = 2
projmisstime = 0
projheightbound = -240,-10
offset = 50,-64
velocity = 3,2.5
attr = A, SP
animtype  = Heavy
damage    = 10,2
getpower = 0
guardflag = MA
hitflag = MAFD
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 20,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
down.velocity = -5, 0
air.velocity = -7,6
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1110, Explod 1];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = -8,-20
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 1110, Explod 2];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(101) < 1
anim = 8101
ID = 101
postype = p2
pos = -20,-60
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1110, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200, 0
channel = 0

[State 1110, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
value = 201, 0
channel = 1

[State 1110, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 40
value = 1051
ctrl = 0

;---------------------------------------------------------------------------
; Zankuu Hadouken Z (diagonal fireball)

[Statedef 1120]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 100)
ctrl = 0
anim = 1100
sprpriority = 2

[State 1120, VelMul]
type = VelMul
trigger1 = Time = 0
x = .08
y = .08

[State 1120, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
y = 0

[State 1120, VelAdd]
type = VelAdd
trigger1 = Time >= 40
y = .39

[State 1120, Projectile 1]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 2
projid = 1000
projanim = 1125
projhitanim = 1126
projpriority = 1
projshadow = -1
projhits = 3
projmisstime = 0
projheightbound = -240,-10
offset = 44,-68
velocity = 4.5,2.1
attr = A, SP
animtype  = Heavy
damage    = 15,2
guardflag = MA
hitflag = MAFD
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 20,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
down.velocity = -6, 0
air.velocity = -9,7
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1120, Projectile 2]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 5
projid = 1000
projanim = 1125
projhitanim = 1126
projpriority = 1
projshadow = -1
projhits = 3
projmisstime = 0
projheightbound = -240,-10
offset = 50,-58
velocity = 3.7,2.9
attr = A, SP
animtype  = Heavy
damage    = 15,2
guardflag = MA
hitflag = MAFD
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 20,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
down.velocity = -6, 0
air.velocity = -9,7
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1120, CC Projectile 1]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
projid = 1000
projanim = 1125
projhitanim = 1126
projpriority = 1
projshadow = -1
projhits = 3
projmisstime = 0
projheightbound = -240,-10
offset = 44,-68
velocity = 4.5,2.1
attr = A, SP
animtype  = Heavy
damage    = 7,2
getpower = 0
guardflag = MA
hitflag = MAFD
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 20,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
down.velocity = -6, 0
air.velocity = -9,7
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1120, CC Projectile 2]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 5
projid = 1000
projanim = 1125
projhitanim = 1126
projpriority = 1
projshadow = -1
projhits = 3
projmisstime = 0
projheightbound = -240,-10
offset = 50,-58
velocity = 3.7,2.9
attr = A, SP
animtype  = Heavy
damage    = 8,2
getpower = 0
guardflag = MA
hitflag = MAFD
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 20,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
down.velocity = -6, 0
air.velocity = -9,7
air.animtype = Back
air.juggle = 3
air.fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1120, Explod 1];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = -8,-20
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 1120, Explod 2];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(101) < 1
anim = 8101
ID = 101
postype = p2
pos = -20,-60
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1120, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200, 0
channel = 0

[State 1120, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
value = 201, 0
channel = 1

[State 1120, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 40
value = 1051
ctrl = 0

;---------------------------------------------------------------------------
; Tatsumaki Senpuu Kyaku A (Start)

[Statedef 1200]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 100)
ctrl = 0
anim = 1200
sprpriority = 2
velset = 1,-2

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210, 0
channel = 0

[State 1200, VelSet]
type = VelSet
trigger1 = Time = 4
x = 2

[State 1200, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1200, Special Explod Dust]
type = Explod
trigger1 = AnimElem = 1
anim = 8070
postype = p1
pos = 25,5
ownpal = 1
ignorehitpause = 1
sprpriority = 4

[State 1200, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1201

;---------------------------------------------------------------------------
; Tatsumaki Senpuu Kyaku A (Whirlwind Kicks)

[Statedef 1201]
type    = A
movetype= A
physics = N
ctrl = 0
poweradd = 0
juggle  = 3
anim = 1201
sprpriority = 2
velset = 3.5, 0

[State 1201, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 40, 8
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,12
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4,-4
air.type = Low
air.velocity = -4,-2
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1201, HitDef2]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 5
attr = A, SA
animtype  = Heavy
damage    = 20, 8
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,12
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8,-6
air.type = Low
air.velocity = -8,-5
air.juggle = 5
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1201, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 20, 8
getpower = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,12
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4,-4
air.type = Low
air.velocity = -4,-2
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1201, CC HitDef2]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 5
attr = A, SA
animtype  = Heavy
damage    = 10, 8
getpower = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,12
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8,-6
air.type = Low
air.velocity = -8,-5
air.juggle = 5
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1201, Elec Explod 1]
type = Explod
trigger1 = Time = 0
anim = 8050
ID = 8050
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 3
bindtime = -1
ignorehitpause = 1
removeongethit = 1

[State 1201, Elec Explod 2]
type = Explod
trigger1 = Time = 12
anim = 8051
ID = 8050
postype = p1
pos = 0,0
ownpal = 1
sprpriority = -1
bindtime = -1
ignorehitpause = 1
removeongethit = 1

[State 1201, Explod Spark 1]
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(110) < 1
anim = 8052
ID = 110
postype = p2
pos = 10,-50
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1201, Explod Spark 2]
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(111) < 1
anim = 8052
ID = 111
postype = p2
pos = -20,-40
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1201, Explod Spark 3]
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(112) < 1
anim = 8053
ID = 112
postype = p2
pos = -20,-50
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
value = 110, 3
channel = 1

[State 1201, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
value = 210, 1
channel = 2

[State 1201, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1202

;---------------------------------------------------------------------------
; Tatsumaki Senpuu Kyaku (Landing)

[Statedef 1202]
type    = A
movetype= A
physics = A
ctrl = 0
poweradd = 0
anim = 1202
sprpriority = 2

[State 1202, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Tatsumaki Senpuu Kyaku B (Start)

[Statedef 1210]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 110
ctrl = 0
anim = 1200
sprpriority = 2
velset = 1,-2

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210, 0
channel = 0

[State 1210, VelSet]
type = VelSet
trigger1 = Time = 4
x = 2

[State 1210, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1210, Special Explod Dust]
type = Explod
trigger1 = AnimElem = 1
anim = 8070
postype = p1
pos = 25,5
ownpal = 1
ignorehitpause = 1
sprpriority = 4

[State 1210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1211

;---------------------------------------------------------------------------
; Tatsumaki Senpuu Kyaku B (Whirlwind Kicks)

[Statedef 1211]
type    = A
movetype= A
physics = N
ctrl = 0
poweradd = 0
juggle  = 3
anim = 1211
sprpriority = 2
velset = 3.5, 0

[State 1211, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
attr = A, SA
animtype  = Heavy
damage    = 30, 10
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,12
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4,-4
air.type = Low
air.velocity = -4,-2
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1211, HitDef2]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 9
attr = A, SA
animtype  = Heavy
damage    = 20, 10
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -9,-7
air.type = Low
air.velocity = -9,-5
air.juggle = 5
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1211, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
attr = A, SA
animtype  = Heavy
damage    = 15, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,12
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4,-4
air.type = Low
air.velocity = -4,-2
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1211, CC HitDef2]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 9
attr = A, SA
animtype  = Heavy
damage    = 10, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -9,-7
air.type = Low
air.velocity = -9,-5
air.juggle = 5
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1211, Elec Explod 1]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 24
anim = 8050
ID = 8050
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 3
bindtime = -1
ignorehitpause = 1
removeongethit = 1

[State 1211, Elec Explod 2]
type = Explod
trigger1 = Time = 12
anim = 8051
ID = 8050
postype = p1
pos = 0,0
ownpal = 1
sprpriority = -1
bindtime = -1
ignorehitpause = 1
removeongethit = 1

[State 1211, Explod Spark 1]
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(110) < 1
anim = 8052
ID = 110
postype = p2
pos = 10,-50
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1211, Explod Spark 2]
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(111) < 1
anim = 8052
ID = 111
postype = p2
pos = -20,-40
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1211, Explod Spark 3]
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(112) < 1
anim = 8053
ID = 112
postype = p2
pos = -20,-50
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1211, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
trigger6 = AnimElem = 11
value = 110, 3
channel = 1

[State 1211, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
value = 210, 1
channel = 2

[State 1211, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1202

;---------------------------------------------------------------------------
; Tatsumaki Senpuu Kyaku C (Start)

[Statedef 1220]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 120)
ctrl = 0
anim = 1200
sprpriority = 2
velset = 1.5,-2

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210, 0
channel = 0

[State 1220, VelSet]
type = VelSet
trigger1 = Time = 4
x = 2

[State 1220, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1220, Special Explod Dust]
type = Explod
trigger1 = AnimElem = 1
anim = 8070
postype = p1
pos = 25,5
ownpal = 1
ignorehitpause = 1
sprpriority = 4

[State 1220, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1221

;---------------------------------------------------------------------------
; Tatsumaki Senpuu Kyaku C (Whirlwind Kicks)

[Statedef 1221]
type    = A
movetype= A
physics = N
ctrl = 0
poweradd = 0
juggle  = 3
anim = 1221
sprpriority = 2
velset = 3.5, 0

[State 1221, HitDef1]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
attr = A, SA
animtype  = Heavy
damage    = 30, 10
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,12
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4,-4
air.type = Low
air.velocity = -4,-2
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1221, HitDef2]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 13
attr = A, SA
animtype  = Heavy
damage    = 20, 10
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10,-7
air.type = Low
air.velocity = -10,-5
air.juggle = 5
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1221, CC HitDef1]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
attr = A, SA
animtype  = Heavy
damage    = 15, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,12
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4,-4
air.type = Low
air.velocity = -4,-2
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1221, CC HitDef2]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 13
attr = A, SA
animtype  = Heavy
damage    = 10, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10,-7
air.type = Low
air.velocity = -10,-5
air.juggle = 5
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1221, Elec Explod 1]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 24
anim = 8050
ID = 8050
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 3
bindtime = -1
ignorehitpause = 1
removeongethit = 1

[State 1221, Elec Explod 2]
type = Explod
trigger1 = Time = 12
trigger2 = Time = 36
anim = 8051
ID = 8050
postype = p1
pos = 0,0
ownpal = 1
sprpriority = -1
bindtime = -1
ignorehitpause = 1
removeongethit = 1

[State 1221, Explod Spark 1]
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(110) < 1
anim = 8052
ID = 110
postype = p2
pos = 10,-50
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1221, Explod Spark 2]
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(111) < 1
anim = 8052
ID = 111
postype = p2
pos = -20,-40
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1221, Explod Spark 3]
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(112) < 1
anim = 8053
ID = 112
postype = p2
pos = -20,-50
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1221, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
trigger6 = AnimElem = 11
trigger7 = AnimElem = 13
trigger8 = AnimElem = 15
value = 110, 3
channel = 1

[State 1221, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
value = 210, 1
channel = 2

[State 1221, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1202

;---------------------------------------------------------------------------
; Air Tatsumaki Senpuu Kyaku A

[Statedef 1300]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 100)
ctrl = 0
anim = 1300
sprpriority = 2

[State 1300, VelMul]
type = VelMul
trigger1 = Time = 0
trigger1 = Vel X > 0
x = 1.2

[State 1300, VelAdd 1]
type = VelAdd
trigger1 = Vel X = 0
x = 2

[State 1300, VelAdd 2]
type = VelAdd
trigger1 = Time >= 0
y = -0.16

[State 1300, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

[State 1300, HitDef 1]; in front of opponent
type = HitDef
triggerall = Var(10) != 1
triggerall = P2Dist X > 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
attr = A, SA
animtype  = Heavy
damage    = 30, 10
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 8,12
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8,-6
air.type = Low
air.velocity = -8,-5
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1300, HitDef 2]; behind opponent
type = HitDef
triggerall = Var(10) != 1
triggerall = P2Dist X <= 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
attr = A, SA
animtype  = Heavy
damage    = 30, 10
getpower = ifelse (var(10) = 1, 0, 20)
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 8,12
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 8,-6
air.type = Low
air.velocity = 8,-5
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1300, CC HitDef 1]; in front of opponent
type = HitDef
triggerall = Var(10) = 1
triggerall = P2Dist X > 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
attr = A, SA
animtype  = Heavy
damage    = 15, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 8,12
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8,-6
air.type = Low
air.velocity = -8,-5
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1300, CC HitDef 2]; behind opponent
type = HitDef
triggerall = Var(10) = 1
triggerall = P2Dist X <= 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
attr = A, SA
animtype  = Heavy
damage    = 15, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 8,12
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 8,-6
air.type = Low
air.velocity = 8,-5
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1300, Explod]
type = Explod
trigger1 = Time = 5
anim = 8050
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 3
bindtime = -1
ignorehitpause = 1

[State 1300, Explod2]
type = Explod
trigger1 = Time = 17
anim = 8051
postype = p1
pos = 0,0
ownpal = 1
sprpriority = -1
bindtime = -1
ignorehitpause = 1

[State 1300, Explod Spark 1]
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(110) < 1
anim = 8052
ID = 110
postype = p2
pos = 10,-50
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1300, Explod Spark 2]
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(111) < 1
anim = 8052
ID = 111
postype = p2
pos = -20,-40
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1300, Explod Spark 3]
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(112) < 1
anim = 8053
ID = 112
postype = p2
pos = -20,-50
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1300, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210, 0
channel = 0

[State 1300, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
value = 110, 3
channel = 1

[State 1300, PlaySnd3]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
value = 210, 1
channel = 2

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

;---------------------------------------------------------------------------
; Air Tatsumaki Senpuu Kyaku B

[Statedef 1310]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 110)
ctrl = 0
anim = 1310
sprpriority = 2

[State 1310, VelMul]
type = VelMul
trigger1 = Time = 0
trigger1 = Vel X > 0
x = 1.2

[State 1310, VelAdd 1]
type = VelAdd
trigger1 = Vel X = 0
x = 2

[State 1310, VelAdd 2]
type = VelAdd
trigger1 = Time >= 0
y = -0.16

[State 1310, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

[State 1310, HitDef 1]; In front of opponent
type = HitDef
triggerall = Var(10) != 1
triggerall = P2Dist X > 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
attr = A, SA
animtype  = Heavy
damage    = 30, 10
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 8,12
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8,-6
air.type = Low
air.velocity = -8,-5
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1310, HitDef 2]; Behind opponent
type = HitDef
triggerall = Var(10) != 1
triggerall = P2Dist X <= 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
attr = A, SA
animtype  = Heavy
damage    = 30, 10
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 8,12
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 8,-6
air.type = Low
air.velocity = 8,-5
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1310, CC HitDef 1]; In front of opponent
type = HitDef
triggerall = Var(10) = 1
triggerall = P2Dist X > 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
attr = A, SA
animtype  = Heavy
damage    = 15, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 8,12
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8,-6
air.type = Low
air.velocity = -8,-5
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1310, CC HitDef 2]; Behind opponent
type = HitDef
triggerall = Var(10) = 1
triggerall = P2Dist X <= 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
attr = A, SA
animtype  = Heavy
damage    = 15, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 8,12
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 8,-6
air.type = Low
air.velocity = 8,-5
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1310, Explod]
type = Explod
trigger1 = Time = 5
trigger2 = Time = 29
anim = 8050
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 3
bindtime = -1
ignorehitpause = 1

[State 1310, Explod2]
type = Explod
trigger1 = Time = 17
anim = 8051
postype = p1
pos = 0,0
ownpal = 1
sprpriority = -1
bindtime = -1
ignorehitpause = 1

[State 1310, Explod Spark 1]
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(110) < 1
anim = 8052
ID = 110
postype = p2
pos = 10,-50
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1310, Explod Spark 2]
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(111) < 1
anim = 8052
ID = 111
postype = p2
pos = -20,-40
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1310, Explod Spark 3]
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(112) < 1
anim = 8053
ID = 112
postype = p2
pos = -20,-50
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1310, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210, 0
channel = 0

[State 1310, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
trigger6 = AnimElem = 11
value = 110, 3
channel = 1

[State 1310, PlaySnd3]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
value = 210, 1
channel = 2

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

;---------------------------------------------------------------------------
; Air Tatsumaki Senpuu Kyaku C

[Statedef 1320]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 120)
ctrl = 0
anim = 1320
sprpriority = 2

[State 1320, VelMul]
type = VelMul
trigger1 = Time = 0
trigger1 = Vel X > 0
x = 1.2

[State 1320, VelAdd 1]
type = VelAdd
trigger1 = Vel X = 0
x = 2

[State 1320, VelAdd 2]
type = VelAdd
trigger1 = Time >= 0
y = -0.16

[State 1320, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

[State 1320, HitDef 1]; In front of opponent
type = HitDef
triggerall = Var(10) != 1
triggerall = P2Dist X > 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
attr = A, SA
animtype  = Heavy
damage    = 30, 10
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 8,12
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8,-6
air.type = Low
air.velocity = -8,-5
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1320, HitDef 2]; Behind opponent
type = HitDef
triggerall = Var(10) != 1
triggerall = P2Dist X <= 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
attr = A, SA
animtype  = Heavy
damage    = 30, 10
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 8,12
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 8,-6
air.type = Low
air.velocity = 8,-5
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1320, CC HitDef 1]; In front of opponent
type = HitDef
triggerall = Var(10) = 1
triggerall = P2Dist X > 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
attr = A, SA
animtype  = Heavy
damage    = 15, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 8,12
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8,-6
air.type = Low
air.velocity = -8,-5
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1320, CC HitDef 2]; Behind opponent
type = HitDef
triggerall = Var(10) = 1
triggerall = P2Dist X <= 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
attr = A, SA
animtype  = Heavy
damage    = 15, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 8,12
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 8,-6
air.type = Low
air.velocity = 8,-5
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1320, Explod]
type = Explod
trigger1 = Time = 5
trigger2 = Time = 29
anim = 8050
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 3
bindtime = -1
ignorehitpause = 1

[State 1320, Explod2]
type = Explod
trigger1 = Time = 17
trigger2 = Time = 41
anim = 8051
postype = p1
pos = 0,0
ownpal = 1
sprpriority = -1
bindtime = -1
ignorehitpause = 1

[State 1320, Explod Spark 1]
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(110) < 1
anim = 8052
ID = 110
postype = p2
pos = 10,-50
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1320, Explod Spark 2]
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(111) < 1
anim = 8052
ID = 111
postype = p2
pos = -20,-40
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1320, Explod Spark 3]
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(112) < 1
anim = 8053
ID = 112
postype = p2
pos = -20,-50
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1320, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210, 0
channel = 0

[State 1320, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
trigger6 = AnimElem = 11
trigger7 = AnimElem = 13
trigger8 = AnimElem = 15
value = 110, 3
channel = 1

[State 1320, PlaySnd3]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
value = 210, 1
channel = 2

[State 1320, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; Tenma Kuujin Kyaku A (Diving Kick)

[Statedef 1400]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 100)
ctrl = 0
anim = 1400
sprpriority = 2

[State 1400, PosFreeze]
type = PosFreeze
trigger1 = Time = [0,8]

[State 1400, VelSet]
type = VelSet
trigger1 = Time = 8
x = 9
y = 10

[State 1400, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

[State 1400, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = (Time%2) = 0
attr = A, SA
animtype  = Medium
damage    = 16, 3
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 9,10
sparkno = S8400
sparkxy = -5,-15
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3,0
air.type = Low
air.velocity = -3,-2
air.juggle = 1

[State 1400, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = (Time%2) = 0
attr = A, SA
animtype  = Medium
damage    = 8, 3
getpower = 0
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 9,10
sparkno = S8400
sparkxy = -5,-15
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3,0
air.type = Low
air.velocity = -3,-2
air.juggle = 1

[State 1400, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 0
channel = 0

[State 1400, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 110, 3
channel = 1

[State 1400, PlaySnd3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 250, 0
channel = 2

[State 1400, Explod]
type = Explod
trigger1 = Time = 10
anim = 8850
ID = 1400
postype = p1
pos = 26,-8
ownpal = 1
bindtime = -1
sprpriority = 3
removeongethit = 1

[State 1400, RemoveExplod]
type = RemoveExplod
trigger1 = Pos Y >= 0
ID = 1400

[State 1400, AfterImage]
type = AfterImage
trigger1 = AnimElem = 3
trigger1 = Var(10) != 1
length = 15
time = 20
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 1400, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1401

;---------------------------------------------------------------------------
; Tenma Kuujin Kyaku Landing

[Statedef 1401]
type = S
ctrl = 0
anim = 1401
;sprpriority = 1

[State 1401, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1401, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1401, AfterImageTime]
type = AfterImageTime
trigger1 = Time = 0
trigger1 = Var(10) != 1
time = 0

[State 1401, Landing Sound]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 1401, Landing Explod]
type = Explod
anim = 8000
trigger1 = Time = 1
postype = P1
pos = 0,2
ownpal = 1

[State 1401, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Shouryuu Ken X (Dragon Punch) (start)

[Statedef 1500]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= ifelse (var(10) = 1, 0, 100)
ctrl = 0
anim = 1500
sprpriority = 2

[State 1500, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Heavy
damage    = 60, 10
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = S8400
sparkxy = -10,-40
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6,-8
air.type = Low
air.velocity = -6,-6
air.juggle = 3
fall = 1

[State 1500, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Heavy
damage    = 30, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = S8400
sparkxy = -10,-40
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6,-8
air.type = Low
air.velocity = -6,-6
air.juggle = 3
fall = 1

[State 1500, Special Explod Dust]
type = Explod
trigger1 = AnimElem = 1
anim = 8070
postype = p1
pos = 30,5
ownpal = 1
ignorehitpause = 1
sprpriority = 4

[State 1500, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1500, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 220, 0
channel = 0

[State 1500, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1501

;---------------------------------------------------------------------------
; Shouryuu Ken X (Dragon Punch) (air)

[Statedef 1501]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 0
ctrl = 0
anim = 1501
sprpriority = 2

[State 1501, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 70, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = S8400
sparkxy = 0,-70
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6,-8
air.type = Low
air.velocity = -6,-6
air.juggle = 3
fall = 1

[State 1501, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 35, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = S8400
sparkxy = 0,-70
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6,-8
air.type = Low
air.velocity = -6,-6
air.juggle = 3
fall = 1

[State 1501, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 110, 3
channel = 1

[State 1501, VelSet]
type = VelSet
trigger1 = Time = 0
x = 3.5
y = -6

[State 1501, VelAdd]
type = VelAdd
trigger1 = Time >= 2
x = -0.25

[State 1501, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1501, ChangeState]
type = ChangeState
trigger1 = Time = 10
value = 1502

;---------------------------------------------------------------------------
; Shouryuu Ken X (Dragon Punch) (falling)

[Statedef 1502]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 0
ctrl = 0
anim = 1502
velset = .5,-2
sprpriority = 2

[State 1502, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 1502, VelSet]
type = VelAdd
trigger1 = Time >= 0
x = 0
y = .39

[State 1502, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1513

;---------------------------------------------------------------------------
; Shouryuu Ken X (Dragon Punch) (landing)

[Statedef 1503]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 0
ctrl = 0
anim = 1513
velset = 0,0
sprpriority = 2

[State 1503, Landing Sound]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 1503, Landing Explod]
type = Explod
anim = 8000
trigger1 = Time = 1
postype = P1
pos = 0,2
ownpal = 1

[State 1503, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1503, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Shouryuu Ken Y (Dragon Punch) (start)

[Statedef 1510]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 110)
ctrl = 0
anim = 1510
sprpriority = 2

[State 1510, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Heavy
damage    = 60, 10
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = S8400
sparkxy = -10,-40
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6,-9
air.type = Low
air.velocity = -6,-7
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1510, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Heavy
damage    = 30, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = S8400
sparkxy = -10,-40
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6,-9
air.type = Low
air.velocity = -6,-7
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1510, Explod 1];Burn sparks
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = -8,-20
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 1510, Explod 2];Burn sparks
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(101) < 1
anim = 8101
ID = 101
postype = p2
pos = -20,-60
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1510, Special Explod Dust]
type = Explod
trigger1 = AnimElem = 1
anim = 8070
postype = p1
pos = 30,5
ownpal = 1
ignorehitpause = 1
sprpriority = 4

[State 1510, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1510, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 220, 0
channel = 0

[State 1510, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1511

;---------------------------------------------------------------------------
; Shouryuu Ken Y (Dragon Punch) (air)

[Statedef 1511]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 0
ctrl = 0
anim = 1511
sprpriority = 2

[State 1511, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 70, 10
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = S8400
sparkxy = 0,-70
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6,-9
air.type = Low
air.velocity = -6,-7
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1511, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 35, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = S8400
sparkxy = 0,-70
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6,-9
air.type = Low
air.velocity = -6,-7
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1511, Explod 1];Burn sparks
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = 20,-35
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 1511, Explod 2];Burn sparks
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(101) < 1
anim = 8101
ID = 101
postype = p2
pos = -20,-60
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1511, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 110, 3
channel = 1

[State 1511, VelSet]
type = VelSet
trigger1 = Time = 0
x = 4.5
y = -8

[State 1511, VelAdd]
type = VelAdd
trigger1 = Time >= 2
x = -0.25

[State 1511, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1511, ChangeState]
type = ChangeState
trigger1 = Time = 12
value = 1512

;---------------------------------------------------------------------------
; Shouryuu Ken Y (Dragon Punch) (falling)

[Statedef 1512]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 0
ctrl = 0
anim = 1512
velset = .5,-2
sprpriority = 2

[State 1512, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 1512, VelSet]
type = VelAdd
trigger1 = Time >= 0
x = 0
y = .39

[State 1512, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1503

;---------------------------------------------------------------------------
; Shouryuu Ken Y (Dragon Punch) (landing)

[Statedef 1513]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 0
ctrl = 0
anim = 1503
velset = 0,0
sprpriority = 2

[State 1513, Landing Sound]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 1513, Landing Explod]
type = Explod
anim = 8000
trigger1 = Time = 1
postype = P1
pos = 0,2
ownpal = 1

[State 1513, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1513, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Shouryuu Ken Z (Dragon Punch) (start)

[Statedef 1520]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 120)
ctrl = 0
anim = 1520
sprpriority = 2

[State 1520, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Heavy
damage    = 60, 10
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = S8400
sparkxy = -10,-40
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6,-10
air.type = Low
air.velocity = -6,-8
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1520, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Heavy
damage    = 30, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = S8400
sparkxy = -10,-40
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6,-10
air.type = Low
air.velocity = -6,-8
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1520, Explod 1];Burn sparks
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = -8,-20
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 1520, Explod 2];Burn sparks
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(101) < 1
anim = 8101
ID = 101
postype = p2
pos = -20,-60
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1520, Special Explod Dust]
type = Explod
trigger1 = AnimElem = 1
anim = 8070
postype = p1
pos = 30,5
ownpal = 1
ignorehitpause = 1
sprpriority = 4

[State 1520, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1520, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 220, 0
channel = 0

[State 1520, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1521

;---------------------------------------------------------------------------
; Shouryuu Ken Z (Dragon Punch) (air)

[Statedef 1521]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 0
ctrl = 0
anim = 1521
sprpriority = 2

[State 1521, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 70, 10
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = S8400
sparkxy = 0,-70
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6,-10
air.type = Low
air.velocity = -6,-8
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1521, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 35, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = S8400
sparkxy = 0,-70
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6,-10
air.type = Low
air.velocity = -6,-8
air.juggle = 3
fall = 1
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1521, Explod 1];Burn sparks
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = 20,-35
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 1521, Explod 2];Burn sparks
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(101) < 1
anim = 8101
ID = 101
postype = p2
pos = -20,-60
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1521, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 220,2
channel = 1

[State 1521, VelSet]
type = VelSet
trigger1 = Time = 0
x = 6
y = -10

[State 1521, VelAdd]
type = VelAdd
trigger1 = Time >= 2
x = -0.25

[State 1521, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1521, ChangeState]
type = ChangeState
trigger1 = Time = 18
value = 1522

;---------------------------------------------------------------------------
; Shouryuu Ken Z (Dragon Punch) (falling)

[Statedef 1522]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 0
ctrl = 0
anim = 1522
velset = .5,-2
sprpriority = 2

[State 1522, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 1522, VelSet]
type = VelAdd
trigger1 = Time >= 0
x = 0
y = .39

[State 1522, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1513

;---------------------------------------------------------------------------
; Ashura Senkuu Forward P (Start)

[Statedef 1600]
type    = S
movetype= I
physics = N
poweradd= ifelse (var(10) = 1, 0, 100)
ctrl = 0
anim = 1600
velset = 0,0
sprpriority = 2

[State 1600, AfterImage]
type = AfterImage
trigger1 = Time = 0
trigger1 = Var(10) != 1
length = 15
time = 55
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 1600, VelSet 1]
type = VelSet
trigger1 = Time = 0
x = 1.5

[State 1600, VelSet 2]
type = VelSet
trigger1 = AnimElem = 10
x = 0

[State 1600, VelSet 3]
type = VelSet
trigger1 = Time = 10
x = -1.5

[State 1600, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1600, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1600, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1601

;---------------------------------------------------------------------------
; Ashura Senkuu Forward P (Warping)

[Statedef 1601]
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 1601
sprpriority = 2

[State 1601, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 230, 0
channel = 2

[State 1601, VelSet]
type = VelSet
trigger1 = Time = 0
x = 12

[State 1601, VelMul]
type = VelMul
trigger1 = Time >= 15
trigger1 = Vel X > 0
x = .93

[State 1601, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1601, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1601, ChangeAnim]
type = ChangeAnim
trigger1 = P2Dist X < 0
value = 1603

[State 1601, Turn]
type = Turn
trigger1 = Time = 35
trigger1 = Anim = 1603

[State 1601, ChangeState]
type = ChangeState
trigger1 = Time = 35
trigger2 = FrontEdgeBodyDist = 0
value = 1602

;---------------------------------------------------------------------------
; Ashura Senkuu Forward P (End)

[Statedef 1602]
type    = S
movetype= I
physics = S
poweradd= 0
ctrl = 0
anim = 1602
velset = 0,0
sprpriority = 2

[State 1602, AfterImageTime]
type = AfterImageTime
trigger1 = Time = 0
trigger1 = Var(10) != 1
time = 0

[State 1602, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ashura Senkuu Forward K (Start)

[Statedef 1610]
type    = S
movetype= I
physics = N
poweradd= ifelse (var(10) = 1, 0, 100)
ctrl = 0
anim = 1600
velset = 0,0
sprpriority = 2

[State 1610, AfterImage]
type = AfterImage
trigger1 = Time = 0
trigger1 = Var(10) != 1
length = 15
time = 45
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 1610, VelSet 1]
type = VelSet
trigger1 = Time = 0
x = 1.5

[State 1610, VelSet 2]
type = VelSet
trigger1 = AnimElem = 10
x = 0

[State 1610, VelSet 3]
type = VelSet
trigger1 = Time = 10
x = -1.5

[State 1610, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1610, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1610, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1611

;---------------------------------------------------------------------------
; Ashura Senkuu Forward K (Warping)

[Statedef 1611]
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 1601
sprpriority = 2

[State 1611, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 230, 0
channel = 2

[State 1611, VelSet]
type = VelSet
trigger1 = Time = 0
x = 10

[State 1611, VelMul]
type = VelMul
trigger1 = Time >= 5
trigger1 = Vel X > 0
x = .93

[State 1611, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1611, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1611, ChangeAnim]
type = ChangeAnim
trigger1 = P2Dist X < 0
value = 1603

[State 1611, Turn]
type = Turn
trigger1 = Time = 25
trigger1 = Anim = 1603

[State 1611, ChangeState]
type = ChangeState
trigger1 = Time = 25
trigger2 = FrontEdgeBodyDist = 0
value = 1602

;---------------------------------------------------------------------------
; Ashura Senkuu Back P (Start)

[Statedef 1620]
type    = S
movetype= I
physics = N
poweradd= ifelse (var(10) = 1, 0, 100)
ctrl = 0
anim = 1600
velset = 0,0
sprpriority = 2

[State 1620, AfterImage]
type = AfterImage
trigger1 = Time = 0
trigger1 = Var(10) != 1
length = 15
time = 55
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 1620, VelSet 1]
type = VelSet
trigger1 = Time = 0
x = -1.5

[State 1620, VelSet 2]
type = VelSet
trigger1 = AnimElem = 10
x = 0

[State 1620, VelSet 3]
type = VelSet
trigger1 = Time = 10
x = 1.5

[State 1620, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1620, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1620, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1621

;---------------------------------------------------------------------------
; Ashura Senkuu Back P (Warping)

[Statedef 1621]
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 1601
sprpriority = 2

[State 1621, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 230, 0
channel = 2

[State 1621, VelSet]
type = VelSet
trigger1 = Time = 0
x = -12

[State 1621, VelMul]
type = VelMul
trigger1 = Time >= 15
trigger1 = Vel X < 0
x = .93

[State 1621, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1621, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1621, ChangeState]
type = ChangeState
trigger1 = Time = 35
trigger2 = BackEdgeBodyDist = 0
value = 1602

;---------------------------------------------------------------------------
; Ashura Senkuu Back K (Start)

[Statedef 1630]
type    = S
movetype= I
physics = N
poweradd= ifelse (var(10) = 1, 0, 100)
ctrl = 0
anim = 1600
velset = 0,0
sprpriority = 2

[State 1630, AfterImage]
type = AfterImage
trigger1 = Time = 0
trigger1 = Var(10) != 1
length = 15
time = 45
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 1630, VelSet 1]
type = VelSet
trigger1 = Time = 0
x = -1.5

[State 1630, VelSet 2]
type = VelSet
trigger1 = AnimElem = 10
x = 0

[State 1630, VelSet 3]
type = VelSet
trigger1 = Time = 10
x = 1.5

[State 1630, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1630, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1630, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1631

;---------------------------------------------------------------------------
; Ashura Senkuu Back K (Warping)

[Statedef 1631]
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 1601
sprpriority = 2

[State 1631, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 230, 0
channel = 2

[State 1631, VelSet]
type = VelSet
trigger1 = Time = 0
x = -10

[State 1631, VelMul]
type = VelMul
trigger1 = Time >= 5
trigger1 = Vel X < 0
x = .93

[State 1631, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1631, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1631, ChangeState]
type = ChangeState
trigger1 = Time = 25
trigger2 = BackEdgeBodyDist = 0
value = 1602

;---------------------------------------------------------------------------
; Tatsumaki Senpuu Kyaku A 1 (EX Style)

[Statedef 1700]
type    = S
movetype= A
physics = N
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1700
poweradd = ifelse (var(10) = 1, 0, 30)
sprpriority = 2

[State 1700, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
value = A

[State 1700, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 3
y = -5

[State 1700, VelAdd]
type = VelAdd
trigger1 = Time >= 8
y = 0.39

[State 1700, HitDef]
type = HitDef
triggerall = var(10) != 1
trigger1 = AnimElem = 4
attr = S, NA
damage = 40, 4
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 10, 12
sparkno = S8300
sparkxy = -4, -70
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.type = High
air.velocity = -4,-3
air.fall = 1

[State 1700, CC HitDef]
type = HitDef
triggerall = var(10) = 1
trigger1 = AnimElem = 4
attr = S, NA
damage = 20, 2
getpower = 0
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 8, 12
sparkno = S8300
sparkxy = -4, -70
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.type = High
air.velocity = -4,-3
air.fall = 1

[State 1700, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10,0
channel = 0

[State 1700, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 110, 3
channel = 1

[State 1700, 3]
type = ChangeState
trigger1 = Time >= 10
trigger1 = Pos Y >= 0
value = 1701
ctrl = 0

[State 1700, Kick2]
type = ChangeState
triggerall = Time >= 12
triggerall = command = "holdfwd"
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
value = 1705
ctrl = 0

;---------------------------------------------------------------------------
; Tatsumaki Senpuu Kyaku EX Style (landing)

[Statedef 1701]
type    = C
movetype= I
physics = C
poweradd= 0
ctrl = 0
anim = 1701
velset = 0,0
sprpriority = 0

[State 1701, Landing Sound]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 1701, Landing Explod]
type = Explod
anim = 8000
trigger1 = Time = 1
postype = P1
pos = 0,2
ownpal = 1

[State 1701, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1701, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Tatsumaki Senpuu Kyaku A 2 (EX Style)

[Statedef 1705]
type    = A
movetype= A
physics = N
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1705
poweradd = ifelse (var(10) = 1, 0, 30)
sprpriority = 2

[State 1705, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 3
y = -4.6

[State 1705, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = 0.39

[State 1705, HitDef]
type = HitDef
triggerall = var(10) != 1
trigger1 = AnimElem = 2
attr = A, SA
damage = 20, 2
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 8, 15
sparkno = S8300
sparkxy = -4, -50
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.type = High
air.velocity = -4,-3
air.fall = 1

[State 1705, CC HitDef]
type = HitDef
triggerall = var(10) = 1
trigger1 = AnimElem = 2
attr = A, SA
damage = 10, 2
getpower = 0
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 8, 15
sparkno = S8300
sparkxy = -4, -50
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.type = High
air.velocity = -4,-3
air.fall = 1

[State 1705, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10,0
channel = 0

[State 1705, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 110, 3
channel = 1

[State 1705, 3]
type = ChangeState
trigger1 = Time >= 10
trigger1 = Pos Y >= 0
value = 1701
ctrl = 0

[State 1705, Kick3]
type = ChangeState
triggerall = Time >= 10
triggerall = command = "holdfwd"
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
value = 1706
ctrl = 0

;---------------------------------------------------------------------------
; Tatsumaki Senpuu Kyaku B 3 (EX Style)

[Statedef 1706]
type    = A
movetype= A
physics = N
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1706
poweradd = ifelse (var(10) = 1, 0, 30)
sprpriority = 2

[State 1706, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 3
y = -4.2

[State 1706, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = 0.39

[State 1706, HitDef]
type = HitDef
triggerall = var(10) != 1
trigger1 = AnimElem = 2
attr = A, SA
damage = 20, 2
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 8, 15
sparkno = S8300
sparkxy = -4, -50
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.type = High
air.velocity = -4,-3
air.fall = 1

[State 1706, CC HitDef]
type = HitDef
triggerall = var(10) = 1
trigger1 = AnimElem = 2
attr = A, SA
damage = 10, 2
getpower = 0
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 8, 15
sparkno = S8300
sparkxy = -4, -50
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.type = High
air.velocity = -4,-3
air.fall = 1

[State 1706, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10,0
channel = 0

[State 1706, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 110, 3
channel = 1

[State 1706, 3]
type = ChangeState
trigger1 = Time >= 10
trigger1 = Pos Y >= 0
value = 1701
ctrl = 0

[State 1706, Kick4]
type = ChangeState
triggerall = Time >= 10
triggerall = command = "holdfwd"
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
value = 1707
ctrl = 0

;---------------------------------------------------------------------------
; Tatsumaki Senpuu Kyaku A 4 End (EX Style)

[Statedef 1707]
type    = A
movetype= A
physics = N
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1707
poweradd = ifelse (var(10) = 1, 0, 30)
sprpriority = 2

[State 1707, VelAdd]
type = VelMul
trigger1 = Time >= 0
x = 0.9
y = 0.9

[State 1707, HitDef]
type = HitDef
triggerall = var(10) != 1
trigger1 = AnimElem = 3
attr = A, SA
damage = 30, 3
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 5, 10
sparkno = S8300
sparkxy = -4, -60
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6,-4
air.type = High
air.velocity = -6,-3
fall = 1

[State 1707, CC HitDef]
type = HitDef
triggerall = var(10) = 1
trigger1 = AnimElem = 3
attr = A, SA
damage = 15, 3
getpower = 0
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 5, 10
sparkno = S8300
sparkxy = -4, -60
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6,-4
air.type = High
air.velocity = -6,-3
fall = 1

[State 1707, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10,1
channel = 0

[State 1707, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 110, 3
channel = 1

[State 1707, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3051
ctrl = 0

;---------------------------------------------------------------------------
; Tatsumaki Senpuu Kyaku B 1 (EX Style)

[Statedef 1710]
type    = S
movetype= A
physics = N
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1700
poweradd = ifelse (var(10) = 1, 0, 30)
sprpriority = 2

[State 1710, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
value = A

[State 1710, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 3
y = -4.2

[State 1710, VelAdd]
type = VelAdd
trigger1 = Time >= 8
y = 0.39

[State 1710, HitDef]
type = HitDef
triggerall = var(10) != 1
trigger1 = AnimElem = 4
attr = A, SA
damage = 40, 4
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 10, 12
sparkno = S8300
sparkxy = -4, -70
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.type = High
air.velocity = -4,-3
air.fall = 1

[State 1710, CC HitDef]
type = HitDef
triggerall = var(10) = 1
trigger1 = AnimElem = 4
attr = A, SA
damage = 20, 2
getpower = 0
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 8, 12
sparkno = S8300
sparkxy = -4, -70
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.type = High
air.velocity = -4,-3
air.fall = 1

[State 1710, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10,0
channel = 0

[State 1710, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 110, 3
channel = 1

[State 1710, 3]
type = ChangeState
trigger1 = Time >= 10
trigger1 = Pos Y >= 0
value = 1701
ctrl = 0

[State 1710, Kick2]
type = ChangeState
triggerall = Time >= 12
triggerall = command = "holdfwd"
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
value = 1715
ctrl = 0

;---------------------------------------------------------------------------
; Tatsumaki Senpuu Kyaku B 2 (EX Style)

[Statedef 1715]
type    = A
movetype= A
physics = N
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1705
poweradd = ifelse (var(10) = 1, 0, 30)
sprpriority = 2

[State 1715, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 3
y = -3.8

[State 1715, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = 0.39

[State 1715, HitDef]
type = HitDef
triggerall = var(10) != 1
trigger1 = AnimElem = 2
attr = A, SA
damage = 20, 2
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 8, 15
sparkno = S8300
sparkxy = -4, -50
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.type = High
air.velocity = -4,-3
air.fall = 1

[State 1715, CC HitDef]
type = HitDef
triggerall = var(10) = 1
trigger1 = AnimElem = 2
attr = A, SA
damage = 10, 2
getpower = 0
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 8, 15
sparkno = S8300
sparkxy = -4, -50
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.type = High
air.velocity = -4,-3
air.fall = 1

[State 1715, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10,0
channel = 0

[State 1715, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 110, 3
channel = 1

[State 1715, 3]
type = ChangeState
trigger1 = Time >= 10
trigger1 = Pos Y >= 0
value = 1701
ctrl = 0

[State 1715, Kick3]
type = ChangeState
triggerall = Time >= 10
triggerall = command = "holdfwd"
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
value = 1716
ctrl = 0

;---------------------------------------------------------------------------
; Tatsumaki Senpuu Kyaku B 3 (EX Style)

[Statedef 1716]
type    = A
movetype= A
physics = N
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1706
poweradd = ifelse (var(10) = 1, 0, 30)
sprpriority = 2

[State 1716, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 3
y = -3.4

[State 1716, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = 0.39

[State 1716, HitDef]
type = HitDef
triggerall = var(10) != 1
trigger1 = AnimElem = 2
attr = A, SA
damage = 20, 2
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 8, 15
sparkno = S8300
sparkxy = -4, -50
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.type = High
air.velocity = -4,-3
air.fall = 1

[State 1716, CC HitDef]
type = HitDef
triggerall = var(10) = 1
trigger1 = AnimElem = 2
attr = S, NA
damage = 10, 2
getpower = 0
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 8, 15
sparkno = S8300
sparkxy = -4, -50
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.type = High
air.velocity = -4,-3
air.fall = 1

[State 1716, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10,0
channel = 0

[State 1716, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 110, 3
channel = 1

[State 1716, 3]
type = ChangeState
trigger1 = Time >= 10
trigger1 = Pos Y >= 0
value = 1701
ctrl = 0

[State 1716, Kick4]
type = ChangeState
triggerall = Time >= 10
triggerall = command = "holdfwd"
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
value = 1717
ctrl = 0

;---------------------------------------------------------------------------
; Tatsumaki Senpuu Kyaku B 4 End (EX Style)

[Statedef 1717]
type    = A
movetype= A
physics = N
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1707
poweradd = ifelse (var(10) = 1, 0, 30)
sprpriority = 2

[State 1717, VelAdd]
type = VelMul
trigger1 = Time >= 0
x = 0.9
y = 0.9

[State 1717, HitDef]
type = HitDef
triggerall = var(10) != 1
trigger1 = AnimElem = 3
attr = A, SA
damage = 30, 3
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 5, 10
sparkno = S8300
sparkxy = -4, -60
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6,-4
air.type = High
air.velocity = -6,-3
fall = 1

[State 1717, CC HitDef]
type = HitDef
triggerall = var(10) = 1
trigger1 = AnimElem = 3
attr = A, SA
damage = 15, 3
getpower = 0
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 5, 10
sparkno = S8300
sparkxy = -4, -60
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6,-4
air.type = High
air.velocity = -6,-3
fall = 1

[State 1717, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10,1
channel = 0

[State 1717, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 110, 3
channel = 1

[State 1717, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3051
ctrl = 0

;---------------------------------------------------------------------------
; Tatsumaki Senpuu Kyaku C 1 (EX Style)

[Statedef 1720]
type    = S
movetype= A
physics = N
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1700
poweradd = ifelse (var(10) = 1, 0, 30)
sprpriority = 2

[State 1720, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
value = A

[State 1720, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 3
y = -3.4

[State 1720, VelAdd]
type = VelAdd
trigger1 = Time >= 8
y = 0.39

[State 1720, HitDef]
type = HitDef
triggerall = var(10) != 1
trigger1 = AnimElem = 4
attr = A, SA
damage = 40, 4
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 10, 12
sparkno = S8300
sparkxy = -4, -70
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.type = High
air.velocity = -4,-3
air.fall = 1

[State 1720, CC HitDef]
type = HitDef
triggerall = var(10) = 1
trigger1 = AnimElem = 4
attr = A, SA
damage = 20, 2
getpower = 0
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 8, 12
sparkno = S8300
sparkxy = -4, -70
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.type = High
air.velocity = -4,-3
air.fall = 1

[State 1720, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10,0
channel = 0

[State 1720, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 110, 3
channel = 1

[State 1720, 3]
type = ChangeState
trigger1 = Time >= 10
trigger1 = Pos Y >= 0
value = 1701
ctrl = 0

[State 1720, Kick2]
type = ChangeState
triggerall = Time >= 12
triggerall = command = "holdfwd"
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
value = 1725
ctrl = 0

;---------------------------------------------------------------------------
; Tatsumaki Senpuu Kyaku C 2 (EX Style)

[Statedef 1725]
type    = A
movetype= A
physics = N
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1705
poweradd = ifelse (var(10) = 1, 0, 30)
sprpriority = 2

[State 1725, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 3
y = -3

[State 1725, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = 0.39

[State 1725, HitDef]
type = HitDef
triggerall = var(10) != 1
trigger1 = AnimElem = 2
attr = A, SA
damage = 20, 2
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 8, 15
sparkno = S8300
sparkxy = -4, -50
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.type = High
air.velocity = -4,-3
air.fall = 1

[State 1725, CC HitDef]
type = HitDef
triggerall = var(10) = 1
trigger1 = AnimElem = 2
attr = A, SA
damage = 10, 2
getpower = 0
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 8, 15
sparkno = S8300
sparkxy = -4, -50
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.type = High
air.velocity = -4,-3
air.fall = 1

[State 1725, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10,0
channel = 0

[State 1725, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 110, 3
channel = 1

[State 1725, 3]
type = ChangeState
trigger1 = Time >= 10
trigger1 = Pos Y >= 0
value = 1701
ctrl = 0

[State 1725, Kick3]
type = ChangeState
triggerall = Time >= 10
triggerall = command = "holdfwd"
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
value = 1726
ctrl = 0

;---------------------------------------------------------------------------
; Tatsumaki Senpuu Kyaku C 3 (EX Style)

[Statedef 1726]
type    = A
movetype= A
physics = N
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1706
poweradd = ifelse (var(10) = 1, 0, 30)
sprpriority = 2

[State 1726, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 3
y = -3

[State 1726, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = 0.39

[State 1726, HitDef]
type = HitDef
triggerall = var(10) != 1
trigger1 = AnimElem = 2
attr = A, SA
damage = 20, 2
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 8, 15
sparkno = S8300
sparkxy = -4, -50
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.type = High
air.velocity = -4,-3
air.fall = 1

[State 1726, CC HitDef]
type = HitDef
triggerall = var(10) = 1
trigger1 = AnimElem = 2
attr = S, NA
damage = 10, 2
getpower = 0
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 8, 15
sparkno = S8300
sparkxy = -4, -50
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.type = High
air.velocity = -4,-3
air.fall = 1

[State 1726, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10,0
channel = 0

[State 1726, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 110, 3
channel = 1

[State 1726, 3]
type = ChangeState
trigger1 = Time >= 10
trigger1 = Pos Y >= 0
value = 1701
ctrl = 0

[State 1726, Kick4]
type = ChangeState
triggerall = Time >= 8
triggerall = command = "holdfwd"
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
value = 1727
ctrl = 0

;---------------------------------------------------------------------------
; Tatsumaki Senpuu Kyaku C 4 End (EX Style)

[Statedef 1727]
type    = A
movetype= A
physics = N
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1707
poweradd = ifelse (var(10) = 1, 0, 30)
sprpriority = 2

[State 1727, VelAdd]
type = VelMul
trigger1 = Time >= 0
x = 0.9
y = 0.9

[State 1727, HitDef]
type = HitDef
triggerall = var(10) != 1
trigger1 = AnimElem = 3
attr = A, SA
damage = 30, 3
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 5, 10
sparkno = S8300
sparkxy = -4, -60
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6,-4
air.type = High
air.velocity = -6,-3
fall = 1

[State 1727, CC HitDef]
type = HitDef
triggerall = var(10) = 1
trigger1 = AnimElem = 3
attr = A, SA
damage = 15, 3
getpower = 0
animtype = Medium
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 5, 10
sparkno = S8300
sparkxy = -4, -60
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6,-4
air.type = High
air.velocity = -6,-3
fall = 1

[State 1727, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10,1
channel = 0

[State 1727, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 110, 3
channel = 1

[State 1727, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3051
ctrl = 0

;---------------------------------------------------------------------------
; Shaku Netsu Hadouken X

[Statedef 1800]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 100)
ctrl = 0
velset = 0,0
anim = 1800
sprpriority = 2

[State 1800, Width]
type = Width
trigger1 = Time = [24,55]
value = 10,0

[State 1800, Projectile]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 18
ProjID = 1000
projanim = 2005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 6
projmisstime = 0
offset = 60,-52
velocity = 4,0
attr = S, SP
animtype  = Heavy
damage    = 20,5
guardflag = MA
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-7
air.velocity = -10,-6
air.animtype = Back
air.juggle = 5
air.fall = 1
fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1800, CC Projectile]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 18
ProjID = 1000
projanim = 2005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 6
projmisstime = 0
offset = 60,-52
velocity = 4,0
attr = S, SP
animtype  = Heavy
damage    = 10,5
getpower = 0
guardflag = MA
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-7
air.velocity = -10,-6
air.animtype = Back
air.juggle = 5
air.fall = 1
fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1800, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 18
value = 200, 0
channel = 0

[State 1800, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 18
value = 201, 0
channel = 1

[State 1800, Explod 1];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = -8,-20
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 1800, Explod 2];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(101) < 1
anim = 8101
ID = 101
postype = p2
pos = -20,-60
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1800, Special Explod Dust]
type = Explod
trigger1 = AnimElem = 15
anim = 8070
postype = p1
pos = 25,5
ownpal = 1
ignorehitpause = 1
sprpriority = 4

[State 1800, Fireball Dust Trail Helper]
type = Helper
trigger1 = AnimElem = 19
helpertype = Normal
name = "dusttrail"
postype = p1
pos = 40,10
stateno = 1021
ownpal = 1
persistent = 0

[State 1800, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Shaku Netsu Hadouken Y

[Statedef 1810]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 110)
ctrl = 0
velset = 0,0
anim = 1800
sprpriority = 2

[State 1810, Width]
type = Width
trigger1 = Time = [24,55]
value = 10,0

[State 1810, Projectile]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 18
ProjID = 1000
projanim = 2005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 6
projmisstime = 0
offset = 60,-52
velocity = 5.5,0
attr = S, SP
animtype  = Heavy
damage    = 25,5
guardflag = MA
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-7
air.velocity = -10,-6
air.animtype = Back
air.juggle = 5
air.fall = 1
fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1810, CC Projectile]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 18
ProjID = 1000
projanim = 2005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 6
projmisstime = 0
offset = 60,-52
velocity = 5.5,0
attr = S, SP
animtype  = Heavy
damage    = 12,5
getpower = 0
guardflag = MA
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-7
air.velocity = -10,-6
air.animtype = Back
air.juggle = 5
air.fall = 1
fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1810, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 18
value = 200, 0
channel = 0

[State 1810, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 18
value = 201, 0
channel = 1

[State 1810, Explod 1];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = -8,-20
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 1810, Explod 2];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(101) < 1
anim = 8101
ID = 101
postype = p2
pos = -20,-60
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1810, Special Explod Dust]
type = Explod
trigger1 = AnimElem = 15
anim = 8070
postype = p1
pos = 25,5
ownpal = 1
ignorehitpause = 1
sprpriority = 4

[State 1810, Fireball Dust Trail Helper]
type = Helper
trigger1 = AnimElem = 19
helpertype = Normal
name = "dusttrail"
postype = p1
pos = 40,10
stateno = 1021
ownpal = 1
persistent = 0

[State 1810, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Shaku Netsu Hadouken Z

[Statedef 1820]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 120)
ctrl = 0
velset = 0,0
anim = 1800
sprpriority = 2

[State 1820, Width]
type = Width
trigger1 = Time = [24,55]
value = 10,0

[State 1820, Projectile]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 18
ProjID = 1000
projanim = 2005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 6
projmisstime = 0
offset = 60,-52
velocity = 7,0
attr = S, SP
animtype  = Heavy
damage    = 30,5
guardflag = MA
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-7
air.velocity = -10,-6
air.animtype = Back
air.juggle = 5
air.fall = 1
fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1820, CC Projectile]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 18
ProjID = 1000
projanim = 2005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 6
projmisstime = 0
offset = 60,-52
velocity = 7,0
attr = S, SP
animtype  = Heavy
damage    = 15,5
getpower = 0
guardflag = MA
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-7
air.velocity = -10,-6
air.animtype = Back
air.juggle = 5
air.fall = 1
fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1820, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 18
value = 200, 0
channel = 0

[State 1820, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 18
value = 201, 0
channel = 1

[State 1820, Explod 1];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = -8,-20
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 1820, Explod 2];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(101) < 1
anim = 8101
ID = 101
postype = p2
pos = -20,-60
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1820, Special Explod Dust]
type = Explod
trigger1 = AnimElem = 15
anim = 8070
postype = p1
pos = 25,5
ownpal = 1
ignorehitpause = 1
sprpriority = 4

[State 1820, Fireball Dust Trail Helper]
type = Helper
trigger1 = AnimElem = 19
helpertype = Normal
name = "dusttrail"
postype = p1
pos = 40,10
stateno = 1021
ownpal = 1
persistent = 0

[State 1820, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Zankuu Shaku Netsu Hadouken X (horizontal fireball)

[Statedef 1850]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 100)
ctrl = 0
anim = 1850
sprpriority = 2

[State 1850, VelMul]
type = VelMul
trigger1 = Time = 0
x = .08
y = .08

[State 1850, VelSet]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 1850, VelAdd]
type = VelAdd
trigger1 = Time >= 49
y = .39

[State 1850, Projectile]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 4
ProjID = 1000
projanim = 2005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 6
projmisstime = 0
offset = 60,-52
velocity = 4,0
attr = S, SP
animtype  = Heavy
damage    = 20,5
guardflag = MA
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-7
air.velocity = -10,-6
air.animtype = Back
air.juggle = 5
air.fall = 1
fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1850, CC Projectile]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 4
ProjID = 1000
projanim = 2005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 6
projmisstime = 0
offset = 60,-52
velocity = 4,0
attr = A, SP
animtype  = Heavy
damage    = 10,5
getpower = 0
guardflag = MA
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-7
air.velocity = -10,-6
air.animtype = Back
air.juggle = 5
air.fall = 1
fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1850, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 200, 0
channel = 0

[State 1850, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 201, 0
channel = 1

[State 1850, Fire Charging]
type = Explod
trigger1 = AnimElem = 2
anim = 8900
postype = p1
pos = 8,-64
ownpal = 1
bindtime = -1
sprpriority = -1
removeongethit = 1

[State 1850, Explod 1];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = -8,-20
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 1850, Explod 2];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(101) < 1
anim = 8101
ID = 101
postype = p2
pos = -20,-60
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1850, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 48
value = 1051
ctrl = 0

;---------------------------------------------------------------------------
; Zankuu Shaku Netsu Hadouken Y (horizontal fireball)

[Statedef 1851]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 110)
ctrl = 0
anim = 1850
sprpriority = 2

[State 1851, VelMul]
type = VelMul
trigger1 = Time = 0
x = .08
y = .08

[State 1851, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
y = 0

[State 1851, VelAdd]
type = VelAdd
trigger1 = Time >= 49
y = .39

[State 1851, Projectile]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 4
ProjID = 1000
projanim = 2005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 6
projmisstime = 0
offset = 60,-52
velocity = 5.5,0
attr = A, SP
animtype  = Heavy
damage    = 22,5
guardflag = MA
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-7
air.velocity = -10,-6
air.animtype = Back
air.juggle = 5
air.fall = 1
fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1851, CC Projectile]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 4
ProjID = 1000
projanim = 2005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 6
projmisstime = 0
offset = 60,-52
velocity = 5.5,0
attr = A, SP
animtype  = Heavy
damage    = 11,5
getpower = 0
guardflag = MA
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-7
air.velocity = -10,-6
air.animtype = Back
air.juggle = 5
air.fall = 1
fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1851, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 200, 0
channel = 0

[State 1851, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 201, 0
channel = 1

[State 1851, Fire Charging]
type = Explod
trigger1 = AnimElem = 2
anim = 8900
postype = p1
pos = 8,-64
ownpal = 1
bindtime = -1
sprpriority = -1
removeongethit = 1

[State 1851, Explod 1];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = -8,-20
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 1851, Explod 2];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(101) < 1
anim = 8101
ID = 101
postype = p2
pos = -20,-60
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1851, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 48
value = 1051
ctrl = 0

;---------------------------------------------------------------------------
; Zankuu Shaku Netsu Hadouken Z (horizontal fireball)

[Statedef 1852]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 120)
ctrl = 0
anim = 1850
sprpriority = 2

[State 1852, VelMul]
type = VelMul
trigger1 = Time = 0
x = .08
y = .08

[State 1852, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
y = 0

[State 1852, VelAdd]
type = VelAdd
trigger1 = Time >= 49
y = .39

[State 1852, Projectile]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 4
ProjID = 1000
projanim = 2005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 6
projmisstime = 0
offset = 60,-52
velocity = 7,0
attr = A, SP
animtype  = Heavy
damage    = 25,5
guardflag = MA
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-7
air.velocity = -10,-6
air.animtype = Back
air.juggle = 5
air.fall = 1
fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1852, CC Projectile]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 4
ProjID = 1000
projanim = 2005
projhitanim = 1006
projpriority = 1
projshadow = -1
projhits = 6
projmisstime = 0
offset = 60,-52
velocity = 7,0
attr = A, SP
animtype  = Heavy
damage    = 12,5
getpower = 0
guardflag = MA
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-7
air.velocity = -10,-6
air.animtype = Back
air.juggle = 5
air.fall = 1
fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1852, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 200, 0
channel = 0

[State 1852, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 201, 0
channel = 1

[State 1852, Fire Charging]
type = Explod
trigger1 = AnimElem = 2
anim = 8900
postype = p1
pos = 8,-64
ownpal = 1
bindtime = -1
sprpriority = -1
removeongethit = 1

[State 1852, Explod 1];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = -8,-20
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 1852, Explod 2];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(101) < 1
anim = 8101
ID = 101
postype = p2
pos = -20,-60
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1852, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 48
value = 1051
ctrl = 0

;---------------------------------------------------------------------------
; Zankuu Shaku Netsu Hadouken X (diagonal fireball)

[Statedef 1860]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 100)
ctrl = 0
anim = 1860
sprpriority = 2

[State 1860, VelMul]
type = VelMul
trigger1 = Time = 0
x = .08
y = .08

[State 1860, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
y = 0

[State 1860, VelAdd]
type = VelAdd
trigger1 = Time >= 51
y = .39

[State 1860, Projectile]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 5
projid = 1000
projanim = 2010
projhitanim = 1106
projpriority = 1
projshadow = -1
projhits = 6
projmisstime = 0
projheightbound = -240,-10
offset = 64,-60
velocity = 4,2.6
attr = A, SP
animtype  = Heavy
damage    = 20,5
guardflag = MA
hitflag = MAFD
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 20,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,10
air.velocity = -6,10
air.animtype = Back
air.juggle = 5
air.fall = 1
fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1860, CC Projectile]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 5
projid = 1000
projanim = 2010
projhitanim = 1106
projpriority = 1
projshadow = -1
projhits = 6
projmisstime = 0
projheightbound = -240,-10
offset = 64,-60
velocity = 4,2.6
attr = A, SP
animtype  = Heavy
damage    = 10,5
getpower = 0
guardflag = MA
hitflag = MAFD
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 20,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,10
air.velocity = -6,10
air.animtype = Back
air.juggle = 5
air.fall = 1
fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1860, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200, 0
channel = 0

[State 1860, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 201, 0
channel = 1

[State 1860, Fire Charging]
type = Explod
trigger1 = AnimElem = 2
anim = 8900
postype = p1
pos = 12,-86
ownpal = 1
bindtime = -1
sprpriority = -1
removeongethit = 1

[State 1860, Explod 1];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = -8,-20
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 1860, Explod 2];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(101) < 1
anim = 8101
ID = 101
postype = p2
pos = -20,-60
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1860, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 50
value = 1051
ctrl = 0

;---------------------------------------------------------------------------
; Zankuu Shaku Netsu Hadouken Y (diagonal fireball)

[Statedef 1861]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 110)
ctrl = 0
anim = 1860
sprpriority = 2

[State 1861, VelMul]
type = VelMul
trigger1 = Time = 0
x = .08
y = .08

[State 1861, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
y = 0

[State 1861, VelAdd]
type = VelAdd
trigger1 = Time >= 51
y = .39

[State 1861, Projectile]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 5
projid = 1000
projanim = 2010
projhitanim = 1106
projpriority = 1
projshadow = -1
projhits = 6
projmisstime = 0
projheightbound = -240,-10
offset = 64,-60
velocity = 5.5,3.1
attr = A, SP
animtype  = Heavy
damage    = 22,5
guardflag = MA
hitflag = MAFD
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 20,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,10
air.velocity = -6,10
air.animtype = Back
air.juggle = 5
air.fall = 1
fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1861, CC Projectile]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 5
projid = 1000
projanim = 2010
projhitanim = 1106
projpriority = 1
projshadow = -1
projhits = 6
projmisstime = 0
projheightbound = -240,-10
offset = 64,-60
velocity = 5.5,3.1
attr = A, SP
animtype  = Heavy
damage    = 11,5
getpower = 0
guardflag = MA
hitflag = MAFD
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 20,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,10
air.velocity = -6,10
air.animtype = Back
air.juggle = 5
air.fall = 1
fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1861, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200, 0
channel = 0

[State 1861, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 201, 0
channel = 1

[State 1861, Fire Charging]
type = Explod
trigger1 = AnimElem = 2
anim = 8900
postype = p1
pos = 12,-86
ownpal = 1
bindtime = -1
sprpriority = -1
removeongethit = 1

[State 1861, Explod 1];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = -8,-20
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 1861, Explod 2];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(101) < 1
anim = 8101
ID = 101
postype = p2
pos = -20,-60
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1861, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 50
value = 1051
ctrl = 0

;---------------------------------------------------------------------------
; Zankuu Shaku Netsu Hadouken Z (diagonal fireball)

[Statedef 1862]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 120)
ctrl = 0
anim = 1860
sprpriority = 2

[State 1862, VelMul]
type = VelMul
trigger1 = Time = 0
x = .08
y = .08

[State 1862, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
y = 0

[State 1862, VelAdd]
type = VelAdd
trigger1 = Time >= 51
y = .39

[State 1862, Projectile]
type = Projectile
triggerall = Var(10) != 1
trigger1 = AnimElem = 5
projid = 1000
projanim = 2010
projhitanim = 1106
projpriority = 1
projshadow = -1
projhits = 6
projmisstime = 0
projheightbound = -240,-10
offset = 64,-60
velocity = 6.5,4
attr = A, SP
animtype  = Heavy
damage    = 25,5
guardflag = MA
hitflag = MAFD
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 20,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,10
air.velocity = -6,10
air.animtype = Back
air.juggle = 5
air.fall = 1
fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1862, CC Projectile]
type = Projectile
triggerall = Var(10) = 1
trigger1 = AnimElem = 5
projid = 1000
projanim = 2010
projhitanim = 1106
projpriority = 1
projshadow = -1
projhits = 6
projmisstime = 0
projheightbound = -240,-10
offset = 64,-60
velocity = 6.5,4
attr = A, SP
animtype  = Heavy
damage    = 12,5
getpower = 0
guardflag = MA
hitflag = MAFD
pausetime = 4,10
guard.sparkno = S8500
sparkno = S8400
sparkxy = 20,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,10
air.velocity = -6,10
air.animtype = Back
air.juggle = 5
air.fall = 1
fall = 1
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 1862, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200, 0
channel = 0

[State 1862, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 201, 0
channel = 1

[State 1862, Fire Charging]
type = Explod
trigger1 = AnimElem = 2
anim = 8900
postype = p1
pos = 12,-86
ownpal = 1
bindtime = -1
sprpriority = -1
removeongethit = 1

[State 1862, Explod 1];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = -8,-20
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 1862, Explod 2];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(101) < 1
anim = 8101
ID = 101
postype = p2
pos = -20,-60
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 1862, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 50
value = 1051
ctrl = 0


;---------------------------------------------------------------------------
; Super Attacks
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Shinkuu Hadouken

[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 2

[State 3000, Portrait Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 9110
postype = back
pos = -63,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3000, Portrait Background Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 9111
postype = back
pos = -20,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 5
pos = -25, -65
anim = S9100
sound = S2, 0
poweradd = -1000
time = 55

[State 3000, PlaySnd 1];"Shinkuu"
type = PlaySnd
trigger1 = AnimElem = 4
value = 200,1
channel = 0

[State 3000, PlaySnd 2];"Hadouken"
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0
channel = 0

[State 3000, Width]
type = Width
trigger1 = Time >= 15
value = 30,0

[State 3000, PlaySnd 3];Beam 1
type = PlaySnd
trigger1 = AnimElem = 7
value = 240,0
channel = 1

[State 3000, PlaySnd 4];Beam 2
type = PlaySnd
trigger1 = AnimElem = 7
value = 240,1
channel = 2

[State 3000, AfterImage]
type = AfterImage
trigger1 = AnimElem = 5
length = 15
time = 110
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 3000, Hadouken Burst Explod]
type = Explod
trigger1 = AnimElem = 7
ID = 8600
anim = 8600
postype = parent, p1
pos = 6,0
removeongethit = 1
ownpal = 1
ignorehitpause = 1
bindtime = -1
sprpriority = 5

[State 3000, Hadouken Electricity Explod1]
type = Explod
trigger1 = Time = 24
ID = 8600
anim = 8630
postype = p1
pos = 6,0
removeongethit = 1
ownpal = 1
ignorehitpause = 1
bindtime = -1
sprpriority = 4

[State 3000, Hadouken Electricity Explod2]
type = Explod
trigger1 = Time = 24
ID = 8600
anim = 8630
postype = p1
pos = 6,-104
vfacing = -1
removeongethit = 1
ownpal = 1
ignorehitpause = 1
bindtime = -1
sprpriority = 4

[State 3000, Electricity Explod]
type = Explod
trigger1 = Time >= 20
trigger1 = (Time%35) = 0
anim = 8620
ID = 200
postype = p1
pos = 0,0
removeongethit = 1
ownpal = 1
ignorehitpause = 1
sprpriority = 3

[State 3000, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 110
ID = 200

[State 3000, RemoveExplod2]
type = RemoveExplod
trigger1 = Time >= 0
ID = 8002

[State 3000, Special Explod Dust]
type = Explod
trigger1 = Time = 0
anim = 8070
postype = p1
pos = 25,5
ownpal = 1
ignorehitpause = 1
sprpriority = 4

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 5
value = SCA
time = 20

[State 3000, Helper]
type = Helper
trigger1 = AnimElem = 7
helpertype = Normal
ID = 3000
name = "shinkuuhadouken"
postype = p1
pos = 6,0
stateno = 3010
ownpal = 1
bindtime = -1

[State 3000, 7]
type = ChangeState
trigger1 = Time = 140
value = 1602
ctrl = 0

;---------------------------------------------------------------------------
; Shinkuu Hadouken Helper

[Statedef 3010]
type = A
movetype = A
ctrl = 0
anim = 8610
sprpriority = 4

[State 3010, BindToParent]
type = BindToParent
trigger1 = Time = 0
time = -1
pos = 6,0

[State 3010, HitDef]
type = HitDef
trigger1 = (Time%3) = 0
trigger1 = Time <= 78
attr = A, HP
getpower = 0
animtype  = Heavy
damage    = 10,2
guardflag = MA
hitflag = MAFP
priority = 7, Hit
sprpriority = 4
pausetime = 0,2
guard.sparkno = -1
sparkno = -1
sparkxy = 600,600
hitsound   = S100,3
guardsound = S0,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1,0
air.juggle = 3
air.type = Low
air.velocity = -1,0
air.animtype = Back
air.fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 3010, HitDef]
type = HitDef
trigger1 = Time = 79
attr = A, HP
getpower = 0
animtype  = Heavy
damage    = 20,2
guardflag = MA
hitflag = MAFP
priority = 7, Hit
sprpriority = 4
pausetime = 0,2
guard.sparkno = -1
sparkno = -1
sparkxy = 600,600
hitsound   = S100,3
guardsound = S0,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10,-8
air.type = Low
air.velocity = -10,-7
air.animtype = Back
air.fall = 1
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 3010, Explod]
type = Explod
trigger1 = MoveContact
anim = 8640
postype = p2
pos = 0,-48
ownpal = 1
ignorehitpause = 1
sprpriority = 5

[State 3010, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != 3000
trigger1 = parent, stateno != 3050

[State 3010, 2]
type = ChangeState
trigger1 = Time = 90
value = 3011

;---------------------------------------------------------------------------
; Shinkuu Hadouken Helper (end)

[Statedef 3011]
type = A
movetype = A
ctrl = 0
anim = 8611
sprpriority = 4

[State 3011, BindToParent]
type = BindToParent
trigger1 = Time = 0
time = -1
pos = 6,-2

[State 3011, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent, stateno != 3000
trigger2 = parent, stateno != 3050

;---------------------------------------------------------------------------
; Air Shinkuu Hadouken

[Statedef 3050]
type    = A
movetype= A
physics = N
juggle  = 4
anim = 3050
ctrl = 0
sprpriority = 2

[State 3050, Portrait Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 9110
postype = back
pos = -63,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3050, Portrait Background Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 9111
postype = back
pos = -20,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3050, VelMul]
type = VelMul
trigger1 = Time = 0
x = .08
y = .08

[State 3050, VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 0
y = 0

[State 3050, Width]
type = Width
trigger1 = Time >= 15
value = 30,0

[State 3050, PlaySnd 1];"Shinkuu"
type = PlaySnd
trigger1 = AnimElem = 4
value = 200,1
channel = 0

[State 3050, PlaySnd 2];"Hadouken"
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0
channel = 0

[State 3050, PlaySnd 3];Beam 1
type = PlaySnd
trigger1 = AnimElem = 7
value = 240,0
channel = 1

[State 3050, PlaySnd 4];Beam 2
type = PlaySnd
trigger1 = AnimElem = 7
value = 240,1
channel = 2

[State 3050, SuperPause]
type = SuperPause
trigger1 = AnimElem = 5
pos = -25, -65
anim = S9100
sound = S2, 0
poweradd = -1000
time = 55

[State 3050, AfterImage]
type = AfterImage
trigger1 = AnimElem = 5
length = 15
time = 100
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 3050, Hadouken Burst Explod]
type = Explod
trigger1 = AnimElem = 7
ID = 8600
anim = 8600
postype = parent, p1
pos = 6,0
removeongethit = 1
ownpal = 1
ignorehitpause = 1
bindtime = -1
sprpriority = 5

[State 3050, Hadouken Electricity Explod1]
type = Explod
trigger1 = Time = 24
ID = 8600
anim = 8630
postype = p1
pos = 6,0
removeongethit = 1
ownpal = 1
ignorehitpause = 1
bindtime = -1
sprpriority = 4

[State 3050, Hadouken Electricity Explod2]
type = Explod
trigger1 = Time = 24
ID = 8600
anim = 8630
postype = p1
pos = 6,-104
vfacing = -1
removeongethit = 1
ownpal = 1
ignorehitpause = 1
bindtime = -1
sprpriority = 4

[State 3050, Electricity Explod]
type = Explod
trigger1 = Time >= 20
trigger1 = (Time%35) = 0
anim = 8625
ID = 200
postype = p1
pos = 0,0
removeongethit = 1
ownpal = 1
ignorehitpause = 1
sprpriority = 3

[State 3050, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 110
ID = 200

[State 3050, RemoveExplod2]
type = RemoveExplod
trigger1 = Time >= 0
ID = 8002

[State 3050, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 5
value = SCA
time = 20

[State 3050, Helper]
type = Helper
trigger1 = AnimElem = 7
helpertype = Normal
ID = 3000
name = "shinkuuhadouken"
postype = p1
pos = 6,0
stateno = 3010
ownpal = 1
bindtime = -1

[State 3050, 7]
type = ChangeState
trigger1 = Time = 130
value = 3051
ctrl = 0

;---------------------------------------------------------------------------
; Air Shinkuu Hadouken (Falling)

[Statedef 3051]
type    = A
movetype= A
physics = A
juggle  = 4
anim = 3051
ctrl = 0

[State 3051, 2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; Variable Shinkuu Hadouken (Charging)

[Statedef 3069]
type    = A
movetype= A
physics = N
juggle  = 1
anim = 3069
ctrl = 0
sprpriority = 2

[State 3069, Portrait Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 9110
postype = back
pos = -63,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3069, Portrait Background Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 9111
postype = back
pos = -20,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3069, SuperPause]
type = SuperPause
trigger1 = AnimElem = 5
pos = -25, -65
anim = S9100
sound = S2, 0
poweradd = -1000
time = 55

[State 3069, AfterImage]
type = AfterImage
trigger1 = AnimElem = 5
length = 15
time = 100
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 3069, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3069, VelMul 1]
type = VelMul
trigger1 = Time = 0
x = 0.08
y = 0.08

[State 3069, VelSet 1]
type = VelSet
trigger1 = Vel X < 0
trigger1 = AnimElem = 7
x = -0.2
y = 0.3

[State 3069, VelSet 2]
type = VelSet
trigger1 = Vel X >= 0
trigger1 = AnimElem = 7
x = 0
y = 0.3

[State 3069, PlaySnd 1];"Shinkuu"
type = PlaySnd
trigger1 = AnimElem = 4
value = 200,1
channel = 0

[State 3069, PlaySnd 2];"Hadouken"
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0
channel = 0

[State 3069, PlaySnd 3];Beam 1
type = PlaySnd
trigger1 = AnimElem = 7
value = 240,0
channel = 1

[State 3069, PlaySnd 4];Beam 2
type = PlaySnd
trigger1 = AnimElem = 7
value = 240,1
channel = 2

[State 3069, Electricity Explod]
type = Explod
anim = 8003
trigger1 = AnimElem = 6
ID = 3070
postype = P1
pos = 14,-30
ownpal = 1
sprpriority = 3
bindtime = -1
persistent = 0
removeongethit = 1

[State 3069, Beam Helper]
type = Helper
trigger1 = AnimElem = 7
helpertype = Normal
ID = 3069
name = "variable"
postype = p1
pos = -14,-7
stateno = 3079
ownpal = 1
bindtime = -1

[State 3069, Beam Spark Helper]
type = Helper
trigger1 = AnimElem = 7
helpertype = Normal
name = "variablespark"
postype = p1
pos = -14,-7
stateno = 3095
ownpal = 1
bindtime = -1

[State 3069, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3070
ctrl = 0

;---------------------------------------------------------------------------
; Variable Shinkuu Hadouken (Straight)

[Statedef 3070]
type    = A
movetype= A
physics = N
juggle  = 1
anim = 3070
ctrl = 0
sprpriority = 2

[State 3070, VelSet]
type = VelSet
trigger1 = Pos Y >= 6
y = 0

[State 3070, Electricity Explod]
type = Explod
anim = 8003
trigger1 = Var(11) = 20
trigger2 = Var(11) = 45
trigger3 = Var(11) = 70
ID = 3070
postype = P1
pos = 14,-30
ownpal = 1
sprpriority = 3
bindtime = -1
persistent = 1
removeongethit = 1

[State 3070, Change Up]
type = ChangeState
triggerall = Var(11) < 80
trigger1 = Time >= 8
trigger1 = Command = "holdup"
trigger2 = Time >= 8
trigger2 = Var(3) = 1
trigger2 = P2BodyDist Y <= -80
value = 3071
ctrl = 0

[State 3070, Change Down]
type = ChangeState
triggerall = Var(11) < 80
trigger1 = Time >= 8
trigger1 = Command = "holddown"
trigger2 = Time >= 8
trigger2 = Var(3) = 1
trigger2 = P2BodyDist Y = [70,140]
value = 3073
ctrl = 0

[State 3070, 7]
type = ChangeState
trigger1 = Var(11) = 90
value = 3051
ctrl = 0

;---------------------------------------------------------------------------
; Variable Shinkuu Hadouken (Up 1)

[Statedef 3071]
type    = A
movetype= A
physics = N
anim = 3071
ctrl = 0
sprpriority = 2

[State 3071, VelSet]
type = VelSet
trigger1 = Pos Y >= 6
y = 0

[State 3071, Electricity Explod]
type = Explod
anim = 8003
trigger1 = Var(11) = 20
trigger2 = Var(11) = 45
trigger3 = Var(11) = 70
ID = 3070
postype = P1
pos = 14,-30
ownpal = 1
sprpriority = 3
bindtime = -1
persistent = 1
removeongethit = 1

[State 3071, Change Up]
type = ChangeState
triggerall = Var(11) < 80
trigger1 = Time >= 8
trigger1 = Command = "holdup"
value = 3072
ctrl = 0

[State 3071, Change Down]
type = ChangeState
triggerall = Var(11) < 80
trigger1 = Time >= 8
trigger1 = Command = "holddown"
trigger2 = Time >= 8
trigger2 = Var(3) = 1
trigger2 = P2BodyDist Y = [-5,5]
value = 3070
ctrl = 0

[State 3071, 7]
type = ChangeState
trigger1 = Var(11) = 90
value = 3051
ctrl = 0

;---------------------------------------------------------------------------
; Variable Shinkuu Hadouken (Up 2)

[Statedef 3072]
type    = A
movetype= A
physics = N
anim = 3072
ctrl = 0
sprpriority = 2

[State 3072, VelSet]
type = VelSet
trigger1 = Pos Y >= 6
y = 0

[State 3072, Electricity Explod]
type = Explod
anim = 8003
trigger1 = Var(11) = 20
trigger2 = Var(11) = 45
trigger3 = Var(11) = 70
ID = 3070
postype = P1
pos = 14,-30
ownpal = 1
sprpriority = 3
bindtime = -1
persistent = 1
removeongethit = 1

[State 3072, Change Down]
type = ChangeState
triggerall = Var(11) < 80
trigger1 = Time >= 8
trigger1 = Command = "holddown"
value = 3071
ctrl = 0

[State 3072, 7]
type = ChangeState
trigger1 = Var(11) = 90
value = 3051
ctrl = 0

;---------------------------------------------------------------------------
; Variable Shinkuu Hadouken (Down 1)

[Statedef 3073]
type    = A
movetype= A
physics = N
anim = 3073
ctrl = 0
sprpriority = 2

[State 3073, VelSet]
type = VelSet
trigger1 = Pos Y >= 6
y = 0

[State 3073, Electricity Explod]
type = Explod
anim = 8003
trigger1 = Var(11) = 20
trigger2 = Var(11) = 45
trigger3 = Var(11) = 70
ID = 3070
postype = P1
pos = 12,-30
ownpal = 1
sprpriority = 3
bindtime = -1
persistent = 1
removeongethit = 1

[State 3073, Change Up]
type = ChangeState
triggerall = Var(11) < 80
trigger1 = Time >= 8
trigger1 = Command = "holdup"
value = 3070
ctrl = 0

[State 3073, Change Down]
type = ChangeState
triggerall = Var(11) < 80
trigger1 = Time >= 8
trigger1 = Command = "holddown"
value = 3074
ctrl = 0

[State 3073, 7]
type = ChangeState
trigger1 = Var(11) = 90
value = 3051
ctrl = 0

;---------------------------------------------------------------------------
; Variable Shinkuu Hadouken (Down 2)

[Statedef 3074]
type    = A
movetype= A
physics = N
anim = 3074
ctrl = 0
sprpriority = 2

[State 3074, VelSet]
type = VelSet
trigger1 = Pos Y >= 6
y = 0

[State 3074, Electricity Explod]
type = Explod
anim = 8003
trigger1 = Var(11) = 20
trigger2 = Var(11) = 45
trigger3 = Var(11) = 70
ID = 3070
postype = P1
pos = 10,-30
ownpal = 1
sprpriority = 3
bindtime = -1
persistent = 1
removeongethit = 1

[State 3074, Change Up]
type = ChangeState
triggerall = Var(11) < 80
trigger1 = Time >= 8
trigger1 = Command = "holdup"
value = 3073
ctrl = 0

[State 3074, 7]
type = ChangeState
trigger1 = Var(11) = 90
value = 3051
ctrl = 0

;---------------------------------------------------------------------------
; Variable Shinkuu Hadouken Helper (straight - start)

[Statedef 3079]
type = A
movetype = A
ctrl = 0
anim = 3079
sprpriority = 4

[State 3079, AssertSpecial]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoShadow

[State 3079, BindToParent]
type = BindToParent
trigger1 = Time = 0
time = -1
pos = -14,-7

[State 3079, HitDef]
type = HitDef
trigger1 = (Time%4) = 0
attr = A, HP
getpower = 0
animtype  = Heavy
damage    = 14,3
guardflag = MA
hitflag = MAFDP
priority = 7, Hit
sprpriority = 4
pausetime = 0,5
guard.sparkno = -1
sparkno = -1
sparkxy = 600,600
;hitsound = -1
hitsound   = S100,3
guardsound = S0,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4,-1
air.juggle = 3
air.type = Low
air.velocity = -4,-1
air.animtype = Back
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 3079, Spark Explod]
type = Explod
trigger1 = MoveContact
anim = 8640
postype = p2
pos = 0,-48
ownpal = 1
ignorehitpause = 1
sprpriority = 5

[State 3079, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != [3069,3074]

[State 3079, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 3080

;---------------------------------------------------------------------------
; Variable Shinkuu Hadouken Helper (straight)

[Statedef 3080]
type = A
movetype = A
ctrl = 0
anim = 3080
sprpriority = 4

[State 3080, AssertSpecial]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoShadow

[State 3080, BindToParent]
type = BindToParent
trigger1 = Time = 0
time = -1
pos = -14,-7

[State 3080, HitDef]
type = HitDef
trigger1 = (Time%4) = 0
attr = A, HP
getpower = 0
animtype  = Heavy
damage    = 14,3
guardflag = MA
hitflag = MAFDP
priority = 7, Hit
sprpriority = 4
pausetime = 0,5
guard.sparkno = -1
sparkno = -1
sparkxy = 600,600
;hitsound = -1
hitsound   = S100,3
guardsound = S0,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10,-6
air.juggle = 3
air.type = Low
air.velocity = -10,-6
air.animtype = Back\
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 3080, Spark Explod]
type = Explod
trigger1 = MoveContact
anim = 8640
postype = p2
pos = 0,-48
ownpal = 1
ignorehitpause = 1
sprpriority = 5

[State 3080, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != [3069,3074]

[State 3080, Change Up]
type = ChangeState
trigger1 = Parent, StateNo = 3071
value = 3081

[State 3080, Change Down]
type = ChangeState
trigger1 = Parent, StateNo = 3073
value = 3083

[State 3080, 2]
type = ChangeState
trigger1 = Parent, Var(11) = 80
value = 3090

;---------------------------------------------------------------------------
; Variable Shinkuu Hadouken Helper (up 1)

[Statedef 3081]
type = A
movetype = A
ctrl = 0
anim = 3081
sprpriority = 4

[State 3081, AssertSpecial]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoShadow

[State 3081, BindToParent]
type = BindToParent
trigger1 = Time = 0
time = -1
pos = -15,-134

[State 3081, HitDef]
type = HitDef
trigger1 = (Time%4) = 0
attr = A, HP
getpower = 0
animtype  = Heavy
damage    = 14,3
guardflag = MA
hitflag = MAFDP
priority = 7, Hit
sprpriority = 4
pausetime = 0,5
guard.sparkno = -1
sparkno = -1
sparkxy = 600,600
;hitsound = -1
hitsound   = S100,3
guardsound = S0,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10,-6
air.juggle = 3
air.type = Low
air.velocity = -10,-6
air.animtype = Back
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 3081, Spark Explod]
type = Explod
trigger1 = MoveContact
anim = 8640
postype = p2
pos = 0,-48
ownpal = 1
ignorehitpause = 1
sprpriority = 5

[State 3081, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != [3069,3074]

[State 3081, Change Up]
type = ChangeState
trigger1 = Parent, StateNo = 3072
value = 3082

[State 3081, Change Down]
type = ChangeState
trigger1 = Parent, StateNo = 3070
value = 3080

[State 3081, 2]
type = ChangeState
trigger1 = Parent, Var(11) = 80
value = 3091

;---------------------------------------------------------------------------
; Variable Shinkuu Hadouken Helper (up 2)

[Statedef 3082]
type = A
movetype = A
ctrl = 0
anim = 3082
sprpriority = 4

[State 3082, AssertSpecial]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoShadow

[State 3082, BindToParent]
type = BindToParent
trigger1 = Time = 0
time = -1
pos = -26,-160

[State 3082, HitDef]
type = HitDef
trigger1 = (Time%4) = 0
attr = A, HP
getpower = 0
animtype  = Heavy
damage    = 14,3
guardflag = MA
hitflag = MAFDP
priority = 7, Hit
sprpriority = 4
pausetime = 0,5
guard.sparkno = -1
sparkno = -1
sparkxy = 600,600
;hitsound = -1
hitsound   = S100,3
guardsound = S0,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10,-6
air.juggle = 3
air.type = Low
air.velocity = -10,-6
air.animtype = Back
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 3082, Spark Explod]
type = Explod
trigger1 = MoveContact
anim = 8640
postype = p2
pos = 0,-48
ownpal = 1
ignorehitpause = 1
sprpriority = 5

[State 3082, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != [3069,3074]

[State 3082, Change Down]
type = ChangeState
trigger1 = Parent, StateNo = 3071
value = 3081

[State 3082, 2]
type = ChangeState
trigger1 = Parent, Var(11) = 80
value = 3092

;---------------------------------------------------------------------------
; Variable Shinkuu Hadouken Helper (down 1)

[Statedef 3083]
type = A
movetype = A
ctrl = 0
anim = 3083
sprpriority = 4

[State 3083, AssertSpecial]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoShadow

[State 3083, BindToParent]
type = BindToParent
trigger1 = Time = 0
time = -1
pos = -19,9

[State 3083, HitDef]
type = HitDef
trigger1 = (Time%4) = 0
attr = A, HP
getpower = 0
animtype  = Heavy
damage    = 14,3
guardflag = MA
hitflag = MAFDP
priority = 7, Hit
sprpriority = 4
pausetime = 0,5
guard.sparkno = -1
sparkno = -1
sparkxy = 600,600
;hitsound = -1
hitsound   = S100,3
guardsound = S0,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10,-6
air.juggle = 3
air.type = Low
air.velocity = -10,-6
air.animtype = Back
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 3083, Spark Explod]
type = Explod
trigger1 = MoveContact
anim = 8640
postype = p2
pos = 0,-48
ownpal = 1
ignorehitpause = 1
sprpriority = 5

[State 3083, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != [3069,3074]

[State 3083, Change Up]
type = ChangeState
trigger1 = Parent, StateNo = 3070
value = 3080

[State 3083, Change Down]
type = ChangeState
trigger1 = Parent, StateNo = 3074
value = 3084

[State 3083, 2]
type = ChangeState
trigger1 = Parent, Var(11) = 80
value = 3093

;---------------------------------------------------------------------------
; Variable Shinkuu Hadouken Helper (down 2)

[Statedef 3084]
type = A
movetype = A
ctrl = 0
anim = 3084
sprpriority = 4

[State 3084, AssertSpecial]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoShadow

[State 3084, BindToParent]
type = BindToParent
trigger1 = Time = 0
time = -1
pos = -23,21

[State 3084, HitDef]
type = HitDef
trigger1 = (Time%4) = 0
attr = A, HP
getpower = 0
animtype  = Heavy
damage    = 14,3
guardflag = MA
hitflag = MAFDP
priority = 7, Hit
sprpriority = 4
pausetime = 0,5
guard.sparkno = -1
sparkno = -1
sparkxy = 600,600
;hitsound = -1
hitsound   = S100,3
guardsound = S0,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10,-6
air.juggle = 3
air.type = Low
air.velocity = -10,-6
air.animtype = Back
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 3084, Spark Explod]
type = Explod
trigger1 = MoveContact
anim = 8640
postype = p2
pos = 0,-48
ownpal = 1
ignorehitpause = 1
sprpriority = 5

[State 3084, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != [3069,3074]

[State 3084, Change Up]
type = ChangeState
trigger1 = Parent, StateNo = 3073
value = 3083

[State 3084, 2]
type = ChangeState
trigger1 = Parent, Var(11) = 80
value = 3094

;---------------------------------------------------------------------------
; Variable Shinkuu Hadouken Helper (straight - end)

[Statedef 3090]
type = A
movetype = A
ctrl = 0
anim = 3090
sprpriority = 4

[State 3090, AssertSpecial]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoShadow

[State 3090, BindToParent]
type = BindToParent
trigger1 = Time = 0
time = -1
pos = -14,-7

[State 3090, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent, stateno != [3069,3074]

;---------------------------------------------------------------------------
; Variable Shinkuu Hadouken Helper (up 1 - end)

[Statedef 3091]
type = A
movetype = A
ctrl = 0
anim = 3091
sprpriority = 4

[State 3091, AssertSpecial]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoShadow

[State 3091, BindToParent]
type = BindToParent
trigger1 = Time = 0
time = -1
pos = -15,-134

[State 3091, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent, stateno != [3069,3074]

;---------------------------------------------------------------------------
; Variable Shinkuu Hadouken Helper (up 2 - end)

[Statedef 3092]
type = A
movetype = A
ctrl = 0
anim = 3092
sprpriority = 4

[State 3092, AssertSpecial]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoShadow

[State 3092, BindToParent]
type = BindToParent
trigger1 = Time = 0
time = -1
pos = -24,-160

[State 3092, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent, stateno != [3069,3074]

;---------------------------------------------------------------------------
; Variable Shinkuu Hadouken Helper (down 1 - end)

[Statedef 3093]
type = A
movetype = A
ctrl = 0
anim = 3093
sprpriority = 4

[State 3093, AssertSpecial]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoShadow

[State 3093, BindToParent]
type = BindToParent
trigger1 = Time = 0
time = -1
pos = -19,9

[State 3093, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent, stateno != [3069,3074]

;---------------------------------------------------------------------------
; Variable Shinkuu Hadouken Helper (down 2 - end)

[Statedef 3094]
type = A
movetype = A
ctrl = 0
anim = 3094
sprpriority = 4

[State 3094, AssertSpecial]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoShadow

[State 3094, BindToParent]
type = BindToParent
trigger1 = Time = 0
time = -1
pos = -23,21

[State 3094, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent, stateno != [3069,3074]

;---------------------------------------------------------------------------
; Variable Shinkuu Hadouken Spark Helper

[Statedef 3095]
type = A
movetype = A
ctrl = 0
anim = 8950
sprpriority = 4

[State 3095, AssertSpecial]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoShadow

[State 3095, BindToParent Straight]
type = BindToParent
trigger1 = parent, StateNo = 3070
trigger1 = Time >= 0
time = 1
pos = -14,-7

[State 3095, BindToParent Up 1]
type = BindToParent
trigger1 = parent, StateNo = 3071
trigger1 = Time >= 0
time = 1
pos = 6,-11

[State 3095, BindToParent Up 2]
type = BindToParent
trigger1 = parent, StateNo = 3072
trigger1 = Time >= 0
time = 1
pos = 24,-24

[State 3095, BindToParent Down 1]
type = BindToParent
trigger1 = parent, StateNo = 3073
trigger1 = Time >= 0
time = 1
pos = -34,-16

[State 3095, BindToParent Down 2]
type = BindToParent
trigger1 = parent, StateNo = 3074
trigger1 = Time >= 0
time = 1
pos = -44,-34

[State 3095, AngleSet Straight]
type = AngleSet
trigger1 = parent, StateNo = 3070
value = 0

[State 3095, AngleSet Up 1]
type = AngleSet
trigger1 = parent, StateNo = 3071
value = 20

[State 3095, AngleSet Up 2]
type = AngleSet
trigger1 = parent, StateNo = 3072
value = 40

[State 3095, AngleSet Down 1]
type = AngleSet
trigger1 = parent, StateNo = 3073
value = -20

[State 3095, AngleSet Down 2]
type = AngleSet
trigger1 = parent, StateNo = 3074
value = -40

[State 3095, AngleDraw]
type = AngleDraw
trigger1 = Time >= 0

[State 3095, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger1 = parent, Var(11) >= 80
trigger2 = parent, stateno != [3069,3074]

;---------------------------------------------------------------------------
; Shinkuu Tatsumaki Senpuu Kyaku (Start)

[Statedef 3100]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 3100
ctrl = 0
sprpriority = 2

[State 3100, Portrait Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 9110
postype = back
pos = -63,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3100, Portrait Background Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 9111
postype = back
pos = -20,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3100, PlaySnd 1];"Shinkuu"
type = PlaySnd
trigger1 = AnimElem = 4
value = 200,1
channel = 0

[State 3100, PlaySnd 2];"Tatsumaki Senpuu Kyaku"
type = PlaySnd
trigger1 = AnimElem = 8
value = 210,0
channel = 0

[State 3100, PlaySnd 3];Wave Snd
type = PlaySnd
trigger1 = AnimElem = 8
value = 210,2
channel = 3

[State 3100, SuperPause]
type = SuperPause
trigger1 = AnimElem = 5
pos = -35, -66
anim = S9100
sound = S2, 0
poweradd = -1000
time = 55

[State 3100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 5
length = 15
time = 110
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 3100, VelSet]
type = VelSet
trigger1 = AnimElem = 7
y = -3.2

[State 3100, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 0
ID = 8002

[State 3100, Special Explod Dust]
type = Explod
trigger1 = Time = 0
anim = 8070
postype = p1
pos = 25,5
ownpal = 1
ignorehitpause = 1
sprpriority = 4

[State 3100, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 50

[State 3100, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3101
ctrl = 0

;---------------------------------------------------------------------------
; Shinkuu Tatsumaki Senpuu Kyaku (Kicks)

[Statedef 3101]
type    = A
movetype= A
physics = N
juggle  = 4
anim = 3101
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3101, PosAdd]
type = PosAdd
trigger1 = Time = [11,78]
trigger1 = (Time%7) = 0
y = 1

[State 3101, HitDef1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
trigger5 = AnimElem = 17
trigger6 = AnimElem = 21
trigger7 = AnimElem = 25
trigger8 = AnimElem = 29
trigger9 = AnimElem = 33
trigger10 = AnimElem = 37
attr = A, HA
animtype  = Medium
damage    = 14, 3
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 2,0
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 20,0
air.type = High
air.velocity = 20,0
air.juggle = 3
fall.recover = 0
p2facing = 1
snap = 65
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5
forcestand = 1

[State 3101, HitDef2]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
trigger5 = AnimElem = 19
trigger6 = AnimElem = 23
trigger7 = AnimElem = 27
trigger8 = AnimElem = 31
trigger9 = AnimElem = 35
attr = A, HA
animtype  = Medium
damage    = 14, 3
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 2,0
sparkno = S8400
sparkxy = 20,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -20,0
air.type = High
air.velocity = -20,0
air.juggle = 3
fall.recover = 0
p2facing = -1
snap = -65
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5
forcestand = 1

[State 3101, HitDef3]
type = HitDef
trigger1 = AnimElem = 39
attr = A, HA
animtype  = Heavy
damage    = 30, 3
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 2,0
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10,-6
air.type = High
air.velocity = -10,-7
air.juggle = 3
air.fall = 1
fall = 1
fall.recover = 0
p2facing = 1
snap = -65,20
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 3201, Elec Explod 1]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 24
trigger3 = Time = 48
trigger4 = Time = 72
anim = 8050
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
bindtime = -1
ignorehitpause = 1

[State 3201, Elec Explod 2]
type = Explod
trigger1 = Time = 12
trigger2 = Time = 36
trigger3 = Time = 60
trigger4 = Time = 84
anim = 8051
postype = p1
pos = 0,0
ownpal = 1
sprpriority = -1
bindtime = -1
ignorehitpause = 1

[State 3101, Whirlwind Wave Explod A]
type = Explod
trigger1 = AnimElem = 1
ID = 8080
anim = 8080
postype = p1
pos = 0,36
removeongethit = 1
ownpal = 1
ignorehitpause = 1
sprpriority = 4

[State 3101, Whirlwind Wave Explod B]
type = Explod
trigger1 = AnimElem = 1
ID = 8080
anim = 8081
postype = p1
pos = 0,30
removeongethit = 1
ownpal = 1
ignorehitpause = 1
sprpriority = -1

[State 3101, PlaySnd 1];ElecSnd
type = PlaySnd
trigger1 = AnimElem = 1 || AnimElem = 5 || AnimElem = 9 || AnimElem = 13 || AnimElem = 17 || AnimElem = 21
trigger2 = AnimElem = 25 || AnimElem = 29 || AnimElem = 33 || AnimElem = 37
value = 210,1
channel = 1

[State 3101, PlaySnd 2];KickSnd
type = PlaySnd
trigger1 = AnimElem = 1 || AnimElem = 3 || AnimElem = 5 || AnimElem = 7 || AnimElem = 9 || AnimElem = 11
trigger2 = AnimElem = 13 || AnimElem = 15 || AnimElem = 17 || AnimElem = 19 || AnimElem = 21 || AnimElem = 23
trigger3 = AnimElem = 25 || AnimElem = 27 || AnimElem = 29 || AnimElem = 31 || AnimElem = 33 || AnimElem = 35
trigger4 = AnimElem = 37 || AnimElem = 39
value = 110, 3
channel = 2

[State 3101, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 3101, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3102
ctrl = 0

;---------------------------------------------------------------------------
; Shinkuu Tatsumaki Senpuu Kyaku (End)

[Statedef 3102]
type    = A
movetype= I
physics = A
ctrl = 0
poweradd = 0
anim = 3102
sprpriority = 2

[State 3102, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 3102, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Air Shinkuu Tatsumaki Senpuu Kyaku (Start)

[Statedef 3150]
type    = A
movetype= A
physics = N
juggle  = 4
anim = 3150
ctrl = 0
sprpriority = 2

[State 3150, Portrait Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 9110
postype = back
pos = -63,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3150, Portrait Background Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 9111
postype = back
pos = -20,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3150, PlaySnd 1];"Shinkuu"
type = PlaySnd
trigger1 = AnimElem = 4
value = 200,1
channel = 0

[State 3150, PlaySnd 2];"Tatsumaki Senpuu Kyaku"
type = PlaySnd
trigger1 = AnimElem = 8
value = 210,0
channel = 0

[State 3150, PlaySnd 3];Wave Snd
type = PlaySnd
trigger1 = AnimElem = 8
value = 210,2
channel = 3

[State 3150, SuperPause]
type = SuperPause
trigger1 = AnimElem = 5
pos = -35, -66
anim = S9100
sound = S2, 0
poweradd = -1000
time = 55

[State 3150, AfterImage]
type = AfterImage
trigger1 = AnimElem = 5
length = 15
time = 110
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 3150, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 50

[State 3150, VelSet A1]
type = VelSet
trigger1 = (Vel X = 0) && (Pos Y >= 0)
x = 0
y = 0

[State 3150, VelSet A2]
type = VelSet
trigger1 = (Vel X > 0) && (Pos Y >= 0)
x = 0.5
y = 0

[State 3150, VelSet A3]
type = VelSet
trigger1 = (Vel X < 0) && (Pos Y >= 0)
x = -0.5
y = 0

[State 3150, VelSet B1]
type = VelSet
trigger1 = (Vel X = 0) && (Pos Y < 0)
x = 0
y = 0.5

[State 3150, VelSet B2]
type = VelSet
trigger1 = (Vel X > 0) && (Pos Y < 0)
x = 0.5
y = 0.5

[State 3150, VelSet B3]
type = VelSet
trigger1 = (Vel X < 0) && (Pos Y < 0)
x = -0.5
y = 0.5

[State 3150, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3151
ctrl = 0

;---------------------------------------------------------------------------
; Air Shinkuu Tatsumaki Senpuu Kyaku (Kicks)

[Statedef 3151]
type    = A
movetype= A
physics = N
juggle  = 4
anim = 3101
ctrl = 0
sprpriority = 2

[State 3151, VelSet A1]
type = VelSet
trigger1 = (Vel X = 0) && (Pos Y >= 0)
x = 0
y = 0

[State 3151, VelSet A2]
type = VelSet
trigger1 = (Vel X > 0) && (Pos Y >= 0)
x = 0.4
y = 0

[State 3151, VelSet A3]
type = VelSet
trigger1 = (Vel X < 0) && (Pos Y >= 0)
x = -0.4
y = 0

[State 3151, VelSet B1]
type = VelSet
trigger1 = (Vel X = 0) && (Pos Y < 0)
x = 0
y = 0.4

[State 3151, VelSet B2]
type = VelSet
trigger1 = (Vel X > 0) && (Pos Y < 0)
x = 0.4
y = 0.4

[State 3151, VelSet B3]
type = VelSet
trigger1 = (Vel X < 0) && (Pos Y < 0)
x = -0.4
y = 0.4

[State 3151, HitDef1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
trigger5 = AnimElem = 17
trigger6 = AnimElem = 21
trigger7 = AnimElem = 25
trigger8 = AnimElem = 29
trigger9 = AnimElem = 33
trigger10 = AnimElem = 37
attr = A, HA
animtype  = Medium
damage    = 14, 3
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 2,0
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 20,-1
air.type = High
air.velocity = 20,-1
air.juggle = 3
fall.recover = 0
p2facing = 1
snap = 65,0
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5
fall = 1

[State 3151, HitDef2]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
trigger5 = AnimElem = 19
trigger6 = AnimElem = 23
trigger7 = AnimElem = 27
trigger8 = AnimElem = 31
trigger9 = AnimElem = 35
attr = A, HA
animtype  = Medium
damage    = 14, 3
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 2,0
sparkno = S8400
sparkxy = 20,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -20,-1
air.type = High
air.velocity = -20,-1
air.juggle = 3
fall.recover = 0
p2facing = -1
snap = -65,0
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5
fall = 1

[State 3151, HitDef3]
type = HitDef
trigger1 = AnimElem = 39
attr = A, HA
animtype  = Heavy
damage    = 30, 3
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 2,0
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,7
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10,-6
air.type = High
air.velocity = -10,-7
air.juggle = 3
air.fall = 1
fall = 1
fall.recover = 0
p2facing = 1
snap = -65,20
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 3251, Elec Explod 1]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 24
trigger3 = Time = 48
trigger4 = Time = 72
anim = 8050
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
bindtime = -1
ignorehitpause = 1

[State 3251, Elec Explod 2]
type = Explod
trigger1 = Time = 12
trigger2 = Time = 36
trigger3 = Time = 60
trigger4 = Time = 84
anim = 8051
postype = p1
pos = 0,0
ownpal = 1
sprpriority = -1
bindtime = -1
ignorehitpause = 1

[State 3151, PlaySnd 1];ElecSnd
type = PlaySnd
trigger1 = AnimElem = 1 || AnimElem = 5 || AnimElem = 9 || AnimElem = 13 || AnimElem = 17 || AnimElem = 21
trigger2 = AnimElem = 25 || AnimElem = 29 || AnimElem = 33 || AnimElem = 37
value = 210,1
channel = 1

[State 3151, PlaySnd 2];KickSnd
type = PlaySnd
trigger1 = AnimElem = 1 || AnimElem = 3 || AnimElem = 5 || AnimElem = 7 || AnimElem = 9 || AnimElem = 11
trigger2 = AnimElem = 13 || AnimElem = 15 || AnimElem = 17 || AnimElem = 19 || AnimElem = 21 || AnimElem = 23
trigger3 = AnimElem = 25 || AnimElem = 27 || AnimElem = 29 || AnimElem = 31 || AnimElem = 33 || AnimElem = 35
trigger4 = AnimElem = 37 || AnimElem = 39
value = 110, 3
channel = 2

[State 3151, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 3151, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3102
ctrl = 0

[State 3151, 8]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y >= 0
value = 3152
ctrl = 0

;---------------------------------------------------------------------------
; Shin Shouryuu Ken (landing)

[Statedef 3152]
type    = S
movetype= I
physics = S
poweradd= 0
ctrl = 0
anim = 47
velset = 0,0
sprpriority = 2

[State 3152, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 3152, Landing Sound]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 3152, Landing Explod]
type = Explod
anim = 8000
trigger1 = Time = 1
postype = P1
pos = 0,2
ownpal = 1

[State 3152, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3152, ChangeState]
type = ChangeState
trigger1 = Time = 4
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Messatsu Gou Shouryuu (Violent Dragon)

[Statedef 3200]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3200
sprpriority = 2

[State 3200, Portrait Explod]
type = Explod
trigger1 = AnimElem = 1,=2
anim = 9110
postype = back
pos = -63,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3200, Portrait Background Explod]
type = Explod
trigger1 = AnimElem = 1,=2
anim = 9111
postype = back
pos = -20,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3200, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1,=2
pos = 18, -48
anim = S9100
sound = S2, 0
poweradd = -1000
time = 55

[State 3200, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1,=2
length = 15
time = 80
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 3200, VelSet]
type = VelSet
trigger1 = AnimElem = 3
trigger2 = AnimElem = 19
trigger3 = AnimElem = 35
x = 8

[State 3200, VelMul]
type = VelMul
trigger1 = Time = [18,32]
trigger2 = Time = [41,55]
x = .68

[State 3200, PlaySnd 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 21
value = 220,2
channel = 1

[State 3200, PlaySnd 2];Voice 1
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 20
value = 10,1
channel = 0

[State 3200, PlaySnd 3];Voice 2
type = PlaySnd
trigger1 = AnimElem = 36
value = 220, 0
channel = 0

[State 3200, HitDef 1 (Low)]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 18
trigger4 = AnimElem = 19
trigger5 = AnimElem = 34
trigger6 = AnimElem = 35
attr = S, HA
animtype  = Heavy
damage    = 20, 5
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 4,6
sparkno = S8400
sparkxy = -10,-55
guard.sparkno = S8500
hitsound   = S100,6
guardsound = S0,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.type = Low
air.velocity = -6,-4
air.juggle = 3
air.fall = 1
fall.recover = 0
palfx.time = 40
palfx.add = 100,40,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 3200, HitDef 1 (High)]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 21
attr = S, HA
animtype  = Heavy
damage    = 20, 5
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 4,6
sparkno = S8400
sparkxy = -10,-65
guard.sparkno = S8500
hitsound   = S100,6
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.type = Low
air.velocity = -6,-4
air.juggle = 3
air.fall = 1
fall.recover = 0
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 3200, Special Explod Dust]
type = Explod
trigger1 = AnimElem = 1
anim = 8070
postype = p1
pos = 30,5
ownpal = 1
ignorehitpause = 1
sprpriority = 4

[State 3200, Huge Flame Wave]
type = Explod
trigger1 = AnimElem = 35
anim = 8260
postype = p1
pos = -30,-5
ownpal = 1
ignorehitpause = 1
sprpriority = 5

[State 3200, NotHitBy]
type = NotHitBy
trigger1 = Time = [2,23]
trigger2 = Time = [32,46]
trigger3 = Time >= 55
value = SCA
time = 1

[State 3200, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3201
ctrl = 0

;---------------------------------------------------------------------------
; Messatsu Gou Shouryuu (Violent Dragon - Air)

[Statedef 3201]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 0
ctrl = 0
anim = 3201
sprpriority = 2

[State 3201, Huge Flame Burst]
type = Explod
trigger1 = Time = 0
anim = 8250
postype = p1
pos = 8,10
ownpal = 1
ignorehitpause = 1
sprpriority = 4

[State 3201, PlaySnd 1]
type = PlaySnd
trigger1 = Time = 0
value = 220, 2
channel = 1

[State 3201, PlaySnd 2];Flame Burst Sound
type = PlaySnd
trigger1 = Time = 0
value = 220,3
;value = 221, 2
channel = 2

[State 3201, VelSet]
type = VelSet
trigger1 = Time = 0
x = 7
y = -12

[State 3201, VelAdd]
type = VelAdd
trigger1 = Time >= 2
trigger1 = Vel X > 0
x = -0.28

[State 3201, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3201, HitDef]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
attr = A, HA
animtype  = Heavy
damage    = 65, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 6,4
sparkno = S8400
sparkxy = 0,-70
guard.sparkno = S8500
hitsound   = S100,6
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6,-10
air.type = High
air.velocity = -6,-8
air.juggle = 3
air.fall = 1
fall = 1
fall.recover = 0
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 3201, ChangeState]
type = ChangeState
trigger1 = Time = 20
value = 1512

;---------------------------------------------------------------------------
; Shin Shouryuu Ken (ground)

[Statedef 3210]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3210
sprpriority = 2

[State 3210, Portrait Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 9110
postype = back
pos = -63,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3210, Portrait Background Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 9111
postype = back
pos = -20,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 200,2
channel = 0

[State 3210, SuperPause]
type = SuperPause
trigger1 = AnimElem = 2
pos = -28, -70
anim = S9100
sound = S2, 0
poweradd = -1000
time = 55

[State 3210, AfterImage]
type = AfterImage
trigger1 = AnimElem = 2
length = 15
time = 110
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 3210, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 8

[State 3210, VelMul]
type = VelMul
trigger1 = Time = [15,30]
x = .8

[State 3210, VelSet]
type = VelSet
trigger1 = AnimElem = 6
trigger2 = MoveHit
x = 0

[State 3210, HitDef1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
animtype  = Heavy
damage    = 60, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 30,50
sparkno = S8400
sparkxy = -10,-50
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 0
air.type = Low
air.velocity = 0,0
air.juggle = 3
snap = 40
kill = 0
fall.recover = 0
forcestand = 1

[State 3210, HitDef2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
animtype  = Heavy
damage    = 60, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 30,40
sparkno = S8400
sparkxy = -10,-60
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 0
air.type = High
air.velocity = 0,0
air.juggle = 3
mindist = 0
maxdist = 50
kill = 0
fall.recover = 0
forcestand = 1

[State 3210, HitDef3]
type = HitDef
trigger1 = AnimElem = 11
attr = S, HA
animtype  = Medium
damage    = 60, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 30,40
sparkno = S8400
sparkxy = -10,-70
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 0
air.type = Low
air.velocity = 0,0
air.juggle = 3
mindist = 0
maxdist = 50
kill = 0
fall.recover = 0
forcestand = 1

[State 3210, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 2
value = SCA
time = 15

[State 3210, Special Explod Dust]
type = Explod
trigger1 = AnimElem = 1
anim = 8070
postype = p1
pos = 20,5
ownpal = 1
ignorehitpause = 1
sprpriority = 4

[State 3210, ChangeState]
type = ChangeState
trigger1 = Time = 30
trigger1 = !MoveHit
value = 3214
ctrl = 0

[State 3210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3211
ctrl = 0

;---------------------------------------------------------------------------
; Shin Shouryuu Ken (air)

[Statedef 3211]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 0
ctrl = 0
anim = 3211
sprpriority = 2

[State 3211, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 10

[State 3211, PlaySnd 1]
type = PlaySnd
trigger1 = Time = 0
value = 220,1
channel = 0

[State 3211, VelSet]
type = VelSet
trigger1 = Time = 0
x = 5
y = -10

[State 3211, VelAdd]
type = VelAdd
trigger1 = Time >= 2
trigger1 = Vel X > 0
x = -0.1
y = .3

[State 3211, HitDef3]
type = HitDef
trigger1 = Time = 1
trigger2 = Time = 4
attr = A, HA
animtype  = Heavy
damage    = 55, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 12,12
sparkno = S8400
sparkxy = -10,-40
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4,-8
air.type = Low
air.velocity = -4,-7
air.juggle = 3
air.fall = 1
fall = 1
fall.recover = 0

[State 3211, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3211, ChangeState]
type = ChangeState
trigger1 = Time = 24
value = 3212

;---------------------------------------------------------------------------
; Shin Shouryuu Ken (falling)

[Statedef 3212]
type    = A
movetype= I
physics = N
juggle  = 1
poweradd= 0
anim = 3212
ctrl = 0
velset = .5,-2
sprpriority = 2

[State 3212, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 3212, VelSet]
type = VelAdd
trigger1 = Time >= 0
x = 0
y = .39

[State 3212, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 3213

;---------------------------------------------------------------------------
; Shin Shouryuu Ken (landing)

[Statedef 3213]
type    = S
movetype= I
physics = S
poweradd= 0
ctrl = 0
anim = 3213
velset = 0,0
sprpriority = 2

[State 3213, Landing Sound]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 3213, Landing Explod]
type = Explod
anim = 8000
trigger1 = Time = 1
postype = P1
pos = 0,2
ownpal = 1

[State 3213, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3213, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Shin Shouryuu Ken (missed)

[Statedef 3214]
type    = S
movetype= I
physics = S
poweradd= 0
anim = 0
ctrl = 0

[State 3214, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3214, AfterImageTime]
type = AfterImageTime
trigger1 = Time = 0
time = 1

[State 3214, ChangeState]
type = ChangeState
trigger1 = Time = 1
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Custom Super 1 (Dashing)

[Statedef 3300]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3300
sprpriority = 2

[State 3300, Portrait Explod]
type = Explod
trigger1 = AnimElem = 1,=2
anim = 9110
postype = back
pos = -63,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3300, Portrait Background Explod]
type = Explod
trigger1 = AnimElem = 1,=2
anim = 9111
postype = back
pos = -20,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1,=2
pos = 20, -40
anim = S9100
sound = S2, 0
poweradd = -1000
time = 55

[State 3300, AfterImage]
type = AfterImage
trigger1 = AnimElem = 2
length = 15
time = 38
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 3300, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 9

[State 3300, VelMul]
type = VelMul
trigger1 = Time = 22
x = .20

[State 3300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 0

[State 3300, MakeDust]
type = MakeDust
trigger1 = Time >= 22
pos = 26,-2
spacing = 2

[State 3300, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Light
damage    = 50, 20
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 8,30
sparkno = S8400
sparkxy = 5,-50
guard.sparkno = S8500
hitsound   = S100,1
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 0,0
air.type = Low
air.velocity = 0,0
forcestand = 1
p1stateno = 3301
p2facing = 1
kill = 0
snap = 20

[State 3300, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 20

[State 3300, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Custom Super 1 (Ground)

[Statedef 3301]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3301
sprpriority = 2

[State 3301, AfterImage]
type = AfterImage
trigger1 = Time = 0
length = 15
time = 120
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 3301, HitDef 1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
animtype  = Medium
damage    = 40, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 2,20
sparkno = S8400
sparkxy = -20,-55
guard.sparkno = S8500
hitsound   = S100,5
guardsound = S0,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 0,0
air.type = Low
air.velocity = 0,0

[State 3301, HitDef 2]
type = HitDef
trigger1 = AnimElem = 16
attr = S, HA
animtype  = Medium
damage    = 40, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 2,20
sparkno = S8400
sparkxy = 0,-70
guard.sparkno = S8500
hitsound   = S100,5
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 0,0
air.type = Low
air.velocity = 0,0

[State 3301, HitDef 3]
type = HitDef
trigger1 = AnimElem = 22
attr = S, HA
animtype  = Medium
damage    = 40, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 4,10
sparkno = S8400
sparkxy = 0,-65
guard.sparkno = S8500
hitsound   = S100,5
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1,-10
air.type = Low
air.velocity = -1,-9
fall = 1
fall.recover = 0

[State 3301, Width]
type = Width
trigger1 = Time >= 0
value = 10,0

[State 3301, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3302
ctrl = 0

;---------------------------------------------------------------------------
; Custom Super 1 (Dragon Punch Ground)

[Statedef 3302]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 0
ctrl = 0
anim = 1520
sprpriority = 2

[State 3302, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 3302, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 220, 0
channel = 0

[State 3302, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3303

;---------------------------------------------------------------------------
; Custom Super 1 (Dragon Punch Air)

[Statedef 3303]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 0
ctrl = 0
anim = 1521
sprpriority = 2

[State 3303, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Heavy
damage    = 100, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 10,10
sparkno = S8400
sparkxy = 0,-100
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10,0
air.type = Low
air.velocity = -10,0
fall = 1
fall.recover = 0
palfx.time = 40
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5
p2stateno = 3310

[State 3303, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 220,2
channel = 1

[State 3303, VelSet]
type = VelSet
trigger1 = Time = 0
x = 8
y = -12

[State 3303, VelAdd]
type = VelAdd
trigger1 = Time >= 2
x = -0.25

[State 3303, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3303, Explod 1];Burn sparks
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = -8,-20
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 3303, ChangeState];Change to final kick
type = ChangeState
triggerall = P2StateType = A
trigger1 = (P2BodyDist Y = [-40,15]) && (P2BodyDist X = [0,50])
value = 3305

[State 3303, ChangeState]
type = ChangeState
trigger1 = Time = 18
value = 3304

;---------------------------------------------------------------------------
; Custom Super 1 (Dragon Punch Landing)

[Statedef 3304]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 0
ctrl = 0
anim = 1522
velset = .5,-2
sprpriority = 2

[State 3304, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 3304, VelSet]
type = VelAdd
trigger1 = Time >= 0
x = 0
y = .39

[State 3304, ChangeState];Change to final kick
type = ChangeState
triggerall = P2StateType = A
trigger1 = (P2BodyDist Y = [-50,25]) && (P2BodyDist X = [0,95])
value = 3305

[State 3304, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1513

;---------------------------------------------------------------------------
; Custom Super 1 (Ending Kick)

[Statedef 3305]
type    = A
movetype= A
physics = N
juggle  = 2
velset = 0,0
ctrl = 0
anim = 3305
poweradd = 0
sprpriority = 2

[State 3305, VelAdd]
type = VelMul
trigger1 = Time >= 0
x = 0.9
y = 0.9

[State 3305, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
damage = 50, 10
getpower = 0
animtype = Medium
guardflag = M
hitflag = MAF
priority = 7, Hit
pausetime = 5, 10
sparkno = S8300
sparkxy = -4, -60
guard.sparkno = S8500
hitsound = S100, 7
guardsound = S0, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 0,10
air.type = High
air.velocity = 0,15
fall.yvelocity = 0
fall = 1
fall.recover = 0
fall.damage = 20
fall.envshake.time = 25
fall.envshake.freq = 60
fall.envshake.ampl = -10

[State 3305, PlaySnd 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10,1
channel = 0

[State 3305, PlaySnd 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 110, 3
channel = 1

[State 3305, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3305, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3051
ctrl = 0

;---------------------------------------------------------------------------
; Custom Super 1 (Custom Get-Hit) - Flying Away

[Statedef 3310]
type    = A
movetype= H
physics = N
ctrl = 0

[State 3310, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3310

[State 3310, ScreenBound]
type = ScreenBound
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 3310, VelSet 1]
type = VelSet
trigger1 = Time = 0
x = -15
y = 0

[State 3310, ChangeState]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 0
trigger2 = FrontEdgeBodyDist <= 0
trigger3 = Time >= 40
value = 3311

[State 3310, SelfState];If falls to ground
type = SelfState
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; Custom Super 1 (Custom Get-Hit) - Hitting Against Wall

[Statedef 3311]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 3311, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3311

[State 3311, ScreenBound]
type = ScreenBound
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 3311, Hit Wall Explod]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (ScreenPos Y) - 50
postype = Back
sprpriority = 3

[State 3311, SelfState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3312

;---------------------------------------------------------------------------
; Custom Super 1 (Custom Get-Hit) - Bouncing Off Wall

[Statedef 3312]
type    = A
movetype= H
physics = N
ctrl = 0

[State 3312, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 5050

[State 3312, Turn]
type = Turn
trigger1 = Time = 0

[State 3312, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.39

[State 3312, VelSet]
type = VelSet
trigger1 = Time = 0
x = -8
y = -3

[State 3312, SelfState]
type = SelfState
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;Custom Super 2 (Shippuujinrai Kyaku -> Shinryuuken)

[Statedef 3400]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3400
sprpriority = 2

[State 3400, Portrait Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 9110
postype = back
pos = -63,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3400, Portrait Background Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 9111
postype = back
pos = -20,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3400, SuperPause]
type = SuperPause
trigger1 = AnimElem = 3
pos = -20, -30
anim = S9100
sound = S2, 0
poweradd = -2000
time = 55

[State 3400, AfterImage]
type = AfterImage
trigger1 = AnimElem = 3
length = 15
time = 90
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 3400, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 2
value = SCA
time = 40

[State 3400, PlaySnd 1];"Shinkuu"
type = PlaySnd
trigger1 = AnimElem = 3
value = 200,1
channel = 0

[State 3400, PlaySnd 2]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
trigger3 = AnimElem = 20
trigger4 = AnimElem = 26
value = 10,1
channel = 0

[State 3400, PlaySnd 3]
type = PlaySnd
trigger1 = AnimElem = 32
value = 10,2
channel = 0

[State 3400, PlaySnd 4];kick sounds
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
trigger3 = AnimElem = 20
trigger4 = AnimElem = 26
trigger5 = AnimElem = 32
value = 110, 3
channel = 1

[State 3400, HitDef 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
animtype  = Medium
damage    = 50, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 4,15
sparkno = S8400
sparkxy = -5,-54
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3,0
air.type = Low
air.velocity = -2,-4

[State 3400, HitDef 2]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
animtype  = Medium
damage    = 50, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 4,15
sparkno = S8400
sparkxy = -5,-75
guard.sparkno = S8500
hitsound   = S100,6
guardsound = S0,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3,0
air.type = High
air.velocity = -2,-4

[State 3400, HitDef 3]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
animtype  = Medium
damage    = 50, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 4,15
sparkno = S8400
sparkxy = -5,-20
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3,0
air.type = Low
air.velocity = -2,-4

[State 3400, HitDef 4]
type = HitDef
trigger1 = AnimElem = 26
attr = S, HA
animtype  = Medium
damage    = 50, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 4,15
sparkno = S8400
sparkxy = -5,-75
guard.sparkno = S8500
hitsound   = S100,6
guardsound = S0,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3,0
air.type = High
air.velocity = -2,-4

[State 3400, HitDef Launch]
type = HitDef
trigger1 = AnimElem = 32
attr = S, HA
animtype  = Heavy
damage    = 50, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 10,15
sparkno = S8400
sparkxy = -5,-50
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 1.4,-7
air.type = Low
air.velocity = 1.4,-6
fall = 1
fall.recover = 0
p1stateno = 3405

[State 3400, Width]
type = Width
trigger1 = Time >= 0
value = 20,0

[State 3400, PosAdd]
type = PosAdd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 18
trigger3 = AnimElem = 23
trigger4 = AnimElem = 31
x = 22

[State 3400, VelSet 1]
type = VelSet
trigger1 = AnimElem = 4
x = 0.2

[State 3400, VelSet 2]
type = VelSet
trigger1 = AnimElem = 31
x = 0

[State 3400, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Custom Super 2 (Shippuujinrai Kyaku -> Shinryuuken) - Ground

[Statedef 3405]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3405
sprpriority = 2

[State 3405, Explod 1]
type = Explod
trigger1 = AnimElem = 5,=5
anim = 3403
postype = p1
pos = 18,-28
ownpal = 1
ignorehitpause = 1
sprpriority = 5
supermovetime = 60
removeongethit = 1

[State 3405, Explod 2]
type = Explod
trigger1 = AnimElem = 5,=14
anim = 3404
postype = p1
pos = 10,-18
ownpal = 1
ignorehitpause = 1
sprpriority = 5
supermovetime = 60
removeongethit = 1

[State 3405, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
length = 15
time = 50
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 3405, Pause];Time slowdown
type = Pause
trigger1 = (Time%2) = 0
trigger1 = Time <= 38
time = 2

[State 3405, NotHitBy]
type = NotHitBy
trigger1 = Time >= 13
value = SCA

[State 3405, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 3405, PlaySnd 1]
type = PlaySnd
trigger1 = AnimElem = 5,=5
value = 221,1
channel = 1

[State 3405, PlaySnd 2]
type = PlaySnd
trigger1 = AnimElem = 5,=12
value = 221,2
channel = 2

[State 3405, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
animtype  = Heavy
damage    = 50, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 14,2
sparkno = S8400
sparkxy = -15,-70
guard.sparkno = S8500
hitsound   = S100,3
uardsound = S0,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 1,-8
air.type = Low
air.velocity = 1,-7
fall = 1
fall.recover = 0

[State 3405, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
animtype  = Heavy
damage    = 50, 10
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 2,2
sparkno = S8400
sparkxy = -5,-100
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 1,-8
air.type = Low
air.velocity = 1,-7
fall = 1
fall.recover = 0

[State 3405, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3406
ctrl = 0

;---------------------------------------------------------------------------
;Custom Super 2 (Shippuujinrai Kyaku -> Shinryuuken) - Air

[Statedef 3406]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 0
velset = 0,-14
ctrl = 0
anim = 3406
sprpriority = 2

[State 3406, Dragon Punch Beam Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 8220
postype = p1
pos = 0,10
ownpal = 1
ignorehitpause = 1
sprpriority = -1
removeongethit = 1

[State 3406, Dust Explod 1]
type = Explod
trigger1 = AnimElem = 1
anim = 8070
postype = p1
pos = -30,16
ownpal = 1
ignorehitpause = 1
sprpriority = 3
removeongethit = 1
facing = 1

[State 3406, Dust Explod 2]
type = Explod
trigger1 = AnimElem = 1
anim = 8070
postype = p1
pos = 30,16
ownpal = 1
ignorehitpause = 1
sprpriority = 3
removeongethit = 1
facing = -1

[State 3406, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
length = 15
time = 80
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 3406, VelSet]
type = VelSet
trigger1 = 1
x = 0

[State 3406, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = 0.39

[State 3406, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,38]
value = SCA

[State 3406, PlayerPush]
type = PlayerPush
trigger1 = Time = [0,38]
value = 0

[State 3406, ScreenBound]
type = ScreenBound
trigger1 = Time >= 38
value = 0
movecamera = 0,0

[State 3406, PlaySnd 1]
type = PlaySnd
trigger1 = Time = 0
value = 221,0
channel = 0

[State 3406, PlaySnd 2]
type = PlaySnd
trigger1 = Time = 0
value = 210,2
channel = 1

[State 3406, HitDef 1]
type = HitDef
trigger1 = AnimElem = 1 || AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimElem = 6
trigger2 = AnimElem = 7 || AnimElem = 8 || AnimElem = 9 || AnimElem = 10 || AnimElem = 11 || AnimElem = 12
trigger3 = AnimElem = 13 || AnimElem = 14 || AnimElem = 15
attr = A, HA
animtype  = Heavy
damage    = 6, 2
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 2,0
sparkno = -1
sparkxy = -5,-50
guard.sparkno = S8500
hitsound = -1
;hitsound   = S100,3
guardsound = S0,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,-6
air.type = Low
air.velocity = 0,-5
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 3406, HitDef]
type = HitDef
trigger1 = AnimElem = 16
attr = A, HA
animtype  = Heavy
damage    = 20, 2
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 2,6
sparkno = -1
sparkxy = -5,-50
guard.sparkno = S8500
hitsound   = S100,3
guardsound = S0,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -10,-4
air.type = Low
air.velocity = -10,-3
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 3406, HitSound 1]
type = PlaySnd
triggerall = MoveHit
trigger1 = AnimElem = 1 || AnimElem = 4 || AnimElem = 7 || AnimElem = 10 || AnimElem = 13
value = 100,3
channel = 4

[State 3406, HitSound 2]
type = PlaySnd
triggerall = MoveHit
trigger1 = AnimElem = 2 || AnimElem = 5 || AnimElem = 8 || AnimElem = 11 || AnimElem = 14
value = 100,3
channel = 5

[State 3406, HitSound 3]
type = PlaySnd
triggerall = MoveHit
trigger1 = AnimElem = 3 || AnimElem = 6 || AnimElem = 9 || AnimElem = 12 || AnimElem = 15
value = 100,3
channel = 6

[State 3406, 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 10
value = 1513
ctrl = 0

[State 3406, 4]
type = ChangeState
trigger1 = BackEdgeBodyDist <= -50
value = 3407
ctrl = 0

;---------------------------------------------------------------------------
; Evil Ryu Offscreen - Dashing In (part 1)

[Statedef 3407]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 0,0
ctrl = 0
anim = -1

[State 3407, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 3407, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3407, PosAdd]
type = PosAdd
trigger1 = Time = 50
x = (-1 * BackEdgeBodyDist) + (-100)

[State 3407, 4]
type = ChangeState
trigger1 = Time = 60
value = 3408
ctrl = 0

;---------------------------------------------------------------------------
; Evil Ryu Offscreen - Dashing In (part 2)

[Statedef 3408]
type    = S
physics = N
anim = 100
ctrl = 0

[State 3408, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 3408, Landing Sound]
type = PlaySnd
trigger1 = AnimElem = 16
value = 0,1

[State 3408, Landing Explod]
type = Explod
anim = 8000
trigger1 = AnimElem = 16
postype = P1
pos = 0,2
ownpal = 1

[State 3408, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 9

[State 3408, 2]
type = VelMul
trigger1 = Time = 21
x = .20

[State 3408, MakeDust]
type = MakeDust
trigger1 = Time = [22,30]
pos = 26,-2
spacing = 2

[State 3408, AfterImage]
type = AfterImage
trigger1 = Time = 8
trigger1 = Var(10) != 1
length = 15
time = 15
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 3408, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Tenma Gou Zankuu (Air Vacuum Fireball)

[Statedef 3500]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 0
ctrl = 0
anim = 3500
sprpriority = 2

[State 3500, Portrait Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 9110
postype = back
pos = -63,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3500, Portrait Background Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 9111
postype = back
pos = -20,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3500, SuperPause]
type = SuperPause
trigger1 = AnimElem = 5
pos = 55, -60
anim = S9100
sound = S2, 0
poweradd = -1000
time = 55

[State 3500, VelMul];Startup velocity
type = VelMul
trigger1 = Time = 0
x = 0.08
y = 0.08

[State 3500, VelSet a];Velocity while shooting fireballs
type = VelSet
trigger1 = AnimElem = 6
trigger1 = Vel X = 0
x = 0
y = 0.25

[State 3500, VelSet b];Velocity while shooting fireballs
type = VelSet
trigger1 = AnimElem = 6
trigger1 = Vel X > 0
x = 0.2
y = 0.25

[State 3500, VelSet c];Velocity while shooting fireballs
type = VelSet
trigger1 = AnimElem = 6
trigger1 = Vel X < 0
x = -0.2
y = 0.25

[State 3500, VelSet];Velocity while near ground
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
trigger1 = Time < 120
y = 0

[State 3500, VelAdd];Gravity after move is over
type = VelAdd
trigger1 = Time >= 120
y = .39

[State 3500, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 5
value = SCA
time = 20

[State 3500, PlaySnd 1];"Shinkuu"
type = PlaySnd
trigger1 = AnimElem = 5
value = 200,1
channel = 0

[State 3500, PlaySnd 2]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 17
trigger4 = AnimElem = 21
trigger5 = AnimElem = 25
value = 10,1
channel = 0

[State 3500, PlaySnd 3];Whoosh sound
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 11
trigger3 = AnimElem = 15
trigger4 = AnimElem = 19
trigger5 = AnimElem = 23
value = 110,3
channel = 2

[State 3500, PlaySnd 4];Fireball sound
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 17
trigger4 = AnimElem = 21
trigger5 = AnimElem = 25
value = 201,0
channel = 1

[State 3500, Projectile 1]
type = Projectile
trigger1 = AnimElem = 7
trigger2 = AnimElem = 11
trigger3 = AnimElem = 15
trigger4 = AnimElem = 19
trigger5 = AnimElem = 23
projid = 3500
projanim = 2015
projhitanim = 1106
projpriority = 1
projshadow = -1
projhits = 1
projmisstime = 0
projheightbound = -240,-10
offset = 30,-90
velocity = 5.5,4
attr = A, HP
animtype  = Heavy
damage    = 15,5
getpower = 0
guardflag = MA
hitflag = MAFD
pausetime = 4,15
guard.sparkno = S8500
sparkno = S8400
sparkxy = 20,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
down.velocity = -5, 
air.velocity = -9,7
air.animtype = Back
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 3500, Projectile 2]
type = Projectile
trigger1 = AnimElem = 7,=4
trigger2 = AnimElem = 11,=4
trigger3 = AnimElem = 15,=4
trigger4 = AnimElem = 19,=4
trigger5 = AnimElem = 23,=4
projid = 3500
projanim = 2015
projhitanim = 1106
projpriority = 1
projshadow = -1
projhits = 1
projmisstime = 0
projheightbound = -240,-10
offset = 20,-50
velocity = 5.5,4
attr = A, HP
animtype  = Heavy
damage    = 15,5
getpower = 0
guardflag = MA
hitflag = MAFD
pausetime = 4,15
guard.sparkno = S8500
sparkno = S8400
sparkxy = 20,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
down.velocity = -5, 
air.velocity = -9,7
air.animtype = Back
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 3500, Projectile 3]
type = Projectile
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 17
trigger4 = AnimElem = 21
trigger5 = AnimElem = 25
projid = 3500
projanim = 2015
projhitanim = 1106
projpriority = 1
projshadow = -1
projhits = 1
projmisstime = 0
projheightbound = -240,-10
offset = 0,-50
velocity = 5.5,4
attr = A, HP
animtype  = Heavy
damage    = 15,4
getpower = 0
guardflag = MA
hitflag = MAFD
pausetime = 4,15
guard.sparkno = S8500
sparkno = S8400
sparkxy = 20,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
down.velocity = -5, 
air.velocity = -9,7
air.animtype = Back
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 3500, Projectile 4]
type = Projectile
trigger1 = AnimElem = 9,=4
trigger2 = AnimElem = 13,=4
trigger3 = AnimElem = 17,=4
trigger4 = AnimElem = 21,=4
trigger5 = AnimElem = 25,=4
projid = 3500
projanim = 2015
projhitanim = 1106
projpriority = 1
projshadow = -1
projhits = 1
projmisstime = 0
projheightbound = -240,-10
offset = 20,-70
velocity = 5.5,4
attr = A, HP
animtype  = Heavy
damage    = 15,4
getpower = 0
guardflag = MA
hitflag = MAFD
pausetime = 4,15
guard.sparkno = S8500
sparkno = S8400
sparkxy = 20,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
down.velocity = -5, 
air.velocity = -9,7
air.animtype = Back
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 200,80,0
palfx.mul = 220,110,110
palfx.sinadd = 100, 20, 20, 5

[State 3500, Explod 1];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(100) < 1
anim = 8100
ID = 100
postype = p2
pos = -8,-20
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 1

[State 3500, Explod 2];Burn sparks
type = Explod
trigger1 = ProjHit = 1
trigger1 = NumExplod(101) < 1
anim = 8101
ID = 101
postype = p2
pos = -20,-60
random = 20,20
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 2

[State 3500, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 120
value = 1051
ctrl = 0

;---------------------------------------------------------------------------
; Denjin Hadouken (charging)

[Statedef 3600]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3600
sprpriority = 2

[State 3600, Portrait Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 9110
postype = back
pos = -63,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3600, Portrait Background Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 9111
postype = back
pos = -20,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3600, SuperPause]
type = SuperPause
trigger1 = AnimElem = 2
pos = -25, -65
anim = S9100
sound = S2, 0
poweradd = -1000
time = 55

[State 3600, PlaySnd 1];"Shinkuu"
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,1
channel = 0

[State 3600, VarSet 1];Var for if opponent is already dizzy
type = VarSet
trigger1 = Time = 0
v = 55
value = 0

[State 3600, VarSet 2]
type = VarSet
trigger1 = Time = 0
v = 56
value = 0

[State 3600, VarAdd]
type = VarAdd
triggerall = (Time%10) = 0
trigger1 = Command = "hold_x"
trigger2 = Command = "hold_y"
trigger3 = Command = "hold_z"
v = 56
value = 1

[State 3600, PalFX 1]
type = PalFX
trigger1 = Var(56) = 3
time = 10
add = 10,5,0
ignorehitpause = 1
[State 3600, PalFX 2]
type = PalFX
trigger1 = Var(56) = 4
time = 10
add = 20,10,0
ignorehitpause = 1
[State 3600, PalFX 3]
type = PalFX
trigger1 = Var(56) = 5
time = 10
add = 30,15,0
ignorehitpause = 1
[State 3600, PalFX 4]
type = PalFX
trigger1 = Var(56) = 6
time = 10
add = 40,20,0
ignorehitpause = 1
[State 3600, PalFX 5]
type = PalFX
trigger1 = Var(56) = 7
time = 10
add = 50,25,0
ignorehitpause = 1
[State 3600, PalFX 6]
type = PalFX
trigger1 = Var(56) = 8
time = 10
add = 60,30,0
ignorehitpause = 1
[State 3600, PalFX 7]
type = PalFX
trigger1 = Var(56) = 9
time = 10
add = 70,35,0
ignorehitpause = 1
[State 3600, PalFX 8]
type = PalFX
trigger1 = Var(56) = 10
time = 10
add = 80,40,0
ignorehitpause = 1
[State 3600, PalFX 9]
type = PalFX
trigger1 = Var(56) = 11
time = 10
add = 90,45,00
ignorehitpause = 1
[State 3600, PalFX 10]
type = PalFX
trigger1 = Var(56) = 12
time = 10
add = 100,50,0
ignorehitpause = 1

[State 3600, Energy Charging Wave]
type = Explod
anim = 8001
trigger1 = (Time%14) = 10
postype = P1
pos = 10,0
ownpal = 1
persistent = 1
removeongethit = 1

[State 3600, Special Explod Dust]
type = Explod
trigger1 = AnimElem = 1
anim = 8070
postype = p1
pos = 25,5
ownpal = 1
ignorehitpause = 1
sprpriority = 4

[State 3600, 4]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = Command != "hold_x"
trigger1 = Command != "hold_y"
trigger1 = Command != "hold_z"
trigger2 = Var(56) = 12
value = 3601
ctrl = 0

;---------------------------------------------------------------------------
; Denjin Hadouken (firing)

[Statedef 3601]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3601
sprpriority = 2

[State 3601, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
length = 15
time = 40
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 3601, VarSet]
type = VarSet
trigger1 = (P2StateNo = 3613) && (P2StateType = S) && (P2MoveType = I)
trigger2 = (P2StateNo = 3612) && (P2StateType = L) && (P2MoveType = I)
trigger3 = (P2StateNo = 3611) && (P2StateType = L) && (P2MoveType = H)
trigger4 = (P2StateNo = 3610) && (P2StateType = L) && (P2MoveType = H)
trigger5 = (P2StateNo = 3609) && (P2StateType = L) && (P2MoveType = H)
trigger6 = (P2StateNo = 3608) && (P2StateType = A) && (P2MoveType = H)
trigger7 = (P2StateNo = 3607) && (P2StateType = A) && (P2MoveType = H)
trigger8 = (P2StateNo = 3606) && (P2StateType = A) && (P2MoveType = H)
v = 55
value = 1

[State 3601, Projectile 1]
type = Projectile
triggerall = Var(56) = [1,2]
trigger1 = AnimElem = 2
ProjID = 3500
projanim = 2050
projhitanim = 2051
projpriority = 1
projshadow = -1
projhits = Var(56)
projmisstime = 0
projedgebound = 120
projstagebound = 120
offset = 76,-52
velocity = 4,0
attr = S, HP
animtype  = Heavy
damage    = ifelse(Var(56) = 1,100,60),5
getpower = 0
guardflag = MA
pausetime = 4,20
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,-4
air.velocity = -6,-3
air.animtype = Back
fall = 1
fall.recover = 0
p2stateno = ifelse(Var(55) = 1, 3604, 3605)

[State 3601, Projectile 2]
type = Projectile
triggerall = Var(56) = [3,4]
trigger1 = AnimElem = 2
ProjID = 3500
projanim = 2050
projhitanim = 2051
projpriority = 1
projshadow = -1
projhits = Var(56)
projmisstime = 0
projedgebound = 120
projstagebound = 120
offset = 70,-52
velocity = 4,0
attr = S, HP
animtype  = Heavy
damage    = ifelse(Var(56) = 3,40,30),5
getpower = 0
guardflag = MA
pausetime = 5,20
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,-4
air.velocity = -6,-3
air.animtype = Back
fall = 1
fall.recover = 0
p2stateno = ifelse(Var(55) = 1, 3604, 3605)

[State 3601, Projectile 3]
type = Projectile
triggerall = Var(56) >= 5
trigger1 = AnimElem = 2
ProjID = 3500
projanim = 2050
projhitanim = 2051
projpriority = 1
projshadow = -1
projhits = Var(56)
projmisstime = 0
projedgebound = 120
projstagebound = 120
offset = 70,-52
velocity = 4,0
attr = S, HP
animtype  = Heavy
damage    = ifelse(Var(56) = 5, 24, 20),5
getpower = 0
guardflag = MA
pausetime = 5,20
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,-4
air.velocity = -6,-3
air.animtype = Back
fall = 1
fall.recover = 0
p2stateno = ifelse(Var(55) = 1, 3604, 3605)

[State 3601, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200, 0
channel = 0

[State 3601, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 201, 0
channel = 1

[State 3601, Width]
type = Width
trigger1 = Time = [2,31]
value = 10,0

[State 3601, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 8910
postype = p1
pos = 0,0
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 3
removeongethit = 1

[State 3601, Fireball Dust Trail Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "dusttrail"
postype = p1
pos = 40,10
stateno = 1021
ownpal = 1
persistent = 0

[State 3601, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Denjin Hadouken (GetHit Animation - If opponent was already dizzy)

[Statedef 3604]
type    = S
movetype= H
physics = N
ctrl = 0
anim = 5011
poweradd = 0

[State 3604, ChangeAnim];Freeze Anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 3604, PosFreeze]
type = PosFreeze
trigger1 = Time >= 0

[State 3604, 3]
type = SelfState
trigger1 = Time = 20
value = 5030
ctrl = 0

;---------------------------------------------------------------------------
; Denjin Hadouken (GetHit Animation)

[Statedef 3605]
type    = S
movetype= H
physics = N
ctrl = 0
anim = 5011
poweradd = 0

[State 3604, VarSet];Determines how long the opponent will stay in the dizzy anim
type = VarSet
trigger1 = Time >= 0
v = 54
value = GetHitVar(HitCount)

[State 3604, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "Amount of Hits (Var(54)) = %d"
params = Var(54)

[State 3604, PosFreeze]
type = PosFreeze
trigger1 = Time >= 0

[State 3605, ChangeAnim];Freeze Anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 3605, 3]
type = ChangeState
trigger1 = Time = 20
value = 3606
ctrl = 0

[State 3605, 4];Changes to normal gethit if opponent was already dizzy
type = SelfState
trigger1 = PrevStateNo = [3605,3613]
value = 5030

;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 3606]
type    = A
movetype= H
physics = N
ctrl = 0

[State 3606, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 3606, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 3606, 3]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3606, 5]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = Pos Y >= 0
trigger2 = Time >= 2
value = 3607 ;HITA_UP (transition)

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 3607]
type    = A
movetype= H
physics = N

[State 3607, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 3607, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 3607, 3]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3607, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 3608 ;HITA_FALL

;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 3608]
type    = A
movetype= H
physics = N

[State 3608, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 3608, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 3608, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 3608, 4]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3608, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 3609 ;HIT_BOUNCE

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 3609]
type    = L
movetype= H
physics = N

[State 3609, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 3609, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 3609, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 3609, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3609, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 3609, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 3609, 7]
type = Explod
trigger1 = Time = 0
anim = F60
pos = 0, 0

[State 3609, 9]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3609, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 3609, 11]
type = PosFreeze
trigger1 = 1

[State 3609, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 3610

;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 3610]
type    = L
movetype= H
physics = N

[State 3610, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 3610, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 3610, 3]
type = HitFallVel
trigger1 = Time = 0

[State 3610, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 3610, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 3610, 6]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3610, 7] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 3611

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 3611]
type    = L
movetype= H
physics = N

[State 3611, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 3611, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 3611, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3611, 6]
type = PlaySnd
trigger1 = Time = 0
value = F7

[State 3611, 7]
type = Explod
trigger1 = Time = 0
anim = F60
pos = 0, 0

[State 3611, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 3611, 9]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3611, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 3611, 11] ;If just died
type = SelfState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 3611, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 3611, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 3611, 14] ;Change to Getup
type = ChangeState
trigger1 = Time = 20
value = 3612

;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 3612]
type    = L
movetype= I
physics = N

[State 3612, 1] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 3612, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 3612, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3612, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 3612, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value = SCA
time = 3

[State 3612, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3613
ctrl = 0

;---------------------------------------------------------------------------
; Denjin Hadouken (Dizzy Animation)

[Statedef 3613]
type    = S
movetype= I
physics = N
ctrl = 0
poweradd = 0

[State 3613, ChangeAnim];If there is a dizzy anim
type = ChangeAnim
trigger1 = AnimExist(5300)
trigger1 = Time = 0
value = 5300

[State 3613, ChangeAnim2];If there is no dizzy anim
type = ChangeAnim2
trigger1 = !AnimExist(5300)
trigger1 = Time = 0
value = 5301

[State 3613, 3]
type = SelfState
trigger1 = Time = (GetHitVar(HitCount) * 20)
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Air Denjin Hadouken (charging)

[Statedef 3650]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 3650
sprpriority = 2

[State 3650, Portrait Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 9110
postype = back
pos = -63,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3650, Portrait Background Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 9111
postype = back
pos = -20,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3650, SuperPause]
type = SuperPause
trigger1 = AnimElem = 2
pos = -25, -65
anim = S9100
sound = S2, 0
poweradd = -1000
time = 55

[State 3650, VelMul]
type = VelMul
trigger1 = Time = 0
x = .02
y = .02

[State 3650, VelSet]
type = VelSet
trigger1 = Pos Y >= 0
y = 0

[State 3650, PlaySnd 1];"Shinkuu"
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,1
channel = 0

[State 3650, VarSet 1];Var for if opponent is already dizzy
type = VarSet
trigger1 = Time = 0
v = 55
value = 0

[State 3650, VarSet 2]
type = VarSet
trigger1 = Time = 0
v = 56
value = 0

[State 3650, VarAdd]
type = VarAdd
triggerall = (Time%10) = 0
trigger1 = Command = "hold_x"
trigger2 = Command = "hold_y"
trigger3 = Command = "hold_z"
v = 56
value = 1

[State 3650, PalFX 1]
type = PalFX
trigger1 = Var(56) = 3
time = 10
add = 10,5,0
ignorehitpause = 1
[State 3650, PalFX 2]
type = PalFX
trigger1 = Var(56) = 4
time = 10
add = 20,10,0
ignorehitpause = 1
[State 3650, PalFX 3]
type = PalFX
trigger1 = Var(56) = 5
time = 10
add = 30,15,0
ignorehitpause = 1
[State 3650, PalFX 4]
type = PalFX
trigger1 = Var(56) = 6
time = 10
add = 40,20,0
ignorehitpause = 1
[State 3650, PalFX 5]
type = PalFX
trigger1 = Var(56) = 7
time = 10
add = 50,25,0
ignorehitpause = 1
[State 3650, PalFX 6]
type = PalFX
trigger1 = Var(56) = 8
time = 10
add = 60,30,0
ignorehitpause = 1
[State 3650, PalFX 7]
type = PalFX
trigger1 = Var(56) = 9
time = 10
add = 70,35,0
ignorehitpause = 1
[State 3650, PalFX 8]
type = PalFX
trigger1 = Var(56) = 10
time = 10
add = 80,40,0
ignorehitpause = 1
[State 3650, PalFX 9]
type = PalFX
trigger1 = Var(56) = 11
time = 10
add = 90,45,00
ignorehitpause = 1
[State 3650, PalFX 10]
type = PalFX
trigger1 = Var(56) = 12
time = 10
add = 100,50,0
ignorehitpause = 1

[State 3650, 4]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = Command != "hold_x"
trigger1 = Command != "hold_y"
trigger1 = Command != "hold_z"
trigger2 = Var(56) = 12
value = 3651
ctrl = 0

;---------------------------------------------------------------------------
; Air Denjin Hadouken (firing)

[Statedef 3651]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 3651
sprpriority = 2

[State 3651, VelMul]
type = VelMul
trigger1 = Time = 0
x = 0.8
y = 0.8

[State 3651, VelSet]
type = VelSet
trigger1 = Pos Y >= 0
y = 0

[State 3651, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
length = 15
time = 40
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 3651, VarSet]
type = VarSet
trigger1 = (P2StateNo = 3613) && (P2StateType = S) && (P2MoveType = I)
trigger2 = (P2StateNo = 3612) && (P2StateType = L) && (P2MoveType = I)
trigger3 = (P2StateNo = 3611) && (P2StateType = L) && (P2MoveType = H)
trigger4 = (P2StateNo = 3610) && (P2StateType = L) && (P2MoveType = H)
trigger5 = (P2StateNo = 3609) && (P2StateType = L) && (P2MoveType = H)
trigger6 = (P2StateNo = 3608) && (P2StateType = A) && (P2MoveType = H)
trigger7 = (P2StateNo = 3607) && (P2StateType = A) && (P2MoveType = H)
trigger8 = (P2StateNo = 3606) && (P2StateType = A) && (P2MoveType = H)
v = 55
value = 1

[State 3651, Projectile 1]
type = Projectile
triggerall = Var(56) = [1,2]
trigger1 = AnimElem = 2
ProjID = 3500
projanim = 2050
projhitanim = 2051
projpriority = 1
projshadow = -1
projhits = Var(56)
projmisstime = 0
projedgebound = 120
projstagebound = 120
offset = 76,-52
velocity = 4,0
attr = S, HP
animtype  = Heavy
damage    = ifelse(Var(56) = 1,100,60),5
getpower = 0
guardflag = MA
pausetime = 4,20
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,-4
air.velocity = -6,-3
air.animtype = Back
fall = 1
fall.recover = 0
p2stateno = ifelse(Var(55) = 1, 3604, 3605)

[State 3651, Projectile 2]
type = Projectile
triggerall = Var(56) = [3,4]
trigger1 = AnimElem = 2
ProjID = 3500
projanim = 2050
projhitanim = 2051
projpriority = 1
projshadow = -1
projhits = Var(56)
projmisstime = 0
projedgebound = 120
projstagebound = 120
offset = 70,-52
velocity = 4,0
attr = S, HP
animtype  = Heavy
damage    = ifelse(Var(56) = 3,40,30),5
getpower = 0
guardflag = MA
pausetime = 5,20
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,-4
air.velocity = -6,-3
air.animtype = Back
fall = 1
fall.recover = 0
p2stateno = ifelse(Var(55) = 1, 3604, 3605)

[State 3651, Projectile 3]
type = Projectile
triggerall = Var(56) >= 5
trigger1 = AnimElem = 2
ProjID = 3500
projanim = 2050
projhitanim = 2051
projpriority = 1
projshadow = -1
projhits = Var(56)
projmisstime = 0
projedgebound = 120
projstagebound = 120
offset = 70,-52
velocity = 4,0
attr = S, HP
animtype  = Heavy
damage    = ifelse(Var(56) = 5, 24, 20),5
getpower = 0
guardflag = MA
pausetime = 5,20
guard.sparkno = S8500
sparkno = S8400
sparkxy = 30,0
hitsound   = S100,3
guardsound = S0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,-4
air.velocity = -6,-3
air.animtype = Back
fall = 1
fall.recover = 0
p2stateno = ifelse(Var(55) = 1, 3604, 3605)

[State 3651, PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200, 0
channel = 0

[State 3651, PlaySnd2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 201, 0
channel = 1

[State 3651, Width]
type = Width
trigger1 = Time = [2,31]
value = 10,0

[State 3651, 4]
type = ChangeState
trigger1 = Time = 32
value = 3051
ctrl = 0

;---------------------------------------------------------------------------
; Raging Demon (Attempt)

[Statedef 3800]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3800
poweradd = 0
sprpriority = 2

[State 3800, Portrait Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 9110
postype = back
pos = -63,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3800, Portrait Background Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 9111
postype = back
pos = -20,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3800, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 5, -94
anim = S9100
sound = S2, 0
poweradd = -1000
time = 55

[State 3800, AfterImage]
type = AfterImage
trigger1 = AnimElem = 2
length = 15
time = 50
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 3800, VelSet]
type = VelSet
trigger1 = AnimElem = 2,=2
x = 5

[State 3800, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,=2
value = 230,0
channel = 1

[State 3800, HitDef]
type = HitDef
trigger1 = AnimElem = 2, >= 0
trigger1 = (P2MoveType != H) && (P2StateNo != [40,50])
getpower = 0
attr = S, HT
hitflag = M-
priority = 2, Miss
sparkno = -1
sprpriority = 2
p1facing = 1
p2facing = 1
p1stateno = 3801
p2stateno = 3805
fall = 1
fall.recover = 0

[State 3800, 3]
type = ChangeState
trigger1 = Time = 40
trigger2 = FrontEdgeBodyDist = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Raging Demon (Attacking)

[Statedef 3801]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3801
poweradd = 0
sprpriority = 2

[State 3801, TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 50, 0

[State 3801, Width]
type = Width
trigger1 = 1
edge = 50,0

[State 3801, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 150,0
channel = 1

[State 3801, VarSet]
type = VarSet
trigger1 = Time = 0
v = 58
value = 250

[State 3801, VarAdd]
type = VarAdd
trigger1 = Time = [20,50]
v = 58
value = -8

[State 3801, EnvColor]
type = EnvColor
trigger1 = Time = [20,50]
value = var(58),var(58),var(58)
time = 1

[State 3801, EnvColor]
type = EnvColor
trigger1 = Time = 50
value = 20,20,20
time = 40

[State 3801, HitAdd]
type = HitAdd
triggerall = Time = [30,72]
trigger1 = (Time%3) = 0
value = 1

[State 3801, Hit Explods]
type = Explod
anim = 8400
triggerall = Time = [30,72]
trigger1 = (Time%3) = 0
postype = P1
pos = 30,-60
ownpal = 1
random = 100,100
ontop = 1

[State 3801, "Messatsu" Symbol Explod]
type = Explod
anim = 8701
trigger1 = Time = 88
postype = P1
pos = 1,-50
ownpal = 1
sprpriority = 3
bindtime = -1
removeongethit = 1

[State 3801, PlaySnd 1]
type = PlaySnd
triggerall = Time = [30,72]
trigger1 = (Time%3) = 0
value = 100,3

[State 3801, Hurt]
type = TargetLifeAdd
trigger1 = Time = 80
value = -333

[State 3801, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Raging Demon (Custom GetHit Anim)

[Statedef 3805]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 3805, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3805

[State 3805, 3]
type = SelfState
trigger1 = Alive = 1
trigger1 = Time = 180
value = 5120
ctrl = 0

[State 3805, 4]
type = SelfState
trigger1 = Alive = 0
trigger1 = Time = 180
value = 5150
ctrl = 0

;---------------------------------------------------------------------------
; Custom Raging Demon

[Statedef 3850]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3800
poweradd = 0
sprpriority = 2

[State 3850, Portrait Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 9110
postype = back
pos = -63,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3850, Portrait Background Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 9111
postype = back
pos = -20,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3850, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 5, -94
anim = S9100
sound = S2, 0
poweradd = -3000
time = 55

[State 3850, AfterImage]
type = AfterImage
trigger1 = AnimElem = 2
length = 15
time = 50
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 3850, VelSet]
type = VelSet
trigger1 = AnimElem = 2,=2
x = 8

[State 3850, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,=2
value = 230,0
channel = 1

[State 3850, HitDef]
type = HitDef
trigger1 = AnimElem = 2, >= 0
trigger1 = (P2MoveType != H) && (P2StateNo != [40,50])
getpower = 0
attr = S, HT
hitflag = M-
priority = 2, Miss
sparkno = -1
sprpriority = 2
p1facing = 1
p2facing = 1
p1stateno = 3851
p2stateno = 3855
fall = 1
fall.recover = 0

[State 3850, 3]
type = ChangeState
trigger1 = Time = 40
trigger2 = FrontEdgeBodyDist = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Custom Raging Demon (Attacking)

[Statedef 3851]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3851
poweradd = 0
sprpriority = 2

[State 3851, TargetBind 1]
type = TargetBind
trigger1 = Time = 0
pos = 50, 0

[State 3851, TargetBind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 60, 0

[State 3851, Width]
type = Width
trigger1 = 1
edge = 50,0

[State 3851, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 150,0
channel = 1

[State 3851, VarSet]
type = VarSet
trigger1 = Time%8 = 0
v = 53
value = 255

[State 3851, VarSet2]
type = VarSet
trigger1 = Time%8 = 2
v = 53
value = 0

[State 3851, EnvColor 1]
type = EnvColor
trigger1 = Time = 40
value = 0,0,0
time = 20
under = 1

[State 3851, EnvColor Black]
type = EnvColor
trigger1 = Time >= 58
value = Var(53),Var(53),Var(53)
time = 22
under = 1

[State 3851, EnvColor White]
type = EnvColor
trigger1 = Time >= 56
value = Var(53),Var(53),Var(53)
time = 22
under = 1

[State 3851, PalFX]
type = PalFX
trigger1 = Time >= 40
time = 100
add = -255,-255,-255

[State 3851, PlaySnd X]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
value = 100,1

[State 3851, PlaySnd Y]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 16
value = 100,1

[State 3851, PlaySnd Z]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 9
trigger3 = AnimElem = 13
trigger4 = AnimElem = 14
trigger5 = AnimElem = 17
trigger6 = AnimElem = 20
trigger7 = AnimElem = 21
value = 100,3

[State 3851, PlaySnd A]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 18
value = 100,4

[State 3851, PlaySnd B]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 12
trigger3 = AnimElem = 19
value = 100,5

[State 3851, PlaySnd C]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 11
trigger3 = AnimElem = 15
value = 100,6

[State 3851, HitAdd]
type = HitAdd
triggerall = Time = [56,210]
trigger1 = (Time%8) = 0
value = 1

[State 3851, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3852
ctrl = 0

;---------------------------------------------------------------------------
; Custom Raging Demon (Last Hit)

[Statedef 3852]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3852
poweradd = 0
sprpriority = 2

[State 3852, TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 50, 0

[State 3852, EnvColor 1]
type = EnvColor
trigger1 = Time >= 0
value = 255,255,255
time = 1
under = 1

[State 3852, PalFX]
type = PalFX
trigger1 = Time >= 0
time = 1
add = -255,-255,-255

[State 3852, PlaySnd Z]
type = PlaySnd
trigger1 = AnimElem = 2
value = 100,3

[State 3852, PlaySnd Blood]
type = PlaySnd
trigger1 = Time = 30
value = 300,0

[State 3852, HitAdd]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 3852, Hurt]
type = TargetLifeAdd
trigger1 = AnimTime = 0
value = -600
absolute = 1
kill = 0

[State 810, Blood Explod]
type = Explod
trigger1 = Time = 30
anim = 8960
postype = p2
pos = -16,-50
ownpal = 1
ignorehitpause = 1
sprpriority = -1

[State 3852, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3853
ctrl = 0

;---------------------------------------------------------------------------
; Custom Raging Demon (Ryu Holding Fire In Hand)

[Statedef 3853]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3853
poweradd = 0
sprpriority = 1

[State 3853, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = -20

[State 3853, PlaySnd 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 191,0
channel = 1

[State 3853, PlaySnd 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 220,3

[State 3853, Exlod 1]
type = Explod
trigger1 = Time = 0
anim = 8105
ID = 8105
postype = p1
pos = 30,-65
ownpal = 1
bindtime = -1
sprpriority = 2

[State 3853, RemoveExlod 1]
type = RemoveExplod
trigger1 = AnimElem = 4
ID = 8105

[State 3853, Exlod 2]
type = Explod
trigger1 = AnimElem = 4
anim = 8106
postype = p1
pos = 26,-51
ownpal = 1
bindtime = -1
sprpriority = 2

[State 3853, HitAdd]
type = HitAdd
trigger1 = AnimElem = 4
value = 1

[State 3853, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 4,=8
value = -200
absolute = 1

[State 3853, Opponent Burn Sparks 1]
type = Explod
trigger1 = AnimElem = 4,=10
anim = 8099
postype = p2
pos = -12,-50
ownpal = 1
ignorehitpause = 1
sprpriority = 2
bindtime = -1

[State 3853, Opponent Burn Sparks 2]
type = Explod
trigger1 = AnimElem = 4,=10
anim = 8099
postype = p2
pos = 20,-20
ownpal = 1
ignorehitpause = 1
sprpriority = 2
bindtime = -1

[State 3853, Opponent Explosion Spark]
type = Explod
trigger1 = AnimElem = 4
anim = 8830
postype = p2
pos = 0,4
ownpal = 1
ignorehitpause = 1
sprpriority = 1

[State 3853, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Custom Raging Demon (Custom GetHit Anim)

[Statedef 3855]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 3855, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3855

[State 3852, PalFX]
type = PalFX
trigger1 = Time >= 40
time = 1
add = -255,-255,-255

[State 3855, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3856
ctrl = 0

;---------------------------------------------------------------------------
; Custom Raging Demon (Custom GetHit Anim 2)

[Statedef 3856]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 3856, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3856

[State 3856, PalFX]
type = PalFX
trigger1 = Time >= 0
time = 1
add = -255,-255,-255

[State 3856, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3857
ctrl = 0

;---------------------------------------------------------------------------
; Custom Raging Demon (Custom GetHit Anim 3)

[Statedef 3857]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 3857, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3857

[State 3857, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 3857, 4]
type = ChangeState
trigger1 = Time = 70
value = 3858
ctrl = 0

;---------------------------------------------------------------------------
; Custom Raging Demon (Custom GetHit Anim 4 - Flying Away)

[Statedef 3858]
type    = A
movetype= H
physics = N
velset = -3,-10
ctrl = 0

[State 3858, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3858

[State 3858, ScreenBound]
type = ScreenBound
trigger1 = Time >=0
trigger1 = BackEdgeBodyDist >= 5
value = 0
movecamera = 1,0

[State 3858, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.39

[State 3858, PalFX]
type = PalFX
trigger1 = Time = 0
time = 100
add = 200,80,0
mul = 220,110,110
sinadd = 100, 20, 20, 5

[State 3858, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 3858, 4]
type = SelfState
trigger1 = Time > 2
trigger1 = Pos Y >= 0
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
; Custom Combo

[Statedef 3900]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3900
poweradd = 0
sprpriority = 2

[State 3900, Portrait Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 9110
postype = back
pos = -63,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3900, Portrait Background Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 9111
postype = back
pos = -20,90
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3900, SuperPause]
type = SuperPause
trigger1 = AnimElem = 4
pos = -10, 20
anim = -1
sound = S2, 1
poweradd = 0
time = 55

[State 3900, CC Whirl Explod];in back
type = Explod
trigger1 = AnimElem = 4
anim = 8810
postype = p1
pos = -14,0
ownpal = 1
ignorehitpause = 1
sprpriority = -2
supermovetime = 60
removeongethit = 1

[State 3900, CC Whirl Explod];in front
type = Explod
trigger1 = AnimElem = 4
anim = 8811
postype = p1
pos = -14,0
ownpal = 1
ignorehitpause = 1
sprpriority = 5
supermovetime = 60
removeongethit = 1

[State 3900, CC Burst Explod]
type = Explod
trigger1 = AnimElem = 4
ID = 8820
anim = 8820
postype = p1
pos = -12,-54
ownpal = 1
ignorehitpause = 1
ontop = 1
supermovetime = 60
removeongethit = 1

[State 3900, CC Beam Explod]
type = Explod
trigger1 = AnimElem = 4
ID = 8830
anim = 8830
postype = p1
pos = -12,-0
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3900, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,2
channel = 5

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 3900, AfterImage]
type = AfterImage
trigger1 = AnimElem = 4
length = 15
time = 9999
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 3900, VarSet]
type = VarSet
trigger1 = AnimElem = 4
v = 10
value = 1

[State 3900, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Cancelling Custom Combo

[Statedef 3910]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 3910
poweradd = 0
sprpriority = 2

[State 3910, SuperPause]
type = SuperPause
trigger1 = AnimElem = 4
pos = 6, -36
anim = -1
sound = S2, 3
poweradd = 0
time = 55

[State 3910, CC Whirl Explod];in back
type = Explod
trigger1 = AnimElem = 4
anim = 8810
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermovetime = 60
removeongethit = 1

[State 3910, CC Whirl Explod];in front
type = Explod
trigger1 = AnimElem = 4
anim = 8811
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 5
supermovetime = 60
removeongethit = 1

[State 3910, CC Burst Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 8821
postype = p1
pos = 6,-36
ownpal = 1
ignorehitpause = 1
ontop = 1
supermovetime = 60
removeongethit = 1

[State 3910, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 3910, PalFX]
type = PalFX
trigger1 = Time >= 0
add = 0,0,0
time = 1
persistent = 1
ignorehitpause = 1

[State 3910, VarSet]
type = VarSet
trigger1 = AnimElem = 4
v = 10
value = 0

[State 3910, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, VarSet 1]
type = VarSet
triggerall = Var(5) = 1
triggerall = Var(6) <= 2
trigger1 = Time = 0
trigger2 = Time <= 5
v = 5
value = 1

[State 0, VarSet 2]
type = VarSet
trigger1 = Time > 4
trigger2 = Var(5) != 1
v = 5
value = 0

;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type    = S
physics = S
sprpriority = 0

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = (ifelse (var(10) = 1, (const(velocity.walk.fwd.x) * 1.6), (const(velocity.walk.fwd.x))))

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = (ifelse (var(10) = 1, (const(velocity.walk.back.x) * 1.6), (const(velocity.walk.back.x))))

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

[State 20, VarSet 1]
type = VarSet
triggerall = Command = "holdfwd"
triggerall = Var(6) <= 5
trigger1 = Time = 0
trigger2 = Time <= 5
v = 5
value = 1

[State 20, VarSet 1a]
type = VarSet
trigger1 = Command = "FF"
v = 5
value = 1

[State 20, VarSet 2]
type = VarSet
trigger1 = Command != "holdfwd"
trigger2 = Time > 5
v = 5
value = 0

;---------------------------------------------------------------------------
;Dash Forward
[Statedef 100]
type    = S
physics = N
anim = 100
ctrl = 0

[State 100, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 9

[State 100, 2]
type = VelMul
trigger1 = Time = 21
x = .20

[State 100, Landing Sound]
type = PlaySnd
trigger1 = AnimElem = 16
value = 0,1

[State 100, Landing Explod]
type = Explod
anim = 8000
trigger1 = AnimElem = 16
postype = P1
pos = 0,2
ownpal = 1

[State 100, MakeDust]
type = MakeDust
trigger1 = Time = [22,30]
pos = 26,-2
spacing = 2

[State 100, AfterImage]
type = AfterImage
trigger1 = Time = 8
trigger1 = Var(10) != 1
length = 15
time = 15
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 100, ChangeState] ;Cancel into crouching
type = ChangeState
trigger1 = Command = "holddown"
value = 10
ctrl = 1

[State 100, ChangeState2] ;Cancel into jumping
type = ChangeState
trigger1 = Command = "holdup"
value = 40
ctrl = 1

[State 100, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 3
x = -9

[State 105, VelMul]
type = VelMul
trigger1 = Time = 22
x = .20

[State 105, Landing Sound]
type = PlaySnd
trigger1 = AnimElem = 16
value = 0,1

[State 105, Landing Explod]
type = Explod
anim = 8000
trigger1 = AnimElem = 16
postype = P1
pos = 0,2
ownpal = 1

[State 105, MakeDust]
type = MakeDust
trigger1 = Time = [22,30]
pos = -26,-2
spacing = 2

[State 105, AfterImage]
type = AfterImage
trigger1 = Time = 8
trigger1 = Var(10) != 1
length = 15
time = 15
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 105, ChangeState] ;Cancel into crouching
type = ChangeState
trigger1 = Command = "holddown"
value = 10
ctrl = 1

[State 105, ChangeState2] ;Cancel into jumping
type = ChangeState
trigger1 = Command = "holdup"
value = 40
ctrl = 1

[State 105, 3]
type = ChangeState
trigger1 = AnimTime = 0
ctrl = 1
value = 0

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

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

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

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

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
triggerall = Var(3) != 1 ;AI doesn't do fall recover near ground
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

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

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

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

[Statedef -2]

[State -2, AfterImageTime]
type = AfterImageTime
trigger1 = MoveType = H
trigger2 = RoundState = 3
trigger3 = StateNo = 3910
time = 1

[State -2, AfterImageTime];CC AfterImage
type = AfterImageTime
trigger1 = Var(10) = 1
time = power
persistent = 1

[State -2, P2Dist XY]
type = DisplayToClipboard
trigger1 = 1
text = "P2Dist X = %f and P2BodyDist X = %f \n P2BodyDist Y = %f | AI = %d and Fireball Super Cancel = %d"
params = P2Dist X, P2BodyDist X, P2BodyDist Y, Var(3), Var(20)

;[State -2, Variables]
;type = DisplayToClipboard
;trigger1 = 1
;text = "Denjin Hits = %d  Opponent Dizzy = %d  Dust Trail = %d \n AttackMul Count = %d  CC Fireball Cancel = %d"
;params = Var(56), Var(55), Var(50), Var(17), Var(57)

;[State -2, Parrying]
;type = DisplayToClipboard
;trigger1 = 1
;text = "Stand Parry = %d Holding Fwd Time = %d Crouch Parry = %d \n Air Parry = %d Holding Fwd Counter = %d"
;params = Var(5), Var(6), Var(7), Var(8), Var(9)

[State -2, VarSet];CC VarSet
type = VarSet
trigger1 = Power = 0
trigger2 = MoveType = H
trigger3 = RoundState = 3
v = 10
value = 0

[State -2, PalFX];CC PalFX
type = PalFX
trigger1 = Var(10) = 1
trigger1 = (GameTime%2) = 0
time = 1
add = 64,64,64
ignorehitpause = 1

[State -2, PowerAdd];CC Power draining
type = PowerAdd
trigger1 = Var(10) = 1
persistent = 1
ignorehitpause = 1
value = -4

[State -2, AssertSpecial];CC No juggle check
type = AssertSpecial
trigger1 = Var(10) = 1
flag = NoJuggleCheck
persistent = 1

[State -2, FireBall Dust Trail VarSet 1]
type = VarSet
trigger1 = 1
;trigger1 = AnimTime = 0
;trigger2 = Ctrl = 1
v = 50
value = 0

[State -2, FireBall Dust Trail VarSet 2]
type = VarSet
trigger1 = ProjContact = 1
trigger2 = NumProjID(1000) = 0
trigger2 = NumProjID(3500) = 0
v = 50
value = 1

[State -2, FireBall Cancel VarSet 1]
type = VarSet
trigger1 = AnimTime = 0
trigger2 = Ctrl = 1
v = 57
value = 0

[State -2, FireBall Cancel VerSet 2]
type = VarSet
trigger1 = ProjContact1000 = 1
trigger1 = StateNo != [3600,3651]
v = 57
value = 1

[State -2, FireBall Super Cancel VarSet 1]
type = VarSet
;trigger1 = AnimTime = 0
trigger1 = Ctrl = 1
v = 20
value = 0

[State -2, FireBall Super Cancel VerSet 2]
type = VarSet
trigger1 = ProjContact = 1
v = 20
value = 1

[State -2, AI VarSet]
type = VarSet
trigger1 = Var(59) = 1
v = 3
value = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = StateNo != [3101,3102]
ID = 8080

[State -2, RemoveExplod];Shinkuu Haoduken
type = RemoveExplod
trigger1 = StateNo != 3000
trigger1 = StateNo != 3050
ID = 8600

[State -2, RemoveExplod];Shinkuu Hadouken
type = RemoveExplod
trigger1 = StateNo != 3000
trigger1 = StateNo != 3050
ID = 200

;---------------------------------------
; AttackMulSet (Combos take less damage)
;---------------------------------------

[State -2, AttackMulSet 1]
type = AttackMulSet
triggerall = Var(10) != 1
trigger1 = Var(17) <= 2
value = 1

[State -2, AttackMulSet 2]
type = AttackMulSet
triggerall = Var(10) != 1
trigger1 = Var(17) = [3,6]
value = 0.8

[State -2, AttackMulSet 3]
type = AttackMulSet
triggerall = Var(10) != 1
trigger1 = Var(17) = [7,10]
value = 0.6

[State -2, AttackMulSet 4]
type = AttackMulSet
triggerall = Var(10) != 1
trigger1 = Var(17) = [11,14]
value = 0.4

[State -2, AttackMulSet 5]
type = AttackMulSet
triggerall = Var(10) != 1
trigger1 = Var(17) = [15,18]
value = 0.2

[State -2, AttackMulSet 6]
type = AttackMulSet
triggerall = Var(10) != 1
trigger1 = Var(17) >= 19
value = 0.1

[State -2, CC AttackMulSet 1]
type = AttackMulSet
triggerall = Var(10) = 1
trigger1 = Var(17) <= 8
value = 1

[State -2, CC AttackMulSet 2]
type = AttackMulSet
triggerall = Var(10) = 1
trigger1 = Var(17) = [9,15]
value = 0.8

[State -2, CC AttackMulSet 3]
type = AttackMulSet
triggerall = Var(10) = 1
trigger1 = Var(17) = [16,22]
value = 0.6

[State -2, CC AttackMulSet 4]
type = AttackMulSet
triggerall = Var(10) = 1
trigger1 = Var(17) = [23,27]
value = 0.6

[State -2, CC AttackMulSet 5]
type = AttackMulSet
triggerall = Var(10) = 1
trigger1 = Var(17) >= 28
value = 0.4

;---------------------------------------
; Kamek's Combo Ranking
;---------------------------------------

[State -2, Set Up For Count]
type = VarSet
triggerall = StateNo != [3000,3900]
trigger1 = P2MoveType = H
trigger1 = Var(15) = 0
v = 15
value = 1

[State -2, Keep Track Of Hit Count]
type = VarSet
triggerall = StateNo != [3000,3900]
trigger1 = HitCount > 0
trigger1 = Var(15) != 0
v = 16
value = HitCount

[State -2, Add To Total Hit Count]
type = VarSet
triggerall = Var(15) != 0
triggerall = StateNo != [3000,3900]
trigger1 = HitCount = 0
trigger2 = P2MoveType != H
v = 17
value = Var(17) + Var(16)

[State -2, Add Helper Hits To Total Hit Count]
type = VarSet
triggerall = Var(15) != 0
trigger1 = Var(19) != 0
trigger2 = p2movetype != H
v = 17
value = Var(17) + Var(19)

[State -2, Keep Track of Helper Hit Count]
type = VarSet
trigger1 = Var(19) != 0
trigger1 = Var(15) != 0
v = 19
value = 0

[State -2, Projectile Hits]
type = VarSet
triggerall = Var(15) != 0
trigger1 = ProjHit = 1
v = 17
value = Var(17) + 1

[State -2, Reset Current Hit Count]
type = VarSet
trigger1 = HitCount = 0
trigger1 = Var(15) != 0
v = 16
value = 0

[State -2, Combo Is Finished]
type = VarSet
trigger1 = p2movetype != H
trigger1 = Var(15) != 0
v = 16
value = 0

[State -2, Reset]
type = VarSet
triggerall = Var(15) != 0
trigger1 = p2movetype != H
v = 15
value = 0

[State -2, Reset]
type = VarSet
trigger1 = NumHelper(9990) = 0
trigger1 = Var(15) = 0
trigger1 = Var(17) > 0
v = 17
value = 0

;---------------------------------------
; Parrying
;---------------------------------------

;-| Standing |--------------------------
[State -2, VarSet]
type = VarSet
trigger1 = Command != "holdfwd"
v = 6
value = 0

[State - 2, VarAdd]
type = VarAdd
trigger1 = Command = "holdfwd"
v = 6
value = 1
persistent = 1
ignorehitpause = 1

[State -2, VarSet 2]
type = VarSet
trigger1 = (StateNo != 20) && (StateNo != 0) && (StateNo != 960)
v = 5
value = 0

[State -2, HitOverride 1]
type = HitOverride
triggerall = Var(5) = 1
trigger1 = PalNo > 6
slot = 0
time = 5
attr = S, NA, SA, HA, NP, SP, HP
stateno = 960

;-| Crouching |-------------------------
[State -2, VarSet 1]
type = VarSet
trigger1 = StateNo = 10
v = 7
value = 1

[State -2, VarSet 2]
type = VarSet
trigger1 = (StateNo != 10) && (StateNo != 12)
trigger2 = StateNo = 11
v = 7
value = 0

[State -2, HitOverride 2]
type = HitOverride
triggerall = Var(7) = 1
trigger1 = PalNo > 6
slot = 1
time = 1
attr = C, NA, SA, HA, NP, SP, HP
stateno = 961

;-| Air |-------------------------------
[State -2, VarSet 1]
type = VarSet
triggerall = Var(9) > 0
trigger1 = StateNo = 50
trigger2 = StateNo = 963
trigger3 = StateNo = 999
v = 8
value = 1

[State -2, VarSet 2]
type = VarSet
trigger1 = Var(9) <= 0
trigger2 = StateNo != 50
trigger2 = StateNo != 963
trigger2 = StateNo != 999
v = 8
value = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = 1
trigger1 = Var(9) > 0
v = 9
value = -1

[State -2, VarSet]
type = VarSet
triggerall = Command = "tapfwd"
triggerall = Command != "FF"
trigger1 = StateNo = 50
trigger2 = StateNo = 963
trigger3 = StateNo = 999
v = 9
value = 8

[State -2, HitOverride 3]
type = HitOverride
triggerall = Var(8) = 1
trigger1 = PalNo > 6
slot = 2
time = 1
attr = A, NA, SA, HA, NP, SP, HP
stateno = 962

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

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 0,1

[State -3, Landing Explod]
type = Explod
anim = 8000
triggerall = Time = 1
trigger1 = stateno = 52
postype = P1
pos = 0,2
ownpal = 1

[State -3, Explod 2];energy wave
type = Explod
anim = 8001
triggerall = (GameTime%50) = 0
triggerall = RoundState = 2
trigger1 = statetype != A
trigger1 = statetype != C
ID = 8001
postype = P1
pos = 0,0
ownpal = 1
persistent = 0

[State -3, Energy 1 Explod];emitting electricity
type = Explod
anim = 8002
triggerall = (GameTime%120) = 0
triggerall = RoundState = 2
trigger1 = statetype = S
trigger1 = statetype != A
trigger1 = movetype != H
ID = 8002
postype = P1
pos = 0,0
ownpal = 1
sprpriority = 3
bindtime = -1
persistent = 0

[State -3, Energy 2 Explod];emitting electricity crouching
type = Explod
anim = 8003
triggerall = (GameTime%120) = 0
triggerall = RoundState = 2
triggerall = statetype = C
trigger1 = statetype != A
trigger1 = movetype != H
ID = 8002
postype = P1
pos = 0,-4
ownpal = 1
sprpriority = 3
bindtime = -1
persistent = 0

[State -3, Remove Explod];remove emitting electricity
type = RemoveExplod
ID = 8002
trigger1 = statetype = A
trigger2 = movetype = H
trigger3 = RoundState = 4
trigger4 = stateno = [3000,3910]

[State -3, Remove Explod2];remove energy wave
type = RemoveExplod
ID = 8001
trigger1 = stateno = [3000,3910]

[State -3, PlaySnd];emitting electricity sound
type = PlaySnd
triggerall = (GameTime%120) = 0
triggerall = RoundState = 2
triggerall = stateno != 3000
trigger1 = statetype != A
trigger1 = movetype != H
value = 0,2

[State -3, VarSet];Variable Shinkuu Hadouken
type = VarSet
trigger1 = StateNo = 0
trigger2 = StateNo = 3051
trigger3 = StateNo = 3069
v = 11
value = 0

[State -3, VarAdd]
type = VarAdd
triggerall = Time >= 0
trigger1 = StateNo = 3070
trigger2 = StateNo = 3071
trigger3 = StateNo = 3072
trigger4 = StateNo = 3073
trigger5 = StateNo = 3074
v = 11
value = 1

[State -3, PosSet]
type = PosSet
trigger1 = StateNo = 0
y = 0