; Blanka's constants and state file.

; Vars used:
; Var(1) - Air Combo screen effect
; Var(2) - Electricity Variable
; Var(3) - Transform Variable
; Var(4)&Var(5)&Var(6) - AI Variable
; Var(7) - Electric Rolling Attack Variable
; Var(8) - Player 2 State Type cheking
; Var(9) - Rage Blanka - Raiden Mode
; Var(10) - V-ISM check
; Var(11) - Intro and Win variable
; Var(12) - Sakura+Blanka Team Super variable

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

[Size]
xscale = 1
yscale = 1
ground.back = 15
ground.front = 16
air.back = 12
air.front = 12
height = 60
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -37, -95
mid.pos = -4, -48
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 2.4
walk.back = -2.2
run.fwd  = 4.6, -4.8
run.back = -4.5,-4.8
jump.neu = 0,-10.4
jump.back = -2.55
jump.fwd = 2.5
runjump.back = -3.7,-8.1
runjump.fwd = 4,-8.1
airjump.neu = 0,-8.1
airjump.back = -2.55
airjump.fwd = 2.5

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .44
stand.friction = .85
crouch.friction = .82
;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

[State 170, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 7, 3
volume = 120

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

[State 180, 1]
type = ChangeState
trigger1 = Random < 200
value = 181

[State 180, 2]
type = ChangeState
trigger1 = Random = [400, 599]
value = 183

[State 180, 3]
type =  ChangeState
trigger1 = Random > 799
value = 185

;---------------------------------------------------------------------------
; Win pose 1 - Jumping
[Statedef 181]
type = S
ctrl = 0
anim = 180

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

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 15
value = 7, 0
volume = 120



;---------------------------------------------------------------------------
; Win pose 3 - Vitamin is the best!
[Statedef 183]
type = S
ctrl = 0
anim = 182
velset = 0,0

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

;---------------------------------------------------------------------------
; Win pose 5 - Eating fruits
[Statedef 185]
type = S
ctrl = 0
anim = 184 + (Var(11))
sprpriority = 2 + (IsHelper)

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

[State 185, 2]
type = PlaySnd
triggerall = IsHelper = 0
triggerall = Var(11) != 2
trigger1 = AnimElem = 11
value = 12, 0
volume = 120

[State 185, 3]
type = PlaySnd
triggerall = IsHelper = 0
triggerall = Var(11) = 2
trigger1 = AnimElem = 11
trigger2 = AnimElem = 14
trigger3 = AnimElem = 18
trigger4 = AnimElem = 21
value = 12, 0
volume = 120

[State 185, 4]
type = Helper
triggerall = IsHelper = 0
trigger1 = Var(11) != 2
trigger1 = AnimElem = 12
ID = 185
pos = -11,-64
postype = p1
stateno = 185
helpertype = normal
name = "Fruit"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 185, 5]
type = Helper
triggerall = IsHelper = 0
trigger1 = Var(11) = 2
trigger1 = AnimElem = 20
ID = 185
pos = -11,-64
postype = p1
stateno = 185
helpertype = normal
name = "Fruit"
keyctrl = 0
ownpal = 1
supermovetime = 1

; Helper State Controls only
[State 185, 6]
type = ChangeAnim
trigger1 = IsHelper = 1
trigger1 = Time = 0
value = 4002 + (Parent, Var(11)*10)

[State 185, 7]
type = VelSet
triggerall = IsHelper = 1
trigger1 = Time = 0
trigger1 = Random < 250
y = -9.65
x = 6

[State 185, 8]
type = VelSet
triggerall = IsHelper = 1
trigger1 = Time = 0
trigger1 = Random = [250, 499]
y = -8
x = 8

[State 185, 9]
type = VelSet
triggerall = IsHelper = 1
trigger1 = Time = 0
trigger1 = Random = [500, 749]
y = -14
x = 2

[State 185, 10]
type = VelSet
triggerall = IsHelper = 1
trigger1 = Time = 0
trigger1 = Random >= 750
y = -6
x = 10

[State 185, 11]
type = VelAdd
triggerall = IsHelper = 1
trigger1 = Pos Y < 0
trigger1 = Time > 0
y = 0.45

[State 185, 12]
type = VelSet
triggerall = IsHelper = 1
trigger1 = Pos Y >= 0
y = 0
x = 0

[State 185, 13]
type = ChangeAnim
trigger1 = IsHelper = 1
trigger1 = Pos Y >= 0
value = 4003 + (Parent, Var(11)*10)

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

; Fruits falling from the air
[State 190, 1]
type = ChangeState
trigger1 = Random < 250
value = 191

; Scratching his butt
[State 190, 2]
type = ChangeState
trigger1 = Random = [250, 499]
value = 192

; Getting out of the truck
[State 190, 3]
type = ChangeState
trigger1 = Random = [500, 749]
value = 193

; Bombing
[State 190, 4]
type = ChangeState
trigger1 = Random = [750, 999]
value = 194

;---------------------------------------------------------------------------
; Intro - 1 - Fruits falling from the air
[Statedef 191]
type = S
ctrl = 0
anim = 190

[State 191, 1]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 2]
type = PlaySnd
trigger1 = IsHelper = 0
trigger1 = Time = 0
value = 3, 0
volume = 110

[State 191, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 191, 4]
type = PosSet
trigger1 = Time = 0
y = -300

[State 191, 5]
type = PosAdd
triggerall = IsHelper = 0
trigger1 = Time = [0, 2]
x = -15
pesistent = 0

[State 191, 6]
type = VelAdd
triggerall = IsHelper = 0
trigger1 = Time = [0, 35]
trigger2 = Time = [37, 52]
y = 0.45

[State 191, 7]
type = PosSet
triggerall = IsHelper = 0
trigger1 = Time = 36
trigger2 = Time = 53
y = 0

[State 191, 8]
type = VelSet
triggerall = IsHelper = 0
trigger1 = Time = 36
y = -3.5

[State 191, 9]
type = VelSet
triggerall = IsHelper = 0
trigger1 = Time = 53
y = 0

[State 191, 10]
type = PosAdd
triggerall = IsHelper = 0
trigger1 = Time = [54, 62]
x = 5

[State 191, 11]
type = VarSet
triggerall = IsHelper = 0
trigger1 = Time = 1
v = 11
value = 0 + (Random = [250,499]) + (Random = [500, 749]) + (Random = [750, 999])

[State 191, 12]
type = EnvShake
triggerall = IsHelper = 0
trigger1 = Time = 36
time = 16
freq = 90
ampl = -7

[State 191, 13]
type = EnvShake
triggerall = IsHelper = 0
trigger1 = Time = 0
time = 8
freq = 30
ampl = -2

[State 191, 14]
type = PlaySnd
trigger1 = IsHelper = 0
trigger1 = AnimElem = 10
value = 13, 1

[State 191, 15]
type = Helper
triggerall = IsHelper = 0
trigger1 = Time = 3
ID = 191
pos = 100,-300
postype = Back
stateno = 191
helpertype = normal
name = "Fruit"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 191, 16]
type = Helper
triggerall = IsHelper = 0
trigger1 = Time = 5
ID = 191
pos = 70,-300
postype = Back
stateno = 191
helpertype = normal
name = "Fruit"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 191, 17]
type = Helper
triggerall = IsHelper = 0
trigger1 = Time = 9
ID = 191
pos = 130,-300
postype = Back
stateno = 191
helpertype = normal
name = "Fruit"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 191, 18]
type = Helper
triggerall = IsHelper = 0
trigger1 = Time = 14
ID = 191
pos = 45,-300
postype = Back
stateno = 191
helpertype = normal
name = "Fruit"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 191, 17]
type = Helper
triggerall = IsHelper = 0
trigger1 = Time = 17
ID = 191
pos = 20,-300
postype = Back
stateno = 191
helpertype = normal
name = "Fruit"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 191, 18]
type = Helper
triggerall = IsHelper = 0
trigger1 = Time = 36
ID = 191
pos = 10,-300
postype = Back
stateno = 191
helpertype = normal
name = "Fruit"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 191, 19]
type = Helper
triggerall = IsHelper = 0
trigger1 = Time = 7
ID = 191
pos = 48,-300
postype = Back
stateno = 191
helpertype = normal
name = "Fruit"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 191, 20]
type = ChangeState
triggerall = IsHelper = 0
trigger1 = Time = 67
value = 0
ctrl = 1

; Helper State Controls only
[State 191, 21]
type = ChangeAnim
trigger1 = IsHelper = 1
trigger1 = Time = 0
value = 4000 + (Parent, Var(11)*10)

[State 191, 22]
type = VelAdd
triggerall = IsHelper = 1
trigger1 = Pos Y < 0
y = 0.45

[State 191, 23]
type = VelSet
triggerall = IsHelper = 1
trigger1 = Pos Y >= 0
y = -216/(Time)
persistent = 1

[State 191, 24]
type = ChangeAnim
triggerall = IsHelper = 1
trigger1 = Time = 48
value = 4001 + (Parent, Var(11)*10)

[State 191, 25]
type = DestroySelf
triggerall = IsHelper = 1
trigger1 = Time = 100

;---------------------------------------------------------------------------
; Intro - 2/Taunt - Scratching his butt
[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0
movetype = I
physics = S
sprpriority = 2

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

[State 192, 2]
type = PlaySnd
trigger1 = Time = 10
value = 3, 2
volume = 110

[State 192, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Intro - 3 - Getting out of the truck
[Statedef 193]
type = S
ctrl = 0
anim = 9999
sprpriority = ifelse(IsHelper(190), -2, 2)

; Helper 190 = Truck
; Helper 191 = Blanka
; Helper 192 = Fruit 1
; Helper 193 = Fruit 2
; Helper 194 = Fruit 3
; Helper 195 = Fruit 4
; Helper 196 = Fruit 5
; Helper 197 = Fruit 6

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

[State 193, 2]
type = PlaySnd
trigger1 = IsHelper = 0
trigger1 = Time = 60
value = 3, 1
volume = 110

[State 193, 3]
type = PlaySnd
trigger1 = IsHelper(191) = 1
trigger1 = Time = 0
value = 3, 0
volume = 110

[State 193, 4]
type = AssertSpecial
trigger1 = IsHelper = 0
trigger1 = Time < 138
flag = invisible

[State 193, 5]
type = ChangeAnim
trigger1 = IsHelper = 0
trigger1 = Time = 138
value = 194 + Var(11)

; Truck States
[State 193, 6]
type = ChangeAnim
trigger1 = IsHelper(190) = 1
trigger1 = Time = 0
value = 193

[State 193, 7]
type = VelSet
triggerall = IsHelper(190) = 1
trigger1 = Time = 40
x = -0.7

[State 191, 8]
type = Explod
triggerall = IsHelper(190) = 1
trigger1 = Time = 10
anim = 194
id = 190
postype = p1
pos = 48, -141
sprpriority = 0
ownpal = 1
bindtime = -1

[State 191, 9]
type = DestroySelf
triggerall = IsHelper(190) = 1
trigger1 = Time = 160

; Blanka(Helper) States
[State 191, 10]
type = ChangeAnim
trigger1 = IsHelper(191) = 1
trigger1 = Time = 0
value = 1115

[State 191, 11]
type = VelSet
triggerall = IsHelper(191) = 1
trigger1 = Time = 0
y = -2

[State 191, 12]
type = PosAdd
triggerall = IsHelper(191) = 1
trigger1 = ParentDist X < 0
x = 2.5

[State 191, 13]
type = VelAdd
triggerall = IsHelper = 1
trigger1 = Pos Y < 0
y = 0.45

[State 191, 14]
type = DestroySelf
triggerall = IsHelper(191) = 1
trigger1 = Time = 23

; Fruits States
[State 191, 15]
type = ChangeAnim
trigger1 = IsHelper = 1
trigger1 = IsHelper(190) = 0
trigger1 = IsHelper(191) = 0
trigger1 = Time = 0
value = 4000 + (Root, Var(11)*10)

[State 191, 16]
type = VelSet
trigger1 = IsHelper(192) = 1
trigger1 = Time = 0
x = 5
y = -2

[State 191, 17]
type = VelSet
trigger1 = IsHelper(193) = 1
trigger1 = Time = 0
x = 2
y = 0

[State 191, 18]
type = VelSet
trigger1 = IsHelper(194) = 1
trigger1 = Time = 0
x = 7
y = -4

[State 191, 19]
type = VelSet
trigger1 = IsHelper(195) = 1
trigger1 = Time = 0
x = 1
y = -1

[State 191, 20]
type = VelSet
trigger1 = IsHelper(196) = 1
trigger1 = Time = 0
x = 8
y = -2

[State 191, 21]
type = VelSet
trigger1 = IsHelper(197) = 1
trigger1 = Time = 0
x = 2
y = 0

[State 191, 22]
type = VelSet
trigger1 = IsHelper = 1
trigger1 = IsHelper(190) = 0
trigger1 = IsHelper(191) = 0
trigger1 = Pos Y >= 0
y = -4

[State 191, 23]
type = ChangeAnim
trigger1 = IsHelper = 1
trigger1 = IsHelper(190) = 0
trigger1 = IsHelper(191) = 0
trigger1 = Time = 48
value = 4001 + (Root, Var(11)*10)

[State 191, 24]
type = DestroySelf
trigger1 = IsHelper = 1
trigger1 = IsHelper(190) = 0
trigger1 = IsHelper(191) = 0
trigger1 = Time = 64

; Intro States
[State 191, 25]
type = VarSet
triggerall = IsHelper = 0
trigger1 = Time = 1
v = 11
value = 1 + (Random = [334, 665]) + (Random = [667, 999])

[State 191, 26]
type = PlaySnd
trigger1 = IsHelper = 0
trigger1 = AnimElem = 10
value = 13, 1

[State 191, 27]
type = Helper
triggerall = IsHelper = 0
trigger1 = Time = 0
ID = 190
pos = 0,0
postype = Back
stateno = 193
helpertype = normal
name = "Truck"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 193, 28]
type = Helper
triggerall = IsHelper(190) = 1
trigger1 = Time = 115
ID = 191
pos = 95,-81
postype = p1
stateno = 193
helpertype = normal
name = "Blanka"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 193, 29]
type = Helper
triggerall = IsHelper(190) = 1
trigger1 = Time = 115
ID = 192
pos = 90,-88
postype = p1
stateno = 193
helpertype = normal
name = "Fruit"
keyctrl = 0
ownpal = 1
supermovetime = 1
ontop = 1

[State 193, 30]
type = Helper
triggerall = IsHelper(190) = 1
trigger1 = Time = 115
ID = 193
pos = 93,-80
postype = p1
stateno = 193
helpertype = normal
name = "Fruit"
keyctrl = 0
ownpal = 1
supermovetime = 1
ontop = 1

[State 193, 31]
type = Helper
triggerall = IsHelper(190) = 1
trigger1 = Time = 115
ID = 194
pos = 95,-73
postype = p1
stateno = 193
helpertype = normal
name = "Fruit"
keyctrl = 0
ownpal = 1
supermovetime = 1
ontop = 1

[State 193, 32]
type = Helper
triggerall = IsHelper(190) = 1
trigger1 = Time = 115
ID = 195
pos = 93,-75
postype = p1
stateno = 193
helpertype = normal
name = "Fruit"
keyctrl = 0
ownpal = 1
supermovetime = 1
ontop = 1

[State 193, 33]
type = Helper
triggerall = IsHelper(190) = 1
trigger1 = Time = 115
ID = 196
pos = 93,-84
postype = p1
stateno = 193
helpertype = normal
name = "Fruit"
keyctrl = 0
ownpal = 1
supermovetime = 1
ontop = 1

[State 193, 34]
type = Helper
triggerall = IsHelper(190) = 1
trigger1 = Time = 115
ID = 197
pos = 93,-87
postype = p1
stateno = 193
helpertype = normal
name = "Fruit"
keyctrl = 0
ownpal = 1
supermovetime = 1
ontop = 1

[State 191, 35]
type = ChangeState
triggerall = IsHelper = 0
trigger1 = Time = 196
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Intro - 4 - Bombing
[Statedef 194]
type = S
ctrl = 0
anim = 192

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

[State 194, 2]
type = PlaySnd
trigger1 = IsHelper = 0
trigger1 = Time = 0
value = 3, 0
volume = 110

[State 194, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 194, 4]
type = PosSet
trigger1 = IsHelper = 0
trigger1 = Time = 0
y = -57.6

[State 194, 5]
type = PosAdd
triggerall = IsHelper = 0
trigger1 = Time = 0
x = -160

[State 194, 6]
type = VelAdd
triggerall = IsHelper = 0
trigger1 = Time = [0, 15]
trigger2 = Time = [17, 55]
y = 0.45

[State 194, 7]
type = PosSet
triggerall = IsHelper = 0
trigger1 = Time = 16
trigger2 = Time = 56
y = 0

[State 194, 8]
type = VelSet
triggerall = IsHelper = 0
trigger1 = Time = 16
y = -8.775

[State 194, 9]
type = VelSet
triggerall = IsHelper = 0
trigger1 = Time = 56
y = 0

[State 194, 10]
type = PosAdd
triggerall = IsHelper = 0
trigger1 = Time = [1, 16]
x = 10

[State 194, 11]
type = VarSet
triggerall = IsHelper = 0
trigger1 = Time = 1
v = 11
value = 0 + (Random = [250,499]) + (Random = [500, 749]) + (Random = [750, 999])

[State 194, 12]
type = EnvShake
triggerall = IsHelper = 0
trigger1 = Time = 16
time = 16
freq = 90
ampl = -7

[State 194, 14]
type = PlaySnd
trigger1 = IsHelper = 0
trigger1 = AnimElem = 10
value = 13, 1

[State 194, 15]
type = Helper
triggerall = IsHelper = 0
trigger1 = Time = 16
ID = 194
pos = 0,-300
postype = p1
stateno = 194
helpertype = normal
name = "Fruit"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 194, 16]
type = Helper
triggerall = IsHelper = 0
trigger1 = Time = 16
ID = 194
pos = 70,-300
postype = Back
stateno = 194
helpertype = normal
name = "Fruit"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 194, 17]
type = Helper
triggerall = IsHelper = 0
trigger1 = Time = 16
ID = 194
pos = -30,-300
postype = p1
stateno = 194
helpertype = normal
name = "Fruit"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 194, 18]
type = Helper
triggerall = IsHelper = 0
trigger1 = Time = 16
ID = 194
pos = 45,-300
postype = p1
stateno = 194
helpertype = normal
name = "Fruit"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 194, 17]
type = Helper
triggerall = IsHelper = 0
trigger1 = Time = 16
ID = 194
pos = -100,-300
postype = p1
stateno = 194
helpertype = normal
name = "Fruit"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 194, 20]
type = ChangeState
triggerall = IsHelper = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Helper State Controls only
[State 194, 21]
type = ChangeAnim
trigger1 = IsHelper = 1
trigger1 = Time = 0
value = 4000 + (Parent, Var(11)*10)

[State 194, 22]
type = VelAdd
triggerall = IsHelper = 1
trigger1 = Pos Y < 0
y = 0.45

[State 194, 23]
type = VelSet
triggerall = IsHelper = 1
trigger1 = Pos Y >= 0
y = -216/(Time)
persistent = 1

[State 194, 24]
type = ChangeAnim
triggerall = IsHelper = 1
trigger1 = Time = 48
value = 4001 + (Parent, Var(11)*10)

[State 194, 25]
type = DestroySelf
triggerall = IsHelper = 1
trigger1 = Time = 100

;---------------------------------------------------------------------------
; Stand Light Punch
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 200
poweradd = (Var(10)=0)* 20
sprpriority = 2

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

[State 200, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = S, NA
damage = 25, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 2, Hit
getpower = (Var(10)=0)* 10
pausetime = 8, 8
sparkno = S6000
guard.sparkno = S6050
sparkxy = -3, -73
hitsound = S1, 0
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 200, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = S, NA
damage = 25, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 2, Hit
getpower = (Var(10)=0)* 10
pausetime = 8, 8
sparkno = S6000
guard.sparkno = S6050
sparkxy = -3, -73
hitsound = S1, 0
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
p2stateno = (6010 + Var(8))

[State 200, 5]
type = VarSet
trigger1 = MoveContact
trigger1 = Var(4) = 1
trigger1 = Random = [100, 500]
trigger2 = MoveContact
trigger2 = Var(4) = 1
trigger2 = Random = [600, 800]
var(6) = 1

[State 200, 6]
type = ChangeState
trigger1 = Var(6) = 1
value = 210

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

;---------------------------------------------------------------------------
; Stand Close Light Punch
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 205
poweradd = (Var(10)=0)* 25
sprpriority = 2

[State 205, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 0

[State 205, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = S, NA
damage = 25, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
getpower = (Var(10)=0)* 10
pausetime = 8, 8
sparkno = S6000
guard.sparkno = S6050
sparkxy = -3, -63
hitsound = S1, 1
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 205, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = S, NA
damage = 25, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
getpower = (Var(10)=0)* 10
pausetime = 8, 8
sparkno = S6000
guard.sparkno = S6050
sparkxy = -3, -63
hitsound = S1, 1
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
p2stateno = (6010 + Var(8))

[State 205, 5]
type = VarSet
trigger1 = MoveContact
trigger1 = Var(4) = 1
trigger1 = Random = [100, 500]
trigger2 = MoveContact
trigger2 = Var(4) = 1
trigger2 = Random = [600, 800]
var(6) = 1

[State 205, 6]
type = ChangeState
trigger1 = Var(6) = 1
value = 210

[State 205, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand Medium Punch
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 220
poweradd = (Var(10)=0)* 40
sprpriority = 2

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

[State 220, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = S, NA
damage = 45, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
getpower = (Var(10)=0)* 15
pausetime = 8, 8
sparkno = S6010
guard.sparkno = S6050
sparkxy = -3, -73
hitsound = S1, 1
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 15

[State 220, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = S, NA
damage = 45, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
getpower = (Var(10)=0)* 15
pausetime = 8, 8
sparkno = S6010
guard.sparkno = S6050
sparkxy = -3, -73
hitsound = S1, 1
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 15
p2stateno = (6010 + Var(8))

[State 220, 4]
type = VarSet
trigger1 = MoveContact
trigger1 = Var(4) = 1
trigger1 = Random = [100, 500]
trigger2 = MoveContact
trigger2 = Var(4) = 1
trigger2 = Random = [600, 800]
var(6) = 1

[State 220, 5]
type = ChangeState
trigger1 = Var(6) = 1
trigger1 = MoveContact
value = 230

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

;---------------------------------------------------------------------------
; Stand Close Medium Punch
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 225
poweradd = (Var(10)=0)* 45
sprpriority = 2

[State 225, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 225, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = AnimElem = 3
attr = S, NA
damage = 20, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 5, Hit
getpower = (Var(10)=0)* 15
pausetime = 8, 8
sparkno = S6010
guard.sparkno = S6050
sparkxy = -3, -41
hitsound = S1, 1
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 225, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = AnimElem = 3
attr = S, NA
damage = 20, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 5, Hit
getpower = (Var(10)=0)* 15
pausetime = 8, 8
sparkno = S6010
guard.sparkno = S6050
sparkxy = -3, -41
hitsound = S1, 1
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
p2stateno = (6010 + Var(8))

[State 225, 4]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = AnimElem = 4
attr = S, NA
damage = 25, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 5, Hit
getpower = (Var(10)=0)* 15
pausetime = 8, 8
sparkno = S6010
guard.sparkno = S6050
sparkxy = -3, -23
hitsound = S1, 1
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 225, 5]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = AnimElem = 4
attr = S, NA
damage = 25, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 5, Hit
getpower = (Var(10)=0)* 15
pausetime = 8, 8
sparkno = S6010
guard.sparkno = S6050
sparkxy = -3, -23
hitsound = S1, 1
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
p2stateno = (6010 + Var(8))

[State 225, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Punch
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = (Var(10)=0)* 60
ctrl = 0
velset = 0,0
anim = 240
sprpriority = -1

[State 240, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 240, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, 0

[State 240, 3]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Hard
damage = 65
guardflag = MA
getpower = (Var(10)=0)* 20
pausetime = 12,12
priority = 6, Hit
sparkno = S6020
guard.sparkno = S6050
sparkxy = -3, -53
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -2.5,-4

[State 240, 4]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Hard
damage = 65
guardflag = MA
getpower = (Var(10)=0)* 20
pausetime = 12,12
priority = 6, Hit
sparkno = S6020
guard.sparkno = S6050
sparkxy = -3, -53
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -2.5,-4
p2stateno = (6010 + Var(8))

[State 240, 6]
type = VarSet
trigger1 = MoveContact
trigger1 = Var(4) = 1
trigger1 = Random = [100, 500]
trigger2 = MoveContact
trigger2 = Var(4) = 1
trigger2 = Random = [600, 800]
var(6) = 1

[State 240, 7]
type = ChangeState
trigger1 = Var(6) = 1
trigger1 = MoveContact
trigger1 = Power >= 400
trigger1 = Random = [200, 700]
value = 1130

[State 240, 8]
type = ChangeState
triggerall = Var(6) = 1
triggerall = MoveContact
trigger1 = Power < 400
trigger1 = Random = [50, 600]
trigger2 = Random = [800, 900]
value = 1020

[State 240, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Kick
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = (Var(10)=0)* 22
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2

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

[State 210, 2]
type = HitDef
trigger1 = Time = 0
trigger1 = Var(3) != 2
attr = S, NA
hitflag = MAF
canimtype  = Light
damage = 25
guardflag = MA
getpower = (Var(10)=0)* 10
pausetime = 12,12
priority = 2, Hit
sparkno = S6000
guard.sparkno = S6050
sparkxy = -3, -60
hitsound = S1, 0
guardsound = S1, 7
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 210, 3]
type = HitDef
trigger1 = Time = 0
trigger1 = Var(3) = 2
attr = S, NA
hitflag = MAF
animtype  = Light
damage = 25
guardflag = MA
getpower = (Var(10)=0)* 10
pausetime = 12,12
priority = 2, Hit
sparkno = S6000
guard.sparkno = S6050
sparkxy = -3, -60
hitsound = S1, 0
guardsound = S1, 7
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5
p2stateno = (6010 + Var(8))

[State 210, 5]
type = VarSet
trigger1 = MoveContact
trigger1 = Var(4) = 1
trigger1 = Random = [100, 500]
trigger2 = MoveContact
trigger2 = Var(4) = 1
trigger2 = Random = [600, 800]
var(6) = 1

[State 210, 6]
type = ChangeState
trigger1 = Var(6) = 1
trigger1 = MoveContact
value = 220

[State 210, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Close Light Kick
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 27
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 215, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 0

[State 215, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Light
damage = 25
guardflag = MA
getpower = (Var(10)=0)* 10
pausetime = 12,12
priority = 3, Hit
sparkno = S6000
guard.sparkno = S6050
sparkxy = -3, -83
hitsound = S1, 0
guardsound = S1, 7
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 215, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Light
damage = 25
guardflag = MA
getpower = (Var(10)=0)* 10
pausetime = 12,12
priority = 3, Hit
sparkno = S6000
guard.sparkno = S6050
sparkxy = -3, -83
hitsound = S1, 0
guardsound = S1, 7
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5
p2stateno = (6010 + Var(8))

[State 215, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 42
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 230, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Medium
damage = 45
guardflag = MA
getpower = (Var(10)=0)* 15
pausetime = 12,12
priority = 4, Hit
sparkno = S6010
guard.sparkno = S6050
sparkxy = -3, -58
hitsound = S1, 1
guardsound = S1, 7
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 230, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
animtype  = Medium
damage = 45
guardflag = MA
getpower = (Var(10)=0)* 15
pausetime = 12,12
priority = 4, Hit
sparkno = S6010
guard.sparkno = S6050
sparkxy = -3, -58
hitsound = S1, 1
guardsound = S1, 7
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5
p2stateno = (6010 + Var(8))

[State 230, 4]
type = VarSet
trigger1 = MoveContact
trigger1 = Var(4) = 1
trigger1 = Random = [100, 500]
trigger2 = MoveContact
trigger2 = Var(4) = 1
trigger2 = Random = [600, 800]
var(6) = 1

[State 230, 5]
type = ChangeState
trigger1 = Var(6) = 1
trigger1 = MoveContact
trigger1 = Random = [200, 350]
value = 240

[State 230, 6]
type = ChangeState
trigger1 = Var(6) = 1
trigger1 = MoveContact
trigger1 = Random = [400, 900]
value = 250

[State 230, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Close Medium Kick
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = (Var(10)=0)* 47
ctrl = 0
velset = 0,0
anim = 235
sprpriority = 2

[State 235, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 235, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
animtype  = Medium
damage = 20
guardflag = MA
getpower = (Var(10)=0)* 15
pausetime = 12,12
priority = 5, Hit
sparkno = S6010
guard.sparkno = S6050
sparkxy = -3, -54
hitsound = S1, 1
guardsound = S1, 7
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 235, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
animtype  = Medium
damage = 20
guardflag = MA
getpower = (Var(10)=0)* 15
pausetime = 12,12
priority = 5, Hit
sparkno = S6010
guard.sparkno = S6050
sparkxy = -3, -54
hitsound = S1, 1
guardsound = S1, 7
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5
p2stateno = (6010 + Var(8))

[State 235, 4]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
animtype  = Medium
damage = 25
guardflag = MA
getpower = (Var(10)=0)* 15
pausetime = 12,12
priority = 5, Hit
sparkno = S6010
guard.sparkno = S6050
sparkxy = -3, -83
hitsound = S1, 1
guardsound = S1, 7
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 235, 5]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
animtype  = Medium
damage = 25
guardflag = MA
getpower = (Var(10)=0)* 15
pausetime = 12,12
priority = 5, Hit
sparkno = S6010
guard.sparkno = S6050
sparkxy = -3, -83
hitsound = S1, 1
guardsound = S1, 7
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5
p2stateno = (6010 + Var(8))

[State 235, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Kick
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 62
ctrl = 0
velset = 0,0
anim = 250
sprpriority = 2

[State 250, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

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

[State 250, 3]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = S, NA
hitflag = MAFD
animtype  = Up
damage = 65
guardflag = MA
getpower = (Var(10)=0)* 20
pausetime = 12,12
priority = 6, Hit
sparkno = S6020
guard.sparkno = S6050
sparkxy = -3, -70
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 50
ground.velocity = -0.5, -15
air.velocity = -0.8,-13
air.hittime = 35

[State 250, 4]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = S, NA
hitflag = MAFD
animtype  = Up
damage = 65
guardflag = MA
getpower = (Var(10)=0)* 20
pausetime = 12,12
priority = 6, Hit
sparkno = S6020
guard.sparkno = S6050
sparkxy = -3, -70
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 50
ground.velocity = -0.5, -15
air.velocity = -0.8,-13
air.hittime = 35
p2stateno = (6010 + Var(8))

[State 250, 6]
type = ChangeState
triggerall = MoveContact
trigger1 = Command = "holdup"
trigger2 = var(6) = 1
value = 60
ctrl = 1

[State 250, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd = (Var(10)=0)* 20
ctrl = 0
anim = 400
sprpriority = 2

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 400, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = C, NA
damage = 25
priority  = 3, Hit
animtype  = Light
hitflag = MAFD
guardflag = L
getpower = (Var(10)=0)* 10
pausetime = 10,11
priority = 2, Hit
sparkno = S6000
guard.sparkno = S6050
sparkxy = -4, -26
hitsound = S1, 0
guardsound = S1, 7
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3
down.velocity = -2,-6
down.hittime = 20

[State 400, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = C, NA
damage = 25
priority  = 3, Hit
animtype  = Light
hitflag = MAFD
guardflag = L
getpower = (Var(10)=0)* 10
pausetime = 10,11
priority = 2, Hit
sparkno = S6000
guard.sparkno = S6050
sparkxy = -4, -26
hitsound = S1, 0
guardsound = S1, 7
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3
down.velocity = -2,-6
down.hittime = 20
p2stateno = (6010 + Var(8))

[State 400, 4]
type = VarSet
trigger1 = MoveContact
trigger1 = Var(4) = 1
trigger1 = Random = [100, 500]
trigger2 = MoveContact
trigger2 = Var(4) = 1
trigger2 = Random = [600, 800]
var(6) = 1

[State 400, 5]
type = ChangeState
trigger1 = Var(6) = 1
trigger1 = MoveContact
value = 410

[State 400, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd = (Var(10)=0)* 40
ctrl = 0
anim = 420
sprpriority = 2

[State 420, 1]
type = PlaySnd
trigger1 = Time = 3
value = 0, 1

[State 420, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = C, NA
damage = 45
priority  = 4, Hit
animtype  = Medium
priority = 5, Hit
hitflag = MAF
guardflag = L
getpower = (Var(10)=0)* 15
pausetime = 10,11
sparkno = S6010
guard.sparkno = S6050
sparkxy = -4, -63
hitsound = S1, 1
guardsound = S1, 7
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3

[State 420, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = C, NA
damage = 45
priority  = 4, Hit
animtype  = Medium
priority = 5, Hit
hitflag = MAF
guardflag = L
getpower = (Var(10)=0)* 15
pausetime = 10,11
sparkno = S6010
guard.sparkno = S6050
sparkxy = -4, -63
hitsound = S1, 1
guardsound = S1, 7
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3
p2stateno = (6010 + Var(8))

[State 420, 4]
type = VarSet
trigger1 = MoveContact
trigger1 = Var(4) = 1
trigger1 = Random = [100, 500]
trigger2 = MoveContact
trigger2 = Var(4) = 1
trigger2 = Random = [600, 800]
var(6) = 1

[State 420, 5]
type = ChangeState
trigger1 = Var(6) = 1
trigger1 = MoveContact
value = 430

[State 420, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd = (Var(10)=0)* 60
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 440, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = C, NA
damage = 65
animtype  = Hard
hitflag = MAF
guardflag = M
getpower = (Var(10)=0)* 20
pausetime = 12,12
priority = 6, Hit
sparkno = S6020
guard.sparkno = S6050
sparkxy = -4, -63
hitsound = S1, 2
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4

[State 440, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = C, NA
damage = 65
animtype  = Hard
hitflag = MAF
guardflag = M
getpower = (Var(10)=0)* 20
pausetime = 12,12
priority = 6, Hit
sparkno = S6020
guard.sparkno = S6050
sparkxy = -4, -63
hitsound = S1, 2
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4
p2stateno = (6010 + Var(8))

[State 440, 4]
type = VarSet
trigger1 = MoveContact
trigger1 = Var(4) = 1
trigger1 = Random = [100, 500]
trigger2 = MoveContact
trigger2 = Var(4) = 1
trigger2 = Random = [600, 800]
var(6) = 1

[State 440, 5]
type = ChangeState
trigger1 = Var(6) = 1
trigger1 = MoveContact
trigger1 = Random = [400, 800]
trigger1 = power >= 400
value = 1130

[State 440, 6]
type = ChangeState
triggerall = Var(6) = 1
triggerall = MoveContact
trigger1 = Random = [200, 800]
trigger1 = power < 400
trigger2 = Random = [900, 999]
value = 1120

[State 440, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Amazon River
[Statedef 445]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd = (Var(10)=0)* 63
ctrl = 0
anim = 445
sprpriority = 2

[State 445, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2, 0
volume = 140

[State 445, 2]
type = PlaySnd
trigger1 = AnimElem = 2, = 2
value = 4, 3

[State 445, 3]
type = VelSet
trigger1 = Var(3) != 1
trigger1 = Time = 3
x = 13

[State 445, 4]
type = VelSet
trigger1 = Var(3) = 1
trigger1 = Time = 3
x = 16

[State 445, 5]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = C, NA
damage = 65
animtype = Hard
hitflag = MAFD
guardflag = M
priority = 7, Hit
getpower = (Var(10)=0)* 20
pausetime = 12,12
sparkno = S6020
guard.sparkno = S6050
sparkxy = -4, -17
hitsound = S1, 2
guardsound = S1, 7
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4
down.velocity = -2,-6
down.hittime = 20
fall = 1
fall.recover = 0

[State 445, 6]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = C, NA
damage = 65
animtype = Hard
hitflag = MAFD
guardflag = M
priority = 7, Hit
getpower = (Var(10)=0)* 20
pausetime = 12,12
sparkno = S6020
guard.sparkno = S6050
sparkxy = -4, -17
hitsound = S1, 2
guardsound = S1, 7
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4
down.velocity = -2,-6
down.hittime = 20
fall = 1
fall.recover = 0
p2stateno = (6010 + Var(8))

[State 445, 7]
type = VarSet
trigger1 = MoveContact
trigger1 = Var(4) = 1
trigger1 = Random = [100, 500]
trigger2 = MoveContact
trigger2 = Var(4) = 1
trigger2 = Random = [600, 800]
var(6) = 1

[State 445, 8]
type = VelAdd
trigger1 = Time > 30
trigger1 = Vel X > 0 
x = -0.33

[State 445, 9]
type = VelSet
trigger1 = Vel X < 0 
x = 0

[State 445, 10]
type = ChangeState
trigger1 = Var(6) = 1
trigger1 = MoveContact
trigger1 = Random = [300, 800]
trigger1 = power >= 400
value = 1130

[State 445, 11]
type = ChangeState
triggerall = Var(6) = 1
triggerall = MoveContact
trigger1 = Random = [200, 800]
trigger1 = power < 400
trigger2 = Random = [900, 999]
value = 1120

[State 445, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Kick
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd = (Var(10)=0)* 22
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 410, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = C, NA
damage    = 25
animtype  = Light
hitflag = MAFD
guardflag = L
getpower = (Var(10)=0)* 10
pausetime = 12,12
priority = 2, Hit
sparkno = S6000
guard.sparkno = S6050
sparkxy = -4, -26
hitsound = S1, 0
guardsound = S1, 7
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,-3
down.hittime = 20
down.velocity = -2,-6
down.hittime = 20

[State 410, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = C, NA
damage    = 25
animtype  = Light
hitflag = MAFD
guardflag = L
getpower = (Var(10)=0)* 10
pausetime = 12,12
priority = 2, Hit
sparkno = S6000
guard.sparkno = S6050
sparkxy = -4, -26
hitsound = S1, 0
guardsound = S1, 7
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,-3
down.hittime = 20
down.velocity = -2,-6
down.hittime = 20
p2stateno = (6010 + Var(8))

[State 410, 4]
type = VarSet
trigger1 = MoveContact
trigger1 = Var(4) = 1
trigger1 = Random = [100, 500]
trigger2 = MoveContact
trigger2 = Var(4) = 1
trigger2 = Random = [600, 800]
var(6) = 1

[State 410, 5]
type = ChangeState
trigger1 = Var(6) = 1
trigger1 = MoveContact
value = 420

[State 410, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Kick
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd = (Var(10)=0)* 42
ctrl = 0
anim = 430
sprpriority = 2

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 430, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = C, NA
damage = 45
animtype = Medium
hitflag = MAFD
guardflag = L
getpower = (Var(10)=0)* 15
pausetime = 12,12
priority = 4, Hit
sparkno = S6010
guard.sparkno = S6050
sparkxy = -4, -23
hitsound = S1, 1
guardsound = S1, 7
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -2,-6
down.hittime = 20

[State 430, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = C, NA
damage = 45
animtype = Medium
hitflag = MAFD
guardflag = L
getpower = (Var(10)=0)* 15
pausetime = 12,12
priority = 4, Hit
sparkno = S6010
guard.sparkno = S6050
sparkxy = -4, -23
hitsound = S1, 1
guardsound = S1, 7
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -2,-6
down.hittime = 20
p2stateno = (6010 + Var(8))

[State 430, 4]
type = VarSet
trigger1 = MoveContact
trigger1 = Var(4) = 1
trigger1 = Random = [100, 500]
trigger2 = MoveContact
trigger2 = Var(4) = 1
trigger2 = Random = [600, 800]
var(6) = 1

[State 430, 5]
type = ChangeState
trigger1 = Var(6) = 1
trigger1 = MoveContact
trigger1 = Random = [600, 800]
value = 440

[State 430, 6]
type = ChangeState
trigger1 = Var(6) = 1
trigger1 = MoveContact
trigger1 = Random = [300, 390]
value = 450

[State 430, 7]
type = ChangeState
trigger1 = Var(6) = 1
trigger1 = MoveContact
trigger1 = Random = [900, 999]
value = 445

[State 430, 8]
type = ChangeState
trigger1 = Var(6) = 1
trigger1 = MoveContact
trigger1 = Random = [1, 299]
value = 250

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

;---------------------------------------------------------------------------
; Crouch Strong Kick
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd = (Var(10)=0)* 62
ctrl = 0
anim = 450
sprpriority = 2

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

[State 450, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = C, NA
damage = 65
hitflag = MAFD
guardflag = L
getpower = (Var(10)=0)* 20
pausetime = 12,12
priority = 6, Hit
sparkno = S6020
guard.sparkno = S6050
sparkxy = -4, -13
hitsound = S1, 2
guardsound = S1, 7
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
down.velocity = -2,-6
down.hittime = 20
fall = 1

[State 450, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = C, NA
damage = 65
hitflag = MAFD
guardflag = L
getpower = (Var(10)=0)* 20
pausetime = 12,12
priority = 6, Hit
sparkno = S6020
guard.sparkno = S6050
sparkxy = -4, -13
hitsound = S1, 2
guardsound = S1, 7
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
down.velocity = -2,-6
down.hittime = 20
fall = 1
p2stateno = (6010 + Var(8))

[State 450, 4]
type = ChangeState
trigger1 = Var(6) = 1
trigger1 = MoveContact
trigger1 = Random = [400, 800]
trigger1 = power >= 400
value = 1130

[State 450, 5]
type = ChangeState
triggerall = Var(6) = 1
triggerall = MoveContact
trigger1 = Random = [200, 800]
trigger1 = power < 400
trigger2 = Random = [900, 999]
value = 1120

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

;---------------------------------------------------------------------------
; Normal Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 20
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 600, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = A, NA
animtype = Light
damage = 25
guardflag = HA
priority = 2, Hit
getpower = (Var(10)=0)* 10
pausetime = 7,8
sparkno = S6000
guard.sparkno = S6050
sparkxy = -4, -20
hitsound = S1, 0
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = A, NA
animtype = Light
damage = 25
guardflag = HA
priority = 2, Hit
getpower = (Var(10)=0)* 10
pausetime = 7,8
sparkno = S6000
guard.sparkno = S6050
sparkxy = -4, -20
hitsound = S1, 0
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
p2stateno = (6010 + Var(8))

[State 600, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;---------------------------------------------------------------------------
; Normal Jump Medium Punch
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 40
ctrl = 0
anim = 620
sprpriority = 2

[State 620, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 620, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = A, NA
damage = 45
animtype = Medium
guardflag = HA
priority = 4, Hit
getpower = (Var(10)=0)* 15
pausetime = 7,8
sparkno = S6010
guard.sparkno = S6050
sparkxy = -4, -59
hitsound = S1, 1
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 620, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = A, NA
damage = 45
animtype = Medium
guardflag = HA
priority = 4, Hit
getpower = (Var(10)=0)* 15
pausetime = 7,8
sparkno = S6010
guard.sparkno = S6050
sparkxy = -4, -59
hitsound = S1, 1
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
p2stateno = (6010 + Var(8))

[State 620, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;---------------------------------------------------------------------------
; Normal Jump Up Strong Punch
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 60
ctrl = 0
anim = 640
sprpriority = 2

[State 640, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 640, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = A, NA
damage = 65
guardflag = HA
priority = 6, Hit
getpower = (Var(10)=0)* 20
pausetime = 12,12
sparkno = S6020
guard.sparkno = S6050
sparkxy = -4, -71
hitsound = S1, 2
guardsound = S1, 7
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,10
air.fall = 1
fall.recover = 0

[State 640, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = A, NA
damage = 65
guardflag = HA
priority = 6, Hit
getpower = (Var(10)=0)* 20
pausetime = 12,12
sparkno = S6020
guard.sparkno = S6050
sparkxy = -4, -71
hitsound = S1, 2
guardsound = S1, 7
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,10
air.fall = 1
fall.recover = 0
p2stateno = (6010 + Var(8))

[State 640, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;---------------------------------------------------------------------------
; Normal Jump Back/Foward Strong Punch
[Statedef 645]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 60
ctrl = 0
anim = 645
sprpriority = 2

[State 645, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 645, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = A, NA
damage = 65
guardflag = HA
priority = 6, Hit
getpower = (Var(10)=0)* 20
pausetime = 12,12
sparkno = S6020
guard.sparkno = S6050
sparkxy = -4, -71
hitsound = S1, 2
guardsound = S1, 7
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,10
air.fall = 1
fall.recover = 0

[State 645, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = A, NA
damage = 65
guardflag = HA
priority = 6, Hit
getpower = (Var(10)=0)* 20
pausetime = 12,12
sparkno = S6020
guard.sparkno = S6050
sparkxy = -4, -71
hitsound = S1, 2
guardsound = S1, 7
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,10
air.fall = 1
fall.recover = 0
p2stateno = (6010 + Var(8))

[State 645, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;---------------------------------------------------------------------------
; Normal Jump Light Kick
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd = (Var(10)=0)* 20
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 610, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
animtype = Light
attr = A, NA
damage = 25
guardflag = HA
priority = 2, Hit
getpower = (Var(10)=0)* 10
pausetime = 8,8
sparkno = S6000
guard.sparkno = S6050
sparkxy = -4, -84
hitsound = S1, 0
guardsound = S1, 7
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3

[State 610, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
animtype = Light
attr = A, NA
damage = 25
guardflag = HA
priority = 2, Hit
getpower = (Var(10)=0)* 10
pausetime = 8,8
sparkno = S6000
guard.sparkno = S6050
sparkxy = -4, -84
hitsound = S1, 0
guardsound = S1, 7
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
p2stateno = (6010 + Var(8))

[State 610, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;---------------------------------------------------------------------------
; Normal Jump Medium Kick
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd = (Var(10)=0)* 40
ctrl = 0
anim = 630
sprpriority = 2

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 630, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = A, NA
animtype = Medium
damage = 65
guardflag = HA
priority = 4, Hit
getpower = (Var(10)=0)* 15
pausetime = 8,8
sparkno = S6010
guard.sparkno = S6050
sparkxy = -4, -30
hitsound = S1, 1
guardsound = S1, 7
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3

[State 630, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = A, NA
animtype = Medium
damage = 65
guardflag = HA
priority = 4, Hit
getpower = (Var(10)=0)* 15
pausetime = 8,8
sparkno = S6010
guard.sparkno = S6050
sparkxy = -4, -30
hitsound = S1, 1
guardsound = S1, 7
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
p2stateno = (6010 + Var(8))

[State 630, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;---------------------------------------------------------------------------
; Normal Jump Strong Kick
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd = (Var(10)=0)* 60
ctrl = 0
anim = 650
sprpriority = 2

[State 650, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 650, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = A, NA
damage = 65
guardflag = HA
priority = 6, Hit
getpower = (Var(10)=0)* 20
pausetime = 12,12
sparkno = S6020
guard.sparkno = S6050
sparkxy = -4, -22
hitsound = S1, 2
guardsound = S1, 7
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,10
air.fall = 1
fall.recover = 0

[State 650, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = A, NA
damage = 65
guardflag = HA
priority = 6, Hit
getpower = (Var(10)=0)* 20
pausetime = 12,12
sparkno = S6020
guard.sparkno = S6050
sparkxy = -4, -22
hitsound = S1, 2
guardsound = S1, 7
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,10
air.fall = 1
fall.recover = 0
p2stateno = (6010 + Var(8))

[State 650, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;---------------------------------------------------------------------------
; Super Jump Light Punch
[Statedef 800]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 20
ctrl = 0
anim = 600
sprpriority = 2

[State 800, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 800, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = A, NA
damage = 25
animtype = Light
guardflag = HA
priority = 2, Hit
getpower = (Var(10)=0)* 10
pausetime = 7,8
sparkno = S6000
guard.sparkno = S6050
sparkxy = -4, -20
hitsound = S1, 0
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-8
air.hittime = 19

[State 800, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = A, NA
damage = 25
animtype = Light
guardflag = HA
priority = 2, Hit
getpower = (Var(10)=0)* 10
pausetime = 7,8
sparkno = S6000
guard.sparkno = S6050
sparkxy = -4, -20
hitsound = S1, 0
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-8
air.hittime = 19
p2stateno = (6010 + Var(8))

[State 800, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 61
ctrl = 1

[State 800, 4]
type = VarSet
trigger1 = MoveContact
trigger1 = Var(4) = 1
trigger1 = Random = [200, 900]
var(6) = 1

[State 800, 5]
type = ChangeState
trigger1 = Var(6) = 1
trigger1 = MoveContact
value = 810

;---------------------------------------------------------------------------
; Super Jump Medium Punch
[Statedef 820]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 40
ctrl = 0
anim = 620
sprpriority = 2

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

[State 820, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = A, NA
animtype = Medium
damage = 45
guardflag = HA
priority = 4, Hit
getpower = (Var(10)=0)* 15
pausetime = 7,8
sparkno = S6010
guard.sparkno = S6050
sparkxy = -4, -59
hitsound = S1, 1
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-8
air.hittime = 19

[State 820, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = A, NA
animtype = Medium
damage = 45
guardflag = HA
priority = 4, Hit
getpower = (Var(10)=0)* 15
pausetime = 7,8
sparkno = S6010
guard.sparkno = S6050
sparkxy = -4, -59
hitsound = S1, 1
guardsound = S1, 7
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-8
air.hittime = 19
p2stateno = (6010 + Var(8))

[State 820, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 61
ctrl = 1

[State 820, 5]
type = VarSet
trigger1 = MoveContact
trigger1 = Var(4) = 1
trigger1 = Random = [200, 900]
var(6) = 1

[State 820, 6]
type = ChangeState
trigger1 = Var(6) = 1
trigger1 = MoveContact
value = 830

;---------------------------------------------------------------------------
; Super Jump Up Strong Punch
[Statedef 840]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 60
ctrl = 0
anim = 640
sprpriority = 2

[State 840, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 840, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = A, NA
damage = 65
guardflag = HA
priority = 6, Hit
getpower = (Var(10)=0)* 20
pausetime = 12,12
sparkno = S6020
guard.sparkno = S6050
sparkxy = -4, -71
hitsound = S1, 2
guardsound = S1, 7
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -15,20
air.fall = 1
fall.recover = 0

[State 840, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = A, NA
damage = 65
guardflag = HA
priority = 6, Hit
getpower = (Var(10)=0)* 20
pausetime = 12,12
sparkno = S6020
guard.sparkno = S6050
sparkxy = -4, -71
hitsound = S1, 2
guardsound = S1, 7
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -15,20
air.fall = 1
fall.recover = 0
p2stateno = (6010 + Var(8))

[State 840, 4]
type = VarSet
trigger1 = MoveContact = 1
var(1) = 1

[State 840, 5]
type = VarSet
trigger1 = BackEdgeDist >= 0
trigger1 = Pos Y >= -20
var(1) = 0

[State 840, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 61
ctrl = 1

;---------------------------------------------------------------------------
; Super Jump Back/Foward Strong Punch
[Statedef 845]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 60
ctrl = 0
anim = 645
sprpriority = 2

[State 845, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 845, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = A, NA
damage = 65
guardflag = HA
priority = 6, Hit
getpower = (Var(10)=0)* 20
pausetime = 12,12
sparkno = S6020
guard.sparkno = S6050
sparkxy = -4, -71
hitsound = S1, 2
guardsound = S1, 7
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -15,20
air.fall = 1
fall.recover = 0

[State 845, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = A, NA
damage = 65
guardflag = HA
priority = 6, Hit
getpower = (Var(10)=0)* 20
pausetime = 12,12
sparkno = S6020
guard.sparkno = S6050
sparkxy = -4, -71
hitsound = S1, 2
guardsound = S1, 7
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -15,20
air.fall = 1
fall.recover = 0
p2stateno = (6010 + Var(8))

[State 845, 4]
type = VarSet
trigger1 = MoveContact = 1
var(1) = 1

[State 845, 5]
type = VarSet
trigger1 = BackEdgeDist >= 0
trigger1 = Pos Y >= -20
var(1) = 0

[State 845, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 61
ctrl = 1

;---------------------------------------------------------------------------
; Super Jump Light Kick
[Statedef 810]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd = (Var(10)=0)* 20
ctrl = 0
anim = 610
sprpriority = 2

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

[State 810, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = A, NA
damage = 25
guardflag = HA
animtype = Light
priority = 2, Hit
getpower = (Var(10)=0)* 10
pausetime = 8,8
sparkno = S6000
guard.sparkno = S6050
sparkxy = -4, -84
hitsound = S1, 0
guardsound = S1, 7
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
air.velocity = -1.3,-8
air.hittime = 19

[State 810, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = A, NA
damage = 25
guardflag = HA
animtype = Light
priority = 2, Hit
getpower = (Var(10)=0)* 10
pausetime = 8,8
sparkno = S6000
guard.sparkno = S6050
sparkxy = -4, -84
hitsound = S1, 0
guardsound = S1, 7
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
air.velocity = -1.3,-8
air.hittime = 19
p2stateno = (6010 + Var(8))

[State 810, 4]
type = VarSet
trigger1 = MoveContact
trigger1 = Var(4) = 1
trigger1 = Random = [200, 900]
var(6) = 1

[State 810, 5]
type = ChangeState
trigger1 = Var(6) = 1
trigger1 = MoveContact
value = 820

[State 810, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 61
ctrl = 1

;---------------------------------------------------------------------------
; Super Jump Medium Kick
[Statedef 830]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd = (Var(10)=0)* 40
ctrl = 0
anim = 630
sprpriority = 2

[State 830, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 830, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = A, NA
animtype = Medium
damage = 45
guardflag = HA
priority = 4, Hit
getpower = (Var(10)=0)* 15
pausetime = 8,8
sparkno = S6010
guard.sparkno = S6050
sparkxy = -4, -30
hitsound = S1, 1
guardsound = S1, 7
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
air.velocity = -1.3,-8
air.hittime = 19

[State 830, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = A, NA
animtype = Medium
damage = 45
guardflag = HA
priority = 4, Hit
getpower = (Var(10)=0)* 15
pausetime = 8,8
sparkno = S6010
guard.sparkno = S6050
sparkxy = -4, -30
hitsound = S1, 1
guardsound = S1, 7
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
air.velocity = -1.3,-8
air.hittime = 19
p2stateno = (6010 + Var(8))

[State 830, 4]
type = VarSet
trigger1 = MoveContact
trigger1 = Var(4) = 1
trigger1 = Random = [200, 900]
var(6) = 1

[State 830, 5]
type = ChangeState
trigger1 = Var(6) = 1
trigger1 = MoveContact
trigger1 = Random = [200, 300]
trigger1 = Vel X = 0
value = 840

[State 830, 6]
type = ChangeState
trigger1 = Var(6) = 1
trigger1 = MoveContact
trigger1 = Random = [200, 300]
trigger1 = Vel X != 0
value = 845

[State 830, 7]
type = ChangeState
trigger1 = Var(6) = 1
trigger1 = MoveContact
trigger1 = Random = [0, 100]
value = 850

[State 830, 8]
type = ChangeState
trigger1 = Var(6) = 1
trigger1 = MoveContact
trigger1 = Random = [301, 700]
trigger1 = Power >= 1000
value = 3000

[State 830, 9]
type = ChangeState
triggerall = Var(6) = 1
triggerall = MoveContact
trigger1 = Random = [701, 800]
trigger1 = Power < 400
trigger2 = Random = [301, 800]
value = 1150

[State 830, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 61
ctrl = 1

;---------------------------------------------------------------------------
; Super Jump Strong Kick
[Statedef 850]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd = (Var(10)=0)* 60
ctrl = 0
anim = 650
sprpriority = 2

[State 850, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 850, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = A, NA
damage = 65
guardflag = HA
priority = 6, Hit
getpower = (Var(10)=0)* 20
pausetime = 12,12
sparkno = S6020
guard.sparkno = S6050
sparkxy = -4, -22
hitsound = S1, 2
guardsound = S1, 7
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -15,20
air.fall = 1
fall.recover = 0

[State 850, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = A, NA
damage = 65
guardflag = HA
priority = 6, Hit
getpower = (Var(10)=0)* 20
pausetime = 12,12
sparkno = S6020
guard.sparkno = S6050
sparkxy = -4, -22
hitsound = S1, 2
guardsound = S1, 7
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -15,20
air.fall = 1
fall.recover = 0
p2stateno = (6010 + Var(8))

[State 850, 4]
type = VarSet
trigger1 = MoveContact = 1
var(1) = 1

[State 850, 5]
type = VarSet
trigger1 = BackEdgeDist >= 0
trigger1 = Pos Y >= -20
var(1) = 0

[State 850, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 61
ctrl = 1

;----------------------------------------------------------------------------------------------------------------------------------------------------------
; Throws
;----------------------------------------------------------------------------------------------------------------------------------------------------------

;----------------------------------------------------------------------------------------------------------------------------------------------------------
; Trying to grab
;----------------------------------------------------------------------------------------------------------------------------------------------------------
; Stand Throw 1
[Statedef 900]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 800
ctrl = 0
sprpriority = 2

[State 900, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 900, 2]
type = HitDef
trigger1 = Time = 0
trigger1 = P2BodyDist X < 40
attr = S, NT
hitflag = M
animtype  = Medium
damage    = 0, 0
priority  = 2
guardflag = 
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-49
;hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
p2stateno = 915
p1stateno = 910
numhits = 0

[State 900, 3]
type = PlaySnd
trigger1 = Time = 7
value = 5, 4

[State 900, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------------------------------------------------------------------------------------
; Stand Throw 2
[Statedef 901]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 800
ctrl = 0
sprpriority = 2

[State 901, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 901, 2]
type = HitDef
trigger1 = Time = 0
trigger1 = P2BodyDist X < 40
attr = S, NT
hitflag = M
animtype  = Medium
damage    = 0, 0
priority  = 2
guardflag = 
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-49
;hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
p2stateno = 925
p1stateno = 920
numhits = 0

[State 901, 3]
type = PlaySnd
trigger1 = Time = 7
value = 5, 4

[State 901, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------------------------------------------------------------------------------------
; Air Throw 1
[Statedef 905]
type    = A
movetype= A
physics = A
juggle  = 4
anim = 801
ctrl = 0
sprpriority = 2

[State 905, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 905, 2]
type = HitDef
trigger1 = Time = 0
trigger1 = P2BodyDist X < 40
attr = A, NT
hitflag = A
animtype  = Medium
damage    = 0, 0
priority  = 2
guardflag = 
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-49
;hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
p2stateno = 935
p1stateno = 930
numhits = 0

[State 905, 3]
type = PlaySnd
trigger1 = Time = 7
value = 5, 4

;----------------------------------------------------------------------------------------------------------------------------------------------------------
; Air Throw 2
[Statedef 906]
type    = A
movetype= A
physics = A
juggle  = 4
anim = 801
ctrl = 0
sprpriority = 2

[State 906, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 906, 2]
type = HitDef
trigger1 = Time = 0
trigger1 = P2BodyDist X < 40
attr = A, NT
hitflag = A
animtype  = Medium
damage    = 0, 0
priority  = 2
guardflag = 
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-49
;hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
p2stateno = 925
p1stateno = 920
numhits = 0

[State 906, 3]
type = PlaySnd
trigger1 = Time = 7
value = 5, 4

;----------------------------------------------------------------------------------------------------------------------------------------------------------
; Sucsses!
;----------------------------------------------------------------------------------------------------------------------------------------------------------
; Bites
[Statedef 910]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 810
ctrl = 0
sprpriority = 2

[State 910, 1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 13
trigger5 = AnimElem = 16
value = 1, 8
volume = 180

[State 910, 2]
type = TargetBind
trigger1 = Time = 0
time = 134
pos = 29, 0

[State 910, 3]
type = TargetDrop
trigger1 = AnimTime = 0

[State 910, 4]
type = HitAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 13
trigger5 = AnimElem = 16
value = 1

[State 910, 5]
type = Explod
trigger1 = AnimElem = 4, 3
trigger2 = AnimElem = 7, 3
trigger3 = AnimElem = 10, 3
trigger4 = AnimElem = 13, 3
trigger5 = AnimElem = 16, 3
anim = 6030
id = 910
postype = P2
pos = -4, -67
ontop = 1
ownpal = 1

[State 910, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 911
ctrl = 0

;----------------------------------------------------------------------------------------------------------------------------------------------------------
; Bites 2 - Releasing P2
[Statedef 911]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 811
ctrl = 0
sprpriority = 2

[State 911, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4, 0
volume = 110

[State 911, 2]
type = PlaySnd
trigger1 = AnimElem = 3, 3
value = 1, 3
volume = 110

[State 911, 3]
type = VelSet
trigger1 = AnimElem = 3
x = -7
y = -3

[State 911, 4]
type = Explod
trigger1 = AnimElem = 3, 3
anim = 6030
id = 910
postype = P2
pos = -4, -67
ontop = 1
ownpal = 1

[State 911, 5]
type = StateTypeSet
trigger1 = Time = [8, 23]
statetype = A
physics = A

[State 911, 6]
type = StateTypeSet
trigger1 = Time > 23
statetype = S
physics = S

[State 911, 7]
type = VelSet
trigger1 = Time > 23
y = 0

[State 911, 8]
type = PosSet
trigger1 = Time > 23
y = 0

[State 911, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Bites - P2
[Statedef 915]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 915, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 840

[State 915, 2]
type = LifeAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 13
trigger5 = AnimElem = 16
value = -10

[State 915, 3]
type = LifeAdd
trigger1 = Time = 137
value = -30

[State 915, 7]
type = ChangeState
trigger1 = Time = 137
value = 926

;---------------------------------------------------------------------------
; Kick
[Statedef 920]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 820
ctrl = 0
sprpriority = 2

[State 920, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 920, 2]
type = HitAdd
trigger1 = AnimElem = 4
value = 1

[State 920, 3]
type = Explod
trigger1 = AnimElem = 4, 3
anim = 6030
id = 910
postype = P2
pos = -4, -67
ontop = 1
ownpal = 1

[State 920, 4]
type = VelSet
trigger1 = Time = 16
x = -3
y = -5

[State 920, 5]
type = StateTypeSet
trigger1 = Time >= 16
statetype = A
physics = A

;----------------------------------------------------------------------------------------------------------------------------------------------------------
; Kick - P2
[Statedef 925]
type    = S
movetype= H
physics = N
velset = 0,0

[State 925, 1]
type = ChangeAnim
trigger1 = 1
value = 5000

[State 925, 2]
type = LifeAdd
trigger1 = Time = 20
value = -70

[State 925, 7]
type = ChangeState
trigger1 = Time = 21
value = 926

;---------------------------------------------------------------------------
; Kick2 - P2
[Statedef 926]
type    = A
physics = N
movetype = H
ctrl = 0
anim = 5061

[State 926, 1]
type = VelSet
trigger1 = Time = 0
x = -3.5
y = -4.5

[State 926, 2]
type = VelAdd
trigger1 = Time > 2
y = 0.45

[State 926, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; Throw
[Statedef 930]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 830
ctrl = 0
sprpriority = 2

[State 930, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4, 0

[State 930, 2]
type = HitAdd
trigger1 = AnimElem = 4
value = 1

[State 930, 3]
type = TargetBind
trigger1 = Time = 0
time = 13
pos = 14, -126

[State 930, 4]
type = TargetBind
trigger1 = Time = 14
time = 1
pos = 78, -67

[State 930, 5]
type = TargetDrop
trigger1 = Time = 15

[State 930, 6]
type = VelSet
trigger1 = Time = 16
x = -3
y = -3

[State 930, 7]
type = StateTypeSet
trigger1 = Time >= 16
statetype = A
physics = A

;----------------------------------------------------------------------------------------------------------------------------------------------------------
; Throw - P2
[Statedef 935]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 8

[State 935, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 842

[State 935, 2]
type = LifeAdd
trigger1 = Time = 14
value = -70

[State 935, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 936

;---------------------------------------------------------------------------
; Throw2 - P2
[Statedef 936]
type    = A
physics = N
movetype = H
ctrl = 0
priority = 8

[State 936, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 843

[State 936, 2]
type = VelSet
trigger1 = Time = 0
x = -3.5
y = 4.5

[State 936, 2]
type = VelAdd
trigger1 = Time > 2
y = 0.45

[State 936, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

;----------------------------------------------------------------------------------------------------------------------------------------------------------
; Special Moves
;----------------------------------------------------------------------------------------------------------------------------------------------------------

;----------------------------------------------------------------------------------------------------------------------------------------------------------
; Electric thunder
;----------------------------------------------------------------------------------------------------------------------------------------------------------
; Weak Electric thunder
[Statedef 1000]
type    = C
movetype= A
physics = C
juggle  = 4
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 2
value = 5, 1
volume = 110

[State 1000, 2]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 5, 0

[State 1000, 3]
type = HitDef
trigger1 = TimeMod = 20, 5
attr = S, SA
hitflag = MAF
animtype  = Medium
damage    = 40, 20
priority  = 4
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-49
hitsound = S1, 9
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1
p2stateno = 6000

[State 1000, 4]
type = Explod
trigger1 = time = 0
trigger1 = PrevStateNo != 1000
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 4
trigger2 = Time > 5
trigger2 = NumExplod(1000) = 0
anim = 4100
id = 1000
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1000, 6]
type = VarAdd
trigger1 = Time > 3
trigger1 = Var(2) < 2
trigger1 = Command = "Weak Electricity"
var(2) = 1

[State 1000, 7]
type = VarAdd
trigger1 = Var(2) > 0
trigger1 = TimeMod = 25, 7
var(2) = -1

[State 1000, 8]
type = ChangeState
trigger1 = Time > 10
trigger1 = TimeMod = 25, 7
trigger1 = Var(2) = 0
value = 1030
ctrl = 1

; Counter States
; Pause
[State 1000, 9]
type = SuperPause
trigger1 = PrevStateNo = [150, 153]
trigger1 = Time = 0
anim = S6090
pos = 31, -36
darken = 1
time = 15
movetime = 15
poweradd = -300

;---------------------------------------------------------------------------
; Medium Electricity
[Statedef 1010]
type    = C
movetype= A
physics = C
juggle  = 4
velset = 0,0
anim = 1010
ctrl = 0
sprpriority = 2

[State 1010, 1]
type = PlaySnd
trigger1 = Time = 2
value = 5, 1
volume = 110

[State 1010, 2]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 5, 0

[State 1010, 3]
type = HitDef
trigger1 = TimeMod = 18, 5
attr = S, SA
hitflag = MAF
animtype  = Medium
damage    = 60, 30
priority  = 5, Hit
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-49
hitsound = S1, 9
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1
p2stateno = 6000

[State 1010, 4]
type = Explod
trigger1 = time = 0
trigger1 = PrevStateNo != 1010
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1010, 5]
type = Explod
trigger1 = AnimElem = 4
trigger2 = Time > 5
trigger2 = NumExplod(1010) = 0
anim = 4110
id = 1010
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1010, 6]
type = VarAdd
trigger1 = Time > 3
trigger1 = Var(2) < 2
trigger1 = Command = "Medium Electricity"
var(2) = 1

[State 1010, 7]
type = VarAdd
trigger1 = TimeMod = 23, 7
trigger1 = var(2) > 0
var(2) = -1

[State 1010, 8]
type = ChangeState
trigger1 = Time > 10
trigger1 = TimeMod = 23, 7
trigger1 = Var(2) = 0
value = 1030
ctrl = 1

; Counter States
; Pause
[State 1010, 9]
type = SuperPause
trigger1 = PrevStateNo = [150, 153]
trigger1 = Time = 0
anim = S6090
pos = 31, -36
darken = 1
time = 15
movetime = 15
poweradd = -350

;---------------------------------------------------------------------------
; Strong Electric Thunder
[Statedef 1020]
type    = C
movetype= A
physics = C
juggle  = 4
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 2

[State 1020, 1]
type = PlaySnd
trigger1 = Time = 2
value = 5, 1
volume = 110

[State 1020, 2]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 5, 0

[State 1020, 3]
type = HitDef
trigger1 = TimeMod = 15, 5
attr = S, SA
hitflag = MAF
animtype  = Hard
damage    = 80, 40
priority  = 5
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-49
hitsound = S1, 9
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1
p2stateno = 6000

[State 1020, 4]
type = Explod
trigger1 = time = 0
trigger1 = PrevStateNo != 1020
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1020, 5]
type = Explod
trigger1 = AnimElem = 4
trigger2 = Time > 5
trigger2 = NumExplod(1000) = 0
anim = 4100
id = 1000
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1020, 6]
type = VarAdd
trigger1 = Time > 3
trigger1 = Command = "Strong Electricity"
var(2) = 1

[State 1020, 7]
type = VarAdd
trigger1 = AnimElem = 6
trigger1 = Var(2) > 0
var(2) = -1

[State 1020, 8]
type = ChangeState
trigger1 = Time > 7
trigger1 = TimeMod = 21, 7
trigger1 = Var(2) <= 0
value = 1030

; Counter States
; Pause
[State 1020, 9]
type = SuperPause
trigger1 = PrevStateNo = [150, 153]
trigger1 = Time = 0
anim = S6090
pos = 31, -36
darken = 1
time = 15
movetime = 15
poweradd = -400

;---------------------------------------------------------------------------
; Electric Thunder is over
[Statedef 1030]
type    = C
movetype= I
physics = C
juggle  = 4
poweradd = (Var(10)=0)* 0
velset = 0,0
anim = 1030
ctrl = 0
sprpriority = 2

[State 1030, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Rolling Attack
;---------------------------------------------------------------------------
; Weak Rolling Attack - Going Foward (Normal/Rage)
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 80
anim = 1100
ctrl = 0
sprpriority = 2

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 1, = 3
value = 5, 1
volume = 110

[State 1100, 2]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 0, 2

[State 1100, 3]
type = HitDef
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype  = Medium
damage    = 70, 25
priority  = 5
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-46
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -4, -5
air.fall = 1

[State 1100, 4]
type = Explod
trigger1 = time = 0
trigger1 = Pos Y = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1100, 5]
type = VelSet
trigger1 = Time = [3, 21]
x = 6
y = 0

[State 1100, 6]
type = PosSet
trigger1 = Time = [3, 21]
y = -25

[State 1100, 7]
type = PosSet
trigger1 = Time = 22
y = -3

[State 1100, 8]
type = StateTypeSet
trigger1 = Time >= 3
statetype = A
physics = A

[State 1100, 9]
type = Gravity
trigger1 = Time > 21

[State 1100, 10]
type = ChangeState
trigger1 = MoveContact = 1
value = 1105
ctrl = 0

; Counter States
; Pause
[State 1100, 11]
type = SuperPause
trigger1 = PrevStateNo = [150, 153]
trigger1 = Time = 0
anim = S6090
pos = 35, -42
darken = 1
time = 15
movetime = 15
poweradd = -300

;---------------------------------------------------------------------------
; Weak Rolling Attack - Going Foward (Raiden)
[Statedef 1101]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 80
anim = 1110
ctrl = 0
sprpriority = 2

[State 1101, 1]
type = PlaySnd
trigger1 = AnimElem = 1, = 3
value = 5, 1
volume = 110

[State 1101, 2]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 0, 2

[State 1101, 3]
type = HitDef
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype  = Medium
damage    = 90, 40
priority  = 5
guardflag = L
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-46
hitsound = S1, 9
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -4, -5
air.fall = 1
p2stateno = (6010 + Var(8))

[State 1101, 4]
type = Explod
trigger1 = time = 0
trigger1 = Pos Y = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1101, 5]
type = VelSet
trigger1 = Time = [3, 21]
x = 8
y = 0

[State 1101, 6]
type = PosSet
trigger1 = Time = [3, 21]
y = -1

[State 1101, 7]
type = PosSet
trigger1 = Time = 22
y = -1

[State 1101, 8]
type = StateTypeSet
trigger1 = Time >= 3
statetype = A
physics = A

[State 1101, 9]
type = Gravity
trigger1 = Time > 21

[State 1101, 10]
type = ChangeState
trigger1 = MoveContact = 1
value = 1105
ctrl = 0

;---------------------------------------------------------------------------
; Weak Rolling Attack - Hit
[Statedef 1105]
type    = A
movetype= I
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
anim = 1105
ctrl = 0
sprpriority = 2

[State 1105, 1]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 0, 2

[State 1105, 2]
type = VelSet
trigger1 = Time = 0
x = -1
y = -8.5

[State 1105, 3]
type = VarSet
trigger1 = BackEdgeDist >= 0
trigger1 = Pos Y > -15
var(1) = 0

[State 1105, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 110

;---------------------------------------------------------------------------
; Medium Rolling Attack - Going Foward (Normal/Rage/Raiden)
[Statedef 1110]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 90
anim = 1110
ctrl = 0
sprpriority = 2

[State 1110, 1]
type = PlaySnd
trigger1 = AnimElem = 1, = 3
value = 5, 1
volume = 110

[State 1110, 2]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 0, 2

[State 1110, 3]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype  = Medium
damage    = 90, 40
priority  = 5
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-46
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -6, -5
air.fall = 1

[State 1110, 4]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype  = Medium
damage    = 90, 40
priority  = 5
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-46
hitsound = S1, 9
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -6, -5
air.fall = 1
p2stateno = (6010 + Var(8))

[State 1110, 5]
type = Explod
trigger1 = time = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1110, 6]
type = VelSet
trigger1 = Time = [3, 21]
x = 8
y = 0

[State 1110, 7]
type = PosSet
trigger1 = Time = [3, 21]
y = -25

[State 1110, 8]
type = PosSet
trigger1 = Time = 22
y = -3

[State 1110, 9]
type = StateTypeSet
trigger1 = Time >= 3
statetype = A
physics = A

[State 1110, 10]
type = Gravity
trigger1 = Time > 21

[State 1110, 11]
type = ChangeState
trigger1 = MoveContact = 1
value = 1115
ctrl = 0

; Counter States
; Pause
[State 1110, 12]
type = SuperPause
trigger1 = PrevStateNo = [150, 153]
trigger1 = Time = 0
anim = S6090
pos = 35, -42
darken = 1
time = 15
movetime = 15
poweradd = -350

;---------------------------------------------------------------------------
; Medium Rolling Attack - Hit
[Statedef 1115]
type    = A
movetype= I
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
anim = 1115
ctrl = 0
sprpriority = 2

[State 1115, 1]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 0, 2

[State 1115, 2]
type = VelSet
trigger1 = Time = 0
x = -1.5
y = -9

[State 1115, 3]
type = VarSet
trigger1 = BackEdgeDist >= 0
trigger1 = Pos Y > -15
var(1) = 0

[State 1115, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 110

;---------------------------------------------------------------------------
; Strong Rolling Attack - Going Foward (Normal/Rage)
[Statedef 1120]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 100
anim = 1120
ctrl = 0
sprpriority = 2

[State 1120, 1]
type = PlaySnd
trigger1 = AnimElem = 1, = 3
value = 5, 1
volume = 110

[State 1120, 2]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 0, 2

[State 1120, 3]
type = HitDef
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype  = diagup
damage    = 110, 55
priority  = 6
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-46
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3, -4
air.velocity = -4, -5
fall = 1

[State 1120, 4]
type = Explod
trigger1 = time = 0
trigger1 = Pos Y = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1120, 5]
type = VelSet
trigger1 = Time = [3, 42]
x = 10
y = 0

[State 1120, 6]
type = PosSet
trigger1 = Time = [3, 42]
y = -25

[State 1120, 7]
type = PosSet
trigger1 = Time = 43
y = -3

[State 1120, 8]
type = StateTypeSet
trigger1 = Time >= 3
statetype = A
physics = A

[State 1120, 9]
type = Gravity
trigger1 = Time > 42

[State 1120, 10]
type = ChangeState
trigger1 = MoveContact = 1
value = 1125
ctrl = 0

; Counter States
; Pause
[State 1120, 11]
type = SuperPause
trigger1 = PrevStateNo = [150, 153]
trigger1 = Time = 0
anim = S6090
pos = 35, -42
darken = 1
time = 15
movetime = 15
poweradd = -400

;---------------------------------------------------------------------------
; Strong Rolling Attack - Going Foward (Raiden)
[Statedef 1121]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 100
anim = 1110
ctrl = 0
sprpriority = 2

[State 1121, 1]
type = PlaySnd
trigger1 = AnimElem = 1, = 3
value = 5, 1
volume = 110

[State 1121, 2]
type = PlaySnd
trigger1 = Time < 21
trigger1 = TimeMod = 8, 0
value = 0, 2

[State 1121, 3]
type = HitDef
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype  = diagup
damage    = 90, 40
priority  = 6
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-46
hitsound = S1, 9
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3, -4
air.velocity = -4, -5
fall = 1
p2stateno = (6010 + Var(8))

[State 1121, 4]
type = Explod
trigger1 = time = 0
trigger1 = Pos Y = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1121, 5]
type = VelSet
trigger1 = Time = [3, 21]
x = 8
y = -7

[State 1121, 6]
type = StateTypeSet
trigger1 = Time >= 3
statetype = A
physics = A

[State 1121, 7]
type = Gravity
trigger1 = Time > 21

[State 1121, 8]
type = VelAdd
trigger1 = Time > 21
trigger1 = Vel X > 1
x = -0.75

[State 1121, 9]
type = ChangeState
trigger1 = MoveContact = 1
value = 1125
ctrl = 0

;---------------------------------------------------------------------------
; Strong Rolling Attack - Hit
[Statedef 1125]
type    = A
movetype= I
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
anim = 1125
ctrl = 0
sprpriority = 2

[State 1125, 1]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 0, 2

[State 1125, 2]
type = VelSet
trigger1 = Time = 0
x = -2
y = -9

[State 1125, 3]
type = VarSet
trigger1 = BackEdgeDist >= 0
trigger1 = Pos Y > -15
var(1) = 0

[State 1125, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 110

;---------------------------------------------------------------------------
; Weak Air Rolling Attack - Going Foward (Normal/Rage)
[Statedef 1130]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 80
anim = 1100
ctrl = 0
sprpriority = 2

[State 1130, 1]
type = PlaySnd
trigger1 = AnimElem = 1, = 3
value = 5, 1
volume = 110

[State 1130, 2]
type = PlaySnd
trigger1 = Time < 21
trigger1 = TimeMod = 8, 0
value = 0, 2

[State 1130, 3]
type = HitDef
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype  = Medium
damage    = 50, 25
priority  = 5
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-46
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -4, -5
air.fall = 1

[State 1130, 4]
type = VelSet
trigger1 = Time = [3, 21]
x = 6
y = 0

[State 1130, 5]
type = VelAdd
trigger1 = Time >= 22
trigger1 = Vel X > 1
x = -0.3

[State 1130, 6]
type = VarSet
trigger1 = MoveContact = 1
var(1) = 1

[State 1130, 7]
type = VarSet
trigger1 = BackEdgeDist >= 0
trigger1 = Pos Y >= -20
var(1) = 0

[State 1130, 8]
type = ChangeState
trigger1 = MoveContact = 1
value = 1105
ctrl = 0

; Counter States
; Pause
[State 1130, 9]
type = SuperPause
trigger1 = PrevStateNo = [150, 155]
trigger1 = Time = 0
anim = S6090
pos = 35, -42
darken = 1
time = 15
movetime = 15
poweradd = -300

;---------------------------------------------------------------------------
; Weak Air Rolling Attack - Going Foward (Raiden)
[Statedef 1131]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 80
anim = 1110
ctrl = 0
sprpriority = 2

[State 1131, 1]
type = PlaySnd
trigger1 = AnimElem = 1, = 3
value = 5, 1
volume = 110

[State 1131, 2]
type = PlaySnd
trigger1 = Time < 21
trigger1 = TimeMod = 8, 0
value = 0, 2

[State 1131, 3]
type = HitDef
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype  = Medium
damage    = 70, 40
priority  = 5
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-46
hitsound = S1, 9
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -4, -5
air.fall = 1
p2stateno = (6010 + Var(8))

[State 1131, 4]
type = VelSet
trigger1 = Time = [3, 21]
trigger1 = Pos Y < -3
x = 8
y = 7

[State 1131, 5]
type = VelAdd
trigger1 = Time = 22
x = 0
y = 0

[State 1131, 6]
type = VarSet
trigger1 = MoveContact = 1
var(1) = 1

[State 1131, 7]
type = VarSet
trigger1 = BackEdgeDist >= 0
trigger1 = Pos Y >= -20
var(1) = 0

[State 1131, 8]
type = PosSet
trigger1 = Pos Y >= -3
y = -3

[State 1131, 9]
type = VelSet
trigger1 = Pos Y >= -3
trigger1 = Time = [3, 21]
y = 0

[State 1131, 10]
type = ChangeState
trigger1 = MoveContact = 1
value = 1105
ctrl = 0

;---------------------------------------------------------------------------
; Medium Air Rolling Attack - Going Foward (Normal/Rage/Raiden)
[Statedef 1140]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 90
anim = 1110
ctrl = 0
sprpriority = 2

[State 1140, 1]
type = PlaySnd
trigger1 = AnimElem = 1, = 3
value = 5, 1
volume = 110

[State 1140, 2]
type = PlaySnd
trigger1 = Time < 21
trigger1 = TimeMod = 8, 0
value = 0, 2

[State 1140, 3]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype  = Medium
damage    = 75, 40
priority  = 5
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-46
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -6, -5
air.fall = 1

[State 1140, 4]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype  = Medium
damage    = 70, 40
priority  = 5
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-46
hitsound = S1, 9
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -6, -5
air.fall = 1
p2stateno = (6010 + Var(8))

[State 1140, 5]
type = VelSet
trigger1 = Time = [3, 21]
x = 8
y = 0

[State 1140, 6]
type = VelAdd
trigger1 = Time >= 22
trigger1 = Vel X > 1
x = -0.3

[State 1140, 7]
type = VarSet
trigger1 = MoveContact = 1
var(1) = 1

[State 1140, 8]
type = VarSet
trigger1 = BackEdgeDist >= 0
trigger1 = Pos Y >= -20
var(1) = 0

[State 1140, 9]
type = ChangeState
trigger1 = MoveContact = 1
value = 1115
ctrl = 0

; Counter States
; Pause
[State 1140, 10]
type = SuperPause
trigger1 = PrevStateNo = [150, 155]
trigger1 = Time = 0
anim = S6090
pos = 35, -42
darken = 1
time = 15
movetime = 15
poweradd = -350

;---------------------------------------------------------------------------
; Strong Air Rolling Attack - Going Foward (Normal/Rage)
[Statedef 1150]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 100
anim = 1120
ctrl = 0
sprpriority = 2

[State 1150, 1]
type = PlaySnd
trigger1 = AnimElem = 1, = 3
value = 5, 1
volume = 110

[State 1150, 2]
type = PlaySnd
trigger1 = Time < 42
trigger1 = TimeMod = 8, 0
value = 0, 2

[State 1150, 3]
type = HitDef
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype = diagup
damage = 90, 50
priority  = 6
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-46
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3, -4
air.velocity = -4, -5
fall = 1

[State 1150, 4]
type = VelSet
trigger1 = Time = [3, 42]
x = 10
y = 0

[State 1150, 5]
type = VelAdd
trigger1 = Time >= 42
trigger1 = Vel X > 1
x = -0.3

[State 1150, 6]
type = VarSet
trigger1 = MoveContact = 1
var(1) = 1

[State 1150, 7]
type = VarSet
trigger1 = BackEdgeDist >= 0
trigger1 = Pos Y >= -20
var(1) = 0

[State 1150, 8]
type = ChangeState
trigger1 = MoveContact = 1
value = 1125
ctrl = 0

; Counter States
; Pause
[State 1150, 9]
type = SuperPause
trigger1 = PrevStateNo = [150, 155]
trigger1 = Time = 0
anim = S6090
pos = 35, -42
darken = 1
time = 15
movetime = 15
poweradd = -400

;---------------------------------------------------------------------------
; Strong Air Rolling Attack - Going Foward (Raiden)
[Statedef 1151]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 100
anim = 1110
ctrl = 0
sprpriority = 2

[State 1151, 1]
type = PlaySnd
trigger1 = AnimElem = 1, = 3
value = 5, 1
volume = 110

[State 1151, 2]
type = PlaySnd
trigger1 = Time < 21
trigger1 = TimeMod = 8, 0
value = 0, 2

[State 1151, 3]
type = HitDef
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype = diagup
damage = 90, 50
priority  = 6
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-46
hitsound = S1, 9
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3, -4
air.velocity = -4, -5
fall = 1
p2stateno = (6010 + Var(8))

[State 1150, 4]
type = VelSet
trigger1 = Time = [3, 21]
x = 8
y = -7

[State 1150, 5]
type = VelSet
trigger1 = Time = 22
x = 0
y = 0

[State 1150, 6]
type = VarSet
trigger1 = MoveContact = 1
var(1) = 1

[State 1150, 7]
type = VarSet
trigger1 = BackEdgeDist >= 0
trigger1 = Pos Y >= -20
var(1) = 0

[State 1150, 8]
type = ChangeState
trigger1 = MoveContact = 1
value = 1125
ctrl = 0

;---------------------------------------------------------------------------
; Backstep Rolling Attack
;---------------------------------------------------------------------------

; Weak Backstep Rolling Attack - Going Backward
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 80
anim = 1200
ctrl = 0
sprpriority = 2

[State 1200, 1]
type = PlaySnd
trigger1 = Time = 8
value = 5, 2
volume = 110

[State 1200, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype  = Medium
damage = 10, 5
priority  = 6, Hit
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -3,-70
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3, 0
air.velocity = -4, -1

[State 1200, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype  = Medium
damage = 10, 5
priority  = 6, Hit
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -3,-70
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3, 0
air.velocity = -4, -1
p2stateno = (6010+Var(8))

[State 1200, 4]
type = Explod
trigger1 = time = 0
trigger1 = Pos Y = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1
facing = -1

[State 1200, 5]
type = VelSet
trigger1 = AnimElem = 3
x = -4
y = -5

[State 1200, 6]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.45

[State 1200, 7]
type = VelSet
trigger1 = Pos Y > 0
y = 0

[State 1200, 8]
type = StateTypeSet
trigger1 = Pos Y < 0
statetype = A
physics = A

[State 1200, 9]
type = ChangeState
trigger1 = Time > 11
trigger1 = Pos Y >= -2
value = 1201
ctrl = 1

; Counter States
; Pause
[State 1200, 10]
type = SuperPause
trigger1 = PrevStateNo = [150, 153]
trigger1 = Time = 0
anim = S6090
pos = 30, -51
darken = 1
time = 15
movetime = 15
poweradd = -300

;---------------------------------------------------------------------------
; Weak Backstep Rolling Attack - Preparing to go up
[Statedef 1201]
type    = A
movetype= I
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 80
anim = 1210
ctrl = 0
sprpriority = 2

[State 1201, 1]
type = VelSet
trigger1 = AnimTime = 0
x = 4
y = -8.4

[State 1201, 2]
type = PosSet
trigger1 = Time <= 1
trigger1 = Pos Y != 0
y = -0.5

[State 1200, 3]
type = VelSet
trigger1 = AnimTime != 0
y = 0
x = 0

[State 1201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1202
ctrl = 1

;---------------------------------------------------------------------------
; Weak Backstep Rolling Attack - Going up and down
[Statedef 1202]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
anim = 1220
ctrl = 0
sprpriority = 2

[State 1202, 1]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 0, 2
volume = 110

[State 1202, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype  = Hard
damage    = 50, 25
priority  = 6
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-17
hitsound = S1, 4
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -3, -4
air.velocity = -4,-5

[State 1202, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype  = Hard
damage    = 50, 25
priority  = 6
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-17
hitsound = S1, 4
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -3, -4
air.velocity = -4,-5
p2stateno = (6010+Var(8))

[State 1202, 4]
type = ChangeState
trigger1 = MoveContact
value = 1203

[State 1202, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 110

;---------------------------------------------------------------------------
; Weak Backstep Rolling Attack - Hit
[Statedef 1203]
type    = A
movetype= I
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
anim = 1105
ctrl = 0
sprpriority = 2

[State 1203, 1]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 0, 2

[State 1203, 2]
type = Velset
trigger1 = Time = 0
x = -2
y = -4

[State 1203, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 110

;---------------------------------------------------------------------------
; Medium Backstep Rolling Attack - Going Backward
[Statedef 1210]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 90
anim = 1200
ctrl = 0
sprpriority = 2

[State 1210, 1]
type = PlaySnd
trigger1 = Time = 8
value = 5, 2
volume = 110

[State 1210, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype  = Medium
damage = 15, 10
priority  = 6, Hit
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -3,-70
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3, -2
air.velocity = -4, -1

[State 1210, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype  = Medium
damage = 15, 10
priority  = 6, Hit
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -3,-70
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3, -2
air.velocity = -4, -1
p2stateno = (6010+Var(8))

[State 1210, 4]
type = Explod
trigger1 = time = 0
trigger1 = Pos Y = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1
facing = -1

[State 1210, 5]
type = VelSet
trigger1 = AnimElem = 3
x = -4
y = -5

[State 1210, 6]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.45

[State 1210, 7]
type = VelSet
trigger1 = Pos Y > 0
y = 0

[State 1210, 8]
type = StateTypeSet
trigger1 = Pos Y < 0
statetype = A
physics = A

[State 1210, 9]
type = ChangeState
trigger1 = Time > 11
trigger1 = Pos Y >= -2
value = 1211
ctrl = 1

; Counter States
; Pause
[State 1210, 10]
type = SuperPause
trigger1 = PrevStateNo = [150, 153]
trigger1 = Time = 0
anim = S6090
pos = 30, -51
darken = 1
time = 15
movetime = 15
poweradd = -350

;---------------------------------------------------------------------------
; Medium Backstep Rolling Attack - Preparing to go up
[Statedef 1211]
type    = A
movetype= I
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 80
anim = 1210
ctrl = 0
sprpriority = 2

[State 1211, 1]
type = VelSet
trigger1 = AnimTime = 0
x = 2.5
y = -10.4

[State 1211, 2]
type = PosSet
trigger1 = Time <= 1
trigger1 = Pos Y != 0
y = -0.5

[State 1211, 3]
type = VelSet
trigger1 = AnimTime != 0
y = 0
x = 0

[State 1211, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1212
ctrl = 1

;---------------------------------------------------------------------------
; Medium Backstep Rolling Attack - Going up and down
[Statedef 1212]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
anim = 1230
ctrl = 0
sprpriority = 2

[State 1212, 1]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 0, 2
volume = 110

[State 1212, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype  = Hard
damage    = 70, 35
priority  = 6
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-17
hitsound = S1, 4
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -3, -4
air.velocity = -4,-5

[State 1212, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype  = Hard
damage    = 70, 35
priority  = 6
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-17
hitsound = S1, 4
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -3, -4
air.velocity = -4,-5
p2stateno = (6010+Var(8))

[State 1212, 4]
type = ChangeState
trigger1 = MoveContact
value = 1213

[State 1212, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 110

;---------------------------------------------------------------------------
; Medium Backstep Rolling Attack - Hit
[Statedef 1213]
type    = A
movetype= I
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
anim = 1115
ctrl = 0
sprpriority = 2

[State 1213, 1]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 0, 2

[State 1213, 2]
type = Velset
trigger1 = Time = 0
x = -2
y = -4

[State 1213, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 110

;---------------------------------------------------------------------------
; Strong Backstep Rolling Attack - Going Backward
[Statedef 1220]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 90
anim = 1200
ctrl = 0
sprpriority = 2

[State 1220, 1]
type = PlaySnd
trigger1 = Time = 8
value = 5, 2
volume = 110

[State 1220, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype  = Medium
damage = 25, 15
priority  = 6, Hit
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -3,-70
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 40
ground.velocity = 0, -7
air.velocity = -4, -1

[State 1220, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype  = Medium
damage = 25, 15
priority  = 6, Hit
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -3,-70
hitsound = S1, 2
guardsound = S1, 7
ground.type = High
ground.slidetime = 12
ground.hittime  = 40
ground.velocity = 0, -7
air.velocity = -4, -1
p2stateno = (6010+Var(8))

[State 1220, 4]
type = Explod
trigger1 = time = 0
trigger1 = Pos Y = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1
facing = -1

[State 1220, 5]
type = VelSet
trigger1 = AnimElem = 3
x = -4
y = -5

[State 1220, 6]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.45

[State 1220, 7]
type = VelSet
trigger1 = Pos Y > 0
y = 0

[State 1220, 8]
type = StateTypeSet
trigger1 = Pos Y < 0
statetype = A
physics = A

[State 1220, 9]
type = ChangeState
trigger1 = Time > 11
trigger1 = Pos Y >= -2
value = 1221
ctrl = 1

; Counter States
; Pause
[State 1220, 10]
type = SuperPause
trigger1 = PrevStateNo = [150, 153]
trigger1 = Time = 0
anim = S6090
pos = 30, -51
darken = 1
time = 15
movetime = 15
poweradd = -400

;---------------------------------------------------------------------------
; Strong Backstep Rolling Attack - Preparing to go up
[Statedef 1221]
type    = A
movetype= I
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 80
anim = 1210
ctrl = 0
sprpriority = 2

[State 1221, 1]
type = VelSet
trigger1 = AnimTime = 0
x = 2
y = -12.4

[State 1221, 2]
type = PosSet
trigger1 = Time <= 1
trigger1 = Pos Y != 0
y = -0.5

[State 1221, 3]
type = VelSet
trigger1 = AnimTime != 0
y = 0
x = 0

[State 1221, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1222
ctrl = 1

;---------------------------------------------------------------------------
; Strong Backstep Rolling Attack - Going up and down
[Statedef 1222]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
anim = 1240
ctrl = 0
sprpriority = 2

[State 1222, 1]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 0, 2
volume = 110

[State 1222, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype  = Hard
damage    = 90, 45
priority  = 6
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-17
hitsound = S1, 4
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -3, -4
air.velocity = -4,-5

[State 1222, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = S, SA
hitflag = MAFD
animtype  = Hard
damage    = 90, 45
priority  = 6
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-17
hitsound = S1, 4
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -3, -4
air.velocity = -4,-5
p2stateno = (6010+Var(8))

[State 1222, 4]
type = ChangeState
trigger1 = MoveContact
value = 1223

[State 1222, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 110

;---------------------------------------------------------------------------
; Strong Backstep Rolling Attack - Hit
[Statedef 1223]
type    = A
movetype= I
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
anim = 1125
ctrl = 0
sprpriority = 2

[State 1223, 1]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 0, 2

[State 1223, 2]
type = Velset
trigger1 = Time = 0
x = -2
y = -4

[State 1223, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 110

;---------------------------------------------------------------------------
; Weak Vertical Rolling Attack - Preparing to go up
[Statedef 1300]
type    = S
movetype= I
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 80
anim = 1300
ctrl = 0
sprpriority = 2

[State 1300, 1]
type = PlaySnd
trigger1 = Time = 2
value = 5, 3
volume = 110

[State 1300, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 3
y = -8.8

[State 1300, 3]
type = Explod
trigger1 = time = 0
trigger1 = Pos Y = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1300, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1301

; Counter States
; Pause
[State 1300, 5]
type = SuperPause
trigger1 = PrevStateNo = [150, 153]
trigger1 = Time = 0
anim = S6090
pos = 35, -49
darken = 1
time = 15
movetime = 15
poweradd = -300

;---------------------------------------------------------------------------
; Weak Vertical Rolling Attack - Going up
[Statedef 1301]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
anim = 1310
ctrl = 0
sprpriority = 2

[State 1301, 1]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 0, 2
volume = 110

[State 1301, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = A, SA
hitflag = MAFD
animtype  = Medium
damage    = 60, 30
priority  = 6
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-60
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -5, -4
air.velocity = -4,-5
air.fall = 1

[State 1301, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = A, SA
hitflag = MAFD
animtype  = Medium
damage    = 60, 30
priority  = 6
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-60
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -5, -4
air.velocity = -4,-5
air.fall = 1
p2stateno = (6010+Var(8))

[State 1301, 4]
type = VelSet
trigger1 = MoveContact
x = -1

[State 1301, 5]
type = VelAdd
trigger1 = Vel X > 0
x = -0.05

[State 1301, 6]
type = PalFX
trigger1 = UniqHitCount = 2
trigger2 = UniqHitCount = 3
time = 3
mul = 252, 251, 1

[State 1301, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1302

;---------------------------------------------------------------------------
; Weak Vertical Rolling Attack - Preparing to go down
[Statedef 1302]
type    = A
movetype= I
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
anim = 1311
ctrl = 0
sprpriority = 2

[State 1302, 1]
type = PlaySnd
trigger1 = Time = 8
value = 0, 3

[State 1302, 2]
type = VelAdd
trigger1 = Vel X > -1
x = -0.3

;---------------------------------------------------------------------------
; Medium Vertical Rolling Attack - Preparing to go up
[Statedef 1310]
type    = S
movetype= I
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 90
anim = 1300
ctrl = 0
sprpriority = 2

[State 1310, 1]
type = PlaySnd
trigger1 = Time = 0
value = 5, 3
volume = 110

[State 1310, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 4
y = -10.5

[State 1310, 3]
type = Explod
trigger1 = time = 0
trigger1 = Pos Y = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1310, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1311

; Counter States
; Pause
[State 1310, 5]
type = SuperPause
trigger1 = PrevStateNo = [150, 153]
trigger1 = Time = 0
anim = S6090
pos = 35, -49
darken = 1
time = 15
movetime = 15
poweradd = -350

;---------------------------------------------------------------------------
; Medium Vertical Rolling Attack - Going up
[Statedef 1311]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
anim = 1320
ctrl = 0
sprpriority = 2

[State 1311, 1]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 0, 2
volume = 110

[State 1311, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = A, SA
hitflag = MAFD
animtype  = Hard
damage    = 80, 40
priority  = 6
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-60
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -5, -4
air.velocity = -4,-5
air.fall = 1

[State 1311, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = A, SA
hitflag = MAFD
animtype  = Hard
damage    = 80, 40
priority  = 6
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-60
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -5, -4
air.velocity = -4,-5
air.fall = 1
p2stateno = (6010 + Var(8))

[State 1311, 4]
type = VelSet
trigger1 = MoveContact
x = -1.5

[State 1311, 5]
type = VelAdd
trigger1 = Vel X > 0
x = -0.05

[State 1311, 7]
type = ChangeState
trigger1 = Vel Y > -1.5
value = 1312

;---------------------------------------------------------------------------
; Medium Vertical Rolling Attack - Preparing to go down
[Statedef 1312]
type    = A
movetype= I
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
anim = 1321
ctrl = 0
sprpriority = 2

[State 1312, 1]
type = PlaySnd
trigger1 = Time = 8
value = 0, 3

[State 1312, 2]
type = VelAdd
trigger1 = Vel X > -1
x = -0.3

;---------------------------------------------------------------------------
; Strong Vertical Rolling Attack - Preparing to go up
[Statedef 1320]
type    = S
movetype= I
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 90
anim = 1300
ctrl = 0
sprpriority = 2

[State 1320, 1]
type = PlaySnd
trigger1 = Time = 0
value = 5, 3
volume = 110

[State 1320, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 5
y = -12

[State 1320, 3]
type = Explod
trigger1 = time = 0
trigger1 = Pos Y = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1320, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1321

; Counter States
; Pause
[State 1320, 5]
type = SuperPause
trigger1 = PrevStateNo = [150, 153]
trigger1 = Time = 0
anim = S6090
pos = 35, -49
darken = 1
time = 15
movetime = 15
poweradd = -400

;---------------------------------------------------------------------------
; Strong Vertical Rolling Attack - Going up
[Statedef 1321]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
anim = 1330
ctrl = 0
sprpriority = 2

[State 1321, 1]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 0, 2
volume = 110

[State 1321, 2]
type = HitDef
trigger1 = Var(3) != 2
trigger1 = Time = 0
attr = A, SA
hitflag = MAFD
animtype  = Hard
damage    = 100, 55
priority  = 6
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-60
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -5, -4
air.velocity = -4,-5
fall = 1

[State 1321, 3]
type = HitDef
trigger1 = Var(3) = 2
trigger1 = Time = 0
attr = A, SA
hitflag = MAFD
animtype  = Hard
damage    = 100, 55
priority  = 6
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S6030
guard.sparkno = S6060
sparkxy = -10,-60
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -5, -4
air.velocity = -4,-5
fall = 1
p2stateno = (Var(8)+6010)

[State 1321, 4]
type = VelSet
trigger1 = MoveContact
x = -2

[State 1321, 5]
type = VelAdd
trigger1 = Vel X > 0
x = -0.05

[State 1321, 7]
type = ChangeState
trigger1 = Vel Y > -4
value = 1322

;---------------------------------------------------------------------------
; Strong Vertical Rolling Attack - Preparing to go down
[Statedef 1322]
type    = A
movetype= I
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
anim = 1331
ctrl = 0
sprpriority = 2

[State 1322, 1]
type = PlaySnd
trigger1 = Time = 8
value = 0, 3

[State 1322, 2]
type = VelAdd
trigger1 = Vel X > -1
x = -0.3

;---------------------------------------------------------------------------
; Denei Grab
;---------------------------------------------------------------------------

; Weak Denei Grab
[Statedef 1400]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1400
ctrl = 0
sprpriority = 2

[State 1400, 1]
type = PlaySnd
trigger1 = Time = 0
value = 4, 0

[State 1400, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1400, 3]
type = HitDef
trigger1 = Time = 0
trigger1 = P2BodyDist X < 100
attr = S, ST
hitflag = M
animtype  = Medium
damage    = 0, 0
priority  = 2
guardflag = 
getpower = (Var(10)=0)* 30
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-49
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
p2stateno = 1440
p1stateno = 1405
numhits = 0

[State 1400, 4]
type = Explod
trigger1 = time = 0
trigger1 = Pos Y = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1400, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------------------------------------------------------------------------------------
; Weak Denei Grab - Grabbing
[Statedef 1405]
type    = S
movetype= I
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
anim = 1430
sprpriority = 2

[State 1405, 1]
type = PlaySnd
trigger1 = Time < 42
trigger1 = TimeMod = 4, 21
value = 5, 0

[State 1405, 2]
type = Explod
trigger1 = Time = 21
anim = 4500
id = 1405
postype = P2
pos = 0, 0
ontop = 1
ownpal = 1
supermove = 1
supermovetime = 44
removeongethit = 1

[State 1405, 3]
type = Explod
trigger1 = Time = 40
anim = 6040
id = 1406
postype = P2
pos = 0, 0
ontop = 1
ownpal = 1
supermove = 1
supermovetime = 44
removeongethit = 1

[State 1405, 4]
type = TargetBind
trigger1 = AnimElem = 2
time = 5
pos = 21, -64

[State 1405, 5]
type = TargetBind
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
time = 7
pos = -30, -125

[State 1405, 6]
type = TargetBind
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
time = 12
pos = -40, -153

[State 1405, 7]
type = TargetDrop
trigger1 = Time = 42

[State 1405, 8]
type = TargetLifeAdd
trigger1 = Time = 40
value = -65

[State 1405, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Medium Denei Grab
[Statedef 1410]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1410
ctrl = 0
sprpriority = 2

[State 1410, 1]
type = PlaySnd
trigger1 = Time = 0
value = 4, 0

[State 1410, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1410, 3]
type = HitDef
;trigger1 = Time = 0
trigger1 = P2BodyDist X < 50
attr = S, ST
hitflag = M
animtype  = Medium
damage    = 0, 0
priority  = 2
guardflag = 
getpower = (Var(10)=0)* 30
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-49
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
p2stateno = 1440
p1stateno = 1415
numhits = 0

[State 1410, 4]
type = Explod
trigger1 = time = 0
trigger1 = Pos Y = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1410, 5]
type = VelSet
trigger1 = Time = 8
x = 6
y = -7.6

[State 1410, 6]
type = StateTypeSet
trigger1 = Time >= 8
trigger1 = Pos Y < -10
statetype = A
physics = A

[State 1410, 7]
type = Gravity
trigger1 = StateType = A

[State 1410, 8]
type = StateTypeSet
trigger1 = Pos Y >= -10
trigger1 = Time > 17
statetype = S
physics = S

[State 1410, 9]
type = PosSet
trigger1 = Time > 17
trigger1 = Pos Y > -10
y = 0

[State 1410, 10]
type = VelSet
trigger1 = Time > 17 
trigger1 = Pos Y > -5
y = 0

[State 1410, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------------------------------------------------------------------------------------
; Medium Denei Grab - Grabbing
[Statedef 1415]
type    = S
movetype= I
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
anim = 1430
sprpriority = 2
velset = 0,0

[State 1415, 1]
type = PlaySnd
trigger1 = Time < 42
trigger1 = TimeMod = 4, 21
value = 5, 0

[State 1415, 2]
type = Explod
trigger1 = Time = 21
anim = 4500
id = 1405
postype = P2
pos = 0, 0
ontop = 1
ownpal = 1
supermove = 1
supermovetime = 44
removeongethit = 1

[State 1415, 3]
type = Explod
trigger1 = Time = 42
anim = 6040
id = 1406
postype = P2
pos = 0, 0
ontop = 1
ownpal = 1
supermove = 1
supermovetime = 44
removeongethit = 1

[State 1415, 4]
type = TargetBind
trigger1 = AnimElem = 2
time = 5
pos = 21, -64

[State 1415, 5]
type = TargetBind
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
time = 7
pos = -30, -125

[State 1415, 6]
type = TargetBind
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
time = 12
pos = -40, -153

[State 1415, 7]
type = TargetDrop
trigger1 = Time = 42

[State 1415, 8]
type = TargetLifeAdd
trigger1 = Time = 40
value = -75

[State 1415, 9]
type = PosSet
trigger1 = 1
y = 0

[State 1415, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Strong Denei Grab
[Statedef 1420]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1420
ctrl = 0
sprpriority = 2

[State 1420, 1]
type = PlaySnd
trigger1 = Time = 0
value = 4, 0

[State 1420, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1420, 3]
type = HitDef
;trigger1 = Time = 0
trigger1 = P2BodyDist X < 50
attr = S, ST
hitflag = M
animtype  = Medium
damage    = 0, 0
priority  = 2
guardflag = 
getpower = (Var(10)=0)* 30
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-49
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
p2stateno = 1440
p1stateno = 1425
numhits = 0

[State 1420, 4]
type = Explod
trigger1 = time = 0
trigger1 = Pos Y = 0
anim = 6080
id = 6080
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 1420, 5]
type = VelSet
trigger1 = Time = 14
x = 8
y = -9

[State 1420, 6]
type = StateTypeSet
trigger1 = Time >= 8
trigger1 = Pos Y < -10
statetype = A
physics = A

[State 1420, 7]
type = Gravity
trigger1 = StateType = A

[State 1420, 8]
type = StateTypeSet
trigger1 = Pos Y >= -10
trigger1 = Time > 17
statetype = S
physics = S

[State 1420, 9]
type = PosSet
trigger1 = Time > 17
trigger1 = Pos Y > -10
y = 0

[State 1420, 10]
type = VelSet
trigger1 = Time > 17 
trigger1 = Pos Y > -5
y = 0

[State 1420, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------------------------------------------------------------------------------------
; Strong Denei Grab - Grabbing
[Statedef 1425]
type    = S
movetype= I
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
anim = 1430
sprpriority = 2
velset = 0,0

[State 1425, 1]
type = PlaySnd
trigger1 = Time < 42
trigger1 = TimeMod = 4, 21
value = 5, 0

[State 1425, 2]
type = Explod
trigger1 = Time = 21
anim = 4500
id = 1405
postype = P2
pos = 0, 0
ontop = 1
ownpal = 1
supermove = 1
supermovetime = 44
removeongethit = 1

[State 1425, 3]
type = Explod
trigger1 = Time = 42
anim = 6040
id = 1406
postype = P2
pos = 0, 0
ontop = 1
ownpal = 1
supermove = 1
supermovetime = 44
removeongethit = 1

[State 1425, 4]
type = TargetBind
trigger1 = AnimElem = 2
time = 5
pos = 21, -64

[State 1425, 5]
type = TargetBind
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
time = 7
pos = -30, -125

[State 1425, 6]
type = TargetBind
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
time = 12
pos = -40, -153

[State 1425, 7]
type = TargetDrop
trigger1 = Time = 42

[State 1425, 8]
type = TargetLifeAdd
trigger1 = Time = 40
value = -90

[State 1425, 9]
type = PosSet
trigger1 = 1
y = 0

[State 1425, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Denei Grab - Grabed Character
[Statedef 1440]
type    = S
movetype= H
physics = N
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
sprpriority = 8

[State 1440, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1440

[State 1440, 7]
type = ChangeState
trigger1 = Time = 42
value = 6005
ctrl = 0

;---------------------------------------------------------------------------
; Surprise Foward
[Statedef 1500]
type    = S
physics = S
anim = 1500
sprpriority = 1
ctrl = 0

[State 1500, 1]
type = VelSet
trigger1 = Time = 4
x = 5
y = const(velocity.run.fwd.y)

[State 1500, 2]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 1500, 3]
type = StateTypeSet
trigger1 = Time >= 4
statetype = A
physics = A

[State 1500, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 110

; Counter States
; Pause
[State 1500, 5]
type = SuperPause
trigger1 = PrevStateNo = [150, 153]
trigger1 = Time = 0
anim = S6090
pos = 28, -51
darken = 1
time = 15
movetime = 15
poweradd = -300

;---------------------------------------------------------------------------
; Surprise Backward
[Statedef 1510]
type    = S
physics = S
ctrl = 0
anim = 1510

[State 1510, 1]
type = VelSet
trigger1 = Time = 4
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)-1

[State 1510, 2]
type = PlaySnd
trigger1 = Time = 7
value = 4, 3
volume = 110

[State 1510, 3]
type = VelSet
trigger1 = Time = 17
x = 0

[State 1510, 4]
type = StateTypeSet
trigger1 = Time >= 4
statetype = A
physics = A

[State 1510, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 110

; Counter States
; Pause
[State 1510, 6]
type = SuperPause
trigger1 = PrevStateNo = [150, 153]
trigger1 = Time = 0
anim = S6090
pos = 28, -51
darken = 1
time = 15
movetime = 15
poweradd = -300

;--------------------------------------------------------------------------
;* Supers Moves *
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Electric Rolling Attack
;---------------------------------------------------------------------------
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = -1000
ctrl = 0
velset = 0,0
anim = 3000
sprpriority = 2

[State 3000, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6, 0
volume = 110

[State 3000, 2]
type = PlaySnd
trigger1 = TimeMod = 8, 6
value = 5, 0

[State 3000, 3]
type = SuperPause
trigger1 = time = 3
time = 38
anim = S7000
id = 6080
pos = 34, -40
darken = 1
poweradd = ifelse(Var(10) > 0, -2000, 0)
sound = S2,1

[State 3000, 4]
type = HitDef
trigger1 = Time < 62
trigger1 = UniqHitCount < 6
trigger1 = Var(7) < 7
attr = S, HA
hitflag = MAFD
animtype  = Hard
damage = 35, 20
guardflag = MA
getpower = 0
pausetime = 10,12
priority = 7, Hit
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10,-50
hitsound = S1, 9
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = -10
air.velocity = -8,-2
air.hittime = 15
air.fall = 1
p2stateno = 6001

[State 3000, 5]
type = HitDef
trigger1 = Time < 62
trigger1 = UniqHitCount = 6
attr = S, HA
hitflag = MAFD
animtype  = Hard
damage = 50, 25
guardflag = MA
getpower = 0
pausetime = 12,10
priority = 7, Hit
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10,-50
hitsound = S1, 9
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = -18,-4
air.velocity = -8,-2
air.hittime = 15
fall = 1
fall.recover = 0
p2stateno = 6002

[State 3000, 6]
type = StateTypeSet
trigger1 = Pos Y < 0
value = A

[State 3000, 7]
type = VelSet
trigger1 = Time = [9, 58]
x = 8
y = 0

[State 3000, 8]
type = VelAdd
trigger1 = Time > 58
trigger1 = Pos Y < 0
x = -0.5
y = 0.45

[State 3000, 9]
type = PosSet
trigger1 = StateType != A
trigger1 = Time = [9, 58]
y = -25

[State 3000, 10]
type = NotHitBy
trigger1 = Time = [3, 58]
value = SCA
value2 = P

[State 3000, 11]
type = VarSet
trigger1 = MoveHit
trigger1 = UniqHitCount = 7
var(1) = 1

[State 3000, 12]
type = VelSet
trigger1 = UniqHitCount = 7
trigger1 = BackEdgeDist < 0
x = 0

[State 3000, 13]
type = VarSet
trigger1 = BackEdgeDist >= 0
trigger1 = Time >= 53
var(1) = 0

[State 3000, 14]
type = VarAdd
triggerall = Time > 3
trigger1 = P2StateNo = 150
trigger2 = P2StateNo = 152
trigger3 = P2StateNo = 154
var(7) = 1
persistent = 1

[State 3000, 15]
type = Explod
trigger1 = Time = 9
anim = 4200
id = 3000
postype = P1
pos = 0,-25
sprpriority = 5
ownpal = 1
ontop = 1
bindtime = -1
supermove = 1
supermovetime = 1
removeongethit = 1
removetime = -1

[State 3000, 16]
type = Explod
trigger1 = UniqHitCount = 1
anim = 6040
id = 6040
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3000, 17]
type = Explod
trigger1 = UniqHitCount = 2
anim = 6040
id = 6040
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3000, 18]
type = Explod
trigger1 = UniqHitCount = 3
anim = 6040
id = 6040
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3000, 19]
type = Explod
trigger1 = UniqHitCount = 4
anim = 6040
id = 6040
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3000, 20]
type = Explod
trigger1 = UniqHitCount = 5
anim = 6040
id = 6040
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3000, 21]
type = Explod
trigger1 = UniqHitCount = 6
anim = 6040
id = 6040
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3000, 22]
type = Explod
trigger1 = UniqHitCount = 7
anim = 6040
id = 6040
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3000, 23]
type = Explod
trigger1 = Var(7) = 1
anim = 6060
id = 6060
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3000, 24]
type = Explod
trigger1 = Var(7) = 2
anim = 6060
id = 6060
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3000, 25]
type = Explod
trigger1 = Var(7) = 3
anim = 6060
id = 6060
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3000, 26]
type = Explod
trigger1 = Var(7) = 4
anim = 6060
id = 6060
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3000, 27]
type = Explod
trigger1 = Var(7) = 5
anim = 6060
id = 6060
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3000, 28]
type = Explod
trigger1 = Var(7) = 6
anim = 6060
id = 6060
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3000, 29]
type = Explod
trigger1 = Var(7) = 7
anim = 6060
id = 6060
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3000, 20]
type = RemoveExplod
trigger1 = AnimElem = 31
id = 3000

[State 3000, 31]
type = ChangeState
trigger1 = Time > 55
trigger1 = Pos Y >= 0
value = 110
ctrl = 1

; Counter States
; Pause
[State 3000, 32]
type = Explod
trigger1 = PrevStateNo = [150, 155]
trigger1 = Time = 0
anim = 6090
postype = P1
pos = 34,-40
ownpal = 1
ontop = 1
bindtime = -1
supermove = 1
supermovetime = 1
removeongethit = 1

;---------------------------------------------------------------------------
; Electric Discharge
;---------------------------------------------------------------------------
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = -1000
ctrl = 0
velset = 0,0
anim = 3100
sprpriority = -4

[State 3100, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6, 0
volume = 110

[State 3100, 2]
type = PlaySnd
trigger1 = Time = 7
value = 5, 1
volume = 110

[State 3100, 3]
type = SuperPause
trigger1 = time = 0
time = 38
anim = S7000
id = 7000
pos = 34, -40
darken = 1
poweradd = ifelse(Var(10) > 0, -2000, 0)
sound = S2, 1

[State 3100, 4]
type = Helper
trigger1 = AnimElem = 6, 1
name = "Thunders"
id = 3101
pos = -5, -77
stateno = 3101
helpertype = normal
keyctrl = 1
ownpal = 1

[State 3100, 7]
type = ChangeState
trigger1 = Time > 20
trigger1 = Helper(3101), AnimElem = 49
value = 0
ctrl = 1

; Counter States
; Pause
[State 3100, 8]
type = Explod
trigger1 = PrevStateNo = [150, 155]
trigger1 = Time = 0
anim = 6090
postype = P1
pos = 34,-40
ownpal = 1
ontop = 1
bindtime = -1
supermove = 1
supermovetime = 1
removeongethit = 1

;---------------------------------------------------------------------------
; Eletric Discharge - Thunders
[Statedef 3101]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
velset = 0,0
anim = 4300
sprpriority = 10

[State 3101, 1]
type = PlaySnd
trigger1 = TimeMod = 7, 0
value = 5, 0

[State 3101, 2]
type = HitDef
triggerall = TimeMod = 7, 5
trigger1 = UniqHitCount < 15
trigger1 = Var(7) < 15
attr = S, HA
hitflag = MAFD
animtype  = Hard
damage = 25, 15
guardflag = MA
getpower = 0
pausetime = 4,6
priority = 7, Hit
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10,-59
hitsound = S1, 9
guardsound = S1, 7
ground.type = Low
ground.slidetime = 10
ground.hittime  = 30
ground.velocity = 0
air.velocity = 0,0
p2stateno = 6004

[State 3101, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 4301
offset = 0, 0
projpriority = 9999
projremovetime = 60

[State 3101, 4]
type = SprPriority
trigger1 = 1
value = 100

[State 3101, 5]
type = BindToRoot
trigger1 = Time < 76
pos = -5,-77
time = -1

[State 3101, 6]
type = Explod
trigger1 = UniqHitCount = 1
anim = 6040
id = 6040
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 7]
type = Explod
trigger1 = UniqHitCount = 2
anim = 6040
id = 6040
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 8]
type = Explod
trigger1 = UniqHitCount = 3
anim = 6040
id = 6040
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 9]
type = Explod
trigger1 = UniqHitCount = 4
anim = 6040
id = 6040
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 10]
type = Explod
trigger1 = UniqHitCount = 5
anim = 6040
id = 6040
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 12]
type = Explod
trigger1 = UniqHitCount = 6
anim = 6040
id = 6040
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 13]
type = Explod
trigger1 = UniqHitCount = 7
anim = 6040
id = 6040
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 14]
type = Explod
trigger1 = UniqHitCount = 8
anim = 6040
id = 6040
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 15]
type = Explod
trigger1 = UniqHitCount = 9
anim = 6040
id = 6040
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 16]
type = Explod
trigger1 = UniqHitCount = 10
anim = 6040
id = 6040
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 17]
type = Explod
trigger1 = UniqHitCount = 11
anim = 6040
id = 6040
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 18]
type = Explod
trigger1 = UniqHitCount = 12
anim = 6040
id = 6040
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 19]
type = Explod
trigger1 = UniqHitCount = 13
anim = 6040
id = 6040
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 20]
type = Explod
trigger1 = UniqHitCount = 14
anim = 6040
id = 6040
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 21]
type = Explod
trigger1 = UniqHitCount = 15
anim = 6040
id = 6040
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 22]
type = Explod
trigger1 = Var(7)= 1
anim = 6060
id = 6060
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 23]
type = Explod
trigger1 = Var(7)= 2
anim = 6060
id = 6060
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 24]
type = Explod
trigger1 = Var(7)= 3
anim = 6060
id = 6060
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 25]
type = Explod
trigger1 = Var(7)= 4
anim = 6060
id = 6060
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 26]
type = Explod
trigger1 = Var(7)= 5
anim = 6060
id = 6060
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 27]
type = Explod
trigger1 = Var(7)= 6
anim = 6060
id = 6060
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 28]
type = Explod
trigger1 = Var(7)= 7
anim = 6060
id = 6060
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 29]
type = Explod
trigger1 = Var(7)= 8
anim = 6060
id = 6060
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 30]
type = Explod
trigger1 = Var(7)= 9
anim = 6060
id = 6060
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 31]
type = Explod
trigger1 = Var(7)= 10
anim = 6060
id = 6060
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 32]
type = Explod
trigger1 = Var(7)= 11
anim = 6060
id = 6060
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 33]
type = Explod
trigger1 = Var(7)= 12
anim = 6060
id = 6060
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 34]
type = Explod
trigger1 = Var(7)= 13
anim = 6060
id = 6060
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 35]
type = Explod
trigger1 = Var(7)= 14
anim = 6060
id = 6060
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3101, 36]
type = Explod
trigger1 = Var(7)= 15
anim = 6060
id = 6060
postype = P2
pos = -4, -50
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 30
persistent = 0

[State 3000, 37]
type = VarAdd
triggerall = Time > 3
trigger1 = P2StateNo = 150
trigger2 = P2StateNo = 152
trigger3 = P2StateNo = 154
var(7) = 1
persistent = 1

[State 3101, 38]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent, MoveType = H

;---------------------------------------------------------------------------
; Vingança Amazônica
;---------------------------------------------------------------------------

; Normal Blanka
; Vingança Amazônica - Hopping foward
[Statedef 3200]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* -1000
ctrl = 0
velset = 0,0
anim = 3200
sprpriority = 2

[State 3200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6, 0

[State 3200, 2]
type = SuperPause
trigger1 = time = 0
time = 38
anim = S7000
pos = 34, -40
darken = 1
sound = S2, 1

[State 3200, 3]
type = HitDef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
animtype  = Hard
damage    = 50, 30
guardflag = MA
getpower = 0
pausetime = 12,12
priority = 7, Hit
sparkno = S6040
guard.sparkno = S6060
sparkxy = -10,-59
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 10
ground.hittime  = 30
ground.velocity = 3
air.velocity = 0,0
kill = 0

[State 3200, 4]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.fwd.x)
y = const(velocity.run.fwd.y)

[State 3200, 5]
type = StateTypeSet
trigger1 = Pos Y < 0
value = A

[State 3200, 6]
type = ChangeState
trigger1 = MoveHit = 1
value = 3210
ctrl = 0

[State 3200, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 110
ctrl = 1

; Counter States
; Pause
[State 3200, 8]
type = Explod
trigger1 = PrevStateNo = [150, 155]
trigger1 = Time = 0
anim = 6090
postype = P1
pos = 34,-40
ownpal = 1
ontop = 1
bindtime = -1
supermove = 1
supermovetime = 1
removeongethit = 1

;---------------------------------------------------------------------------
; Normal Blanka
; Vingança Amazônica - Combo
[Statedef 3210]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
velset = 0,0
anim = 3210
sprpriority = 2

[State 3210, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 14
trigger5 = AnimElem = 22
trigger6 = AnimElem = 23
trigger7 = AnimElem = 29
trigger8 = AnimElem = 33
trigger9 = AnimElem = 40
trigger10 = AnimElem = 36
value = 0, 2

[State 3210, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3210, 3]
type = Explod
trigger1 = NumExplod(4425) = 0
anim = 4450
id = 4450
postype = left
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
removeongethit = 1

[State 3210, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
hitflag = MAF
animtype  = Hard
damage = 20
guardflag = MA
getpower = 0
pausetime = 12,12
priority = 7, Hit
sparkno = S6040
guard.sparkno = S6060
sparkxy = -10,-72
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 10
ground.hittime  = 30
ground.velocity = 1.2
air.velocity = -0.5,0.5
kill = 0

[State 3210, 5]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
hitflag = MAF
animtype  = Hard
damage = 20
guardflag = MA
getpower = 0
pausetime = 12,12
priority = 7, Hit
sparkno = S6040
guard.sparkno = S6060
sparkxy = -10,-58
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 10
ground.hittime  = 30
ground.velocity = 1.2
air.velocity = -0.5,0.5
kill = 0

[State 3210, 6]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
hitflag = MAF
animtype  = Hard
damage  = 20
guardflag = MA
getpower = 0
pausetime = 12,12
priority = 7, Hit
sparkno = S6040
guard.sparkno = S6060
sparkxy = -10,-40
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 10
ground.hittime  = 30
ground.velocity = 1.2
air.velocity = -0.5,0.5
kill = 0

[State 3210, 7]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
hitflag = MAF
animtype  = Hard
damage  = 20
guardflag = MA
getpower = 0
pausetime = 12,12
priority = 7, Hit
sparkno = S6040
guard.sparkno = S6060
sparkxy = -10,-18
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 10
ground.hittime  = 30
ground.velocity = 1.2
air.velocity = -0.5,0.5
kill = 0

[State 3210, 8]
type = HitDef
trigger1 = AnimElem = 22
attr = S, HA
hitflag = MAF
animtype  = Hard
damage  = 20
guardflag = MA
getpower = 0
pausetime = 12,12
priority = 7, Hit
sparkno = S6040
guard.sparkno = S6060
sparkxy = -10,-54
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 10
ground.hittime  = 30
ground.velocity = 1.2
air.velocity = -0.5,0.5
kill = 0

[State 3210, 9]
type = HitDef
trigger1 = AnimElem = 23
attr = S, HA
hitflag = MAF
animtype  = Hard
damage  = 20
guardflag = MA
getpower = 0
pausetime = 12,12
priority = 7, Hit
sparkno = S6040
guard.sparkno = S6060
sparkxy = -10,-84
hitsound = S1, 3
guardsound = S1, 7
ground.type = High
ground.slidetime = 10
ground.hittime  = 30
ground.velocity = 1.2
air.velocity = -0.5,0.5
kill = 0

[State 3210, 10]
type = HitDef
trigger1 = AnimElem = 29
attr = S, HA
hitflag = MAF
animtype  = Hard
damage  = 20
guardflag = MA
getpower = 0
pausetime = 12,12
priority = 7, Hit
sparkno = S6040
guard.sparkno = S6060
sparkxy = -10,-54
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 10
ground.hittime  = 30
ground.velocity = 1.2
air.velocity = -0.5,0.5
kill = 0

[State 3210, 11]
type = HitDef
trigger1 = AnimElem = 33
attr = S, HA
hitflag = MAF
animtype  = Hard
damage  = 20
guardflag = MA
getpower = 0
pausetime = 12,12
priority = 7, Hit
sparkno = S6040
guard.sparkno = S6060
sparkxy = -10,-30
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 10
ground.hittime  = 30
ground.velocity = 1.2
air.velocity = -0.5,0.5
kill = 0

[State 3210, 12]
type = HitDef
trigger1 = AnimElem = 40
attr = S, HA
hitflag = MAF
animtype  = Hard
damage  = 20
guardflag = MA
getpower = 0
pausetime = 12,12
priority = 7, Hit
sparkno = S6040
guard.sparkno = S6060
sparkxy = -10,-21
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 10
ground.hittime  = 30
ground.velocity = 1.2
air.velocity = -0.5,0.5
kill = 0

[State 3210, 13]
type = HitDef
trigger1 = AnimElem = 46
attr = S, HA
hitflag = MAF
animtype  = Hard
damage  = 20
guardflag = MA
getpower = 0
pausetime = 12,12
priority = 7, Hit
sparkno = 0
sparkxy = -10,-68
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 10
ground.hittime  = 50
ground.velocity = -0.5, -15
air.velocity = -0.5,-15
kill = 0
fall = 1
fall.recover = 0
fall.damage = 10

[State 3210, 14]
type = TargetBind
trigger1 = MoveHit
trigger1 = Time < 100
time = 1
pos = 40, 0

[State 3210, 15]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3210, 16]
type = PlaySnd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 22
trigger3 = AnimElem = 23
trigger4 = AnimElem = 33
trigger5 = AnimElem = 40
value = 4, 0
volume = 110

[State 3210, 17]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 14
trigger3 = AnimElem = 29
trigger4 = AnimElem = 46
value = 4, 1
volume = 110

[State 3210, 18]
type = VelSet
trigger1 = AnimTime = 0
x = 3
y = -17

[State 3210, 19]
type = TargetBind
trigger1 = Time = 0
time = 134
pos = (P2Dist X), 0

[State 3210, 20]
type = ChangeState
trigger1 = AnimTime = 0
value = 3220
ctrl = 0

[State 3210, 21]
type = ChangeState
trigger1 = MoveHit = 0
trigger1 = AnimElem = 46
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Normal Blanka
; Vingança Amazônica - Going up
[Statedef 3220]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
anim = 3220
sprpriority = 2

[State 3220, 1]
type = PlaySnd
trigger1 = Time = 2
value = 5, 3
volume = 110

[State 3220, 2]
type = PlaySnd
trigger1 = TimeMod = 5, 0
value = 0, 3
volume = 110

[State 3220, 3]
type = Explod
trigger1 = NumExplod(4425) = 0
anim = 4450
id = 4450
postype = left
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
removeongethit = 1

[State 3220, 4]
type = HitDef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
animtype  = Hard
damage = 20
guardflag = MA
getpower = 0
pausetime = 12,12
priority = 7, Hit
sparkno = S6040
guard.sparkno = S6060
sparkxy = -10,-17
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = 0
air.velocity = -0.5,0.5
kill = 0
p2stateno = 3260

[State 3220, 5]
type = ChangeState
trigger1 = MoveContact
value = 3230
ctrl = 0

;---------------------------------------------------------------------------
; Normal Blanka
; Vingança Amazônica - Going down
[Statedef 3230]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
anim = 3230
sprpriority = 2

[State 3230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 5, 1

[State 3230, 2]
type = Explod
trigger1 = NumExplod(4425) = 0
anim = 4450
id = 4450
postype = left
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
removeongethit = 1

[State 3230, 3]
type = TargetBind
trigger1 = 1
time = 50
pos = 0,0

[State 3230, 4]
type = VelAdd
trigger1 = Vel X >= 0.5
x = -0.3

[State 3230, 5]
type = TargetDrop
trigger1 = AnimElem = 3
value = 1

[State 3230, 6]
type = VelSet
trigger1 = AnimElem = 3
x = 3
y = -7

[State 3230, 7]
type = PlaySnd
trigger1 = Time = 58
value = 13, 1
volume = 130

[State 3230, 8]
type = EnvShake
trigger1 = Time = 58
time = 20
freq = 70
ampl = -10

[State 3230, 9]
type = ChangeState
trigger1 = Pos Y >= 0
value = 110
ctrl = 0

;---------------------------------------------------------------------------
; Normal Blanka
; Vingança Amazônica - Grabbed Character State
[Statedef 3260]
type    = A
movetype = H
physics = N
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
sprpriority = 0

[State 3260, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3260

[State 3260, 2]
type = LifeAdd
trigger1 = Pos Y >= -5.5
value = -20
persistent = 0

[State 3260, 3]
type = VelSet
trigger1 = Pos Y >= 0
x = 0
y = 0

[State 3260, 4]
type = PosSet
trigger1 = Pos Y > 0
y = 0

[State 3260, 5]
type = SelfState
trigger1 = Pos Y >= 0
value = 5070

;---------------------------------------------------------------------------
; Rage Blanka
; Vingança Amazônica - Jumping Up
[Statedef 3300]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
velset = 0,0
anim = 3300
sprpriority = 2

[State 3300, 1]
type = PlaySnd
trigger1 = Time = 2
value = 4, 3
volume = 110

[State 3300, 2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
animtype  = Hard
damage    = 50, 30
guardflag = MA
getpower = 0
pausetime = 12,12
priority = 7, Hit
sparkno = S6040
guard.sparkno = S6060
sparkxy = -10,-59
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 10
ground.hittime  = 60
ground.velocity = -2, -9
air.velocity = -2.5,-4
air.hittime  = 60
fall = 1
fall.recover = 0
kill = 0

[State 3300, 3]
type = VelSet
trigger1 = Time > 5
y = -7

[State 3300, 4]
type = StateTypeSet
trigger1 = Pos Y < 0
value = A

[State 3300, 7]
type = ChangeState
trigger1 = Time = 18
value = 3310
ctrl = 1

;---------------------------------------------------------------------------
; Rage Blanka
; Vingança Amazônica - Grabing and preparing to bomb
[Statedef 3310]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
velset = 0,0
anim = 3310
sprpriority = 2

[State 3310, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4, 1

[State 3310, 2]
type = SuperPause
trigger1 = AnimElem = 4, 1
time = 38
anim = S7000
pos = -1, -138
darken = 1
poweradd = ifelse(Var(10) > 0, -3000, -1000)
sound = S2, 1

[State 3310, 4]
type = VelSet
trigger1 = Time < 27 
x = 0
y = 0

[State 3310, 4]
type = VelSet
trigger1 = AnimTime = 0
x = 7
y = 5

[State 3310, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3320
ctrl = 0

;---------------------------------------------------------------------------
; Rage Blanka
; Vingança Amazônica - Bombing
[Statedef 3320]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
anim = 3320
sprpriority = 2

[State 3320, 1]
type = HitDef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
animtype  = Hard
damage    = 50, 30
guardflag = MA
getpower = 0
pausetime = 12,12
priority = 7, Hit
sparkno = S6040
guard.sparkno = S6060
sparkxy = -10,-59
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 10
ground.hittime  = 60
ground.velocity = 3, -8
air.velocity = 3,-8
air.hittime  = 60
fall = 1
fall.recover = 0
kill = 0

[State 3320, 2]
type = PosAdd
trigger1 = Time = 0
x = 0
y = -90

[State 3320, 3]
type = VarSet
trigger1 = MoveHit = 1
var(1) = 1

[State 3320, 6]
type = ChangeState
trigger1 = MoveHit
trigger1 = Pos Y >= -10
value = 3330
ctrl = 1

[State 3320, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
value = 1125
ctrl = 1

;---------------------------------------------------------------------------
; Rage Blanka
; Vingança Amazônica - Rolling
[Statedef 3330]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
anim = 3330
sprpriority = 2

[State 3330, 1]
type = PlaySnd
trigger1 = TimeMod = 5, 0
value = 0, 3

[State 3330, 2]
type = HitDef
trigger1 = UniqHitCount < 5
trigger1 = TimeMod = 15, 3
attr = S, HA
hitflag = MAFD
animtype  = Hard
damage    = 35, 15
guardflag = MA
getpower = 0
pausetime = 12,12
priority = 7, Hit
sparkno = S6040
guard.sparkno = S6060
sparkxy = -10,-59
hitsound = S1, 5
guardsound = S1, 7
ground.type = Low
ground.slidetime = 10
ground.hittime  = 60
ground.velocity = 0, -9
air.velocity = 0,-9
air.hittime  = 60
fall = 1
fall.recover = 0
kill = 0

[State 3330, 2]
type = HitDef
trigger1 = UniqHitCount = 5
attr = S, HA
hitflag = MAFD
animtype  = Hard
damage    = 0, 0
guardflag = MA
getpower = 0
pausetime = 0,0
priority = 7, Hit
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-59
hitsound = S1, 5
guardsound = S1, 7
ground.type = Low
ground.slidetime = 10
ground.hittime  = 60
ground.velocity = 0,0
air.velocity = 0,0
air.hittime  = 60
fall = 1
fall.recover = 0
kill = 0
p2stateno = 3360
numhits = 0

[State 3330, 3]
type = VelSet
trigger1 = FrontEdgeBodyDist <= 10
x = -15

[State 3330, 4]
type = VelSet
trigger1 = BackEdgeBodyDist <= 10
x = 15

[State 3330, 5]
type = VelSet
trigger1 = P2BodyDist Y < -20
y = -2

[State 3330, 6]
type = VelSet
trigger1 = P2BodyDist Y >= -20
y = 1

[State 3330, 7]
type = VarSet
trigger1 = MoveHit = 1
var(1) = 1

[State 3330, 8]
type = VarSet
trigger1 = MoveHit = 1
var(7) = 1

[State 3330, 9]
type = VelSet
trigger1 = Time > 250
trigger2 = P2Stateno = 3360
x = 0

[State 3330, 10]
type = ChangeState
trigger1 = P2Stateno = 3360
value = 3340
ctrl = 0

[State 3330, 11]
type = ChangeState
trigger1 = Time > 250
value = 3350
ctrl = 0

;---------------------------------------------------------------------------
; Rage Blanka
; Vingança Amazônica - Grabing
[Statedef 3340]
type    = A
movetype= I
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
anim = 3340
sprpriority = 2

[State 3340, 1]
type = PlaySnd
trigger1 = Time = 2
value = 5, 1
volume = 110

[State 3340, 2]
type = Explod
trigger1 = Time = 14
anim = 4410
id = 3340
postype = P1
pos = 40, -40
ontop = 1
ownpal = 1
supermove = 1
supermovetime = 44
removeongethit = 1

[State 3340, 3]
type = Explod
trigger1 = Time = 30
anim = 6040
id = 3341
postype = P1
pos = 70, -40
ontop = 1
ownpal = 1
supermove = 1
supermovetime = 44
removeongethit = 1

[State 3340, 3]
type = TargetBind
trigger1 = Time = 0
time = 25
pos = 40, 0

[State 3340, 4]
type = TargetDrop
trigger1 = Time = 25

[State 3340, 5]
type = VelSet
trigger1 = Time < 30
y = 0

[State 3340, 7]
type = ChangeState
trigger1 = Time = 35
value = 3350
ctrl = 0

;---------------------------------------------------------------------------
; Rage Blanka
; Vingança Amazônica - Finish
[Statedef 3350]
type    = A
movetype= I
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
anim = 3350
sprpriority = 2

[State 3350, 1]
type = VarSet
trigger1 = BackEdgeDist >= 10
var(1) = 1

[State 3350, 2]
type = VarSet
trigger1 = 1
var(7) = 0

;---------------------------------------------------------------------------
; Rage Blanka
; Vingança Amazônica - Grabed character
[Statedef 3360]
type    = S
movetype= H
physics = N
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
anim = 5000
sprpriority = 2

[State 3360, 1]
type = LifeAdd
trigger1 = Time = 26
value = -70

[State 3360, 2]
type = ChangeAnim
trigger1 = 1
value = 5000

[State 3360, 7]
type = ChangeState
trigger1 = Time = 32
value = 6005
ctrl = 0

;---------------------------------------------------------------------------
; Raiden Blanka
; Vingança Amazônica - Rolling
[Statedef 3400]
type    = S
movetype= I
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
velset = 0,0
anim = 3400
sprpriority = 2

[State 3400, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6, 0

[State 3400, 2]
type = PlaySnd
trigger1 = TimeMod = 8, 4
value = 5, 0
volume = 110

[State 3400, 3]
type = SuperPause
trigger1 = AnimElem = 3, 1
time = 38
anim = S7000
pos = 24, -29
darken = 1
poweradd = (Var(10)=0)* -1000
sound = S2, 1

[State 3400, 4]
type = Explod
trigger1 = time > 13
trigger1 = NumExplod(3400) = 0
anim = 6080
id = 3400
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 3400, 5]
type = Explod
trigger1 = time > 35
trigger1 = NumExplod(3401) = 0
anim = 4110
id = 3401
postype = P1
pos = 0, 0
ontop = 1
ownpal = 1

[State 3400, 6]
type = VarSet
trigger1 = Time = 0
var(9) = 20

[State 3400, 7]
type = VarAdd
trigger1 = TimeMod = 21, 10
var(9) = 10

[State 3400, 8]
type = ChangeState
trigger1 = Time > 21
trigger1 = Command != "Hold_A"
trigger1 = Command != "Hold_B"
trigger1 = Command != "Hold_C"
trigger2 = Var(9) = 70
value = 3410
ctrl = 0

;---------------------------------------------------------------------------
; Raiden Blanka
; Vingança Amazônica - Attacking
[Statedef 3410]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
velset = 10,0
anim = 3410
sprpriority = 2

[State 3410, 1]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 5, 0
volume = 110

[State 3410, 2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
hitflag = M
animtype  = Hard
damage    = Var(9), (Var(9)/2)
guardflag = L
getpower = 0
pausetime = 12,12
priority = 7, Hit
sparkno = S6040
guard.sparkno = S6060
sparkxy = -10,-59
hitsound = S1, 9
guardsound = S1, 7
ground.type = Low
ground.slidetime = 10
ground.hittime  = 60
ground.velocity = 0, 0
air.velocity = 0,0
air.hittime  = 60
fall = 1
fall.recover = 0
kill = 0
p1stateno = 3415
p2stateno = 3430

[State 3410, 3]
type = VelSet
trigger1 = 1
x = 10
y = 0

[State 3410, 4]
type = PosSet
trigger1 = 1
y = -0.5

[State 3410, 6]
type = ChangeState
trigger1 = MoveGuarded
value = 1125
ctrl = 0

[State 3410, 7]
type = ChangeState
trigger1 = MoveHit
trigger1 = Time = 25
value = 3415
ctrl = 1

[State 3410, 8]
type = ChangeState
trigger1 = MoveHit = 0
trigger1 = Time = 25
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Raiden Blanka
; Vingança Amazônica - Finishing the Rolling Attack
[Statedef 3415]
type    = S
movetype= I
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
anim = 3415
sprpriority = 2

[State 3415, 1]
type = VelSet
trigger1 = Time < 15
x = 10
y = 0

[State 3415, 2]
type = PosSet
trigger1 = 1
y = 0

[State 3415, 3]
type = Explod
trigger1 = Time = 0
anim = 4510
id = 3410
postype = P2
pos = 0,0
ontop = 1
ownpal = 1
persistent = 0

[State 3415, 7]
type = ChangeState
trigger1 = Vel X = 0
value = 3420
ctrl = 0

;---------------------------------------------------------------------------
; Raiden Blanka
; Vingança Amazônica - Getting up
[Statedef 3420]
type    = S
movetype= I
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
anim = 3420
sprpriority = 2

[State 3420, 1]
type = PlaySnd
trigger1 = Time = 15
trigger2 = Time = 25
trigger3 = Time = 35
trigger4 = Time = 45
trigger5 = Time = 55
trigger6 = Time = 65
value = 1, 9

[State 3420, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 3420
value = 0

[State 3420, 3]
type = Explod
trigger1 = Time = 5
trigger2 = Time = 25
trigger3 = Time = 45
anim = 4410
id = 3420
postype = P2
pos = 0, -20
ontop = 1
ownpal = 1

[State 3420, 3]
type = Explod
trigger1 = Time = 15
trigger2 = Time = 35
trigger3 = Time = 55
anim = 4410
id = 3420
postype = P2
pos = 0, -20
ontop = 1
ownpal = 1
facing = -1

[State 3420, 4]
type = Explod
trigger1 = Time = 15
trigger2 = Time = 25
trigger3 = Time = 35
trigger4 = Time = 45
trigger5 = Time = 55
trigger6 = Time = 65
anim = 6040
id = 3421
postype = P2
pos = 0, -30
ontop = 1
ownpal = 1

[State 3420, 5]
type = HitAdd
trigger1 = Time = 15
trigger2 = Time = 25
trigger3 = Time = 35
trigger4 = Time = 45
trigger5 = Time = 55
trigger6 = Time = 65
value = 1

[State 3420, 6]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3420, 7]
type = ChangeState
trigger1 = Time = 140
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rage Blanka
; Vingança Amazônica - P2 State (1)
[Statedef 3430]
type    = S
movetype= H
physics = N
velset = 0,0
anim = 5030

[State 3430, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = AnimExist(7696)
value = 7696

[state 3430, 2] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
type = a

[state 3430, 7]
type = ChangeState
trigger1 = Time = 50
value = 3431

;---------------------------------------------------------------------------
; Rage Blanka
; Vingança Amazônica - P2 State (2)
[Statedef 3431]
type    = S
movetype= H
physics = N
velset = 0,0

[State 3430, 1]
type = ChangeAnim
triggerall = AnimExist(7696)
trigger1 = Time = 10
trigger2 = Time = 20
trigger3 = Time = 30
trigger4 = Time = 40
trigger5 = Time = 50
trigger6 = Time = 60
value = 7696

[State 3430, 1]
type = ChangeAnim
triggerall = !AnimExist(7696)
trigger1 = Time = 10
trigger2 = Time = 20
trigger3 = Time = 30
trigger4 = Time = 40
trigger5 = Time = 50
trigger6 = Time = 60
value = 5002

[state 3430, 2] ;Freeze anim
type = ChangeAnim
trigger1 = Anim = 7969
trigger1 = AnimTime = 0
value = 5002

[state 3430, 3]
type = VelSet
trigger1 = Time = 10
trigger2 = Time = 30
trigger3 = Time = 50
x = 3
y = -2

[state 3430, 4]
type = VelSet
trigger1 = Time = 20
trigger2 = Time = 40
trigger3 = Time = 60
x = -3
y = -2

[State 3430, 5]
type = LifeAdd
trigger1 = Time = 10
trigger2 = Time = 20
trigger3 = Time = 30
trigger4 = Time = 40
trigger5 = Time = 50
trigger6 = Time = 60
value = -50

[state 3430, 6] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
type = a

[state 3430, 7]
type = SelfState
trigger1 = Time = 70
value = 5030

;---------------------------------------------------------------------------
; Rage Blanka
; V-ISM Mode 1 - Floor
[Statedef 3500]
type    = S
movetype= I
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
velset = 0,0
anim = 3500
sprpriority = 2

[State 3500, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6, 0

[State 3500, 2]
type = SuperPause
trigger1 = AnimElem = 2, 1
time = 33
anim = S7010
pos = 7, -20
darken = 1
poweradd = (Var(10)=0)* 0

[State 3500, 3]
type = AfterImage
trigger1 = var(10) = 1
length = 30
time = 9999
framegap = 8
trans = none
palcolor = 256
palinvertall = 0
palbright = 100,0,0
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 3500, 4]
type = VarSet
trigger1 = Time = 0
var(10) = 1

[State 3500, 5]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3500, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rage Blanka
; V-ISM Mode 1 - Air
[Statedef 3510]
type    = A
movetype= I
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
anim = 3510
sprpriority = 2

[State 3510, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6, 0

[State 3510, 2]
type = SuperPause
trigger1 = AnimElem = 2, 1
time = 33
anim = S7010
pos = 34, -73
darken = 1
poweradd = (Var(10)=0)* 0

[State 3510, 3]
type = AfterImage
trigger1 = var(10) = 1
length = 30
time = 9999
framegap = 8
trans = none
palcolor = 256
palinvertall = 0
palbright = 100,0,0
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 3510, 4]
type = VarSet
trigger1 = AnimElem = 1
var(10) = 1

[State 3510, 5]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3510, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Rage Blanka
; V-ISM Mode 2 - Floor
[Statedef 3520]
type    = S
movetype= I
physics = S
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
velset = 0,0
anim = 3500
sprpriority = 2

[State 3520, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6, 0

[State 3520, 2]
type = SuperPause
trigger1 = AnimElem = 7, 1
time = 38
anim = S7000
pos = 24, -29
darken = 1
poweradd = (Var(10)=0)* 0

[State 3520, 3]
type = AfterImage
trigger1 = var(10) = 1
length = 30
time = 9999
framegap = 8
trans = none
palcolor = 256
palinvertall = 0
palbright = 140,15,180
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 3520, 4]
type = VarSet
trigger1 = AnimTime = 0
var(10) = 2

[State 3520, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rage Blanka
; V-ISM Mode 2 - Air
[Statedef 3530]
type    = A
movetype= I
physics = A
juggle  = 1
poweradd = (Var(10)=0)* 0
ctrl = 0
velset = 0,0
anim = 3510
sprpriority = 2

[State 3530, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6, 0

[State 3530, 2]
type = SuperPause
trigger1 = AnimElem = 7, 1
time = 38
anim = S7000
pos = 24, -29
darken = 1
poweradd = (Var(10)=0)* 0

[State 3530, 3]
type = AfterImage
trigger1 = var(10) = 1
length = 30
time = 9999
framegap = 8
trans = none
palcolor = 256
palinvertall = 0
palbright = 140,15,180
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 3530, 4]
type = VarSet
trigger1 = AnimTime = 0
var(10) = 2

[State 3530, 5]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

;---------------------------------------------------------------------------
; Transform
;---------------------------------------------------------------------------
; Normal Blanka
[Statedef 4000]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = (Var(10)=0)* -1000
ctrl = 0
velset = 0,0
anim = 3900
sprpriority = 2

[State 4000, 1]
type = PlaySnd
trigger1 = Time = 0
value = 5, 3

[State 4000, 2]
type = VarSet
trigger1 = AnimElem = 7
var(3) = 0

[State 4000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Rage Blanka
[Statedef 4100]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = (Var(10)=0)* -1000
ctrl = 0
velset = 0,0
anim = 3900
sprpriority = 2

[State 4100, 1]
type = PlaySnd
trigger1 = Time = 0
value = 5, 3

[State 4100, 2]
type = VarSet
trigger1 = AnimElem = 7
var(3) = 1

[State 4100, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Raiden Blanka
[Statedef 4200]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = (Var(10)=0)* -1000
ctrl = 0
velset = 0,0
anim = 3900
sprpriority = 2

[State 4200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 5, 3

[State 4200, 2]
type = VarSet
trigger1 = AnimElem = 7
var(3) = 2

[State 4200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Team Supers
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Dan + Blanka
;---------------------------------------------------------------------------
; Blanka
; First Attack
[Statedef 8000]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = -2000
ctrl = 0
velset = 0,0
anim = 8110
sprpriority = 2

[State 8000, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6, 0

[State 8000, 2]
type = SuperPause
trigger1 = AnimElem = 1
time = 38
anim = S7000
poweradd = 0
pos = 23,-10
unhitable = 1
darken = 1
sound = S2, 1

[State 8000, 3]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype = Hard
damage = 100, 15
Hitflag = MAF
guardflag = MA
priority = 7, Hit
pausetime = 6,6
sparkno = S6070
guard.sparkno = S6060
sparkxy = -3,-70
hitsound = S1, 5
guardsound = S1, 7
ground.type = High
ground.slidetime = 15
ground.hittime = 400
ground.velocity = -18, 0
air.velocity = -13, 6
air.hittime = 450
air.juggle = 0
kill = 0
fall = 0
fall.recover = 0
p2stateno = 5300

[State 8000, 4]
type = Helper
trigger1 = MoveHit = 1
trigger1 = Anim = 8111
trigger1 = AnimElem = 3
name = "Dan"
id = 8010
postype = p2
pos = -200, 0
stateno = 8010
helpertype = normal
keyctrl = 1
persistent = 0
ownpal = 1

[State 8000, 5]
type = ChangeAnim
trigger1 = MoveHit
trigger1 = Anim != 8111
value = 8111

[State 8000, 6]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimTime = 0
value = 8003

[State 8000, 7]
type = ChangeState
trigger1 = MoveHit = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Blanka
; Rolling Attack
[Statedef 8001]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = 0
anim = 8120
ctrl = 0
sprpriority = 2

[State 8001, 1]
type = PlaySnd
trigger1 = TimeMod = 6, 0
value = 0, 3
volume = 110

[State 8001, 2]
type = HitDef
trigger1 = TimeMod = 15, 3
attr = S, SA
hitflag = MAFD+
animtype  = up
damage    = 45, 10
priority  = 7
guardflag = LA
getpower = 0,0
pausetime = 15,15
sparkno = S6070
guard.sparkno = S6060
sparkxy = -10,-46
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0, -9
air.velocity = 0, -7
fall = 1
fall.recover = 0

[State 8001, 4]
type = VelSet
trigger1 = Time = [5, 35]
trigger2 = Time = [80, 115]
trigger3 = Time = [160, 195]
x = 8
y = 0

[State 8001, 5]
type = VelSet
trigger1 = Time = [40, 75]
trigger2 = Time = [120, 155]
x = -8
y = 0

[State 8001, 6]
type = VelAdd
trigger1 = Time = [76, 79]
trigger2 = Time = [156, 159]
x = 4
y = 0

[State 8001, 7]
type = VelAdd
trigger1 = Time = [36, 39]
trigger2 = Time = [116, 119]
trigger3 = Time = [196, 197]
x = -4
y = 0

[State 8001, 8]
type = ChangeState
trigger1 = Time = 198
value = 8002
ctrl = 0

;---------------------------------------------------------------------------
; Blanka
; Comemoration
[Statedef 8002]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 8002, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8002, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 7, 0
volume = 120

[State 8002, 3]
type = PosSet
trigger1 = 1
y = 0

[State 8002, 4]
type = Turn
triggerall = AnimTime = 0
trigger1 = BackEdgeDist < -30
trigger2 = FrontEdgeDist < -30
persistent = 0

[State 8002, 5]
type = VarSet
triggerall = AnimTime = 0
trigger1 = BackEdgeDist < -30
trigger2 = FrontEdgeDist < -30
var(1) = 1

[State 8002, 7]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = BackEdgeDist >= -30
trigger2 = FrontEdgeDist >= -30
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Blanka
; Waiting for Dan to attack
; Getting in position (also for Triple Team Super)
[Statedef 8003]
type = S
ctrl = 0
anim = 8100
velset = 0,0

[State 8003, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8003, 2]
type = VelSet
trigger1 = PrevStateNo != 9000
trigger1 = P2Dist X > 154
trigger2 = PrevStateNo = 9000
trigger2 = P2Dist X > 220
x = 3

[State 8003, 3]
type = VelSet
trigger1 = PrevStateNo != 9000
trigger1 = P2Dist X < 134
trigger2 = PrevStateNo = 9000
trigger2 = P2Dist X < 212
x = -3

[State 8003, 4]
type = VelSet
trigger1 = PrevStateNo != 9000
trigger1 = P2Dist X = [134, 154]
trigger2 = PrevStateNo = 9000
trigger2 = P2Dist X = [212, 220]
x = 0

[State 8003, 5]
type = ChangeAnim
trigger1 = Anim != 20
trigger1 = Vel X > 0
value = 20

[State 8003, 6]
type = ChangeAnim
trigger1 = Anim != 21
trigger1 = Vel X < 0
value = 21

[State 8003, 7]
type = ChangeAnim
trigger1 = Anim != 8100
trigger1 = Vel X = 0
value = 8100

[State 8003, 8]
type = ChangeState
trigger1 = PrevStateNo != 9000
trigger1 = Time = 80
value = 8001
ctrl = 1

[State 8003, 9]
type = ChangeState
trigger1 = Time > 35
trigger1 = PrevStateNo = 9000
trigger1 = P2Dist X = [212, 220]
value = 9001
ctrl = 1

;---------------------------------------------------------------------------
; Dan
; Getting in
[Statedef 8010]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 8010
sprpriority = 2

[State 8010, 1]
type = VelSet
trigger1 = Time = [0, 29]
x = 3

[State 8010, 2]
type = VelSet
trigger1 = Time = 30
x = 0
y = 0

[State 8010, 3]
type = PlaySnd
trigger1 = Time = 30
value = 8, 0
volume = 120

[State 8010, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 8011
ctrl = 0

;---------------------------------------------------------------------------
; Dan
; Rolling Attack
[Statedef 8011]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = 0
anim = 8020
ctrl = 0
sprpriority = 2

[State 8011, 1]
type = PlaySnd
trigger1 = TimeMod = 6, 0
value = 0, 3
volume = 110

[State 8011, 2]
type = HitDef
trigger1 = TimeMod = 15, 3
attr = S, SA
hitflag = MAFD+
animtype  = up
damage    = 45, 10
priority  = 7
guardflag = LA
getpower = 0,0
pausetime = 15,15
sparkno = S6070
guard.sparkno = S6060
sparkxy = -10,-46
hitsound = S1, 3
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0, -9
air.velocity = 0, -7
fall = 1
fall.recover = 0

[State 8011, 4]
type = VelSet
trigger1 = Time = [5, 35]
trigger2 = Time = [80, 115]
trigger3 = Time = [160, 195]
x = 8
y = 0

[State 8011, 5]
type = VelSet
trigger1 = Time = [40, 75]
trigger2 = Time = [120, 155]
x = -8
y = 0

[State 8011, 6]
type = VelAdd
trigger1 = Time = [76, 79]
trigger2 = Time = [156, 159]
x = 4
y = 0

[State 8011, 7]
type = VelAdd
trigger1 = Time = [36, 39]
trigger2 = Time = [116, 119]
trigger3 = Time = [196, 197]
x = -4
y = 0

[State 8011, 8]
type = ChangeState
trigger1 = Time = 198
value = 8012
ctrl = 0

;---------------------------------------------------------------------------
; Dan
; Comemoration
[Statedef 8012]
type = S
ctrl = 0
anim = 8040
velset = 0,0

[State 8012, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8012, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8, 1
volume = 120

[State 8012, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 8013
ctrl = 1

;---------------------------------------------------------------------------
; Dan
; Getting out
[Statedef 8013]
type = S
ctrl = 0
anim = 8030

[State 8012, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8012, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8, 2
volume = 120

[State 8012, 3]
type = VelSet
trigger1 = Time > 3
x = -7
y = -7

[State 8002, 7]
type = DestroySelf
trigger1 = Time = 300

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

;---------------------------------------------------------------------------
; Sakura + Blanka
;---------------------------------------------------------------------------
; Blanka
; First Attack
[Statedef 8500]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = -2000
ctrl = 0
velset = 0,0
anim = 8112
sprpriority = 2

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

[State 8500, 2]
type = SuperPause
trigger1 = AnimElem = 1
time = 38
anim = S7000
poweradd = 0
pos = -19,-71
unhitable = 1
darken = 1
sound = S2, 1

[State 8500, 3]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype = Hard
damage = 40, 5
Hitflag = MAF
guardflag = MA
priority = 7, Hit
pausetime = 6,6
sparkno = S6070
guard.sparkno = S6060
getpower = 0
sparkxy = -3,-70
hitsound = S1, 5
guardsound = S1, 7
ground.type = High
ground.slidetime = 15
ground.hittime = 400
ground.velocity = -18, 0
air.velocity = -13, 6
air.hittime = 450
air.juggle = 0
kill = 0
fall = 0
fall.recover = 0
p2stateno = 5300

[State 8500, 4]
type = Helper
trigger1 = MoveHit = 1
trigger1 = AnimTime = 0
name = "Sakura"
id = 8510
postype = p1
pos = 330, 0
stateno = 8510
helpertype = normal
keyctrl = 1
persistent = 0
ownpal = 1

[State 8500, 5]
type = ChangeAnim
trigger1 = MoveHit
trigger1 = Anim != 8113
value = 8113

[State 8500, 6]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimTime = 0
value = 8501

[State 8500, 7]
type = ChangeState
trigger1 = MoveHit = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Blanka
; Waiting for Sakura to charge
[Statedef 8501]
type = S
ctrl = 0
anim = 8120
velset = 0,0

[State 8501, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8501, 7]
type = ChangeState
trigger1 = Time = 80
value = 8502
ctrl = 1

;---------------------------------------------------------------------------
; Blanka
; Rolling on the floor
[Statedef 8502]
type = S
movetype = H
ctrl = 0
anim = 8130
velset = 0,0

[State 8502, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8502, 2]
type = VelSet
trigger1 = Time = 25
x = 0
y = -8

[State 8502, 3]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.45

[State 8502, 4]
type = PlaySnd
trigger1 = TimeMod = 6, 0
value = 0, 3
volume = 120

[State 8502, 7]
type = ChangeState
trigger1 = Time = 58
value = 8503
ctrl = 1

;---------------------------------------------------------------------------
; Blanka
; Rolling Attack
[Statedef 8503]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = 0
anim = 8135
ctrl = 0
sprpriority = 2

[State 8503, 1]
type = PlaySnd
trigger1 = TimeMod = 6, 0
value = 0, 3
volume = 120

[State 8503, 2]
type = HitDef
trigger1 = UniqHitCount < 4
trigger1 = TimeMod = 5, 3
attr = S, SA
hitflag = MAFD+
animtype  = up
damage = 75
priority  = 7
guardflag = LA
getpower = 0,0
pausetime = 15,15
sparkno = S6070
guard.sparkno = S6060
sparkxy = -10,-46
hitsound = S1, 5
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1, 0
air.velocity = -1, 2
fall = 0
fall.recover = 0
kill = 0

[State 8503, 3]
type = HitDef
trigger1 = UniqHitCount = 4
attr = S, SA
hitflag = MAFD+
animtype  = up
damage = 100
priority  = 7
guardflag = LA
getpower = 0,0
pausetime = 15,15
sparkno = S6070
guard.sparkno = S6060
sparkxy = -10,-46
hitsound = S1, 5
guardsound = S1, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -8, -10
air.velocity = -4, -7
fall = 1
fall.recover = 0
kill = 1
p2stateno = 8520

[State 8503, 4]
type = VelSet
trigger1 = 1
x = 8
y = 0

[State 8503, 4]
type = VelSet
trigger1 = MoveHit
x = 2
y = 0

[State 8503, 7]
type = ChangeState
trigger1 = UniqHitCount = 5
value = 8504
ctrl = 0

;---------------------------------------------------------------------------
; Blanka
; Rolling Attack - Hit
[Statedef 8504]
type    = A
movetype= I
physics = A
juggle  = 1
poweradd = 0
anim = 8135
ctrl = 0
sprpriority = 2

[State 8504, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8504, 2]
type = PlaySnd
trigger1 = TimeMod = 6, 0
value = 0, 3
volume = 120

[State 8504, 3]
type = VelSet
trigger1 = Time = 0
x = -4
y = -6

[State 8504, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -7
value = 8002

;---------------------------------------------------------------------------
; Sakura 
; Running in
[Statedef 8510]
type = S
ctrl = 0
anim = 8510
sprpriority = -1

[State 8510, 1]
type = PlaySnd
trigger1 = Time = 0
value = 9, 0

[State 8510, 2]
type = VelSet
trigger1 = Time < 40
x = -9

[State 8510, 3]
type = VelAdd
trigger1 = Time = [40, 55]
x = 0.2

[State 8510, 4]
type = PlaySnd
trigger1 = Time = 40
value = 2, 0

[State 8510, 5]
type = VelSet
trigger1 = ParentDist X >= 100
x = 0

[State 8510, 6]
type = PlaySnd
trigger1 = Time = 72
value = 9, 1
persistent = 0

[State 8510, 7]
type = PlaySnd
trigger1 = Time = 79
value = 9, 2
persistent = 0

[State 8510, 8]
type = MakeDust
trigger1 = Time = [40, 55]
pos = -28, 0
spacing = 2

[State 8510, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 8511

;---------------------------------------------------------------------------
; Sakura 
; Charging
[Statedef 8511]
type = S
ctrl = 0
anim = 8550
sprpriority = -1

[State 8511, 1]
type = PlaySnd
trigger1 = Time = 5
value = 9, 3

[State 8511, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 8512

;---------------------------------------------------------------------------
; Sakura 
; Releasing
[Statedef 8512]
type = S
ctrl = 0
anim = 8551
sprpriority = -1

[State 8512, 1]
type = PlaySnd
trigger1 = Time = 0
value = 9, 4

[State 8512, 2]
type = Explod
trigger1 = Time = 6
anim = 8555
id = 8555
postype = P1
pos = 60, 0
sprpriority = 2
ownpal = 1
supermove = 1
removeongethit = 1
vel = 2, 0

[State 8512, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 8513

;---------------------------------------------------------------------------
; Sakura
; Comemoration
[Statedef 8513]
type = S
ctrl = 0
anim = 8500
sprpriority = -1

[State 8513, 1]
type = PlaySnd
trigger1 = Anim = 8560
trigger1 = AnimElem = 7
value = 9, 9

[State 8513, 2]
type = ChangeAnim
trigger1 = Parent, Stateno = 8002
value = 8560
persistent = 0

[State 8513, 3]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 50,0

[State 8513, 4]
type = PosSet
trigger1 = 1
y = 0

[State 8513, 5]
type = VelSet
trigger1 = 1
x = 0

[State 8513, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 8560
value = 8514

;---------------------------------------------------------------------------
; Sakura
; getting out
[Statedef 8514]
type = S
ctrl = 0
anim = 8510
sprpriority = -1

[State 8514, 1]
type = VelSet
trigger1 = 1
x = -8

[State 8514, 7]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; P2State
; Get hit by Rolling Attack
[Statedef 8520]
type    = A
movetype= H
physics = N
velset = 0,0

[State 8520, 1]
type = ChangeAnim2
trigger1 = 1
value = 8220

[State 8520, 7]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 8521

;------------------
; P2State
; Hit by Rolling Attack - flying through the air
[Statedef 8521]
type    = A
movetype= H
physics = N

[State 8521, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 8521, 2]
type = VelAdd
trigger1 = 1
y = .45

[State 8521, 3]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 8521, 4]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 8522

[State 8521, 5]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
; P2State
; Hit by Rolling Attack - hit wall
[Statedef 8522]
type    = A
movetype= H
physics = N

[State 8522, 1]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 8522, 2]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 8522, 3]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 8522, 4]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 8522, 5]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 8522, 6]
type = ChangeAnim2
trigger1 = Time = 0
value = 8225

[State 8522, 7]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 8522, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 8524

;------------------
; P2State
; Hit by Rolling Attack - bounce off wall
[Statedef 8524]
type    = A
movetype= H
physics = N

[State 8524, 1]
type = NotHitBy
trigger1 = 1
value = , NA, NP

[State 8524, 2]
type = VelSet
trigger1 = Time = 0
y = -6

[State 8524, 3]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 8524, 4]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 8524, 5]
type = VelAdd
trigger1 = 1
y = .35

[State 8524, 6]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 8524, 7] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 8524, 8] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 8524, 9] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 8524, 10]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

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

;---------------------------------------------------------------------------
; Dan+Sakura+Blanka
;---------------------------------------------------------------------------
; Blanka
; First Attack
[Statedef 9000]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = -3000
ctrl = 0
velset = 0,0
anim = 8114
sprpriority = 2

[State 9000, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6, 0

[State 9000, 2]
type = SuperPause
trigger1 = AnimElem = 1
time = 38
anim = S7000
poweradd = 0
pos = 34, -40
unhitable = 1
darken = 1
sound = S2, 1

[State 9000, 3]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype = Hard
damage = 70, 10
Hitflag = MAF
guardflag = MA
priority = 7, Hit
pausetime = 6,6
sparkno = S6070
guard.sparkno = S6060
getpower = 0
sparkxy = -3,-70
hitsound = S1, 5
guardsound = S1, 7
ground.type = High
ground.slidetime = 15
ground.hittime = 400
ground.velocity = -18, 0
air.velocity = -13, 6
air.hittime = 450
air.juggle = 0
kill = 0
fall = 0
fall.recover = 0
p2stateno = 9030

[State 9000, 6]
type = ChangeAnim
trigger1 = MoveHit
trigger1 = Anim != 8115
value = 8115

[State 9000, 7]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimTime = 0
value = 8003

[State 9000, 8]
type = ChangeState
trigger1 = MoveHit = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Blanka
; Getting in the position and calling Dan and Sakura
[Statedef 9001]
type = S
ctrl = 0
anim = 8100
velset = 0,0

[State 9001, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 9001, 2]
type = Helper
;trigger1 = MoveHit = 1
trigger1 = Time = 0
name = "Dan"
id = 9010
postype = p1
pos = -120, 0
stateno = 9010
helpertype = normal
keyctrl = 1
persistent = 0
ownpal = 1

[State 9001, 3]
type = Helper
;trigger1 = MoveHit = 1
trigger1 = Time = 0
name = "Sakura"
id = 9020
postype = p1
pos = 300, 0
stateno = 9020
helpertype = normal
keyctrl = 1
persistent = 0
ownpal = 1

[State 9001, 4]
type = ChangeAnim
trigger1 = Time = 38
value = 183

[State 9001, 5]
type = PlaySnd
trigger1 = Time = 38
value = 3, 0
volume = 120

[State 9001, 7]
type = ChangeState
trigger1 = Time = 80
value = 9002
ctrl = 1

;---------------------------------------------------------------------------
; Blanka
; Rolling in the floor
[Statedef 9002]
type = S
movetype = I
ctrl = 0
anim = 8120
velset = 0,0

[State 9002, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 9002, 2]
type = VelSet
trigger1 = Time = 25
x = 0
y = -8

[State 9002, 3]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.43

[State 9002, 4]
type = PlaySnd
trigger1 = TimeMod = 6, 0
value = 0, 3
volume = 120

[State 9002, 7]
type = ChangeState
trigger1 = Time = 58
value = 9003
ctrl = 1

;---------------------------------------------------------------------------
; Blanka
; Rolling Attacks
[Statedef 9003]
type = A
movetype = I
physics = A
ctrl = 0
anim = 8130
velset = 0,0

[State 9003, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 9003, 2]
type = PlaySnd
trigger1 = TimeMod = 6, 0
value = 0, 3
volume = 120

[State 9003, 3]
type = VelSet
trigger1 = Time = [0, 22]
trigger2 = Time = [56, 78]
x = 8
y = 0

[State 9003, 4]
type = VelSet
trigger1 = Time = 23
x = -6
y = -7.5

[State 9003, 5]
type = VelSet
trigger1 = Time = 80
x = -3
y = -9.5

[State 9003, 6]
type = VelSet
trigger1 = Time = 112
x = 6
y = 3

[State 9003, 7]
type = VelSet
trigger1 = Time = 128
x = -5
y = -9

[State 9003, 8]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 21
trigger3 = Time = 45
trigger4 = Time = 79
trigger5 = Time = 123
trigger6 = Time = 127
trigger7 = Time = 143
anim = 6070
id = 9003
postype = p2
pos = 3, -70
ontop = 1
ownpal = 1
bindtime = -1

[State 9003, 9]
type = HitAdd
trigger1 = Time = 0
trigger2 = Time = 21
trigger3 = Time = 45
trigger4 = Time = 79
trigger5 = Time = 123
trigger6 = Time = 127
trigger7 = Time = 143
value = 1

[State 9003, 10]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time = 21
trigger3 = Time = 45
trigger4 = Time = 79
trigger5 = Time = 123
trigger6 = Time = 127
trigger7 = Time = 143
value = 1, 5
volume = 120

[State 9003, 11]
type = ChangeState
trigger1 = Time > 130
trigger1 = Pos Y > -10
value = 8002
ctrl = 1

;---------------------------------------------------------------------------
; Dan
; Getting in
[Statedef 9010]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 8010
sprpriority = 2

[State 9010, 1]
type = VelSet
trigger1 = Time = [0, 29]
x = 3

[State 9010, 2]
type = VelSet
trigger1 = Time = 30
x = 0
y = 0

[State 9010, 3]
type = PlaySnd
trigger1 = Time = 30
value = 8, 0
volume = 120

[State 9010, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 9011
ctrl = 0

;---------------------------------------------------------------------------
; Dan
; Rolling Attack
[Statedef 9011]
type    = A
movetype= I
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 8025
sprpriority = 2

[State 9011, 1]
type = PlaySnd
trigger1 = TimeMod = 6, 0
value = 0, 3
volume = 120

[State 9011, 2]
type = PosSet
trigger1 = Time = 0
y = -2

[State 9011, 3]
type = VelSet
trigger1 = Time < 10
y = 0

[State 9011, 4]
type = VelSet
trigger1 = Time = [10, 37]
trigger2 = Time = [62, 83]
x = 8
y = 0

[State 9011, 5]
type = VelSet
trigger1 = Time = 38
trigger2 = Time = 62
trigger3 = Time = 84
x = -7
y = -7

[State 9011, 6]
type = VelSet
trigger1 = Time = 115
x = 0.5
y = -6.75

[State 9011, 7]
type = VelSet
trigger1 = Time = [136, 162]
x = 8
y = 3

[State 9011, 8]
type = VelSet
trigger1 = Time = 163
x = -7
y = -7

[State 9011, 9]
type = VelSet
trigger1 = Time = [172, 181]
x = 5
y = 4

[State 9011, 10]
type = VelSet
trigger1 = Time = 182
x = -1
y = -9

[State 9011, 11]
type = ChangeState
trigger1 = Time > 190
trigger1 = Pos Y > -10
value = 9012
ctrl = 0

;---------------------------------------------------------------------------
; Dan
; Comemoration
[Statedef 9012]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
sprpriority = 2
velset = 0,0
anim = 8040

[State 9012, 1]
type = PosSet
trigger1 = 1
y = 0

[State 9012, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8, 1
volume = 120

[State 9012, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 8013
ctrl = 0

;---------------------------------------------------------------------------
; Sakura
; Sakura Running in
[Statedef 9020]
type = S
ctrl = 0
anim = 8510
sprpriority = -1

[State 9020, 1]
type = PlaySnd
trigger1 = Time = 0
value = 9, 0

[State 9020, 2]
type = VelSet
trigger1 = Time < 40
x = -9

[State 9020, 3]
type = VelAdd
trigger1 = Time = [40, 55]
x = 0.2

[State 9020, 4]
type = PlaySnd
trigger1 = Time = 40
value = 2, 0

[State 9020, 5]
type = VelSet
trigger1 = ParentDist X >= 100
x = 0

[State 9020, 6]
type = PlaySnd
trigger1 = Time = 72
value = 9, 1
persistent = 0

[State 9020, 7]
type = PlaySnd
trigger1 = Time = 79
value = 9, 2
persistent = 0

[State 9020, 8]
type = MakeDust
trigger1 = Time = [40, 55]
pos = -28, 0
spacing = 2

[State 9020, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 9021

;---------------------------------------------------------------------------
; Sakura Waiting
[Statedef 9021]
type = S
ctrl = 0
anim = 8500
sprpriority = -1

[State 9021, 1]
type = ScreenBound
trigger1 = 1 ;Parent, BackEdgeDist > 70
value = 1
;movecamera = 80,0

[State 9021, 7]
type = ChangeState
trigger1 = Time = 15
value = 9022

;---------------------------------------------------------------------------
; Sakura 
; Attacking on the floor
[Statedef 9022]
type = S
ctrl = 0
anim = 8500
sprpriority = -1

[State 9022, 1]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time = 30
trigger3 = Time = 53
trigger4 = Time = 70
trigger5 = Time = 107
value = 1, 3

; Return back to stand position
[State 9022, 2]
type = ChangeAnim
trigger1 = Anim != 8500
trigger1 = AnimTime = 0
value = 8500

; Dan Hit 1
[State 9022, 3]
type = ChangeAnim
trigger1 = Time = 0
value = 8531

; Blanka Hit 1
[State 9022, 4]
type = ChangeAnim
trigger1 = Time = 30
value = 8530

; Dan Hit 2
[State 9022, 5]
type = ChangeAnim
trigger1 = Time = 53
value = 8542

; Blanka Hit 2
[State 9022, 6]
type = ChangeAnim
trigger1 = Time = 70
value = 8541

; Dan Hit 3
[State 9022, 7]
type = ChangeAnim
trigger1 = Time = 107
value = 8543

; Jumping
[State 9022, 7]
type = VelSet
trigger1 = Time = 120
x = 3
y = -10

[State 9022, 8]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time = 70
value = 9, 5

[State 9022, 9]
type = PlaySnd
trigger1 = Time = 30
trigger2 = Time = 53
value = 9, 7

[State 9022, 10]
type = PlaySnd
trigger1 = Time = 107
value = 9, 8

[State 9022, 11]
type = ChangeState
trigger1 = Time = 120
value = 9023

;---------------------------------------------------------------------------
; Sakura 
; Jumping and attacking
[Statedef 9023]
type = A
physics = A
ctrl = 0
anim = 8520
sprpriority = -1

[State 9023, 1]
type = PlaySnd
trigger1 = Time = 8
trigger2 = Time = 20
trigger3 = Time = 46
value = 1, 4

; Dan Hit 4
[State 9023, 2]
type = ChangeAnim
trigger1 = Time = 8
value = 8532

; Blanka Hit 3
[State 9023, 3]
type = ChangeAnim
trigger1 = Time = 20
value = 8533

; Dan Hit 5
[State 9023, 4]
type = ChangeAnim
trigger1 = Time = 46
value = 8544

[State 9023, 5]
type = VelSet
trigger1 = Time = 30
x = 2
y = -3

[State 9023, 6]
type = PlaySnd
trigger1 = Time = 20
trigger2 = Time = 46
value = 9, 8

[State 9023, 7]
type = PlaySnd
trigger1 = Time = 8
value = 9, 6

[State 9023, 8]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 8544
trigger2 = Time > 20
trigger2 = Pos Y > -10
value = 9024

;---------------------------------------------------------------------------
; Sakura
; Comemoration
[Statedef 9024]
type = S
ctrl = 0
anim = 8560
sprpriority = -1

[State 9024, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 9, 9

[State 9024, 2]
type = PosSet
trigger1 = 1
y = 0

[State 9024, 3]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 9024, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 8560
value = 8514

;---------------------------------------------------------------------------
; P2HitState
; Team Super Dan + Sakura + Blanka
[Statedef 9030]
type    = S
movetype= H
physics = N

[State 9030, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 9030, 2]
type = VelSet
trigger1 = Time = 0
x = -7
y = -9

[State 9030, 3]
type = VelAdd
trigger1 = Pos Y < 0
y = .45

; Lie Down
[state 9030, 4]
type = ChangeAnim
trigger1 = Time = 40
value = 5110

; Get up
[state 9030, 5]
type = ChangeAnim
trigger1 = Time = 84
value = 5120

[State 9030, 6]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 9030, 7]
type = VelSet
trigger1 = Time = 40
x = 0
y = 0

[State 9030, 8]
type = PosSet
trigger1 = Time = 40
y = 0

[State 9031, 6]
type = ScreenBound
trigger1 = Time > 40
value = 0

[State 9030, 9]
type = ChangeState
trigger1 = Anim = 5120
trigger1 = AnimTime = 0
value = 9031

;---------------------------------------------------------------------------
; P2HitState
; Team Super Dan + Sakura + Blanka
[Statedef 9031]
type    = S
movetype= H
physics = N

[State 9031, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 9031, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 5300

; Hit Anim
[state 9031, 3]
type = ChangeAnim2
trigger1 = Time = 98
value = 9000

[State 9031, 4]
type = VelSet
trigger1 = Anim = 9000
trigger1 = AnimTime = 0
x = -7
y = -7

[State 9031, 5]
type = HitFallSet
trigger1 = Anim = 9000
trigger1 = AnimTime = 0
value = 1

[State 9031, 6]
type = ScreenBound
trigger1 = 1
value = 0

[State 9031, 7]
type = ScreenBound
trigger1 = Anim = 9000
trigger1 = AnimTime = 0
value = 1

[State 9031, 8]
type = LifeAdd
trigger1 = Time = 98
trigger2 = Time = 123
trigger3 = Time = 146
trigger4 = Time = 180
trigger5 = Time = 225
trigger6 = Time = 229
trigger7 = Time = 244
value = -70
kill = 0

[State 9031, 9]
type = LifeAdd
trigger1 = Time = 244
value = -70
kill = 1

[state 9031, 10]
type = SelfState
trigger1 = Anim = 9000
trigger1 = AnimTime = 0
value = 5030

;---------------------------------------------------------------------------
; 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, 4]
type = CtrlSet
trigger1 = RoundState = [0, 1]
value = 0

[State 0, 5]
type = Varset
trigger1 = var(6) = 1
var(6) = 0

;---------------------------------------------------------------------------
; Super Jump Start
[Statedef 60]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 60, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 60, 2]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = Var(6) = 1
sysvar(1) = 1

[State 60, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 60, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.runjump.fwd.x), const(velocity.runjump.back.x)))
y = -16

[State 60, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 61
ctrl = 1

;---------------------------------------------------------------------------
; Super Jump Up
[Statedef 61]
type    = A
physics = A

[State 61, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 61, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 61, ifelse((vel x)>0, 62, 63))

[State 61, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 61, 4]
type = PlaySnd
trigger1 = Time = 0
trigger1 = PrevStateNo != [800, 850]
value = 2, 2

[State 61, 5]
type = VelSet
trigger1 = Command != "holdfwd"
trigger1 = Command != "holdback"
trigger1 = Vel X = [0, 1]
trigger1 = Vel X = [-1, 0]
x = 0

[State 61, 5]
type = VelAdd
trigger1 = Command != "holdfwd"
trigger1 = Vel X = [1, 3.5]
x = -0.6

[State 61, 5]
type = VelAdd
trigger1 = Command != "holdback"
trigger1 = Vel X = [-3.5, -1]
x = 0.6

[State 61, 5]
type = VelAdd
trigger1 = Command = "holdfwd"
trigger1 = Vel X < 2.5
x = 0.6

[State 61, 5]
type = VelAdd
trigger1 = Command = "holdback"
trigger1 = Vel X > -2.5
x = -0.6

[State 61, 10]
type = ChangeState
trigger1 = Var(6) = 1
trigger1 = Time = 15
value = 800

;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = A
physics = A
anim = 100
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.fwd.x)
y = const(velocity.run.fwd.y)

[State 100, 2]
type = Explod
trigger1 = time = 0
anim = 110
id = 110
postype = P1
pos = -20, 0
ontop = 1
ownpal = 1
vel = 4.6

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = VarSet
trigger1 = BackEdgeDist >= 0
var(1) = 0

[State 100, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 110

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

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

[State 105, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = Explod
trigger1 = time = 0
anim = 110
id = 110
postype = P1
pos = 20, 0
ontop = 1
ownpal = 1
vel = -4.5
facing = -1

[State 105, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 110

;---------------------------------------------------------------------------
; RUN_land
[Statedef 110]
type    = S
physics = S
ctrl = 0
anim = 47

[State 110, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 110, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 110, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 110, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Dizzy
[Statedef 5300]
type    = S
movetype= H
physics = N

[State 5300, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 5300

[State 5300, 2]
type = VelSet
trigger1 = Time = 0
x = -10

[State 5300, 3]
type = VelMul
trigger1 = Time >= 9
x = .6

[State 5300, 4]
type = PosSet
trigger1 = 1
y = 0

[state 5300, 6]
type = LifeAdd
trigger1 = Time = 300
value = -700
kill = 0

[state 5300, 7]
type = SelfState
trigger1 = Time = 301
value = 5000

;---------------------------------------------------------------------------;
; Shocked States										    ;
; Shocked by Electric Thunder - 6000						    ;
; Shocked by Electric Rolling Attack 1 - 6001					    ;
; Shocked by Electric Rolling Attack 2 - 6002					    ;
; Shocked by Dynamo Attack - 6003			    				    ;
; Shocked by Electric Discharge - 6004						    ;
; Shocked by Rage Mode Vingança Amazônica - 6005				    ;
; Shocked by Raiden Mode - 6010 > 6060						    ;
;---------------------------------------------------------------------------;

; Shocked by Electric Thunder
[Statedef 6000]
type    = A
physics = N
movetype = H
ctrl = 0
anim = 5002

[State 6000, 1]
type = VelSet
trigger1 = Time = 0
x = -3.5
y = -4.5

[State 6000, 2]
type = ChangeAnim
trigger1 = AnimExist(7696)
trigger1 = Anim != 7696
value = 7696

[State 6000, 3]
type = PalFX
trigger1 = !AnimExist(7696)
trigger1 = TimeMod = 3, 1
time = 2
mul = 180, 180, 180

[State 6000, 4]
type = PalFX
trigger1 = !AnimExist(7696)
trigger1 = TimeMod = 4, 2
time = 3
mul = 120, 120, 120

[State 6000, 5]
type = VelAdd
trigger1 = Time > 2
y = 0.45

[State 6000, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; Shocked by Electric Rolling Attack - Part 1
[Statedef 6001]
type    = A
physics = N
movetype = H
ctrl = 0
anim = 5002

[State 6001, 1]
type = VelSet
trigger1 = Time = 0
x = -2
y = -1

[State 6001, 2]
type = ChangeAnim
trigger1 = AnimExist(7696)
trigger1 = Anim != 7696
value = 7696

[State 6001, 3]
type = PalFX
trigger1 = !AnimExist(7696)
trigger1 = TimeMod = 3, 1
time = 2
mul = 180, 180, 180

[State 6001, 4]
type = PalFX
trigger1 = !AnimExist(7696)
trigger1 = TimeMod = 4, 2
time = 3
mul = 120, 120, 120

[State 6001, 5]
type = VelAdd
trigger1 = Time > 2
y = 0.2

[State 6001, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; Shocked by Electric Rolling Attack - Part 2
[Statedef 6002]
type    = A
physics = N
movetype = H
ctrl = 0
anim = 5002

[State 6002, 1]
type = VelSet
trigger1 = Time = 0
x = -14
y = -1

[State 6002, 2]
type = ChangeAnim
trigger1 = AnimExist(7696)
trigger1 = Anim != 7696
value = 7696

[State 6002, 3]
type = PalFX
trigger1 = !AnimExist(7696)
trigger1 = TimeMod = 3, 1
time = 2
mul = 180, 180, 180

[State 6002, 4]
type = PalFX
trigger1 = !AnimExist(7696)
trigger1 = TimeMod = 4, 2
time = 3
mul = 120, 120, 120

[State 6002, 5]
type = VelAdd
trigger1 = Time > 2
y = 0.2

[State 6002, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; Shocked by Dynamo Attack
[Statedef 6003]
type    = A
physics = N
movetype = H
ctrl = 0
anim = 5002

[State 6003, 1]
type = VelSet
trigger1 = Time = 0
x = -5
y = -3

[State 6003, 2]
type = ChangeAnim
trigger1 = AnimExist(7696)
trigger1 = Anim != 7696
value = 7696

[State 6003, 3]
type = PalFX
trigger1 = !AnimExist(7696)
trigger1 = TimeMod = 3, 1
time = 2
mul = 180, 180, 180

[State 6003, 4]
type = PalFX
trigger1 = !AnimExist(7696)
trigger1 = TimeMod = 4, 2
time = 3
mul = 120, 120, 120

[State 6003, 5]
type = VelAdd
trigger1 = Time > 2
y = 0.45

[State 6003, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; Shocked by Electric Discharge
[Statedef 6004]
type    = A
physics = N
movetype = H
ctrl = 0
anim = 5002

[State 6004, 1]
type = PosAdd
trigger1 = Time = 0
y = -20

[State 6004, 2]
type = VelSet
trigger1 = Vel Y > -1
trigger1 = Time = 4
x = -1
y = -1.5

[State 6004, 2]
type = ChangeAnim
trigger1 = AnimExist(7696)
trigger1 = Anim != 7696
value = 7696

[State 6004, 3]
type = PalFX
trigger1 = !AnimExist(7696)
trigger1 = TimeMod = 3, 1
time = 2
mul = 180, 180, 180

[State 6004, 4]
type = PalFX
trigger1 = !AnimExist(7696)
trigger1 = TimeMod = 4, 2
time = 3
mul = 120, 120, 120

[State 6004, 5]
type = VelAdd
trigger1 = Time > 4
y = 0.45

[State 6004, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; Shocked by Rage Mode Vingança Amazônica
[Statedef 6005]
type    = A
physics = N
movetype = H
ctrl = 0
anim = 5002

[State 6005, 1]
type = VelSet
trigger1 = Time = 0
x = -7
y = -4.5

[State 6005, 2]
type = ChangeAnim
trigger1 = AnimExist(7696)
trigger1 = Anim != 7696
value = 7696

[State 6005, 3]
type = PalFX
trigger1 = !AnimExist(7696)
trigger1 = TimeMod = 3, 1
time = 2
mul = 180, 180, 180

[State 6005, 4]
type = PalFX
trigger1 = !AnimExist(7696)
trigger1 = TimeMod = 4, 2
time = 3
mul = 120, 120, 120

[State 6005, 5]
type = VelAdd
trigger1 = Time > 2
y = 0.45

[State 6005, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5100

;---------------------------------------------------------------------------
; HITG_SHAKE (Shocked)
[Statedef 6010]
type    = S
movetype= H
physics = N
velset = 0,0

[State 6010, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
value = 7696

[state 6010, 2] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[state 6010, 3] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
type = a

[state 6010, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5001 ;HITG_SLIDE

[state 6010, 5]
type = SelfState
trigger1 = HitShakeOver
value = 5030

[state 6010, 6]
type = SelfState
trigger1 = !AnimExist(7696)
value = 5000

[state 6010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[state 6010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[state 6010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITC_SHAKE (Shocked)
[Statedef 6020]
type    = C
movetype= H
physics = N
velset = 0,0

[state 6020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
;trigger1 = GetHitVar(animtype) != [3,5]
value = 7696

[state 6020, 2] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[state 6020, 3]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5011 ;HITC_SLIDE

[state 6020, 4]
type = SelfState
trigger1 = HitShakeOver
value = 5030

[state 6020, 5]
type = SelfState
trigger1 = !AnimExist(7696)
value = 5010

[state 6020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[state 6020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[state 6020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITA_SHAKE (Shocked)
[Statedef 6030]
type    = A
movetype= H
physics = N
velset = 0,0

[state 6030, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
;trigger1 = GetHitVar(animtype) != [3,5]
value = 7696

[state 6030, 2] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[state 6030, 3]
type = SelfState
trigger1 = HitShakeOver
value = 5030

[state 6020, 4]
type = SelfState
trigger1 = !AnimExist(7696)
value = 5020

[state 6030, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[state 6030, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[state 6030, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

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

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

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

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

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundno = 1
value = 0
first = 1
last = 2

[State 5900, 2] ;Clear all int variables
type = VarRangeSet
trigger1 = roundno = 1
value = 0
first = 4
last = 10

[State 5900, 3] ;Clear all float variables
type = VarRangeSet
trigger1 = roundno = 1
fvalue = 0

[State 5900, 4] ;Set the Blanka Mode selected - Normal Blanka
type = VarSet
trigger1 = palno = [1, 6]
var(3) = 0

[State 5900, 5] ;Set the Blanka Mode selected - Rage Blanka
type = VarSet
trigger1 = palno = [7, 9]
var(3) = 1

[State 5900, 6] ;Set the Blanka Mode selected - Raiden Blanka
type = VarSet
trigger1 = palno = [10, 12]
var(3) = 2

[State 5900, 7] ;Intro
type = ChangeState
trigger1 = roundno = 1
value = 190

;---------------------------------------------------------------------------
; AI Trigger
[Statedef 9999]
anim = 9999
ctrl = 0

[State 9999, 1]
type = Turn
trigger1 = facing != parent, facing

[State 9999, 2]
type = ParentVarSet
triggerall = var(5) = 0
triggerall = parent, RoundState = 2
trigger1 = parent, command = "x"
trigger2 = parent, command = "y"
trigger3 = parent, command = "z"
trigger4 = parent, command = "a"
trigger5 = parent, command = "start"
trigger6 = parent, command = "holdfwd"
trigger7 = parent, command = "holdback"
trigger8 = parent, command = "holdup"
trigger9 = parent, command = "holddown"
trigger10 = parent, command = "b"
trigger11 = parent, command = "c"
var(4) = 1

[State 9999, 3]
type = ParentVarSet
triggerall = parent, var(4) = 1
triggerall = parent, RoundState = 2
trigger1 = (command = "x" && parent, command = "x")
trigger2 = (command = "y" && parent, command = "y")
trigger3 = (command = "z" && parent, command = "z")
trigger4 = (command = "a" && parent, command = "a")
trigger5 = (command = "start" && parent, command = "start")
trigger6 = (command = "holdfwd" && parent, command = "holdfwd")
trigger7 = (command = "holdback" && parent, command = "holdback")
trigger8 = (command = "holdup" && parent, command = "holdup")
trigger9 = (command = "holddown" && parent, command = "holddown")
trigger10 = (command = "b" && parent, command = "b")
trigger11 = (command = "c" && parent, command = "c")
var(4) = 0

[State 9999, 4]
type = VarSet
trigger1 = var(5) = 1
var(5) = 0

[State 9999, 5]
type = VarSet
triggerall = var(5) = 0
triggerall = parent, RoundState = 2
trigger1 = parent, command = "x"
trigger2 = parent, command = "y"
trigger3 = parent, command = "z"
trigger4 = parent, command = "a"
trigger5 = parent, command = "start"
trigger6 = parent, command = "holdfwd"
trigger7 = parent, command = "holdback"
trigger8 = parent, command = "holdup"
trigger9 = parent, command = "holddown"
trigger10 = parent, command = "b"
trigger11 = parent, command = "c"
var(5) = 1

[State 9999, 6]
type = Destroyself
trigger1 = parent, ctrl = 1

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]

[State -2, 1]
type = ScreenBound
trigger1 = Var(1) = 1
trigger2 = PrevStateno != 9000
trigger2 = PrevStateno != 9003
trigger2 = Stateno = [8001, 8004]
trigger3 = Stateno = 8503
value = 0

[State -2, 2]
type = VarSet
trigger1 = BackEdgeDist >= 0
trigger1 = Pos Y >= -20
var(1) = 0

[State -2, 3]
type = ChangeState
triggerall = Stateno != [3000, 3500]
trigger1 = Var(1) = 1
trigger1 = StateType = S 
value = 100
ctrl = 1

[State -2, 4]
type = Varset
trigger1 = movetype = H
var(6) = 0

[State -2, 5]
type = Varset
trigger1 = StateNo != [3000, 3200]
var(7) = 0

; Normal Blanka
[State -2, 6]
type = PalFX
trigger1 = PalNo != [1, 6]
trigger1 = Var(3) = 0
trigger1 = TimeMod = 3, 1
time = 2
mul = 0, 192, 0

[State -2, 7]
type = PalFX
trigger1 = PalNo != [1, 6]
trigger1 = Var(3) = 0
trigger1 = TimeMod = 4, 2
time = 3
mul = 64, 255, 64

[State -2, 8]
type = AttackMulSet
trigger1 = Var(3) = 0
value = 1

[State -2, 9]
type = defenceMulSet
trigger1 = Var(3) = 0
value = 1

; Rage Blanka
[State -2, 10]
type = PalFX
trigger1 = PalNo != [7, 9]
trigger1 = Var(3) = 1
trigger1 = TimeMod = 3, 1
time = 2
mul = 192, 0, 0

[State -2, 11]
type = PalFX
trigger1 = PalNo != [7, 9]
trigger1 = Var(3) = 1
trigger1 = TimeMod = 4, 2
time = 3
mul = 255, 64, 64

[State -2, 12]
type = AttackMulSet
triggerall = Var(3) = 1
trigger1 = Var(10) = 0
trigger2 = Stateno = [3000, 3600]
value = 1

[State -2, 13]
type = defenceMulSet
trigger1 = Var(3) = 1
trigger1 = Var(10) = 0
value = 1.15

; Raiden Blanka
[State -2, 14]
type = PalFX
trigger1 = PalNo != [10, 12]
trigger1 = Var(3) = 2
trigger1 = TimeMod = 3, 1
time = 2
mul = 0, 192, 192

[State -2, 15]
type = PalFX
trigger1 = PalNo != [10, 12]
trigger1 = Var(3) = 2
trigger1 = TimeMod = 4, 2
time = 3
mul = 192, 192, 255

[State -2, 16]
type = AttackMulSet
trigger1 = Var(3) = 2
value = 0.85

[State -2, 17]
type = DefenceMulSet
trigger1 = Var(3) = 2
value = 0.9

[State -2, 18]
type = VarSet
trigger1 = P2StateType = S
var(8) = 0

[State -2, 19]
type = VarSet
trigger1 = P2StateType = C
var(8) = 10

[State -2, 20]
type = VarSet
trigger1 = P2StateType = A
var(8) = 20

[State -2, 21]
type = VarSet
trigger1 = StateNo != [3400, 3500]
var(9) = 0

; V-ISM Mode
[State -2, 22]
type = AssertSpecial
trigger1 = Var(10) = 1
flag = NoJuggleCheck
persistent = 1

[State -2, 23]
type = AfterImageTime
trigger1 = Var(10) = 0
trigger2 = RoundState = 3
time = 1

[State -2, 24]
type = AfterImageTime
trigger1 = Var(10) = 1
time = power
persistent = 1

; Finishing V-ISM
[State -2, 25]
type = VarSet
triggerall = var(10) != 0
triggerall = StateNo != 3000
triggerall = StateNo != [3500, 3530]
trigger1 = Power <= 0
trigger2 = command = "start"
trigger3 = RoundState = 3
trigger4 = MoveType = H
trigger4 = Time = 2
var(10) = 0

; Losing Half of the Super Meter
[State -2, 26]
type = PowerAdd
triggerall = var(10) != 0
trigger1 = MoveType = H
trigger1 = Time = 0
value = -1500

; Custom Combo
[State -2, 27]
type = AttackMulSet
trigger1 = var(10) = 1
trigger1 = Stateno != [3000, 3500]
value = 0.6

[State -2, 28]
type = AttackMulSet
trigger1 = var(10) = 1
trigger1 = var(17) > 10
trigger1 = Stateno != [3000, 3500]
value = 0.2

[State -2, 29]
type = DefenceMulSet
trigger1 = var(10) = 1
value = 1.05

[State -2, 30]
type = PowerAdd
triggerall = StateNo != [3500, 3530]
trigger1 = var(10) = 1
value = -8

[State -2, 31]
type = VarSet
trigger1 = StateNo = 5900
v = 11
value = 4

[State -2, 32]
type = VarRandom
trigger1 = RoundState = 2
trigger1 = Var(11) = 4
v = 11
range = 3

;-------------
;COMBO COUNTER
;Kamek's Combo Counter code.
;-------------

[State -2, Set Up For Count]
type = VarSet
trigger1 = p2movetype = H
trigger1 = !Var(15)
v = 15
value = 1

[State -2, Keep Track Of Hit Count]
type = VarSet
trigger1 = UniqHitCount > 0
trigger1 = Var(15)
v = 16
value = UniqHitCount

[State -2, Add To Total Hit Count]
type = VarSet
triggerall = Var(15)
trigger1 = UniqHitCount < Var(16)
trigger2 = p2movetype != H
v = 17
value = Var(17) + Var(16)

[State -2, Add Helper Hits To Total Hit Count]
type = VarSet
triggerall = Var(15)
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)
v = 19
value = 0

[State -2, Projectile Hits]
type = VarSet
triggerall = Var(15)
trigger1 = ProjHit = 1
v = 17
value = Var(17) + 1

[State -2, Reset Current Hit Count]
type = VarSet
trigger1 = UniqHitCount < Var(16)
trigger1 = Var(15)
v = 16
value = UniqHitCount

[State -2, Combo Is Finished]
type = VarSet
trigger1 = p2movetype != H
trigger1 = Var(15)
v = 16
value = 0

[State -2, Reset]
type = VarSet
triggerall = Var(15)
trigger1 = p2movetype != H
;trigger1 = p2stateno != [5000,5999]
v = 15
value = 0

[State -2, Reset]
type = VarSet
trigger1 = p2movetype != H
v = 14
value = 0

[State -2, Reset]
type = VarSet
trigger1 = !NumHelper(9990)
trigger1 = !Var(15)
trigger1 = Var(17) > 0
v = 17
value = 0

[State -2, 32]
type = Null ;DisplayToClipboard
trigger1 = 1
text = "Var(17) = %d.P2dist = %.0f.Pos Y = %f.Vel X = %.2f.\n.Vel Y = %.2f.\n."
params = var(17),p2dist x,pos y,vel x,vel y

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[State -3, Medium Hit Sound 1]
type = PlaySnd
triggerall = Time = 1
triggerall = Random < 100
trigger1 = Anim = 5001
trigger2 = Anim = 5011
trigger3 = Anim = 5021
value = 10, 0
volume = 180

[State -3, Medium Hit Sound 2]
type = PlaySnd
triggerall = Time = 1
triggerall = Random = [100, 199]
trigger1 = Anim = 5001
trigger2 = Anim = 5011
trigger3 = Anim = 5021
value = 10, 1
volume = 180

[State -3, Medium Hit Sound 3]
type = PlaySnd
triggerall = Time = 1
triggerall = Random = [200, 299]
trigger1 = Anim = 5001
trigger2 = Anim = 5011
trigger3 = Anim = 5021
value = 10, 2
volume = 180

[State -3, Strong Hit Sound 1]
type = PlaySnd
triggerall = Time = 1
triggerall = Random < 140
trigger1 = Anim = 5002
trigger2 = Anim = 7696
trigger3 = Anim = 5012
trigger4 = Anim = 5022
value = 10, 0
volume = 180

[State -3, Hit Sound 2]
type = PlaySnd
triggerall = Time = 1
triggerall = Random = [140, 289]
trigger1 = Anim = 5002
trigger2 = Anim = 7696
trigger3 = Anim = 5012
trigger4 = Anim = 5022
value = 10, 1
volume = 180

[State -3, Hit Sound 3]
type = PlaySnd
triggerall = Time = 1
triggerall = Random = [290, 439]
trigger1 = Anim = 5002
trigger2 = Anim = 7696
trigger3 = Anim = 5012
trigger4 = Anim = 5022
value = 14, 2
volume = 180

[State -3, Dizzy Sound]
type = PlaySnd
triggerall = Time = 3
trigger1 = Anim = 5300
value = 10, 1
volume = 180

[State -3, 1]
type = Helper
trigger1 = NumHelper(9999) = 0
trigger1 = anim = 0
trigger1 = movetype != H
trigger1 = ctrl = 0
trigger1 = RoundState = 2
name = "AI Trigger"
id = 9999
pos = 1000, 1000
stateno = 9999
helpertype = normal
keyctrl = 1

[State -3, 2]
type = Varset
trigger1 = var(4) = 1
trigger1 = RoundState = 3
var(4) = 1